Splinterlanes is a three-lane way to play Splinterlands: two players battle across a Friendly Lane, the Command Lane and a Hostile Lane with Decks built from their own Splinterlands cards, and a battle for ๐ Tickets pays the winner a real card. Every day there is also a Daily Challenge โ one task, the same for everyone, that earns a badge on your player profile when you meet it in a win. (The launch post has the basics.)
Some challenges you will meet just by playing. Others reward a Deck built for the day. This guide takes all eight in turn: what each one asks, and how to set yourself up for it.
The ground rules
- Any win for Tickets counts โ Ranked, Sealed, Draft, or a Private Room played for stakes. Practice and free rooms never do.
- You can keep trying all day. Any win that meets the challenge completes it, not just your first win. Once it is done, it is done until midnight UTC.
- Ranked is where you build for it. Sealed and Draft hand you the cards; in Ranked you bring your own Deck. Save a Deck for a challenge once and it is ready every time that challenge comes round.
- VIP Auto-battle counts too. It plays your active Deck โ so on a challenge day, make the day's Deck your active one before you close the browser.
Hands On
Win without a single round skipped for you โ keep a playable card in Hand every round.
A round is skipped for you only when nothing in your Hand can go anywhere: not enough Mana in any Lane that takes it, the wrong colour, or the Lane already holds six of your Monsters. So the fix is a Deck that always has something cheap to say:
- Plenty of Monsters at 3 Mana or less, and few at 7 or more. The Deck Builder warns you when a Deck runs slow.
- Neutral Monsters, which fit under any Archon and so never get stuck on colour.
- Use your Mulligan on a Hand full of heavy cards. It is free, once per match, any time before your first Monster lands.
One thing that never breaks it: while your opponent is in Second Wind and your board holds, the rounds you sit out are by rule, not for want of a card.
Neutral Ground
Win after placing at least 8 Neutral Monsters.
Neutral Monsters go into any Lane, so this one is about the Deck more than the battle. A match deploys at most 25 Monsters out of your 50, and your Hand is whatever the draw gives you โ so if only a handful of your Deck is Neutral, eight is a long shot. Build with around half your Monsters Neutral and you will have one to place most rounds; then choose it whenever the board lets you.
Rout
Win after sending your opponent into Second Wind at least 3 times.
Second Wind starts when a player has no Monsters left in any Lane while the other still has some. Battles pause for three placement rounds while the wiped player rebuilds, and those Monsters come back stronger each time: Divine Shield and Thorns after the first wipe, then Shield and Void on top after the second.
- Wipe early. Second Wind only happens during the 25 placement rounds. A wipe in the death battle simply ends the match, and does not count.
- Plan for the comeback stack. Divine Shield absorbs the first hit, so Monsters that hit more than once strip it fast. Thorns punishes melee attackers. After the second wipe, Shield cuts melee and ranged damage and Void cuts magic โ the third wipe is the hard one.
- Your board holds while they rebuild: with three or more of your Monsters standing, you place nothing until the pause ends, so those three meet the comeback alone. Make them sturdy ones.
Hold the Command
Win after placing at least 9 Monsters in the Command Lane.
The Command Lane is the middle one, and you choose its Archon in the second pick of the match. Two things limit how much you can put there:
- Mana. Each Lane has its own Mana pool: it starts at 12, gains 2 a round, and pays for that Lane's Archon. That is 62 Mana across the match, so a 3-Mana Archon leaves 59 โ about 6.6 Mana for each of nine Monsters. Pick a cheap Command Archon and give it cheap Monsters in its colour.
- Space. A Lane holds six of your Monsters at a time, so nine placements means at least three have to fall first. A Lane where the fighting is fierce frees up space; a Lane you are winning comfortably does not.
Restraint
Win after placing no more than 3 Legendary Monsters.
You choose what you place, but you do not choose what you draw. The sure way: build a Deck with three Legendary Monsters or fewer, and the challenge is met in any win. Archons are not Monsters, so a Legendary Archon is fine.
Full Ranks
Win with at least 3 of your Monsters standing in every Lane at the end.
"The end" is the end of the death battle, the moment your opponent's last Monster falls. Every Lane has to be holding, not just the one that won it:
- Spread your placements. A Lane you neglected for ten rounds will not have three standing at the finish.
- Bring Monsters that last โ armor, healing, Shield.
- Win before fatigue does the work. The longer the death battle runs, the more fatigue thins both sides. A board that is winning everywhere ends it sooner.
Into Hostile Ground
Win after placing at least 9 Monsters in your Hostile Lane.
Your Hostile Lane is the one on your right, facing your opponent's Friendly Lane. The same Mana and space arithmetic as Hold the Command applies, with one twist: you do not pick the Hostile Archon directly. Your Friendly and Command picks come first, and the Archon left over goes to the Hostile Lane by itself โ so save your cheapest Archon, with the colour most of your Deck shares, for last.
Light Footprint
Win after placing no more than 5 Monsters that cost 7 Mana or more.
It counts printed Mana cost, so a discount from a Talisman does not change which Monsters count. The sure way is the Deck again: five or fewer Monsters at 7 Mana and up, and every win meets it. A lighter Deck tends to help with Hands On as well.
The next eight days
The challenges rotate in a fixed order, one per UTC day:
| Day (UTC) | Challenge |
|---|---|
| Mon, Oct 26 | Hands On |
| Tue, Oct 27 | Neutral Ground |
| Wed, Oct 28 | Rout |
| Thu, Oct 29 | Hold the Command |
| Fri, Oct 30 | Restraint |
| Sat, Oct 31 | Full Ranks |
| Sun, Nov 1 | Into Hostile Ground |
| Mon, Nov 2 | Light Footprint |
Then the cycle starts again in the same order. Today's challenge is always on the lobby's Ranked tile.
Go meet one
Sign in with Hive Keychain at splinterlanes.com. New here? How to play Splinterlanes covers the three Lanes, Archons (Splinterlands calls them Summoners), Mana and the 25 placement rounds, and a Ranked battle costs one ๐ Ticket โ a cent.
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