How Magic Chess: Go Go works · S7

The rules and numbers behind every match this season.

Every match starts at level 3 with 2 gold.

Shop odds by level game data

LevelHeroes on boardEXP to reach1 Gold2 Gold3 Gold4 Gold5 Gold
Copies of each hero in the shared pool252118149
33–60%30%10%0%0%
44350%35%15%0%0%
55834%35%30%1%0%
662025%30%40%5%0%
773219%28%42%10%1%
884016%26%35%18%5%
995413%22%25%26%14%
1010746%12%22%35%25%

Below Epic rank, Ranked, Classic and Custom matches use the Novice Hero Library, where the game says hero refresh chances are doubled.

From the S7 in-game Encyclopedia.

Star-ups

Combine 3 copies of the same 1★ hero into a 2★, and 3 copies of the 2★ into a 3★. The price triples at each step.

Each hero can hold up to 4 items.

Gold and interest

You get 5 gold every round, plus extra gold in later rounds:

III-1 – III-6+1
IV-1 – IV-6+2
V-1+3

Interest: +2 gold for every 10 gold you hold at the end of a round, up to +4. A win gives +1.

Streak bonus steps: 1 / 1 / 2 / 3

You get 2 EXP for free each round. Buying 4 EXP costs 4 gold.

Refreshing the shop costs 2 gold. The shop shows 5 heroes.

Stages and rounds

StageRounds
II-1 – I-4
IIII-1 – II-6
IIIIII-1 – III-6
IVIV-1 – IV-6
VV-1 – …

Go Go Cards are offered in rounds II-3, III-3: 2 choices with 2 refreshes.

Round I-2 offers only Commander Power Cards instead of normal Go Go Cards, and your own commander's Power Card is always one of the choices.

Each stage has one creep round. The creeps drop 3 items at once; you keep 1 and the rest disappear.

You get a Choice Magic Crystal at the start of stages II, III, IV. The first time you use it on a hero, it offers 3 synergies: 2 from the hero's own faction and role, and 1 random one that is never a minor synergy (max count 4 or less).

A battle lasts up to 40 seconds.

Battle Acceleration starts in the last 10 seconds of a battle. All units gain a lot of Resilience, ATK Speed, Hybrid ATK and extra damage every second, and healing and shields become much weaker.

From the S7 in-game Encyclopedia.

Damage when you lose a round

When you lose a round, your commander takes the round's base damage plus the star levels of every enemy unit still standing (a 2★ hero counts 2).

RoundsBase damage
I-2 – I-43
II-1 – II-45
II-5 – II-66
III-1 – III-37
III-4 – III-611
IV-1 – IV-313
IV-4 – IV-614
V-1 – V-515

Some surviving non-hero units add 1 each. If a round ends in a draw, both players take damage.