Player rating system
Players gather experience by playing games. When enough experience is gathered, a player will gain a new level. Higher level ensures a higher place in the ladder of all players. Each time a player gains a new level, he also gains 100 gold as well (which can be used to buy additional game and deck slots in the Setting section at the MArcomage shop or to buy foil versions of cards in the Cards section). Based on player's performance in the game, the experience amount is calculated. To level up on the Nth level you need 500 + (50 * N) + (200 * [N/5]) + (100 * [N/10]^{2}) EXP. The [] is operation floor, which is nearest lower integer number (for exmaple: [1] = 1, [1.3] = 1, [1.9] = 1, [2.2] = 2). Base EXP for one game is 100 EXP and base gold is 0. Gold can be gained only in the fourth phase by gaining game awards. Rating system calculation is divided into four phases.
First phase: Game rating
From the perspective of one player the game can have several outcomes, each of them is handled separately. Below, there is a list of experience modifiers  one for each game outcome. This modifier applies onto the base EXP.
 Victory  Resource accumulation: 115%
 Victory  Tower building: 110%
 Victory  Tower destruction: 105%
 Victory  Abandon: 100%
 Victory  Surrender: 95%
 Victory  Timeout: 60%
 Draw: 50%
 Loss  Timeout: 40%
 Loss  Tower destruction: 15%
 Loss  Tower building: 10%
 Loss  Resource accumulation: 5%
 Loss  Surrender: 0%
 Loss  Abandon: 0%
For example, if Player1 won with Tower destruction victory, he will gain 105EXP. His opponent will gain only 15EXP. Lets give one more example. Player1 won with Timeout victory, he will gain 60EXP. His opponent will gain 40EXP. This EXP, which we recently computed, is not the EXP the players gain. This is the input to the next phase.
Second phase: Opponent rating
This phase deals with players' levels. The idea behind this phase is really simple. When you beat an opponent of higher level than yours, you get EXP bonus. On the other hand if you beat opponent of lower level than yours, you get EXP penalty.
 If opponent's level is higher than yours, you get 10% EXP bonus for each opponent's level above yours. The amount of bonus is limited to 100% max.
 If opponent's level is same as yours, you don't get EXP bonus or EXP penalty.
 If opponent's level is lower than yours, you get 5% EXP penalty for each of your level that you are above opponent. The amount of penalty is limited to 50% max.
Let's see an example. We take Player1 with 105 EXP. Player1 has level 7, Player2 has level 1. Now, let's compute the outcome. Player1 is 6 levels above Player2, so he gets 6 * 5% penalty, so it's 30% EXP penalty total. That leaves him with 105 * 0.7 = 74EXP (rounded). Player2 gets a bonus for 6 levels. He gets 6 * 10% bonus, 60% EXP bonus total. That leaves him with 10 * 1.6 = 24EXP.
Third phase: Victory rating
Main idea is to rate how close the victory was. The condition depends on the victory type. There are three victory ratings:
 Major achievement  75% EXP bonus
 Minor achievement  25% EXP bonus
 Tactical achievement  no EXP bonus
Table below explains how are victory ratings achieved. The system evaluates how close the victory was, by rating how close it was for each victory type. There are two cases, each explained separately.
In case of victory
Average victory is computed from all victory ratings, the result is rounded down. For example, if Resource accumulation was evaluated "Major", Tower building was evaluated "Minor" and Tower destruction was evaluated "Minor", the final result will be "Minor". If you want to achieve Major victory you need to satisfy condition for Major victory of all three types. Percentages below refer to:
 stock compared to stock needed for resource accumulation victory
 tower compared to tower needed for tower building victory

Major 
Minor 
Tactical 
Resource accumulation 
Enemy stock below 33% 
Enemy stock between 33% and 66% 
Enemy stock above 66% 
Tower building 
Enemy tower below 33% 
Enemy tower between 33% and 66% 
Enemy tower above 66% 
Tower destruction 
Tower above 66% 
Tower between 33% and 66% 
Tower below 33% 
In case of draw or loss
Average victory is computed from all victory ratings, the result is rounded up. For example, if Resource accumulation was evaluated "Major", Tower building was evaluated "Minor" and Tower destruction was evaluated "Minor", the final result will be "Major". Percentages below refer to:
 stock compared to stock needed for resource accumulation victory
 tower compared to tower needed for tower building victory

Major 
Minor 
Tactical 
Resource accumulation 
Stock above 66% 
Stock between 33% and 66% 
Stock below 33% 
Tower building 
Tower above 66% 
Tower between 33% and 66% 
Tower below 33% 
Tower destruction 
Enemy tower below 33% 
Enemy tower between 33% and 66% 
Enemy tower above 66% 
Fourth phase: Awards
This phase effects only the victor and allows you to gather extra gold when certain conditions are satisfied. Any number of awards can be collected. Game state is examined at the end of the game.
 Saboteur (1 gold)  opponent's tower is destroyed, but opponent's wall must not be completely destroyed
 Gentle touch (2 gold)  you played a common card on your last turn
 Desolator (3 gold)  opponent's facilities = 1
 Dragon (3 gold)  you played a Dragon on your last turn
 Carpenter (4 gold)  your every facility has at least double its starting value
 Titan (4 gold)  you played Completion ritual on your last turn and game ended by Destruction victory
 Assassin (5 gold)  game ended within 10 rounds (20 rounds in long mode)
 Snob (6 gold)  you discarded a card on your last turn by standard discard action
 Collector (7 gold)  there are at least 4 rare cards in your hand (played card doesn't count)
 Builder (8 gold)  your wall is at maximum
 Survivor (9 gold)  you have 1 tower and 0 wall
After the game the system will send you a message about the outcome of the game  a game report (when battle reports option is active). It will show you how much EXP or gold you got in each phase and how much EXP and gold did you get in the end. Also, when you gain next level, the system will sent you an information message about it.