Splinterlanes is a three-lane battle format for your real Splinterlands collection. Combat itself is faithful Splinterlands — the abilities, speed order, armor and interactions you already know. Everything around the combat is new; sections marked [New to Splinterlanes] are the ones with no Splinterlands equivalent.
A match is 1v1 across three Lanes. The middle Lane is the Command Lane. As you see the board, your left Lane is your Friendly Lane and your right Lane is your Hostile Lane — and the board is mirrored, so your Friendly Lane is your opponent's Hostile Lane and vice versa.
Each Lane holds one Archon (as Archons are now called) per player plus up to 6 Monsters per side — the same six positions as a standard Splinterlands battle line. A Lane's Monsters fight the enemy half of the same Lane (until a half empties — see "Empty Lanes" below).
The Lane names matter: your Friendly Lane fights under your Talisman's rules and breaks full action-order ties in your favor; your Hostile Lane is hostile because it fights under your opponent's Talisman. The Command Lane is always Standard rules — and holds a special power when the enemy half is empty.
A Deck is 3 Archons + 50 Monsters from your actual Splinterlands collection (Wild format; rentals and delegations count as owned). It is singleton — every card unique: all 53 cards are distinct, no duplicates of anything.
Your collection must cover the full Deck: 3 Archons you own plus 50 distinct Monsters legal under them (the colour rule above). If it can't yet, you won't be able to battle — the Deck Builder checks your collection, tells you exactly how many Archons or Monsters you are short, and points you to the Splinterlands card market to fill the gap. Rentals and delegations count as owned, so a few cheap rentals are the fastest way to a legal Deck.
Build and save your Deck in the Deck Builder before you battle — Decks are built in advance, not during the match.
A coin toss picks the first player for the whole match (they deploy first and their Friendly Lane resolves first each battle round). Then Archons deploy in three quick beats, and each pick is simultaneous and blind — you never see your opponent's choice before committing your own:
Which Archon leads which Lane is a real decision: it sets the Lane's colour, its level cap, its buffs — and its Mana cost comes out of that Lane's pool.
The match then runs 50 placement rounds. Each round, both players simultaneously (and blind) place one card from a Hand of 5, drawn from the 50-Monster Deck. A played card is replaced from the top of the Deck immediately, so the Hand stays at 5 while the Deck lasts.
Don't like your opening Hand? Take the Mulligan — return all 5 cards and draw 5 fresh ones from your Deck. It's free, once per match, and the button sits beside your Hand from the moment cards are dealt until you place your first Monster. It never costs you time: taking it doesn't touch the clock, and your opponent only learns that you redrew, never what. (A few rare Talisman mods sweeten it — a guaranteed cheap Monster in the fresh Hand, a redraw that can't hand back the cards you returned, even a second Mulligan.)
Every decision in the game has a 5-second window (Practice matches and free private rooms can switch on Slow Mode — 10 seconds per decision; battles for tickets always run the 5-second clock), and every window runs its full length — acting early never rushes the pace, and nothing about your uncommitted choice ever leaks.
If the clock runs out on you, the game makes a random legal choice for you and moves on — your cards are picked for you if you don't act, so stay on the board (the countdown before each match reminds you of exactly this). A match always finishes: nobody can stall you, and if your connection drops the game keeps playing random legal choices for you until you reconnect — you resume exactly where the match stands, and you can even still win.
There is no single Mana cap per battle. Each player has their own Mana pool in each Lane — six pools on the board. Every pool starts at 12, pays its own Archon's cost at deployment, and gains +2 Mana every round.
A placement is legal only if the target Lane's pool can afford the card, the Lane's Archon accepts its colour, and the Lane has an open slot. Cheap Archons leave more for early Monsters; an expensive Archon is an investment the Lane pays off over time.
After each placement round, a battle round resolves in all three Lanes, in a fixed order all match: first player's Friendly Lane → Command Lane → second player's Friendly Lane. A just-placed Monster fights in the very next battle round. Combat inside a Lane is a faithful Splinterlands battle round.
Monsters never stand idle just because their opposition died:
A redirected group fights its new opposition exactly as if it were the normal one — front position against front position, all abilities working normally.
If a battle round ends with one player holding zero Monsters anywhere while the opponent still has some, battles pause for 3 placement rounds. Both players keep placing and Mana keeps flowing — so the wiped player re-enters with a stack, not a trickle.
The wiped player's placements during the pause arrive with protective buffs that escalate with each wipe: Divine Shield, then Divine Shield + Void, then Divine Shield + Void + Shield. These re-apply every battle round for as long as the Monster lives. A wipe is still a bad place to be — but it is never the end of the match.
After round 50, no more cards can be played: the remaining Monsters fight continuing battle rounds to the death, with Splinterlands-style fatigue guaranteeing an ending. The match ends when at least one player has no living Monsters.
There are no draws. Throughout the match, both players' Luck scores are on display — your Luck counts the randomness that broke your way (their missed attacks, their failed ability procs). If both armies die simultaneously, the player with the lowest Luck wins: the draw goes to whoever got there with less help from fortune. On a perfect tie — vanishingly rare — a Splinterlands title carries weight: a titled player prevails over an untitled one. Only when even that can't split them does the coin-toss loser take the win.
Some Talisman mods also read the Luck comparison — "While your Luck is below your enemy's…" effects turn a cold streak into an edge.
Talismans are Splinterlanes' own asset — they do not exist in Splinterlands. A Talisman carries 1–3 mods that govern its owner's Friendly Lane, both halves of it, enemy Monsters included:
Your Hostile Lane fights under your opponent's Talisman; the Command Lane is always Standard. If you own no Talisman, every match deals you a free loaner — and loaners never carry more mods than an owned Talisman they face, so owning one is never a disadvantage against the free deal.
Own Talismans arrive as battle prizes from ranked and stakes play. Manage them on the Talismans page, equip one to your Deck in the Deck Builder, and trade them on the in-game Market.
Practice vs the AI is free, always. Player-vs-player rooms and ranked play require a Splinterlands Spellbook on your account.
This guide mirrors the Tutorial page on the site and is edited as the game evolves. Questions, bugs, feedback? Comment below — we look quickly. Play at splinterlanes.com.