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Core Mechanics
Current deck, hand, mana, match timer, reward, crate, and card-level rules in Sidekick Wars.
Decks And Hands
| Rule | Current Value |
|---|---|
| Cards in the battle hand | 5 |
| Native pickaxe | Separate from the five card slots |
| Smallest allowed deck | 8 cards |
| Largest allowed deck | 12 cards |
| Duplicate card IDs in a deck | Not allowed |
| Maximum owned card entries | 200 |
| Maximum card level | 10 |
The opening hand takes cards from the top of the equipped deck in deck order. After a card is played, it moves to the bottom and the next card fills that same hand slot. Normal matches therefore cycle the deck rather than randomly shuffling each draw.
Mana
| Mana Rule | Current Value |
|---|---|
| Starting mana | 0 |
| Maximum mana | 10 |
| Normal regeneration | 1 mana every 2.8 seconds |
| Overtime and sudden-death regeneration | Double speed: 1 mana every 1.4 seconds |
| Mana crystal hit | +1 mana, up to the 10-mana cap |
Mana pays for Sidekicks and Spells. A played card returns to the bottom of the deck only after its placement or target is valid and its cost can be paid.
Match Timer And Victory
| Phase | Rule |
|---|---|
| Main time | 5 minutes |
| Overtime | 1 minute with double mana regeneration |
| Sudden death | No timer; every tower and Keep takes 50 damage each second |
| Victory | Destroy the enemy Keep and every enemy base tower |
Match Rewards
| Result | Gold | Crystals | Configured Crate Reward | Mini Pass XP | Stars |
|---|---|---|---|---|---|
| Win | 0 | 0 | 1 Normal crate | 2 | 1 plus surviving towers, up to 3 |
| Loss or draw | 0 | 0 | 0 | 1 | 1 |
A winner also attempts to place the next crate from the saved crate sequence into their first empty crate station. Sequence position is persisted per player, wraps when exhausted, and is not a fresh random roll. No sequence crate is placed if every station is occupied.
Crates
Card crates grant one random card type plus Gold and Crystals. Gold and Crystal crates grant only their named currency.
| Crate | Open Time | Card Copies | Gold | Crystals |
|---|---|---|---|---|
| Normal | 20 seconds | 4 | 120-200 | 5-10 |
| Peels | 30 seconds | 4-8 | 200-320 | 10-15 |
| Lil Raptor | 5 minutes | 10-15 | 320-520 | 15-25 |
| Dummy Dog | 15 minutes | 20-40 | 520-840 | 25-40 |
| Flopsticks | 40 minutes | 35-50 | 840-1,360 | 40-65 |
| Guffpup | 1 hour 45 minutes | 45-70 | 1,360-2,200 | 65-105 |
| Volcano | 4 hours 35 minutes | 75-100 | 2,200-3,560 | 105-170 |
| Gold | 40 minutes | 0 | 2,000-3,500 | 0 |
| Crystals | 40 minutes | 0 | 0 | 100-250 |
Skip price rounds remaining time up in 60-second increments: 50 V-Bucks per increment, capped at 2,500 V-Bucks. Ready crates cost nothing to open immediately.
Card Levels
Cards can reach level 10. The default upgrade formula increases unit health and damage, and spell duration where applicable, by 5% per level. Range, attack cooldown, movement speed, tile range, and mana cost stay at their base values under the default formula.