How To Fight at The Coliseum
The Coliseum is the PvP area of Rada Quest TCG. Players will be able to face each other to test their decks and compete for incredible and exclusive prizes.
It is a periodic event (Campaigns) that will be accompanied by exclusive cards that can be purchased for special benefits during the event as well as exclusive cards in the rewards to the top ranked players.
All players start with 0 points and will have to fight each other to climb up the rankings.
Enter to The Coliseum:
- Quest Board menu
- Click on event card
- Your player name and avatar.
- Your health status. Available/maximum adrenaline and stamina points
- Click if you need to recharge adrenaline/stamina.
- Your position in the general ranking.
- How many purchased (or gifted) battle tickets you have available to assign.
- Battles available according to category:
- Free battles
- (+added battles)
- Button to add battles (x10)
- All set? Jump into the arena and fight!
- See the complete ranking
- Access the deck builder to modify your strategy.
- Access to the medal chest.
- Shop for extra battle tickets.
Info about Coliseum event cards. You can get the special event cards in the packs available in the in-game store. See the information of each campaign for details. Some cards will only be available as rewards at the top of the ranking.
Players are organized in different categories that will be updated every 30 minutes. The categories require a minimum number of participants in the Coliseum to be created (except for the initial category “Citizen”).
- Diamond Category
- Minimum players: 400
- Player rank: top 2% of the total
- Gold Category
- Minimum players: 150
- Player Rank: top 10% remaining (excluding Diamond players)
- Silver Category
- Minimum players: 80
- Player Rank: top 20% remaining (excluding Diamond/Gold players)
- Iron Category
- Minimum players: 50
- Player Rank: top 35% remaining (excluding Diamond/Gold/silver)
- Citizen Category
- Remaining players
Example for 1000 players:
Diamond: 2% (1000) = 20 players
Gold: 10% (1000 – 20) = 98 players
Silver: 20% (1000 – 20 – 98) = 176 players
Iron: 35% (1000 – 20 – 98 – 176) = 247 players
Citizen: 1000 – 20 – 98 – 176) = 459 players
Note: During category revisions it may happen that players are promoted to a higher category but also that players are relegated because they are displaced by players with better scores.
Jumping into the arena: The challenge!
Challenges are one-sided: The player jumps into the Coliseum arena and the server randomly selects an opponent of the same category. The owner of the challenged account does not need to be on-line; the game is automatic and the result will depend on the deck that both players have at that moment (attack and defense lines).
The challenging player must have at least as many adrenaline points available as the sum of the Power points of the cards that form his attack line. These points will be consumed after the attack, regardless of the result of the attack. If the player does not have enough adrenaline points available, he will have to recharge his counter (waiting for the generation of points or consuming strength potions -red- or Soul Crystal) or he will have to adjust the cards of his deck so that the sum of Power is adjusted.
The lines configured by both players are reviewed and updated before each confrontation, so they may be modified if any card has been transferred to another account since their configuration.
The challenged player does not win or lose points or resources in case of winning or losing the match. The outcome of the tournament only affects the challenging player. This may change when the “Player Kill (PK)” mode, still under development, is activated.
The match consists of 2 turns: attack and defense.
- 1st turn: The attack line of the challenging player faces the defense line of the challenged player.
- Result: Challenged attack points – challenged defense points = P1.
- 2nd turn: The challenged player’s attack line faces the challenged player’s defense line.
- Result: challenged attack points – challenged defense points = P2.
- Final result:
- If (P1 – P2) >= 0 Challenging player is victorious.
- If (P1 – P2) < 0 Challenging player loses the combat.
- Your data (challenging)
- Your enemy (challenged)
- Your line of attack
- Your line of defense
- Your enemy’s attack line
- Your enemy’s line of defense
- Combat modifiers
Before starting the combat, the score modifiers will be applied according to different criteria:
- Modifier for special event cards: the player may have cards that modify the attack, defense or loteo as will be explained in each campaign. These cards do not need to be part of the attack, defense or support lines; it is enough for the player to have them in his wallet. They are not cumulative, only the effect of one card of each type is taken and, in case of having in different states of evolution, the one with the highest level of evolution.
- Chiefdom level modifier. Increases defense % according to the Chiefdom level of the player (affects both challenged and challenged players!).
- Faction modifier: If all the cards of the attack and defense lines are of the same faction (Light or Shadow) you get a 2% increase in attack/defense.
- Lucky modifier: 10% of the player’s luck points (maximum 2%) is added to the attack/defense.
- Mini-Games modifier: The player will get a variable % increase in attack/defense according to his ranking in the weekly mini-games tournaments as Gems.
- (Coming soon) Guild Modifier: If all the cards in the attack and defense lines are from the same faction as the guild the player belongs to, he will get a 2% increase in attack/defense.
The modifiers affect only the challenging player except the Chiefdom modifier, which improves the defense of both players.
Scoring after victory
Looting points: The number of serfs on cards whose ability is “looting” will be taken into account regardless of whether they are in the attack or defence line.
looting points = total serfs / 10000
Boost for looting points:
- Rank MiniGame Boost
- Lucky Boost
- Guild Boost (coming soon)
If the player does not have any loot card, the minimum score is 50 points.
Once the loot point total has been calculated, the penalty for the attacked player’s anti-loot protection is applied.
At last, to the result will be applied the corresponding modifier of the event card, if any and if the player had that card.
Note: The points are only calculated during the scoring rounds of the Campaigns. They are not calculated during the intermission periods.
Other Victory Rewards
The winning player will get, both in the scoring round and in the rest period, the following rewards shown as examples (may vary depending on the Campaign)
1 Medal to redeem in the event’s Medal Chest
1 experience point for Chiefdom
Player Kill (under development)
Players who wish to do so can activate the PK (Player Kill) mode and make a deposit of game resources for the bounty hunter’s pot as a guarantee. When a PK player faces another PK player, part of the balance in the bounty hunter pot will be put into play. The winning player will take that amount to his guarantee balance.
Players can top up their balance at any time but will only get back the guarantee (plus profit or minus loss) at the end of the campaign.
If a player runs out of balance, his PK mode will be deactivated, so he will not be able to be attacked or attack in PK mode until he recharges his balance and reactivates his status.
This section may be affected by changes during its development.
Each Campaign will be accompanied by a chest with a multitude of prizes that can be obtained, randomly, with the payment of the medals won in the Coliseum.
The contents of the chest will be reset each time the player has claimed all the prizes contained in it. At each reset the cost of medals is increased by one unit up to a maximum of 3 medals.
Initial cost: 1 medal per prize claimed.
Cost after 1st restart: 2 medals per prize claimed
Cost after 2nd and subsequent restarts: 3 medals per prize claimed
The content of the chest may vary from one campaign to another. It may contain legendary and/or UltraRare cards, card tickets, potion packs, etc. See Campaign information for details.
Each player has a battle limit for each category (see details in the publication of each Campaign). When the player exhausts the challenges of a category, he will not be able to fight in that category anymore unless he buys more battle tickets and assigns them.
Battle tickets are purchased in sets of 10 and 60 and can be paid for with Soul Crystal or Credits.
The player can assign the battle tickets 10 by 10 to the category he wants.
When a battle takes place, a battle ticket from the game will always be consumed first before a purchased one, in case the player still has game tickets available.
At the end of the campaign, the tickets that have been assigned to a category and have not been consumed will be returned to the player’s inventory so that they can be reused in the following campaigns.
The course of the campaign is divided into several rounds with a pause period between rounds.
The score obtained in each round is not reset; each round starts with the points obtained in the previous round.
Battle tickets are not reset between rounds and may be consumed both during the round period and during the intermission.
At the end of each round (except for the final round), there will be a small prize giving among the top finishers. These prizes may include battle tickets, potions, etc. See Campaign information for details.
End of the Campaign
After the final round, the final prizes will be awarded.
At the end of the campaign the next campaign will be announced.
Game battle tickets will be reset to the values of the next campaign.
Scores will be reset to 0 and all players will start the next campaign on equal terms.
These rules may be revised and may undergo changes. We will keep the community informed through our usual channels.
Special event cards (both those obtained in packs and reward cards) will only be minted during the period of the campaign to which they belong. Once the period is over, the templates will be closed to limit their edition.
The Rada Quest team reserves the right to mint event cards up to a maximum of 100 units, before closing the template, in order to deliver them as rewards in later campaigns or events. Our goal is to make the cards valuable due to their scarcity but we also want to give collectors more opportunities. We will not mint cards when this would mean exceeding 500 units of cards minted in total.