


The only major difference is that there’s some mana carry-over between turns. Which means that just like in HS, they have 1 mana available on Turn 1 and 5 mana on Turn 5. Both players start with 1 “mana crystal” and get an extra one each turn. Legends of Runeterra has a very similar mana system to Hearthstone. After declaring blockers, there’s one more phase that lets both players use a part of their spells (like instant-speed buffs, removals etc.) which can change the tide of combat. When offense player chooses to attack, defense player can choose blockers (which means that he can no longer play more allies or slow spells). Offense player can always pick between playing a card and attacking with whatever he already has – if he plays a card, then defense player can also respond by playing a card. Players can play allies (which are Hearthstone’s minions) and spells even if they’re a blocker, but it’s the offense player who decides how the turn goes exactly. When a turn starts, one player is assigned to offense and other to defense. In Legends of Runeterra, turns are asymmetrical, but both players can perform actions at all time. In Hearthstone, players take turns one by one – when you play, your opponent can’t do anything to respond (Secrets are the only way to interact with your opponent on their turn). One of the biggest differences is the turn system. But, most importantly, what are the main differences (and similarities) between it and Hearthstone?

However, I have to say that after reading around a bit and seeing some streamers play it, I feel like Legends of Runeterra will be less complex for newcomers (especially since Riot decided against going for the “lane” system), which is a big advantage in a rather competitive CCG market. Both games are trying to translate MOBA mechanics into a card game, so I got similar vibes from watching both announcement videos. That’s why at first it reminded me a bit of Artifact.
