De Eredan.
Sommaire |
Goal of the Game
Each player faces off against online opponents in a duel between decks of cards. The goal is to eliminate the opponent by doing the most damage possible to their characters, or by forcing a deck out situation to occur.
Winning Conditions
A player wins the game when:
- The three characters of his opponent are dead and at least one of his characters remain alive.
- If all the characters involved are dead at the end of the game, the system calculates the total damage inflicted on all of the characters as well as any points gained from healing. The player who gets the highest combined score wins.
- If the beginning of a turn the player can not draw enough cards to complete his hand of 5 cards, the game will end in a deck out situation at the end of turn if the other victory conditions are not met.
Deck creation and affiliations
Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.
The player must choose an affiliation to create his guild: Kotoba, Zil Warriors, Noz' Dingard Envoys, Sap Heart, or Pirates. He can also choose not to choose an affiliation by playing only Mercenaries (in which case, he cannot put any affiliation cards in his Deck). Alternatively, there are characters called Courtesans which are affiliated with several guilds.
It is not possible to mix different affiliated characters together unless they are Mercenaries. Even when playing Courtesans, it is necessary that all three characters have a common guild.
Example : It is not possible to put Telendar (Zil Warrior) with Iro (Kotoba) and Amaya (Kotoba). However, it is possible to put Aez (Mercenaries) with Iro and Amaya.
If the player decides to put two Mercenary characters and one affiliated character, the latter will determine the affiliation of your Deck.
Example : If we put Aez (Mercenaries), Hares the Brute (Mercenaries) and Zahal (Noz' Dingard Envoys) in a deck, the deck will be Noz' Dingard Envoys .
Concerning the cards in your Deck , you cannot put cards affiliated to guilds in a deck which does not include a character from that guild.
Example : We cannot place Katana and Wakisashi cards, which are both affiliated with Kotoba in a deck that is affiliated Noz' Dingard. We also cannot place more than three copies of the same card in a Deck. Cards that are "unique" only have one copy. This restriction includes both the base level card and their upgrade, so we cannot put two 'Starboard' cards and two 'Port' cards in the same deck, because 'Port' is an upgrade of 'Starboard.'
How the game works
Start of the game
The Characters face each other in line. Each player receives 5 cards in HAND.
Initiative
The computer randomly chooses who will be the first to start the game. The AI throws a dice for each player and selects the one who has the highest score.
-Certain characters can increase the initiative.
Round 1/Player 1
A round is composed of several phases:
Phase 1 : Character choice
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.
⇒ If the round number corresponds to a character's order, he will obtain the bonus that is indicated on the card. ( for more information on Orders, you should check the tutorial)
Phase 2 : Playing Cards
Each player can play 1 card in Hand. If your first card allows a CHAIN, the player will be able to play a second card. Some cards allow a limited CHAIN, such as CHAIN:Item, in which case the second card must be an Item card.
Phase 3 : Confrontation resolution
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points
⇒ If a character goes to 0 Health points, he dies at the end of the round (although this card can still be a target, as some particular cards can place them back in-game).
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.
Phase 4 : Tapped
The characters that were involved in Combat are then tapped (if not dead of course), and they cannot participate in the fight again until all the characters have been tapped. However these tapped characters can still be a target for some particular cards. Once all of the living characters are tapped, the next round will 'un-tap' them.
Phase 5 : Discard
Players can discard as many cards as they want (caution, a player that does not have enough cards to draw at the beginning of the round will lose the game at the end of the round!). The player that has more than 5 cards in hand must discard one or several cards to keep 5.
Round 2/Player 2
Each player draws to 5 cards in HAND (some cards can allow a player to draw more than five). Same as phase 1 and 5. Player 2 cannot choose a tapped character to fight. Round 2 then starts. Then, it is Player 1 that plays and so on.
End Game
The game stops when all the player's characters are dead or if one of the players leaves the battle. The player wins a game if he still has some characters that are alive. If every character is dead on both sides, the computer will calculate and sum the damage and healing inflicted during the battle round.
Important Points
Contradiction in rules
If a rule is contradicted by text on a card, the card will prevail.
Order Activation
In the case where there are multiple orders, for example, a character has Order 2: Attack +1 and Order 8: Defense +1, if an effect activated the Order, the character will then benefit from the effects of each bonus and will obtain Attack +1, Defense +1.
Experience and upgrades
Based on the actions taken each game, the cards will gain experience. The way cards gain experience will vary depending on whether it is a character or not.
Mage Attack/ Spell damage
Spell cards can only be thrown (played) by a mage character (with the exception of Guemelites, on which see GUEMELITES). If this spell produces direct damage (like Fireball, Thunder bolt, Blazing arrow etc), the mage character does not perform a physical attack. The damage of spells substitute those of the Mage.
Damage, Spell Resistance and Theurgy
When damage is produced by a spell or Theurgy card, we do not consider the opposing defense, but the score of the opponent's spirit. Such damage is 'magical damage', and just as 'physical damage' is resisted by defense, so 'magical damage' is resisted by Spirit.
Example : Aku plays "Blazing arrow" against Aez (Defense 3, Spirit 1). The Spell deals 5 damage points but minus the Spirit of AEZ, IE: 1. Therefore, the Blazing arrow damages the opponent for 4 Health points.
Card order resolution
Card resolution order is important because some cards affect the cards that the opponent plays.
This order is observed:
- The First card of the active player is played first.
- The First card of the passive player is played second.
- The Second card of the active player is played third.
-The Second card of the passive player is played fourth.
Items restriction
A character can only have one item for each type: Weapon and Armor. For instance, only one sword and one shield. There are no other restrictions concerning other items (jewels, scrolls, potions ect).
Note: A game effect, "Dual Wield" enables a character to wield two weapons so long as they are both considered 'one-handed.'
Class effects
Warriors
Used to war, these warriors are tough, they have more Health points than other classes, but usally have low Spirit scores. Warriors can CHAIN (play a second card) if the first card is an item card. For Instance, Hares gains CHAIN if he plays a piece of Armor.
Mage
Mages focus on training their mind over their body, so while they have high Spirit scores, they have low Attack values. You will gain a CHAIN and if the first card you play is a spell that is a Non-AoE. If a mage plays a damage dealing spell, he does not make a physical attack.
Marauder
Marauders focus on being quick and powerful. They usually have high Attack, but low Defense. The Marauder obtains +1 in attack when he confronts a specific class.
Priest
Priests can use Theurgy cards. Using a Theurgy card does not negate a character's attack. Unlike spells, Priests do not automatically gain CHAIN on Theurgy.
Craftsman
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.
Courtier
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.
Unknown
Members of an unknown class follow their own special rules.
Particular cases : Hybrid-Classes
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:
Mage /Warrior
Mage Template with more Health points. Can use cards limited to Mages and Warriors. Loses CHAIN on spells. Loses his warrior ability to use a second card if the first is an item card. Can use Damage Spells and also Attack in that Combat round.
Mage / Marauder
Mage Template with more Health points. Can use cards limited to Mages and Marauders. Loses CHAIN on Spells. Conserves Marauder capacity (Attack +1 against character classes). Can use Damage Spells and also Attack in that Combat round.
Marauder / Warrior
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)
Warrior/ Priest
Priest Template with more Health points. Can use cards limited to Warriors and Priests.
Priest / Marauder
Priest Template with more Health points. Can use cards limited to Marauders and Priests. Conserves the Marauder's capacity (Attack +1 against a certain character class)
Mage / Priest
Priest Template . Can use cards limited to Mages and Priests. Loses CHAIN on Spells. Can use Damage Spells and also Attack in that Combat round.
Races
The race determines the nature of the character. Here are the races :
The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.
Among these races, only two have particular effects:
- Golem :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.
- Guemelite : The Guemelites can throw spells that correspond to their element. A water Guemelite will throw water spells ect. Caution, Guemelites do not have chains on their spells.