Learn the art of the duel

Gameplay Details.

Ten chapters. Your first catch
is only the beginning.

Read the complete guide

01 / The Basics

  1. You are a Spynn Caster.
  2. You must join a Guild to learn your craft.
  3. You manipulate Spynn, a magical energy.
  4. This is a Dueling Orb.
  5. It is your weapon. Catch it if you can.
  6. You want it on your screen for as LITTLE TIME as possible.
  7. THROW Orbs with your name - and ONLY your name - back at your opponent.
  8. Pass each incoming Orb (right or left) before you THROW it. It will come back on your own screen if you are dueling alone.
  9. The harder you throw them, the faster they fly.

02 / Guilds

  1. There are 4 Spynn Caster Guilds. Each has its own special strengths:
  2. SOURCE GUILD: spends the least (24 points vs 30) to infuse Spynn Effects onto Dueling Orbs and manipulate Synch Orbs.
  3. ORB GUILD: A larger catch area helps you catch falling Dueling Orbs. Use caught Orbs to gain Spynn and reverse Age.
  4. FIELD GUILD: Take less Age damage from Dueling Orbs and Synch Orbs.
  5. SLING GUILD: Thrown Orbs move faster and are harder to catch. Fewer catches mean less Spynn for your opponent.
  6. Combine different Guilds on Teams to create unique and powerful combinations.

03 / Spynn Effects

  1. Spynn Casters infuse Dueling Orbs with magical powers called Spynn Effects. Think of them as spells.
  2. Each Guild has a list of Spynn Effects unique to that Guild.
  3. When a Dueling Orb infused with a Spynn Effect appears on an opponent’s field, the Effect fires.
  4. Some example Spynn Effects:
  5. FOG.
  6. EARTHQUAKE.
  7. INVISIBILITY.
  8. To Infuse an Orb with a Spynn Effect takes 30 Spynn points (24 for Source Mages).
  9. At higher levels you learn to cast the Spynn Effects of other Guilds, and to combine 2 Spynn Effects on one Dueling Orb. This can be incredibly powerful.
  10. Sometimes the Effect of an Infused Orb is invisible. For example, the Anti Spynn Effect cannot be seen as it drains an opponent's Spynn points. But Infused Orbs always vent fiery Spynn when they appear.

04 / The Field

  1. Keep track of your duels using these display elements:
  2. The number of Dueling Orbs on your field.
  3. Tap there to manufacture Dueling Orbs also.
  4. Your Age total. Less is better.
  5. Opponent team's Age Total.
  6. Your Spynn total.
  7. Opposing team's Spynn total.

05 / The Game

  1. Dueling Orbs appear from above.
    Pass them offscreen (right or left) ONCE before Casting them.
  2. Cast Dueling Orbs off the top of your screen AFTER passing them.
  3. Try to catch a Dueling Orb when your opponent Casts it at you.
  4. Catch it before it hits the floor, then choose a Spynn Bonus or a Life Bonus.
  5. Each Spynn Bonus gives you 8 Spynn points - you are more powerful.
  6. Each Life Bonus reverses you 4 Age points - it makes you younger.
  7. When you gain enough Spynn (your Spynn Gauge will turn BLUE), Infuse a caught Dueling Orb with a Spynn Effect and Cast it back.
  8. Only cast Dueling Orbs which have your name on them. Pass all others or incur an Age penalty.
  9. You can manufacture Orbs. This costs Age & Spynn, but you can PICK the opponent target. Manufactured Orbs do not need to be passed before being Cast.

06 / Flame Wars

  1. If you catch an Infused Dueling Orb as it appears on your field (venting fiery Spynn), you start a Flame War.
  2. You can Infuse this Orb for NO SPYNN. If your opponent catches it after you cast it back, the same NO SPYNN rule applies.
  3. Continue casting back and forth. When one team finally misses the Flame War Orb and it strikes the floor of the field, they take 50 points of Age damage.
  4. All Spynn Effects still fire every time the orb is cast. Use this to your advantage...
  5. Be careful when PASSING a Flame Orb. If it hits your floor as you pass it, or a teammate's floor, your team takes the 50 Age points in damage.
  6. If you accidentally Cast the Orb without passing it, you get the Pass Penalty and the FULL 50 points of Age damage.

07 / Synch Orbs

  1. Synch Orbs are white, outlined with a thin red line. They link you and the opponent you are SYNCHED with.
  2. Synch Orbs fall randomly, at the exact same POSITION, TIME, and SPEED, on every player's field on both teams.
  3. The first of any two Synched players to catch (tap) the Synch Orb controls it.
  4. If you catch one, it freezes in place on the field of your SYNCHED opponent and becomes an obstacle.
  5. On YOUR field, a white outline reminds you where the Synched Orb is frozen on the opponent's field. Aim for it!
  6. For 8 Spynn (2 for Source Mages), tap and Activate a Synch Orb you control. It can now be moved. Opponent takes 1 Age damage every time Synch Orb is hit.
  7. For 8 Spynn (2 for Source Mages), PUMP the damage of an Activated Orb you control. Opponent Ages faster.
  8. For 8 Spynn (2 for Source Mages) plus 2 X the Pump number, Delete an Opponent's Activated Synch Orb.
  9. Pump Synch Orbs as high as you want. Remember - you can DRAG activated Synch Orbs around the Field.
  10. WARNING: every now and then an Anti Synch Orb will fall. Anti Synch Orbs are outlined in blue, while regular Synch Orbs are outlined in red.
  11. Catching an Anti Synch Orb gets you a 4 Age penalty, ALL your CAPTURED SYNCH ORBS are removed from play, and you lose 8 Spynn per captured Synch Orb.
  12. If you catch an Anti Synch Orb and you have an Activated (pumped) Synch Orb in play, all penalties still apply, AND your penalty Spynn flows through the Synch Orb to the opposing team.
  13. The moral: be careful with Synch Orbs, they are powerful but dangerous.

08 / Winning

  1. High score loses.
  2. Dueling Orbs left in your field keep raising your Age.
  3. If there are multiple Orbs, you Age that much more quickly.
  4. Clear the Dueling Orbs from your field to stop the Age they cause.
  5. The first Mage or Team to Age to 200 perishes.
  6. Reduce your Age by catching Orbs and choosing a Life Bonus.
  7. Every Pass carries a fractional Life cost. The Teams that win most often don't make extra passes.
  8. Various Spynn Types affect your opponent’s Life Total. Use them strategically, singly and in combinations.

09 / Leveling Up

  1. You get Experience Points for every duel you fight, and more for winning duels than for losing.
  2. With enough experience you Level Up. Leveling up gains you a new Spynn Effect from your Guild.
  3. Each Spynn Effect also has levels which change its power. The more you infuse a particular Spynn Effect, the more powerful it becomes. Only Spynn types cast in games you win count.
  4. As you level up you begin to accumulate Spynn even without catching Orbs. Higher levels, more Spynn. More Spynn, more complex and powerful gameplay.
  5. Every 5 levels you have a choice:
  6. 1) Learn another Guild’s Spynn Types, OR.
  7. 2) Learn to combine two Types on one Orb.
  8. Manufactured Orbs cost 12 Life and 1 Spynn, but the more Orbs you manufacture, the less Life they cost, to a minimum of 1 point.

10 / Other Stuff

  1. Your Spynn Gauge will be red until you have enough to Spynn Cast, blue until you use the Spynn, and then green at the very highest level.
  2. When green, tap the gauge for 2 choices:
  3. 1) convert Spynn to Life at a 2 to 1 ratio.
  4. 2) Remove all Orbs from your field.
  5. The opponent team will be watching your Spynn gauge and will use spells of their own (Anti Spynn and others) to prevent this Spynn conversion.
  6. Create teams from within your account. Team play lets advanced Spynn Casters coordinate their strategies to win.
  7. Teams are composed of from 2 to 5 Spynn Casters. Mix Guilds on Teams in any way, to make unique and powerful dueling forces.
  8. You get more experience and level up faster playing on a team of 2 or more.
  9. Teams share Spynn during a game - strategize over who will cast and when. At higher levels there is enough Spynn for many simultaneous effects.