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The tutorial is the initial experience designed to introduce players to Hearthstone. It is composed of six 'missions', and must be completed before the player can play Hearthstone properly. The tutorial comprises a kind of introductory game mode with reduced gameplay and helpful instructions. There is no option to skip the tutorial.

The tutorial is presented the first time a player opens the game in any region. While the tutorial is designed to only be played once, by playing in a new region or on a new account, the player can repeat the experience. There is currently no way to replay the tutorial for any given collection.

Gameplay[edit | edit source]

Each 'mission' takes the form of a battle against a special enemy hero, or boss. The player controls Jaina, and the story follows her as she learns the basics of Hearthstone. Compared to normal play the tutorial is heavily directed, with the player's actions limited to a few possibilities. Basic game elements are added with each mission, slowly introducing the basics with helpful tips and instructions. Each mission also features substantial dialogue between Jaina and her opponent.

Differences from regular play[edit | edit source]

Several changes to the usual rules apply during tutorials to provide flavor, simplify gameplay, and/or make the missions easier than facing a regular opponent:

  • The coin flip and deck order is scripted, not random, and mulligans are unavailable.
  • Bosses' decks contain unique, unobtainable cards, and have no restrictions on size or multiples of any card. (This is however normal for boss encounters.)
  • Neither hero has a Hero Power until the fifth mission. The last boss's power is much stronger than standard ones.
  • The second player does not receive an extra card until the third mission and beyond.
  • There are no starting hands in the first mission, while it is only two cards in the second and third.
  • The Coin is never added to any hand.
  • The player cannot see the number of cards left in either deck.
  • The first five bosses start with 10, 20, 25, 26, and 20 health, respectively, against the player's 27. Both sides have 30 for the final mission.

Additional restrictions on player decisions are in place at first, and are gradually removed as the player progresses through the tutorial.

  • Certain targeting options in the first mission must be made as directed.
  • Until the third mission, the player cannot end the turn with mana still available to play a card. (The message "Not yet! You have more cards to play!" is shown.)
  • Until the fourth mission, the player cannot end the turn without attacking with all minions possible. ("Not yet! You can still attack.")
  • The player cannot cast Fireball (the only available direct damage spell) on themselves or their own minions. ("Save that for the enemy!")

The player receives written and spoken advice throughout all missions, but is not forced to follow it except as described above.

Bosses[edit | edit source]

The following bosses are fought in sequence:

  1. Hogger has three unique minions, as well as one unique spell. Player actions are tightly controlled, making the encounter impossible to lose. Fighting him illustrates the basic mechanics of playing minions and spells, attacking, and taking damage.
  2. Millhouse Manastorm, unlike most bosses, has no unique cards. He uses most of the same spells as the player, but no minions. Players have slightly more choice in their actions compared to Hogger, but winning is still guaranteed. This encounter is intended to teach about mana usage, and also hints at the value of minions compared to spells.
  3. Lorewalker Cho comes with two unique spells and two unique minions. Unlike the first two bosses, this fight is possible to lose, but is still very easy as long as some cards are played each turn. It is designed to teach how to trade minions effectively, and also contains the first usage of healing effects and enchantments.
  4. King Mukla brings a minor unique minion and spell, plus the very powerful, unique Mukla's Big Brother. This demonstrates the value of Taunt minions, in conjunction with the strategy of rushing the enemy instead of smashing weak minions into a superior one. Despite this, it is not difficult to kill Mukla's Big Brother and then win. Most of the tutorial restrictions on gameplay are lifted at this point. This is the first opportunity for the player to use Taunt, Charge, heals and buffs on their own minions.
  5. Hemet Nesingwary is the first boss to feature a Hero Power, which in his case mimics the mage's Fireblast. He has two unique minions, and one unique spell.
  6. Illidan Stormrage is the final tutorial boss. He has two unique minions, and one unique spell. He also comes equipped with three unique weapons, as well as a powerful Hero Power.

Boss cards[edit | edit source]

Main article: Tutorial boss cards

As well as various regular cards, the tutorial features 23 unique cards and Hero Powers not available in regular play. For a full list, see Tutorial boss cards.

Trivia[edit | edit source]

  • The tutorial features the only set of bosses so far in which each boss is collectible as a legendary minion card. Each boss can be found in the Classic set, with the exception of Hemet Nesingwary, who was released in the Goblins vs Gnomes set. Adventures frequently reward minion card versions of a handful of featured bosses, but never the entire roster.
  • The goal of the tutorial was to teach players just enough to start playing Hearthstone. Eric Dodds explains, "As long as the player has learned enough to actually start playing the real game, we didn't want to teach them anything else [in the tutorial] ... rather than teaching them everything that they needed to know to play the game ... in the long run."[1] This was intended to get players through the initial learning stage "quickly and painlessly", with players learning more advanced rules once they were playing the game proper, and "having a good time figuring it out".[1]

References[edit | edit source]

  1. 1.0 1.1 Hearthstone: 10 Bits of Design Wisdom, Eric Dodds, Game Developer's Conference 2014, 24m15s of the video