ArcoMage is a duel between two mages. Each of you defends a tower and commands a wall, fueled by three resources you grow each turn: mana, casting time, and the structures themselves. Reduce your opponent's tower to zero, or raise your own to the victory height, and you win.
The quick start
Each wizard starts with 20 life, 100 mana, and a 60-second turn clock. On your turn you read spells out of your spellbook; each costs mana plus casting-minutes off your clock. Win by dropping the enemy wizard to 0 life.
No deck, no draw
What makes ArcoMage different from every other spell game: there is no deck and no draw. Your whole book is open in front of you, every turn. The duel is decided by what you prepared and when you cast it, never by what you happened to draw. New here? Read Reading Your Book next.