Daily Challenge

The Daily Challenge is a game mode in .

This game mode is initially locked; to unlock it, reach Neru Khan.

Every day at 00:00 GMT, a new challenge is generated by the game and is available to be played. These challenges are subject to 2 mutators not seen in normal runs.

The player is free to choose any Convoy, Class, and difficulty that they prefer. However, the player will gain less score on lower difficulties.

Leaderboards exist for every day. The daily may be saved and played over multiple days; but scores can only be submitted within 3 days (unconfirmed) from the time the daily is available.

=List of possible mutators=
 * Glass - Followers destroyed in combat are permanently lost.
 * Fog - All routes are unexplored.
 * Sleepy - Exhausted followers do not deal retaliation damage when attacked.
 * Lead - Followers and constructs can no longer move.
 * Magic - At the end of each turn: All followers have their health reset to their maximum.
 * Spite - At the end of a turn: If the enemy has more units, increase active leader's Energy Cells by 1.
 * Battery - Combat starts with 10 Energy Cells but they are not completely refilled each turn, instead you gain only 5 Energy.
 * Flicker - Combat starts with 1 Energy Cell.
 * Compassion - When a follower or construct is destroyed: its leader takes 1 damage. Enemies have more health to compensate.
 * Iron - Your prophet has reduced health but damage taken during combat does not persist.
 * Cycle - Scrapping a card draws a card from the other deck instead.
 * Sparking - Scrapping a card regains 1 Energy instead.
 * Reshuffle - Scrapping a card discards all other cards in that hand, and draws a new one for each.
 * Bastion - Units can only attack the enemy leader if there's at least one empty row on the enemy grid.
 * Sloth - In combat your prophet acts second by default.