A Ambitionz Rebirth
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Ambitionz Rebirth

Rebirth Introduction/Tutorial

A short playable path to learn the persisted Rebirth loop.

A Play Tutorial Clash
first-session-v1

First 10 minutes

Sign in or play as guest
0-1

Sign in or play as guest

An account saves collection and progress; guest mode is for trying a quick match.

1-5

Guided match

Learn hand, mana, field, the direct-damage gate and the recap inside the arena.

5-7

Finish your first match

The recap explains why you won or lost and points to the next tweak.

7-8

Claim the daily

The daily reward locks in the play -> claim -> improve-deck loop.

8-9

Open a booster

The pack reveals options and triggers the post-booster deck coach.

9-10

Tune your deck

Swap loose cards for pairs, answers and a dominant family.

Step 1

Choose a Monster

Your hand is visible to you. Pick the monster that makes the cleanest clash.

Step 2

Read the Answer

The bot answers with a monster. Attack decides the win; guard reduces damage.

Step 3

Combine Duplicates

Two identical basic monsters can evolve before you play a card.

Step 4

Claim Progress

Clashes, boosters and tutorial completion are saved to your Rebirth account.

Step 5

Read Keywords

Rush, Lifesteal, Shield and Pierce change when to attack, heal, absorb or break through guard.

Step 6

Close the Loop

After the match, claim the daily mission, open a booster and tune the deck before the next duel.

In progress

Current Step 0

Finish the introduction to record the tutorial XP on the active account.

Tutorial ready.
Keywords

Quick card reading

Practice
RUSH Rush

Can attack the turn it is summoned.

BURST Burst

Deals 2 direct damage to the opponent when summoned.

LIFESTEAL Lifesteal

Restores HP equal to combat damage dealt.

TAUNT Taunt

Enemies must attack this card first.

SHIELD Shield

Ignores the first instance of incoming damage.

PIERCE Pierce

Excess damage over Guard hits HP directly.

REGEN Regen

Restores 1 Guard at the start of its owner's turn.

EXECUTE Execute

Instantly kills targets with Guard ≤ 1.

THORNS Thorns

Attackers take 2 Guard damage in return.

ENTRENCH Entrench

If it did not attack last turn, gains +1 permanent Guard.

SUNDER Sunder

With an ally of another family, gains +2 Attack against Taunt/Shield and breaks Shield.

SIEGE Siege

Ignores half of the target's Guard mitigation when dealing damage — breaches walls.