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		<id>http://wiki.eredan.com/index.php?title=The_Tactical_Guide</id>
		<title>The Tactical Guide</title>
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				<updated>2011-03-09T15:34:26Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* III) The Noz'Dingard Envoys */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== I) The Zil Warriors ==&lt;br /&gt;
http://static.eredan.com/images/web_big/ab53ea879665aa998ffff246d8a25ba5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction===&lt;br /&gt;
&lt;br /&gt;
The Zil Warriors have a large number of marauders at their disposal. It is highly advised in the beginning to focus on them to profit from the possibilities offered by this guild.&lt;br /&gt;
&lt;br /&gt;
Strong points:&lt;br /&gt;
&lt;br /&gt;
* Good attack&lt;br /&gt;
* Good defense&lt;br /&gt;
* Marauders&lt;br /&gt;
&lt;br /&gt;
'Weak points:&lt;br /&gt;
&lt;br /&gt;
* Quite average in spirit&lt;br /&gt;
* Less Health points than the Kotoba and the Noz' Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to construct a  Zil Warrior Deck===&lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Decks====&lt;br /&gt;
&lt;br /&gt;
It's inevitable, you will need at least one Marauder for this deck to be interesting. The Zil warriors have in their ranks some very good Marauders like Telendar, Selene or Ergue. These are the three pillars of the Zil's Marauders, and they also evolve into some of the strongest cards in the game given time and patience.&lt;br /&gt;
&lt;br /&gt;
We advise you to use your Marauder characters with cards that will give them a guaranteed advantage thanks to their random +1. Focus on cards like &amp;quot;Do you feel lucky punk?&amp;quot; and &amp;quot;Test of strength&amp;quot;, this will bring you a good Attack bonus.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Zil Warriors enables you to paralyse your opponent. Be sure to utilize their strength!&lt;br /&gt;
&lt;br /&gt;
There are also a few characters that are meant to be played together like Marlok and his Golem, Silene and Selene, Ergue with his partners in crime Soriek and BigRage and the two Castes; Circus characters and The Pack.&lt;br /&gt;
&lt;br /&gt;
==== Circus ====&lt;br /&gt;
&lt;br /&gt;
Circus Decks focus on discarding, or milling, the opponent's deck, forcing them to lose by deckout. The main themes of this deck are defensive cards and discarding cards.&lt;br /&gt;
&lt;br /&gt;
==== The Pack ====&lt;br /&gt;
&lt;br /&gt;
The saying goes &amp;quot;Live together, Die together&amp;quot;, and no more true is this than with the pack. Each member relies on the sacrifices and bonuses of the other members to gain very high attack rates very quickly in the game.&lt;br /&gt;
&lt;br /&gt;
=== Game advice ===&lt;br /&gt;
&lt;br /&gt;
Be cunning! The Zil warriors are the game's &amp;quot;bad guys&amp;quot; and have at their disposal, a lot of effects that will annoy your opponents. Play &amp;quot;Assassination&amp;quot;,  &amp;quot;Do you feel lucky punk ?&amp;quot; and then go seek their attention with &amp;quot;Hungry Void&amp;quot;. You can also base your game on discarding cards off your opponent and then win by limiting his deck to a few cards, to do this, use cards like &amp;quot;Diversion&amp;quot; (goes well with &amp;quot;assassination&amp;quot;) or &amp;quot;Treacherous&amp;quot;, this is quite effective against Mage characters and Priests.&lt;br /&gt;
&lt;br /&gt;
== The Kotoba ==&lt;br /&gt;
&lt;br /&gt;
http://static.eredan.com/images/web_big/462fe73b74a8f01f54fdd33eaba323b7.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strong Points&lt;br /&gt;
&lt;br /&gt;
*Better Base Attack than Zil warriors and the Noz' Dingard Envoys&lt;br /&gt;
*Better Base Defense than the Zil warriors and Noz'dingard Envoys.&lt;br /&gt;
*Better Health points than the Zil warriors and Noz'Dingard Envoys.&lt;br /&gt;
*Warriors&lt;br /&gt;
&lt;br /&gt;
Weak points:&lt;br /&gt;
&lt;br /&gt;
* Very weak in spirit&lt;br /&gt;
* Few Mages in their ranks&lt;br /&gt;
* No Priests in their ranks&lt;br /&gt;
&lt;br /&gt;
===Constructing a Kotoba Deck=== &lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Deck====&lt;br /&gt;
Most of your characters are solid warriors, it would be a mistake not to use them. You should choose at least one warrior character (The Imperial Lord Gakyucha, Xin, Iro the Duelist are very good choices). Knowing that you don't have much spirit, , select a character with 1 or 2 SPIRIT. &lt;br /&gt;
&lt;br /&gt;
Cards unique to Kotoba are very efficient. Arm your warriors with items like &amp;quot;Katana&amp;quot;, &amp;quot;Wakisashi&amp;quot;... and finish your opponents with &amp;quot;Blast off&amp;quot;!. Your characters are tough, you can expose them without having to worry too much about their health, take the risk to equip weapons and armor and they will be very tough to beat. Add to this &amp;quot;Do you feel lucky punk? &amp;quot; and you will have a good Kotoba deck.&lt;br /&gt;
&lt;br /&gt;
As for the Zil, some characters are complementary: Aku and Akujin, Gakyusha and Iro, Amaya and Tsuro. There are also a few castes that the Kotoba have:&lt;br /&gt;
&lt;br /&gt;
====Trackers====&lt;br /&gt;
&lt;br /&gt;
The trackers mix quick, hard hits with the kotoba staple of weapon and armor usage in a strong blend of attack, spirit, and defense  between unlikely characters in the marauder and mage classes.&lt;br /&gt;
&lt;br /&gt;
====Tsoutsai====&lt;br /&gt;
&lt;br /&gt;
The tsoutsai, much like the trackers, are a mix of marauders and mages, but focus less on items and more on spells and hard hitting permanent actions.&lt;br /&gt;
&lt;br /&gt;
=== Game Advice===&lt;br /&gt;
&lt;br /&gt;
Go for it!!! The Kotoba characters are resistant and have good attack. The Kotoba are not exactly refined in spirit, they would rather fight without thinking. Do not hesitate to focus on attack. Your characters are tough. Equip items like &amp;quot;In the Nick of time&amp;quot; and you will be unstoppable.&lt;br /&gt;
&lt;br /&gt;
== III) The Noz'Dingard Envoys ==&lt;br /&gt;
&lt;br /&gt;
http://static.eredan.com/images/web_big/6d67edf96a5395213ce3734526c04f0f.png&lt;br /&gt;
&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
&lt;br /&gt;
The Noz' Dingard envoys are slightly different from the other guilds thanks to their magical mechanics. Here are their strong points and their weak points.&lt;br /&gt;
&lt;br /&gt;
Strong Points: &lt;br /&gt;
* Good defense&lt;br /&gt;
* Best Spirit&lt;br /&gt;
* Mages&lt;br /&gt;
&lt;br /&gt;
Weak points:&lt;br /&gt;
* They are weaker in health than the other guilds&lt;br /&gt;
* Weak attack&lt;br /&gt;
* Few Marauders&lt;br /&gt;
* No Priests&lt;br /&gt;
&lt;br /&gt;
=== Constructing a Noz' Dingard envoys deck===&lt;br /&gt;
&lt;br /&gt;
====Basic Deck====&lt;br /&gt;
&lt;br /&gt;
There are many great characters to choose from, but you will highly depend on great mages and thier spells. You can also add a supportive character like Kounok or Bomzar that have good Health points or attack. Zahal, Prophet and Anryena are three powerful characters that work well with the two Witchblade sisters, Moira and Eglantyne. The &lt;br /&gt;
&lt;br /&gt;
It is practically impossible to avoid selecting spell cards in a Noz'Dingard Deck, you can be offensive with spells like &amp;quot;Fireball&amp;quot;, &amp;quot;Smoked Arrow&amp;quot;, &amp;quot;Lighting bolt&amp;quot; or be more defensive with &amp;quot;Fog&amp;quot;, &amp;quot;Ice Barrier&amp;quot;, &amp;quot;Earth Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Noz' Dingard are very useful, &amp;quot;Dragon's Wit&amp;quot; will enable your non Mage characters to cast spells. &amp;quot;Dragon's Armor&amp;quot; is useful as it guarantees good defense for your mages, especially when it upgrades. Finally, the combo &amp;quot;The pen is mightier&amp;quot;.... &amp;quot;than the sword&amp;quot; on any mage turns them into physcial attackers.&lt;br /&gt;
&lt;br /&gt;
==== Dragon Knights ====&lt;br /&gt;
&lt;br /&gt;
Dragon Knights are the warriors of the Noz. Thier swords allow them to share thier attack bonuses, while they are able to use a limited selection of spells from the draconic spell type to wreak havoc on enemies.&lt;br /&gt;
&lt;br /&gt;
==== Witchblades ====&lt;br /&gt;
&lt;br /&gt;
Witchblades are multi-classed characters, mixing spell using mages with marauders and warriors for devastating results. Like the Knights, they have thier own blades, which have special abilities of thier own.&lt;br /&gt;
&lt;br /&gt;
===Game Advice===&lt;br /&gt;
&lt;br /&gt;
You really need to be cautious when it comes to the spirit of your characters. It can happen that a Noz' Dingard player loses due to a lack of cards; if you are only going to play Mages, be careful not to only focus on spell combos unless you are sure of course. The Noz' Dingards are the hardest to master as they are clearly more technical and demand more tactics. There isn't just one rule to win with this guild, you just need to play and find out what suits you best!&lt;br /&gt;
&lt;br /&gt;
== IV) The Mercenaries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
Mercenaries are characters that can join any type of guild and compensate their weak points, unless you are willing to only play Mercenaries but you will lose the benefits of the affiliated cards. The mercenaries do not have any particular strong or weak points as most of the characters are average in their stats.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''IV.2) Construct a Mercenary deck'''&lt;br /&gt;
&lt;br /&gt;
Character choice : You have a good choice of characters among the mercenaries, some are Warriors, Mages, priests or Marauders. They will complete the ranks of your Decks without bothering it's original composition. In the starting decks, you will find three good examples, The Mystic Slayer remains in it's element with the Zil warriors, Hares reinforces the ranks for the Noz' Dingards as he is a strong warrior and Aez the knight will serve the Kotoba.&lt;br /&gt;
&lt;br /&gt;
If you choose to play a Mercenary, you will have numerous combos available to you, but be careful not to disperse them too much. Think of this deck as a theme, for example, you can construct a deck focused on Priests, you could put lady Jane, The Apostle of Destiny and a characters that have lots of Health points like Hares, Aez or the Foam Giant. Do not hesitate to try out a few combos to find the one that suits you best. As you have a limited card selection, avoid selecting three characters from different classes, try not to disperse.&lt;br /&gt;
&lt;br /&gt;
Deck Constitution  : Adapt your Deck with your chosen characters. There are great card combos and follow the idea of a theme for the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.3) Game advice'''&lt;br /&gt;
&lt;br /&gt;
The Versatility of the Mercenaries is it's strongest point, add the fact that you can have priests in battle, you can be sure to have a good deck at your disposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Tactical_Guide</id>
		<title>The Tactical Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Tactical_Guide"/>
				<updated>2011-03-09T15:23:27Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* The Kotoba */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== I) The Zil Warriors ==&lt;br /&gt;
http://static.eredan.com/images/web_big/ab53ea879665aa998ffff246d8a25ba5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction===&lt;br /&gt;
&lt;br /&gt;
The Zil Warriors have a large number of marauders at their disposal. It is highly advised in the beginning to focus on them to profit from the possibilities offered by this guild.&lt;br /&gt;
&lt;br /&gt;
Strong points:&lt;br /&gt;
&lt;br /&gt;
* Good attack&lt;br /&gt;
* Good defense&lt;br /&gt;
* Marauders&lt;br /&gt;
&lt;br /&gt;
'Weak points:&lt;br /&gt;
&lt;br /&gt;
* Quite average in spirit&lt;br /&gt;
* Less Health points than the Kotoba and the Noz' Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to construct a  Zil Warrior Deck===&lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Decks====&lt;br /&gt;
&lt;br /&gt;
It's inevitable, you will need at least one Marauder for this deck to be interesting. The Zil warriors have in their ranks some very good Marauders like Telendar, Selene or Ergue. These are the three pillars of the Zil's Marauders, and they also evolve into some of the strongest cards in the game given time and patience.&lt;br /&gt;
&lt;br /&gt;
We advise you to use your Marauder characters with cards that will give them a guaranteed advantage thanks to their random +1. Focus on cards like &amp;quot;Do you feel lucky punk?&amp;quot; and &amp;quot;Test of strength&amp;quot;, this will bring you a good Attack bonus.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Zil Warriors enables you to paralyse your opponent. Be sure to utilize their strength!&lt;br /&gt;
&lt;br /&gt;
There are also a few characters that are meant to be played together like Marlok and his Golem, Silene and Selene, Ergue with his partners in crime Soriek and BigRage and the two Castes; Circus characters and The Pack.&lt;br /&gt;
&lt;br /&gt;
==== Circus ====&lt;br /&gt;
&lt;br /&gt;
Circus Decks focus on discarding, or milling, the opponent's deck, forcing them to lose by deckout. The main themes of this deck are defensive cards and discarding cards.&lt;br /&gt;
&lt;br /&gt;
==== The Pack ====&lt;br /&gt;
&lt;br /&gt;
The saying goes &amp;quot;Live together, Die together&amp;quot;, and no more true is this than with the pack. Each member relies on the sacrifices and bonuses of the other members to gain very high attack rates very quickly in the game.&lt;br /&gt;
&lt;br /&gt;
=== Game advice ===&lt;br /&gt;
&lt;br /&gt;
Be cunning! The Zil warriors are the game's &amp;quot;bad guys&amp;quot; and have at their disposal, a lot of effects that will annoy your opponents. Play &amp;quot;Assassination&amp;quot;,  &amp;quot;Do you feel lucky punk ?&amp;quot; and then go seek their attention with &amp;quot;Hungry Void&amp;quot;. You can also base your game on discarding cards off your opponent and then win by limiting his deck to a few cards, to do this, use cards like &amp;quot;Diversion&amp;quot; (goes well with &amp;quot;assassination&amp;quot;) or &amp;quot;Treacherous&amp;quot;, this is quite effective against Mage characters and Priests.&lt;br /&gt;
&lt;br /&gt;
== The Kotoba ==&lt;br /&gt;
&lt;br /&gt;
http://static.eredan.com/images/web_big/462fe73b74a8f01f54fdd33eaba323b7.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strong Points&lt;br /&gt;
&lt;br /&gt;
*Better Base Attack than Zil warriors and the Noz' Dingard Envoys&lt;br /&gt;
*Better Base Defense than the Zil warriors and Noz'dingard Envoys.&lt;br /&gt;
*Better Health points than the Zil warriors and Noz'Dingard Envoys.&lt;br /&gt;
*Warriors&lt;br /&gt;
&lt;br /&gt;
Weak points:&lt;br /&gt;
&lt;br /&gt;
* Very weak in spirit&lt;br /&gt;
* Few Mages in their ranks&lt;br /&gt;
* No Priests in their ranks&lt;br /&gt;
&lt;br /&gt;
===Constructing a Kotoba Deck=== &lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Deck====&lt;br /&gt;
Most of your characters are solid warriors, it would be a mistake not to use them. You should choose at least one warrior character (The Imperial Lord Gakyucha, Xin, Iro the Duelist are very good choices). Knowing that you don't have much spirit, , select a character with 1 or 2 SPIRIT. &lt;br /&gt;
&lt;br /&gt;
Cards unique to Kotoba are very efficient. Arm your warriors with items like &amp;quot;Katana&amp;quot;, &amp;quot;Wakisashi&amp;quot;... and finish your opponents with &amp;quot;Blast off&amp;quot;!. Your characters are tough, you can expose them without having to worry too much about their health, take the risk to equip weapons and armor and they will be very tough to beat. Add to this &amp;quot;Do you feel lucky punk? &amp;quot; and you will have a good Kotoba deck.&lt;br /&gt;
&lt;br /&gt;
As for the Zil, some characters are complementary: Aku and Akujin, Gakyusha and Iro, Amaya and Tsuro. There are also a few castes that the Kotoba have:&lt;br /&gt;
&lt;br /&gt;
====Trackers====&lt;br /&gt;
&lt;br /&gt;
The trackers mix quick, hard hits with the kotoba staple of weapon and armor usage in a strong blend of attack, spirit, and defense  between unlikely characters in the marauder and mage classes.&lt;br /&gt;
&lt;br /&gt;
====Tsoutsai====&lt;br /&gt;
&lt;br /&gt;
The tsoutsai, much like the trackers, are a mix of marauders and mages, but focus less on items and more on spells and hard hitting permanent actions.&lt;br /&gt;
&lt;br /&gt;
=== Game Advice===&lt;br /&gt;
&lt;br /&gt;
Go for it!!! The Kotoba characters are resistant and have good attack. The Kotoba are not exactly refined in spirit, they would rather fight without thinking. Do not hesitate to focus on attack. Your characters are tough. Equip items like &amp;quot;In the Nick of time&amp;quot; and you will be unstoppable.&lt;br /&gt;
&lt;br /&gt;
== III) The Noz'Dingard Envoys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
The Noz' Dingard envoys are slightly different from the other guilds thanks to their magic mechanics. Here are their strong points and their weak points.&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Good defense&lt;br /&gt;
&lt;br /&gt;
- Best Spirit&lt;br /&gt;
&lt;br /&gt;
- Mages&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- They are weaker than the other decks&lt;br /&gt;
&lt;br /&gt;
- Weak attack&lt;br /&gt;
&lt;br /&gt;
- Few Marauders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.2) Construct a Noz' Dingard envoys deck'''&lt;br /&gt;
&lt;br /&gt;
Choice of the characters : There are great characters to choose from, you will highly depend on great mages. Aerouant and Alishk will enable you to throw a spell and another card at the same time thanks to A CHAIN spell that is unique to Mages. You can also add a supportive character like Kounok or Bomzar that have good Health points. Zahal, Prophet and Anryena are three powerful characters that work well with the two Witchblade sisters, Moira and Eglantyne, together , they are extremely powerful. The Noz' Dingards envoys are the only ones to have a Priest in their ranks, Pilkim will heal other played characters.&lt;br /&gt;
&lt;br /&gt;
Deck constitution :It is practically impossible to avoid selecting spell cards in a Noz'Dingard Deck, you can be offensive with spells like &amp;quot;Fireball&amp;quot;, &amp;quot;Smoked Arrow&amp;quot;, &amp;quot;Lighting bolt&amp;quot; or be more defensive with &amp;quot;Fog&amp;quot;, &amp;quot;Ice Barrier&amp;quot;, &amp;quot;Earth Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Noz' Dingard are very useful, &amp;quot;Dragon's Wit&amp;quot; will enable your non Mage characters to throw spells. &amp;quot;Dragon's Armor&amp;quot; is useful as it guarantees good defense for your mages, especially when it upgrades. Finally, the combo &amp;quot;The pen is mightier&amp;quot;.... &amp;quot;than the sword&amp;quot; on Eglantyne or Moira will always have a drastic effect on the current game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
You really need to be cautious when it comes to the SPIRIT of your characters. It can happen that a Noz' Dingard player loses due to a lack of cards; if you are only going to play Mages, be careful not to only focus on spell combos unless you are sure of course. The Noz' Dingards are the hardest to master as they are clearly more technical and demand more tactics. There isn't just one rule to win with this guild, you just need to play and find out what suits you best!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IV) The Mercenaries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
Mercenaries are characters that can join any type of guild and compensate their weak points, unless you are willing to only play Mercenaries but you will lose the benefits of the affiliated cards. The mercenaries do not have any particular strong or weak points as most of the characters are average in their stats.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''IV.2) Construct a Mercenary deck'''&lt;br /&gt;
&lt;br /&gt;
Character choice : You have a good choice of characters among the mercenaries, some are Warriors, Mages, priests or Marauders. They will complete the ranks of your Decks without bothering it's original composition. In the starting decks, you will find three good examples, The Mystic Slayer remains in it's element with the Zil warriors, Hares reinforces the ranks for the Noz' Dingards as he is a strong warrior and Aez the knight will serve the Kotoba.&lt;br /&gt;
&lt;br /&gt;
If you choose to play a Mercenary, you will have numerous combos available to you, but be careful not to disperse them too much. Think of this deck as a theme, for example, you can construct a deck focused on Priests, you could put lady Jane, The Apostle of Destiny and a characters that have lots of Health points like Hares, Aez or the Foam Giant. Do not hesitate to try out a few combos to find the one that suits you best. As you have a limited card selection, avoid selecting three characters from different classes, try not to disperse.&lt;br /&gt;
&lt;br /&gt;
Deck Constitution  : Adapt your Deck with your chosen characters. There are great card combos and follow the idea of a theme for the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.3) Game advice'''&lt;br /&gt;
&lt;br /&gt;
The Versatility of the Mercenaries is it's strongest point, add the fact that you can have priests in battle, you can be sure to have a good deck at your disposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Tactical_Guide</id>
		<title>The Tactical Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Tactical_Guide"/>
				<updated>2011-03-09T15:22:40Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== I) The Zil Warriors ==&lt;br /&gt;
http://static.eredan.com/images/web_big/ab53ea879665aa998ffff246d8a25ba5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction===&lt;br /&gt;
&lt;br /&gt;
The Zil Warriors have a large number of marauders at their disposal. It is highly advised in the beginning to focus on them to profit from the possibilities offered by this guild.&lt;br /&gt;
&lt;br /&gt;
Strong points:&lt;br /&gt;
&lt;br /&gt;
* Good attack&lt;br /&gt;
* Good defense&lt;br /&gt;
* Marauders&lt;br /&gt;
&lt;br /&gt;
'Weak points:&lt;br /&gt;
&lt;br /&gt;
* Quite average in spirit&lt;br /&gt;
* Less Health points than the Kotoba and the Noz' Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to construct a  Zil Warrior Deck===&lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Decks====&lt;br /&gt;
&lt;br /&gt;
It's inevitable, you will need at least one Marauder for this deck to be interesting. The Zil warriors have in their ranks some very good Marauders like Telendar, Selene or Ergue. These are the three pillars of the Zil's Marauders, and they also evolve into some of the strongest cards in the game given time and patience.&lt;br /&gt;
&lt;br /&gt;
We advise you to use your Marauder characters with cards that will give them a guaranteed advantage thanks to their random +1. Focus on cards like &amp;quot;Do you feel lucky punk?&amp;quot; and &amp;quot;Test of strength&amp;quot;, this will bring you a good Attack bonus.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Zil Warriors enables you to paralyse your opponent. Be sure to utilize their strength!&lt;br /&gt;
&lt;br /&gt;
There are also a few characters that are meant to be played together like Marlok and his Golem, Silene and Selene, Ergue with his partners in crime Soriek and BigRage and the two Castes; Circus characters and The Pack.&lt;br /&gt;
&lt;br /&gt;
==== Circus ====&lt;br /&gt;
&lt;br /&gt;
Circus Decks focus on discarding, or milling, the opponent's deck, forcing them to lose by deckout. The main themes of this deck are defensive cards and discarding cards.&lt;br /&gt;
&lt;br /&gt;
==== The Pack ====&lt;br /&gt;
&lt;br /&gt;
The saying goes &amp;quot;Live together, Die together&amp;quot;, and no more true is this than with the pack. Each member relies on the sacrifices and bonuses of the other members to gain very high attack rates very quickly in the game.&lt;br /&gt;
&lt;br /&gt;
=== Game advice ===&lt;br /&gt;
&lt;br /&gt;
Be cunning! The Zil warriors are the game's &amp;quot;bad guys&amp;quot; and have at their disposal, a lot of effects that will annoy your opponents. Play &amp;quot;Assassination&amp;quot;,  &amp;quot;Do you feel lucky punk ?&amp;quot; and then go seek their attention with &amp;quot;Hungry Void&amp;quot;. You can also base your game on discarding cards off your opponent and then win by limiting his deck to a few cards, to do this, use cards like &amp;quot;Diversion&amp;quot; (goes well with &amp;quot;assassination&amp;quot;) or &amp;quot;Treacherous&amp;quot;, this is quite effective against Mage characters and Priests.&lt;br /&gt;
&lt;br /&gt;
== The Kotoba ==&lt;br /&gt;
&lt;br /&gt;
http://static.eredan.com/images/web_big/462fe73b74a8f01f54fdd33eaba323b7.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Strong Points&lt;br /&gt;
&lt;br /&gt;
*Better Base Attack than Zil warriors and the Noz' Dingard Envoys&lt;br /&gt;
*Better Base Defense than the Zil warriors and Noz'dingard Envoys.&lt;br /&gt;
*Better Health points than the Zil warriors and Noz'Dingard Envoys.&lt;br /&gt;
*Warriors&lt;br /&gt;
&lt;br /&gt;
Weak points:&lt;br /&gt;
&lt;br /&gt;
* Very weak in spirit&lt;br /&gt;
* Few Mages in their ranks&lt;br /&gt;
* No Priests in their ranks&lt;br /&gt;
&lt;br /&gt;
===Constructing a Kotoba Deck=== &lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Deck====&lt;br /&gt;
Most of your characters are solid warriors, it would be a mistake not to use them. You should choose at least one warrior character (The Imperial Lord Gakyucha, Xin, Iro the Duelist are very good choices). Knowing that you don't have much spirit, , select a character with 1 or 2 SPIRIT. &lt;br /&gt;
&lt;br /&gt;
As for the Zil, some characters are complementary: Aku and Akujin, Gakyusha and Iro, Amaya and Tsuro. There are also a few castes that the Kotoba have:&lt;br /&gt;
&lt;br /&gt;
====Trackers====&lt;br /&gt;
&lt;br /&gt;
The trackers mix quick, hard hits with the kotoba staple of weapon and armor usage in a strong blend of attack, spirit, and defense  between unlikely characters in the marauder and mage classes.&lt;br /&gt;
&lt;br /&gt;
====Tsoutsai====&lt;br /&gt;
&lt;br /&gt;
The tsoutsai, much like the trackers, are a mix of marauders and mages, but focus less on items and more on spells and hard hitting permanent actions.&lt;br /&gt;
&lt;br /&gt;
===Deck Constitution=== &lt;br /&gt;
&lt;br /&gt;
Cards unique to Kotoba are very efficient. Arm your warriors with items like &amp;quot;Katana&amp;quot;, &amp;quot;Wakisashi&amp;quot;... and finish your opponents with &amp;quot;Blast off&amp;quot;!. Your characters are tough, you can expose them without having to worry too much about their health, take the risk to equip weapons and armor and they will be very tough to beat. Add to this &amp;quot;Do you feel lucky punk? &amp;quot; and you will have a good Kotoba deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game Advice===&lt;br /&gt;
&lt;br /&gt;
Go for it!!! The Kotoba characters are resistant and have good attack. The Kotoba are not exactly refined in spirit, they would rather fight without thinking. Do not hesitate to focus on attack. Your characters are tough. Equip items like &amp;quot;In the Nick of time&amp;quot; and you will be unstoppable.&lt;br /&gt;
&lt;br /&gt;
== III) The Noz'Dingard Envoys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
The Noz' Dingard envoys are slightly different from the other guilds thanks to their magic mechanics. Here are their strong points and their weak points.&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Good defense&lt;br /&gt;
&lt;br /&gt;
- Best Spirit&lt;br /&gt;
&lt;br /&gt;
- Mages&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- They are weaker than the other decks&lt;br /&gt;
&lt;br /&gt;
- Weak attack&lt;br /&gt;
&lt;br /&gt;
- Few Marauders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.2) Construct a Noz' Dingard envoys deck'''&lt;br /&gt;
&lt;br /&gt;
Choice of the characters : There are great characters to choose from, you will highly depend on great mages. Aerouant and Alishk will enable you to throw a spell and another card at the same time thanks to A CHAIN spell that is unique to Mages. You can also add a supportive character like Kounok or Bomzar that have good Health points. Zahal, Prophet and Anryena are three powerful characters that work well with the two Witchblade sisters, Moira and Eglantyne, together , they are extremely powerful. The Noz' Dingards envoys are the only ones to have a Priest in their ranks, Pilkim will heal other played characters.&lt;br /&gt;
&lt;br /&gt;
Deck constitution :It is practically impossible to avoid selecting spell cards in a Noz'Dingard Deck, you can be offensive with spells like &amp;quot;Fireball&amp;quot;, &amp;quot;Smoked Arrow&amp;quot;, &amp;quot;Lighting bolt&amp;quot; or be more defensive with &amp;quot;Fog&amp;quot;, &amp;quot;Ice Barrier&amp;quot;, &amp;quot;Earth Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Noz' Dingard are very useful, &amp;quot;Dragon's Wit&amp;quot; will enable your non Mage characters to throw spells. &amp;quot;Dragon's Armor&amp;quot; is useful as it guarantees good defense for your mages, especially when it upgrades. Finally, the combo &amp;quot;The pen is mightier&amp;quot;.... &amp;quot;than the sword&amp;quot; on Eglantyne or Moira will always have a drastic effect on the current game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
You really need to be cautious when it comes to the SPIRIT of your characters. It can happen that a Noz' Dingard player loses due to a lack of cards; if you are only going to play Mages, be careful not to only focus on spell combos unless you are sure of course. The Noz' Dingards are the hardest to master as they are clearly more technical and demand more tactics. There isn't just one rule to win with this guild, you just need to play and find out what suits you best!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IV) The Mercenaries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
Mercenaries are characters that can join any type of guild and compensate their weak points, unless you are willing to only play Mercenaries but you will lose the benefits of the affiliated cards. The mercenaries do not have any particular strong or weak points as most of the characters are average in their stats.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''IV.2) Construct a Mercenary deck'''&lt;br /&gt;
&lt;br /&gt;
Character choice : You have a good choice of characters among the mercenaries, some are Warriors, Mages, priests or Marauders. They will complete the ranks of your Decks without bothering it's original composition. In the starting decks, you will find three good examples, The Mystic Slayer remains in it's element with the Zil warriors, Hares reinforces the ranks for the Noz' Dingards as he is a strong warrior and Aez the knight will serve the Kotoba.&lt;br /&gt;
&lt;br /&gt;
If you choose to play a Mercenary, you will have numerous combos available to you, but be careful not to disperse them too much. Think of this deck as a theme, for example, you can construct a deck focused on Priests, you could put lady Jane, The Apostle of Destiny and a characters that have lots of Health points like Hares, Aez or the Foam Giant. Do not hesitate to try out a few combos to find the one that suits you best. As you have a limited card selection, avoid selecting three characters from different classes, try not to disperse.&lt;br /&gt;
&lt;br /&gt;
Deck Constitution  : Adapt your Deck with your chosen characters. There are great card combos and follow the idea of a theme for the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.3) Game advice'''&lt;br /&gt;
&lt;br /&gt;
The Versatility of the Mercenaries is it's strongest point, add the fact that you can have priests in battle, you can be sure to have a good deck at your disposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Tactical_Guide</id>
		<title>The Tactical Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Tactical_Guide"/>
				<updated>2011-03-09T15:22:23Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* II) The Kotoba */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== I) The Zil Warriors ==&lt;br /&gt;
http://static.eredan.com/images/web_big/ab53ea879665aa998ffff246d8a25ba5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction===&lt;br /&gt;
&lt;br /&gt;
The Zil Warriors have a large number of marauders at their disposal. It is highly advised in the beginning to focus on them to profit from the possibilities offered by this guild.&lt;br /&gt;
&lt;br /&gt;
Strong points:&lt;br /&gt;
&lt;br /&gt;
* Good attack&lt;br /&gt;
* Good defense&lt;br /&gt;
* Marauders&lt;br /&gt;
&lt;br /&gt;
'Weak points:&lt;br /&gt;
&lt;br /&gt;
* Quite average in spirit&lt;br /&gt;
* Less Health points than the Kotoba and the Noz' Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to construct a  Zil Warrior Deck===&lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Decks====&lt;br /&gt;
&lt;br /&gt;
It's inevitable, you will need at least one Marauder for this deck to be interesting. The Zil warriors have in their ranks some very good Marauders like Telendar, Selene or Ergue. These are the three pillars of the Zil's Marauders, and they also evolve into some of the strongest cards in the game given time and patience.&lt;br /&gt;
&lt;br /&gt;
We advise you to use your Marauder characters with cards that will give them a guaranteed advantage thanks to their random +1. Focus on cards like &amp;quot;Do you feel lucky punk?&amp;quot; and &amp;quot;Test of strength&amp;quot;, this will bring you a good Attack bonus.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Zil Warriors enables you to paralyse your opponent. Be sure to utilize their strength!&lt;br /&gt;
&lt;br /&gt;
There are also a few characters that are meant to be played together like Marlok and his Golem, Silene and Selene, Ergue with his partners in crime Soriek and BigRage and the two Castes; Circus characters and The Pack.&lt;br /&gt;
&lt;br /&gt;
==== Circus ====&lt;br /&gt;
&lt;br /&gt;
Circus Decks focus on discarding, or milling, the opponent's deck, forcing them to lose by deckout. The main themes of this deck are defensive cards and discarding cards.&lt;br /&gt;
&lt;br /&gt;
==== The Pack ====&lt;br /&gt;
&lt;br /&gt;
The saying goes &amp;quot;Live together, Die together&amp;quot;, and no more true is this than with the pack. Each member relies on the sacrifices and bonuses of the other members to gain very high attack rates very quickly in the game.&lt;br /&gt;
&lt;br /&gt;
=== Game advice ===&lt;br /&gt;
&lt;br /&gt;
Be cunning! The Zil warriors are the game's &amp;quot;bad guys&amp;quot; and have at their disposal, a lot of effects that will annoy your opponents. Play &amp;quot;Assassination&amp;quot;,  &amp;quot;Do you feel lucky punk ?&amp;quot; and then go seek their attention with &amp;quot;Hungry Void&amp;quot;. You can also base your game on discarding cards off your opponent and then win by limiting his deck to a few cards, to do this, use cards like &amp;quot;Diversion&amp;quot; (goes well with &amp;quot;assassination&amp;quot;) or &amp;quot;Treacherous&amp;quot;, this is quite effective against Mage characters and Priests.&lt;br /&gt;
&lt;br /&gt;
== The Kotoba ==&lt;br /&gt;
&lt;br /&gt;
http://static.eredan.com/images/web_big/462fe73b74a8f01f54fdd33eaba323b7.png&lt;br /&gt;
&lt;br /&gt;
=== Introduction === &lt;br /&gt;
&lt;br /&gt;
The Kotoba have a few characters at their disposal, which mainly focus on warriors&lt;br /&gt;
&lt;br /&gt;
 Strong points&lt;br /&gt;
&lt;br /&gt;
*Better Base Attack than Zil warriors and the Noz' Dingard Envoys&lt;br /&gt;
*Better Base Defense than the Zil warriors and Noz'dingard Envoys.&lt;br /&gt;
*Better Health points than the Zil warriors and Noz'Dingard Envoys.&lt;br /&gt;
*Warriors&lt;br /&gt;
&lt;br /&gt;
Weak points:&lt;br /&gt;
&lt;br /&gt;
* Very weak in spirit&lt;br /&gt;
* Few Mages in their ranks&lt;br /&gt;
* No Priests in their ranks&lt;br /&gt;
&lt;br /&gt;
===Constructing a Kotoba Deck=== &lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Deck====&lt;br /&gt;
Most of your characters are solid warriors, it would be a mistake not to use them. You should choose at least one warrior character (The Imperial Lord Gakyucha, Xin, Iro the Duelist are very good choices). Knowing that you don't have much spirit, , select a character with 1 or 2 SPIRIT. &lt;br /&gt;
&lt;br /&gt;
As for the Zil, some characters are complementary: Aku and Akujin, Gakyusha and Iro, Amaya and Tsuro. There are also a few castes that the Kotoba have:&lt;br /&gt;
&lt;br /&gt;
====Trackers====&lt;br /&gt;
&lt;br /&gt;
The trackers mix quick, hard hits with the kotoba staple of weapon and armor usage in a strong blend of attack, spirit, and defense  between unlikely characters in the marauder and mage classes.&lt;br /&gt;
&lt;br /&gt;
====Tsoutsai====&lt;br /&gt;
&lt;br /&gt;
The tsoutsai, much like the trackers, are a mix of marauders and mages, but focus less on items and more on spells and hard hitting permanent actions.&lt;br /&gt;
&lt;br /&gt;
===Deck Constitution=== &lt;br /&gt;
&lt;br /&gt;
Cards unique to Kotoba are very efficient. Arm your warriors with items like &amp;quot;Katana&amp;quot;, &amp;quot;Wakisashi&amp;quot;... and finish your opponents with &amp;quot;Blast off&amp;quot;!. Your characters are tough, you can expose them without having to worry too much about their health, take the risk to equip weapons and armor and they will be very tough to beat. Add to this &amp;quot;Do you feel lucky punk? &amp;quot; and you will have a good Kotoba deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game Advice===&lt;br /&gt;
&lt;br /&gt;
Go for it!!! The Kotoba characters are resistant and have good attack. The Kotoba are not exactly refined in spirit, they would rather fight without thinking. Do not hesitate to focus on attack. Your characters are tough. Equip items like &amp;quot;In the Nick of time&amp;quot; and you will be unstoppable.&lt;br /&gt;
&lt;br /&gt;
== III) The Noz'Dingard Envoys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
The Noz' Dingard envoys are slightly different from the other guilds thanks to their magic mechanics. Here are their strong points and their weak points.&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Good defense&lt;br /&gt;
&lt;br /&gt;
- Best Spirit&lt;br /&gt;
&lt;br /&gt;
- Mages&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- They are weaker than the other decks&lt;br /&gt;
&lt;br /&gt;
- Weak attack&lt;br /&gt;
&lt;br /&gt;
- Few Marauders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.2) Construct a Noz' Dingard envoys deck'''&lt;br /&gt;
&lt;br /&gt;
Choice of the characters : There are great characters to choose from, you will highly depend on great mages. Aerouant and Alishk will enable you to throw a spell and another card at the same time thanks to A CHAIN spell that is unique to Mages. You can also add a supportive character like Kounok or Bomzar that have good Health points. Zahal, Prophet and Anryena are three powerful characters that work well with the two Witchblade sisters, Moira and Eglantyne, together , they are extremely powerful. The Noz' Dingards envoys are the only ones to have a Priest in their ranks, Pilkim will heal other played characters.&lt;br /&gt;
&lt;br /&gt;
Deck constitution :It is practically impossible to avoid selecting spell cards in a Noz'Dingard Deck, you can be offensive with spells like &amp;quot;Fireball&amp;quot;, &amp;quot;Smoked Arrow&amp;quot;, &amp;quot;Lighting bolt&amp;quot; or be more defensive with &amp;quot;Fog&amp;quot;, &amp;quot;Ice Barrier&amp;quot;, &amp;quot;Earth Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Noz' Dingard are very useful, &amp;quot;Dragon's Wit&amp;quot; will enable your non Mage characters to throw spells. &amp;quot;Dragon's Armor&amp;quot; is useful as it guarantees good defense for your mages, especially when it upgrades. Finally, the combo &amp;quot;The pen is mightier&amp;quot;.... &amp;quot;than the sword&amp;quot; on Eglantyne or Moira will always have a drastic effect on the current game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
You really need to be cautious when it comes to the SPIRIT of your characters. It can happen that a Noz' Dingard player loses due to a lack of cards; if you are only going to play Mages, be careful not to only focus on spell combos unless you are sure of course. The Noz' Dingards are the hardest to master as they are clearly more technical and demand more tactics. There isn't just one rule to win with this guild, you just need to play and find out what suits you best!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IV) The Mercenaries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
Mercenaries are characters that can join any type of guild and compensate their weak points, unless you are willing to only play Mercenaries but you will lose the benefits of the affiliated cards. The mercenaries do not have any particular strong or weak points as most of the characters are average in their stats.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''IV.2) Construct a Mercenary deck'''&lt;br /&gt;
&lt;br /&gt;
Character choice : You have a good choice of characters among the mercenaries, some are Warriors, Mages, priests or Marauders. They will complete the ranks of your Decks without bothering it's original composition. In the starting decks, you will find three good examples, The Mystic Slayer remains in it's element with the Zil warriors, Hares reinforces the ranks for the Noz' Dingards as he is a strong warrior and Aez the knight will serve the Kotoba.&lt;br /&gt;
&lt;br /&gt;
If you choose to play a Mercenary, you will have numerous combos available to you, but be careful not to disperse them too much. Think of this deck as a theme, for example, you can construct a deck focused on Priests, you could put lady Jane, The Apostle of Destiny and a characters that have lots of Health points like Hares, Aez or the Foam Giant. Do not hesitate to try out a few combos to find the one that suits you best. As you have a limited card selection, avoid selecting three characters from different classes, try not to disperse.&lt;br /&gt;
&lt;br /&gt;
Deck Constitution  : Adapt your Deck with your chosen characters. There are great card combos and follow the idea of a theme for the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.3) Game advice'''&lt;br /&gt;
&lt;br /&gt;
The Versatility of the Mercenaries is it's strongest point, add the fact that you can have priests in battle, you can be sure to have a good deck at your disposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Tactical_Guide</id>
		<title>The Tactical Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Tactical_Guide"/>
				<updated>2011-03-09T15:21:02Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* II) The Kotoba */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== I) The Zil Warriors ==&lt;br /&gt;
http://static.eredan.com/images/web_big/ab53ea879665aa998ffff246d8a25ba5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction===&lt;br /&gt;
&lt;br /&gt;
The Zil Warriors have a large number of marauders at their disposal. It is highly advised in the beginning to focus on them to profit from the possibilities offered by this guild.&lt;br /&gt;
&lt;br /&gt;
Strong points:&lt;br /&gt;
&lt;br /&gt;
* Good attack&lt;br /&gt;
* Good defense&lt;br /&gt;
* Marauders&lt;br /&gt;
&lt;br /&gt;
'Weak points:&lt;br /&gt;
&lt;br /&gt;
* Quite average in spirit&lt;br /&gt;
* Less Health points than the Kotoba and the Noz' Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to construct a  Zil Warrior Deck===&lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Decks====&lt;br /&gt;
&lt;br /&gt;
It's inevitable, you will need at least one Marauder for this deck to be interesting. The Zil warriors have in their ranks some very good Marauders like Telendar, Selene or Ergue. These are the three pillars of the Zil's Marauders, and they also evolve into some of the strongest cards in the game given time and patience.&lt;br /&gt;
&lt;br /&gt;
We advise you to use your Marauder characters with cards that will give them a guaranteed advantage thanks to their random +1. Focus on cards like &amp;quot;Do you feel lucky punk?&amp;quot; and &amp;quot;Test of strength&amp;quot;, this will bring you a good Attack bonus.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Zil Warriors enables you to paralyse your opponent. Be sure to utilize their strength!&lt;br /&gt;
&lt;br /&gt;
There are also a few characters that are meant to be played together like Marlok and his Golem, Silene and Selene, Ergue with his partners in crime Soriek and BigRage and the two Castes; Circus characters and The Pack.&lt;br /&gt;
&lt;br /&gt;
==== Circus ====&lt;br /&gt;
&lt;br /&gt;
Circus Decks focus on discarding, or milling, the opponent's deck, forcing them to lose by deckout. The main themes of this deck are defensive cards and discarding cards.&lt;br /&gt;
&lt;br /&gt;
==== The Pack ====&lt;br /&gt;
&lt;br /&gt;
The saying goes &amp;quot;Live together, Die together&amp;quot;, and no more true is this than with the pack. Each member relies on the sacrifices and bonuses of the other members to gain very high attack rates very quickly in the game.&lt;br /&gt;
&lt;br /&gt;
=== Game advice ===&lt;br /&gt;
&lt;br /&gt;
Be cunning! The Zil warriors are the game's &amp;quot;bad guys&amp;quot; and have at their disposal, a lot of effects that will annoy your opponents. Play &amp;quot;Assassination&amp;quot;,  &amp;quot;Do you feel lucky punk ?&amp;quot; and then go seek their attention with &amp;quot;Hungry Void&amp;quot;. You can also base your game on discarding cards off your opponent and then win by limiting his deck to a few cards, to do this, use cards like &amp;quot;Diversion&amp;quot; (goes well with &amp;quot;assassination&amp;quot;) or &amp;quot;Treacherous&amp;quot;, this is quite effective against Mage characters and Priests.&lt;br /&gt;
&lt;br /&gt;
== II) The Kotoba ==&lt;br /&gt;
&lt;br /&gt;
http://static.eredan.com/images/web_big/462fe73b74a8f01f54fdd33eaba323b7.png&lt;br /&gt;
 ===Introduction===&lt;br /&gt;
&lt;br /&gt;
The Kotoba have a few characters at their disposal, which mainly focus on warriors&lt;br /&gt;
&lt;br /&gt;
 Strong points&lt;br /&gt;
&lt;br /&gt;
*Better Base Attack than Zil warriors and the Noz' Dingard Envoys&lt;br /&gt;
*Better Base Defense than the Zil warriors and Noz'dingard Envoys.&lt;br /&gt;
*Better Health points than the Zil warriors and Noz'Dingard Envoys.&lt;br /&gt;
*Warriors&lt;br /&gt;
&lt;br /&gt;
Weak points:&lt;br /&gt;
&lt;br /&gt;
* Very weak in spirit&lt;br /&gt;
* Few Mages in their ranks&lt;br /&gt;
* No Priests in their ranks&lt;br /&gt;
&lt;br /&gt;
===Constructing a Kotoba Deck=== &lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Deck====&lt;br /&gt;
Most of your characters are solid warriors, it would be a mistake not to use them. You should choose at least one warrior character (The Imperial Lord Gakyucha, Xin, Iro the Duelist are very good choices). Knowing that you don't have much spirit, , select a character with 1 or 2 SPIRIT. &lt;br /&gt;
&lt;br /&gt;
As for the Zil, some characters are complementary: Aku and Akujin, Gakyusha and Iro, Amaya and Tsuro. There are also a few castes that the Kotoba have:&lt;br /&gt;
&lt;br /&gt;
====Trackers====&lt;br /&gt;
&lt;br /&gt;
The trackers mix quick, hard hits with the kotoba staple of weapon and armor usage in a strong blend of attack, spirit, and defense  between unlikely characters in the marauder and mage classes.&lt;br /&gt;
&lt;br /&gt;
====Tsoutsai====&lt;br /&gt;
&lt;br /&gt;
The tsoutsai, much like the trackers, are a mix of marauders and mages, but focus less on items and more on spells and hard hitting permanent actions.&lt;br /&gt;
&lt;br /&gt;
===Deck Constitution=== &lt;br /&gt;
&lt;br /&gt;
Cards unique to Kotoba are very efficient. Arm your warriors with items like &amp;quot;Katana&amp;quot;, &amp;quot;Wakisashi&amp;quot;... and finish your opponents with &amp;quot;Blast off&amp;quot;!. Your characters are tough, you can expose them without having to worry too much about their health, take the risk to equip weapons and armor and they will be very tough to beat. Add to this &amp;quot;Do you feel lucky punk? &amp;quot; and you will have a good Kotoba deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game Advice===&lt;br /&gt;
&lt;br /&gt;
Go for it!!! The Kotoba characters are resistant and have good attack. The Kotoba are not exactly refined in spirit, they would rather fight without thinking. Do not hesitate to focus on attack. Your characters are tough. Equip items like &amp;quot;In the Nick of time&amp;quot; and you will be unstoppable.&lt;br /&gt;
&lt;br /&gt;
== III) The Noz'Dingard Envoys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
The Noz' Dingard envoys are slightly different from the other guilds thanks to their magic mechanics. Here are their strong points and their weak points.&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Good defense&lt;br /&gt;
&lt;br /&gt;
- Best Spirit&lt;br /&gt;
&lt;br /&gt;
- Mages&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- They are weaker than the other decks&lt;br /&gt;
&lt;br /&gt;
- Weak attack&lt;br /&gt;
&lt;br /&gt;
- Few Marauders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.2) Construct a Noz' Dingard envoys deck'''&lt;br /&gt;
&lt;br /&gt;
Choice of the characters : There are great characters to choose from, you will highly depend on great mages. Aerouant and Alishk will enable you to throw a spell and another card at the same time thanks to A CHAIN spell that is unique to Mages. You can also add a supportive character like Kounok or Bomzar that have good Health points. Zahal, Prophet and Anryena are three powerful characters that work well with the two Witchblade sisters, Moira and Eglantyne, together , they are extremely powerful. The Noz' Dingards envoys are the only ones to have a Priest in their ranks, Pilkim will heal other played characters.&lt;br /&gt;
&lt;br /&gt;
Deck constitution :It is practically impossible to avoid selecting spell cards in a Noz'Dingard Deck, you can be offensive with spells like &amp;quot;Fireball&amp;quot;, &amp;quot;Smoked Arrow&amp;quot;, &amp;quot;Lighting bolt&amp;quot; or be more defensive with &amp;quot;Fog&amp;quot;, &amp;quot;Ice Barrier&amp;quot;, &amp;quot;Earth Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Noz' Dingard are very useful, &amp;quot;Dragon's Wit&amp;quot; will enable your non Mage characters to throw spells. &amp;quot;Dragon's Armor&amp;quot; is useful as it guarantees good defense for your mages, especially when it upgrades. Finally, the combo &amp;quot;The pen is mightier&amp;quot;.... &amp;quot;than the sword&amp;quot; on Eglantyne or Moira will always have a drastic effect on the current game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
You really need to be cautious when it comes to the SPIRIT of your characters. It can happen that a Noz' Dingard player loses due to a lack of cards; if you are only going to play Mages, be careful not to only focus on spell combos unless you are sure of course. The Noz' Dingards are the hardest to master as they are clearly more technical and demand more tactics. There isn't just one rule to win with this guild, you just need to play and find out what suits you best!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IV) The Mercenaries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
Mercenaries are characters that can join any type of guild and compensate their weak points, unless you are willing to only play Mercenaries but you will lose the benefits of the affiliated cards. The mercenaries do not have any particular strong or weak points as most of the characters are average in their stats.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''IV.2) Construct a Mercenary deck'''&lt;br /&gt;
&lt;br /&gt;
Character choice : You have a good choice of characters among the mercenaries, some are Warriors, Mages, priests or Marauders. They will complete the ranks of your Decks without bothering it's original composition. In the starting decks, you will find three good examples, The Mystic Slayer remains in it's element with the Zil warriors, Hares reinforces the ranks for the Noz' Dingards as he is a strong warrior and Aez the knight will serve the Kotoba.&lt;br /&gt;
&lt;br /&gt;
If you choose to play a Mercenary, you will have numerous combos available to you, but be careful not to disperse them too much. Think of this deck as a theme, for example, you can construct a deck focused on Priests, you could put lady Jane, The Apostle of Destiny and a characters that have lots of Health points like Hares, Aez or the Foam Giant. Do not hesitate to try out a few combos to find the one that suits you best. As you have a limited card selection, avoid selecting three characters from different classes, try not to disperse.&lt;br /&gt;
&lt;br /&gt;
Deck Constitution  : Adapt your Deck with your chosen characters. There are great card combos and follow the idea of a theme for the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.3) Game advice'''&lt;br /&gt;
&lt;br /&gt;
The Versatility of the Mercenaries is it's strongest point, add the fact that you can have priests in battle, you can be sure to have a good deck at your disposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Tactical_Guide</id>
		<title>The Tactical Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Tactical_Guide"/>
				<updated>2011-03-09T15:07:24Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* = The Pack */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== I) The Zil Warriors ==&lt;br /&gt;
http://static.eredan.com/images/web_big/ab53ea879665aa998ffff246d8a25ba5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction===&lt;br /&gt;
&lt;br /&gt;
The Zil Warriors have a large number of marauders at their disposal. It is highly advised in the beginning to focus on them to profit from the possibilities offered by this guild.&lt;br /&gt;
&lt;br /&gt;
Strong points:&lt;br /&gt;
&lt;br /&gt;
* Good attack&lt;br /&gt;
* Good defense&lt;br /&gt;
* Marauders&lt;br /&gt;
&lt;br /&gt;
'Weak points:&lt;br /&gt;
&lt;br /&gt;
* Quite average in spirit&lt;br /&gt;
* Less Health points than the Kotoba and the Noz' Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to construct a  Zil Warrior Deck===&lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Decks====&lt;br /&gt;
&lt;br /&gt;
It's inevitable, you will need at least one Marauder for this deck to be interesting. The Zil warriors have in their ranks some very good Marauders like Telendar, Selene or Ergue. These are the three pillars of the Zil's Marauders, and they also evolve into some of the strongest cards in the game given time and patience.&lt;br /&gt;
&lt;br /&gt;
We advise you to use your Marauder characters with cards that will give them a guaranteed advantage thanks to their random +1. Focus on cards like &amp;quot;Do you feel lucky punk?&amp;quot; and &amp;quot;Test of strength&amp;quot;, this will bring you a good Attack bonus.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Zil Warriors enables you to paralyse your opponent. Be sure to utilize their strength!&lt;br /&gt;
&lt;br /&gt;
There are also a few characters that are meant to be played together like Marlok and his Golem, Silene and Selene, Ergue with his partners in crime Soriek and BigRage and the two Castes; Circus characters and The Pack.&lt;br /&gt;
&lt;br /&gt;
==== Circus ====&lt;br /&gt;
&lt;br /&gt;
Circus Decks focus on discarding, or milling, the opponent's deck, forcing them to lose by deckout. The main themes of this deck are defensive cards and discarding cards.&lt;br /&gt;
&lt;br /&gt;
==== The Pack ====&lt;br /&gt;
&lt;br /&gt;
The saying goes &amp;quot;Live together, Die together&amp;quot;, and no more true is this than with the pack. Each member relies on the sacrifices and bonuses of the other members to gain very high attack rates very quickly in the game.&lt;br /&gt;
&lt;br /&gt;
=== Game advice ===&lt;br /&gt;
&lt;br /&gt;
Be cunning! The Zil warriors are the game's &amp;quot;bad guys&amp;quot; and have at their disposal, a lot of effects that will annoy your opponents. Play &amp;quot;Assassination&amp;quot;,  &amp;quot;Do you feel lucky punk ?&amp;quot; and then go seek their attention with &amp;quot;Hungry Void&amp;quot;. You can also base your game on discarding cards off your opponent and then win by limiting his deck to a few cards, to do this, use cards like &amp;quot;Diversion&amp;quot; (goes well with &amp;quot;assassination&amp;quot;) or &amp;quot;Treacherous&amp;quot;, this is quite effective against Mage characters and Priests.&lt;br /&gt;
&lt;br /&gt;
== II) The Kotoba ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''II.1) Introduction''' &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kotoba have a few characters at their disposal&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Better Attack than Zil warriors and the Noz' Dingard Envoys&lt;br /&gt;
&lt;br /&gt;
- Better Defense than the Zil warriors and Noz'dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
- Better Health points than the Zil warriors and Noz'Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
- Warriors&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- Very weak in SPIRIT&lt;br /&gt;
&lt;br /&gt;
- Few Mages in their ranks&lt;br /&gt;
&lt;br /&gt;
- No Priests in their ranks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''II.2) Construct a Kotoba Deck''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choice of characters: Your characters are solid warriors, it would be a mistake not to use them. You should choose at least one warrior character (The Imperial Lord Gakyucha, Xin, Iro the Duelist are very good choices). Knowing that you don't have much SPIRIT, you will need to pick more than one card, select a character with 1 or 2 SPIRIT. As for the Zil, some characters are complementary: Aku and Akujin, Gakyusha and Iro, Amaya and Tsuro. &lt;br /&gt;
&lt;br /&gt;
Deck Constitution : Cards unique to Kotoba are very efficient. Arm your warriors with items like &amp;quot;Katana&amp;quot;, &amp;quot;Wakisashi&amp;quot;... and finish your opponents with &amp;quot;Blast off&amp;quot;!. Your characters are tough, you can expose them without having to worry too much about their health, take the risk to equip weapons and armor and they will be very tough to beat. Add to this &amp;quot;Do you feel lucky punk? &amp;quot; and you will have a good Kotoba deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''I.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
Go for it!!! The Kotoba characters are resistant and have good attack. The Kotoba are not exactly refined in spirit, they would rather fight without thinking. Do not hesitate to focus on attack. Your characters are tough. Equip items like &amp;quot;In the Nick of time&amp;quot; and you will be unstoppable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== III) The Noz'Dingard Envoys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
The Noz' Dingard envoys are slightly different from the other guilds thanks to their magic mechanics. Here are their strong points and their weak points.&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Good defense&lt;br /&gt;
&lt;br /&gt;
- Best Spirit&lt;br /&gt;
&lt;br /&gt;
- Mages&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- They are weaker than the other decks&lt;br /&gt;
&lt;br /&gt;
- Weak attack&lt;br /&gt;
&lt;br /&gt;
- Few Marauders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.2) Construct a Noz' Dingard envoys deck'''&lt;br /&gt;
&lt;br /&gt;
Choice of the characters : There are great characters to choose from, you will highly depend on great mages. Aerouant and Alishk will enable you to throw a spell and another card at the same time thanks to A CHAIN spell that is unique to Mages. You can also add a supportive character like Kounok or Bomzar that have good Health points. Zahal, Prophet and Anryena are three powerful characters that work well with the two Witchblade sisters, Moira and Eglantyne, together , they are extremely powerful. The Noz' Dingards envoys are the only ones to have a Priest in their ranks, Pilkim will heal other played characters.&lt;br /&gt;
&lt;br /&gt;
Deck constitution :It is practically impossible to avoid selecting spell cards in a Noz'Dingard Deck, you can be offensive with spells like &amp;quot;Fireball&amp;quot;, &amp;quot;Smoked Arrow&amp;quot;, &amp;quot;Lighting bolt&amp;quot; or be more defensive with &amp;quot;Fog&amp;quot;, &amp;quot;Ice Barrier&amp;quot;, &amp;quot;Earth Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Noz' Dingard are very useful, &amp;quot;Dragon's Wit&amp;quot; will enable your non Mage characters to throw spells. &amp;quot;Dragon's Armor&amp;quot; is useful as it guarantees good defense for your mages, especially when it upgrades. Finally, the combo &amp;quot;The pen is mightier&amp;quot;.... &amp;quot;than the sword&amp;quot; on Eglantyne or Moira will always have a drastic effect on the current game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
You really need to be cautious when it comes to the SPIRIT of your characters. It can happen that a Noz' Dingard player loses due to a lack of cards; if you are only going to play Mages, be careful not to only focus on spell combos unless you are sure of course. The Noz' Dingards are the hardest to master as they are clearly more technical and demand more tactics. There isn't just one rule to win with this guild, you just need to play and find out what suits you best!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IV) The Mercenaries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
Mercenaries are characters that can join any type of guild and compensate their weak points, unless you are willing to only play Mercenaries but you will lose the benefits of the affiliated cards. The mercenaries do not have any particular strong or weak points as most of the characters are average in their stats.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''IV.2) Construct a Mercenary deck'''&lt;br /&gt;
&lt;br /&gt;
Character choice : You have a good choice of characters among the mercenaries, some are Warriors, Mages, priests or Marauders. They will complete the ranks of your Decks without bothering it's original composition. In the starting decks, you will find three good examples, The Mystic Slayer remains in it's element with the Zil warriors, Hares reinforces the ranks for the Noz' Dingards as he is a strong warrior and Aez the knight will serve the Kotoba.&lt;br /&gt;
&lt;br /&gt;
If you choose to play a Mercenary, you will have numerous combos available to you, but be careful not to disperse them too much. Think of this deck as a theme, for example, you can construct a deck focused on Priests, you could put lady Jane, The Apostle of Destiny and a characters that have lots of Health points like Hares, Aez or the Foam Giant. Do not hesitate to try out a few combos to find the one that suits you best. As you have a limited card selection, avoid selecting three characters from different classes, try not to disperse.&lt;br /&gt;
&lt;br /&gt;
Deck Constitution  : Adapt your Deck with your chosen characters. There are great card combos and follow the idea of a theme for the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.3) Game advice'''&lt;br /&gt;
&lt;br /&gt;
The Versatility of the Mercenaries is it's strongest point, add the fact that you can have priests in battle, you can be sure to have a good deck at your disposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Tactical_Guide</id>
		<title>The Tactical Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Tactical_Guide"/>
				<updated>2011-03-09T15:07:12Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* =Basic Decks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== I) The Zil Warriors ==&lt;br /&gt;
http://static.eredan.com/images/web_big/ab53ea879665aa998ffff246d8a25ba5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction===&lt;br /&gt;
&lt;br /&gt;
The Zil Warriors have a large number of marauders at their disposal. It is highly advised in the beginning to focus on them to profit from the possibilities offered by this guild.&lt;br /&gt;
&lt;br /&gt;
Strong points:&lt;br /&gt;
&lt;br /&gt;
* Good attack&lt;br /&gt;
* Good defense&lt;br /&gt;
* Marauders&lt;br /&gt;
&lt;br /&gt;
'Weak points:&lt;br /&gt;
&lt;br /&gt;
* Quite average in spirit&lt;br /&gt;
* Less Health points than the Kotoba and the Noz' Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to construct a  Zil Warrior Deck===&lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Decks====&lt;br /&gt;
&lt;br /&gt;
It's inevitable, you will need at least one Marauder for this deck to be interesting. The Zil warriors have in their ranks some very good Marauders like Telendar, Selene or Ergue. These are the three pillars of the Zil's Marauders, and they also evolve into some of the strongest cards in the game given time and patience.&lt;br /&gt;
&lt;br /&gt;
We advise you to use your Marauder characters with cards that will give them a guaranteed advantage thanks to their random +1. Focus on cards like &amp;quot;Do you feel lucky punk?&amp;quot; and &amp;quot;Test of strength&amp;quot;, this will bring you a good Attack bonus.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Zil Warriors enables you to paralyse your opponent. Be sure to utilize their strength!&lt;br /&gt;
&lt;br /&gt;
There are also a few characters that are meant to be played together like Marlok and his Golem, Silene and Selene, Ergue with his partners in crime Soriek and BigRage and the two Castes; Circus characters and The Pack.&lt;br /&gt;
&lt;br /&gt;
==== Circus ====&lt;br /&gt;
&lt;br /&gt;
Circus Decks focus on discarding, or milling, the opponent's deck, forcing them to lose by deckout. The main themes of this deck are defensive cards and discarding cards.&lt;br /&gt;
&lt;br /&gt;
==== The Pack ===&lt;br /&gt;
&lt;br /&gt;
The saying goes &amp;quot;Live together, Die together&amp;quot;, and no more true is this than with the pack. Each member relies on the sacrifices and bonuses of the other members to gain very high attack rates very quickly in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game advice ===&lt;br /&gt;
&lt;br /&gt;
Be cunning! The Zil warriors are the game's &amp;quot;bad guys&amp;quot; and have at their disposal, a lot of effects that will annoy your opponents. Play &amp;quot;Assassination&amp;quot;,  &amp;quot;Do you feel lucky punk ?&amp;quot; and then go seek their attention with &amp;quot;Hungry Void&amp;quot;. You can also base your game on discarding cards off your opponent and then win by limiting his deck to a few cards, to do this, use cards like &amp;quot;Diversion&amp;quot; (goes well with &amp;quot;assassination&amp;quot;) or &amp;quot;Treacherous&amp;quot;, this is quite effective against Mage characters and Priests.&lt;br /&gt;
&lt;br /&gt;
== II) The Kotoba ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''II.1) Introduction''' &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kotoba have a few characters at their disposal&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Better Attack than Zil warriors and the Noz' Dingard Envoys&lt;br /&gt;
&lt;br /&gt;
- Better Defense than the Zil warriors and Noz'dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
- Better Health points than the Zil warriors and Noz'Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
- Warriors&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- Very weak in SPIRIT&lt;br /&gt;
&lt;br /&gt;
- Few Mages in their ranks&lt;br /&gt;
&lt;br /&gt;
- No Priests in their ranks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''II.2) Construct a Kotoba Deck''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choice of characters: Your characters are solid warriors, it would be a mistake not to use them. You should choose at least one warrior character (The Imperial Lord Gakyucha, Xin, Iro the Duelist are very good choices). Knowing that you don't have much SPIRIT, you will need to pick more than one card, select a character with 1 or 2 SPIRIT. As for the Zil, some characters are complementary: Aku and Akujin, Gakyusha and Iro, Amaya and Tsuro. &lt;br /&gt;
&lt;br /&gt;
Deck Constitution : Cards unique to Kotoba are very efficient. Arm your warriors with items like &amp;quot;Katana&amp;quot;, &amp;quot;Wakisashi&amp;quot;... and finish your opponents with &amp;quot;Blast off&amp;quot;!. Your characters are tough, you can expose them without having to worry too much about their health, take the risk to equip weapons and armor and they will be very tough to beat. Add to this &amp;quot;Do you feel lucky punk? &amp;quot; and you will have a good Kotoba deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''I.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
Go for it!!! The Kotoba characters are resistant and have good attack. The Kotoba are not exactly refined in spirit, they would rather fight without thinking. Do not hesitate to focus on attack. Your characters are tough. Equip items like &amp;quot;In the Nick of time&amp;quot; and you will be unstoppable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== III) The Noz'Dingard Envoys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
The Noz' Dingard envoys are slightly different from the other guilds thanks to their magic mechanics. Here are their strong points and their weak points.&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Good defense&lt;br /&gt;
&lt;br /&gt;
- Best Spirit&lt;br /&gt;
&lt;br /&gt;
- Mages&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- They are weaker than the other decks&lt;br /&gt;
&lt;br /&gt;
- Weak attack&lt;br /&gt;
&lt;br /&gt;
- Few Marauders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.2) Construct a Noz' Dingard envoys deck'''&lt;br /&gt;
&lt;br /&gt;
Choice of the characters : There are great characters to choose from, you will highly depend on great mages. Aerouant and Alishk will enable you to throw a spell and another card at the same time thanks to A CHAIN spell that is unique to Mages. You can also add a supportive character like Kounok or Bomzar that have good Health points. Zahal, Prophet and Anryena are three powerful characters that work well with the two Witchblade sisters, Moira and Eglantyne, together , they are extremely powerful. The Noz' Dingards envoys are the only ones to have a Priest in their ranks, Pilkim will heal other played characters.&lt;br /&gt;
&lt;br /&gt;
Deck constitution :It is practically impossible to avoid selecting spell cards in a Noz'Dingard Deck, you can be offensive with spells like &amp;quot;Fireball&amp;quot;, &amp;quot;Smoked Arrow&amp;quot;, &amp;quot;Lighting bolt&amp;quot; or be more defensive with &amp;quot;Fog&amp;quot;, &amp;quot;Ice Barrier&amp;quot;, &amp;quot;Earth Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Noz' Dingard are very useful, &amp;quot;Dragon's Wit&amp;quot; will enable your non Mage characters to throw spells. &amp;quot;Dragon's Armor&amp;quot; is useful as it guarantees good defense for your mages, especially when it upgrades. Finally, the combo &amp;quot;The pen is mightier&amp;quot;.... &amp;quot;than the sword&amp;quot; on Eglantyne or Moira will always have a drastic effect on the current game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
You really need to be cautious when it comes to the SPIRIT of your characters. It can happen that a Noz' Dingard player loses due to a lack of cards; if you are only going to play Mages, be careful not to only focus on spell combos unless you are sure of course. The Noz' Dingards are the hardest to master as they are clearly more technical and demand more tactics. There isn't just one rule to win with this guild, you just need to play and find out what suits you best!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IV) The Mercenaries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
Mercenaries are characters that can join any type of guild and compensate their weak points, unless you are willing to only play Mercenaries but you will lose the benefits of the affiliated cards. The mercenaries do not have any particular strong or weak points as most of the characters are average in their stats.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''IV.2) Construct a Mercenary deck'''&lt;br /&gt;
&lt;br /&gt;
Character choice : You have a good choice of characters among the mercenaries, some are Warriors, Mages, priests or Marauders. They will complete the ranks of your Decks without bothering it's original composition. In the starting decks, you will find three good examples, The Mystic Slayer remains in it's element with the Zil warriors, Hares reinforces the ranks for the Noz' Dingards as he is a strong warrior and Aez the knight will serve the Kotoba.&lt;br /&gt;
&lt;br /&gt;
If you choose to play a Mercenary, you will have numerous combos available to you, but be careful not to disperse them too much. Think of this deck as a theme, for example, you can construct a deck focused on Priests, you could put lady Jane, The Apostle of Destiny and a characters that have lots of Health points like Hares, Aez or the Foam Giant. Do not hesitate to try out a few combos to find the one that suits you best. As you have a limited card selection, avoid selecting three characters from different classes, try not to disperse.&lt;br /&gt;
&lt;br /&gt;
Deck Constitution  : Adapt your Deck with your chosen characters. There are great card combos and follow the idea of a theme for the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.3) Game advice'''&lt;br /&gt;
&lt;br /&gt;
The Versatility of the Mercenaries is it's strongest point, add the fact that you can have priests in battle, you can be sure to have a good deck at your disposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Tactical_Guide</id>
		<title>The Tactical Guide</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Tactical_Guide"/>
				<updated>2011-03-09T15:06:49Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* I) The Zil Warriors */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
== I) The Zil Warriors ==&lt;br /&gt;
http://static.eredan.com/images/web_big/ab53ea879665aa998ffff246d8a25ba5.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Introduction===&lt;br /&gt;
&lt;br /&gt;
The Zil Warriors have a large number of marauders at their disposal. It is highly advised in the beginning to focus on them to profit from the possibilities offered by this guild.&lt;br /&gt;
&lt;br /&gt;
Strong points:&lt;br /&gt;
&lt;br /&gt;
* Good attack&lt;br /&gt;
* Good defense&lt;br /&gt;
* Marauders&lt;br /&gt;
&lt;br /&gt;
'Weak points:&lt;br /&gt;
&lt;br /&gt;
* Quite average in spirit&lt;br /&gt;
* Less Health points than the Kotoba and the Noz' Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===How to construct a  Zil Warrior Deck===&lt;br /&gt;
&lt;br /&gt;
Choice of characters: &lt;br /&gt;
&lt;br /&gt;
====Basic Decks===&lt;br /&gt;
&lt;br /&gt;
It's inevitable, you will need at least one Marauder for this deck to be interesting. The Zil warriors have in their ranks some very good Marauders like Telendar, Selene or Ergue. These are the three pillars of the Zil's Marauders, and they also evolve into some of the strongest cards in the game given time and patience.&lt;br /&gt;
&lt;br /&gt;
We advise you to use your Marauder characters with cards that will give them a guaranteed advantage thanks to their random +1. Focus on cards like &amp;quot;Do you feel lucky punk?&amp;quot; and &amp;quot;Test of strength&amp;quot;, this will bring you a good Attack bonus.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Zil Warriors enables you to paralyse your opponent. Be sure to utilize their strength!&lt;br /&gt;
&lt;br /&gt;
There are also a few characters that are meant to be played together like Marlok and his Golem, Silene and Selene, Ergue with his partners in crime Soriek and BigRage and the two Castes; Circus characters and The Pack.&lt;br /&gt;
&lt;br /&gt;
==== Circus ====&lt;br /&gt;
&lt;br /&gt;
Circus Decks focus on discarding, or milling, the opponent's deck, forcing them to lose by deckout. The main themes of this deck are defensive cards and discarding cards.&lt;br /&gt;
&lt;br /&gt;
==== The Pack ===&lt;br /&gt;
&lt;br /&gt;
The saying goes &amp;quot;Live together, Die together&amp;quot;, and no more true is this than with the pack. Each member relies on the sacrifices and bonuses of the other members to gain very high attack rates very quickly in the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Game advice ===&lt;br /&gt;
&lt;br /&gt;
Be cunning! The Zil warriors are the game's &amp;quot;bad guys&amp;quot; and have at their disposal, a lot of effects that will annoy your opponents. Play &amp;quot;Assassination&amp;quot;,  &amp;quot;Do you feel lucky punk ?&amp;quot; and then go seek their attention with &amp;quot;Hungry Void&amp;quot;. You can also base your game on discarding cards off your opponent and then win by limiting his deck to a few cards, to do this, use cards like &amp;quot;Diversion&amp;quot; (goes well with &amp;quot;assassination&amp;quot;) or &amp;quot;Treacherous&amp;quot;, this is quite effective against Mage characters and Priests.&lt;br /&gt;
&lt;br /&gt;
== II) The Kotoba ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''II.1) Introduction''' &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Kotoba have a few characters at their disposal&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Better Attack than Zil warriors and the Noz' Dingard Envoys&lt;br /&gt;
&lt;br /&gt;
- Better Defense than the Zil warriors and Noz'dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
- Better Health points than the Zil warriors and Noz'Dingard Envoys.&lt;br /&gt;
&lt;br /&gt;
- Warriors&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- Very weak in SPIRIT&lt;br /&gt;
&lt;br /&gt;
- Few Mages in their ranks&lt;br /&gt;
&lt;br /&gt;
- No Priests in their ranks&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''II.2) Construct a Kotoba Deck''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Choice of characters: Your characters are solid warriors, it would be a mistake not to use them. You should choose at least one warrior character (The Imperial Lord Gakyucha, Xin, Iro the Duelist are very good choices). Knowing that you don't have much SPIRIT, you will need to pick more than one card, select a character with 1 or 2 SPIRIT. As for the Zil, some characters are complementary: Aku and Akujin, Gakyusha and Iro, Amaya and Tsuro. &lt;br /&gt;
&lt;br /&gt;
Deck Constitution : Cards unique to Kotoba are very efficient. Arm your warriors with items like &amp;quot;Katana&amp;quot;, &amp;quot;Wakisashi&amp;quot;... and finish your opponents with &amp;quot;Blast off&amp;quot;!. Your characters are tough, you can expose them without having to worry too much about their health, take the risk to equip weapons and armor and they will be very tough to beat. Add to this &amp;quot;Do you feel lucky punk? &amp;quot; and you will have a good Kotoba deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''I.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
Go for it!!! The Kotoba characters are resistant and have good attack. The Kotoba are not exactly refined in spirit, they would rather fight without thinking. Do not hesitate to focus on attack. Your characters are tough. Equip items like &amp;quot;In the Nick of time&amp;quot; and you will be unstoppable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== III) The Noz'Dingard Envoys ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
The Noz' Dingard envoys are slightly different from the other guilds thanks to their magic mechanics. Here are their strong points and their weak points.&lt;br /&gt;
&lt;br /&gt;
  '''Strong points''':&lt;br /&gt;
&lt;br /&gt;
- Good defense&lt;br /&gt;
&lt;br /&gt;
- Best Spirit&lt;br /&gt;
&lt;br /&gt;
- Mages&lt;br /&gt;
&lt;br /&gt;
  '''Weak points''':&lt;br /&gt;
&lt;br /&gt;
- They are weaker than the other decks&lt;br /&gt;
&lt;br /&gt;
- Weak attack&lt;br /&gt;
&lt;br /&gt;
- Few Marauders&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.2) Construct a Noz' Dingard envoys deck'''&lt;br /&gt;
&lt;br /&gt;
Choice of the characters : There are great characters to choose from, you will highly depend on great mages. Aerouant and Alishk will enable you to throw a spell and another card at the same time thanks to A CHAIN spell that is unique to Mages. You can also add a supportive character like Kounok or Bomzar that have good Health points. Zahal, Prophet and Anryena are three powerful characters that work well with the two Witchblade sisters, Moira and Eglantyne, together , they are extremely powerful. The Noz' Dingards envoys are the only ones to have a Priest in their ranks, Pilkim will heal other played characters.&lt;br /&gt;
&lt;br /&gt;
Deck constitution :It is practically impossible to avoid selecting spell cards in a Noz'Dingard Deck, you can be offensive with spells like &amp;quot;Fireball&amp;quot;, &amp;quot;Smoked Arrow&amp;quot;, &amp;quot;Lighting bolt&amp;quot; or be more defensive with &amp;quot;Fog&amp;quot;, &amp;quot;Ice Barrier&amp;quot;, &amp;quot;Earth Armor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Cards unique to Noz' Dingard are very useful, &amp;quot;Dragon's Wit&amp;quot; will enable your non Mage characters to throw spells. &amp;quot;Dragon's Armor&amp;quot; is useful as it guarantees good defense for your mages, especially when it upgrades. Finally, the combo &amp;quot;The pen is mightier&amp;quot;.... &amp;quot;than the sword&amp;quot; on Eglantyne or Moira will always have a drastic effect on the current game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''III.3) Game Advice'''&lt;br /&gt;
&lt;br /&gt;
You really need to be cautious when it comes to the SPIRIT of your characters. It can happen that a Noz' Dingard player loses due to a lack of cards; if you are only going to play Mages, be careful not to only focus on spell combos unless you are sure of course. The Noz' Dingards are the hardest to master as they are clearly more technical and demand more tactics. There isn't just one rule to win with this guild, you just need to play and find out what suits you best!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== IV) The Mercenaries ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.1) Introduction'''&lt;br /&gt;
&lt;br /&gt;
Mercenaries are characters that can join any type of guild and compensate their weak points, unless you are willing to only play Mercenaries but you will lose the benefits of the affiliated cards. The mercenaries do not have any particular strong or weak points as most of the characters are average in their stats.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''IV.2) Construct a Mercenary deck'''&lt;br /&gt;
&lt;br /&gt;
Character choice : You have a good choice of characters among the mercenaries, some are Warriors, Mages, priests or Marauders. They will complete the ranks of your Decks without bothering it's original composition. In the starting decks, you will find three good examples, The Mystic Slayer remains in it's element with the Zil warriors, Hares reinforces the ranks for the Noz' Dingards as he is a strong warrior and Aez the knight will serve the Kotoba.&lt;br /&gt;
&lt;br /&gt;
If you choose to play a Mercenary, you will have numerous combos available to you, but be careful not to disperse them too much. Think of this deck as a theme, for example, you can construct a deck focused on Priests, you could put lady Jane, The Apostle of Destiny and a characters that have lots of Health points like Hares, Aez or the Foam Giant. Do not hesitate to try out a few combos to find the one that suits you best. As you have a limited card selection, avoid selecting three characters from different classes, try not to disperse.&lt;br /&gt;
&lt;br /&gt;
Deck Constitution  : Adapt your Deck with your chosen characters. There are great card combos and follow the idea of a theme for the deck.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''IV.3) Game advice'''&lt;br /&gt;
&lt;br /&gt;
The Versatility of the Mercenaries is it's strongest point, add the fact that you can have priests in battle, you can be sure to have a good deck at your disposal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:59:39Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==Classes and Thier Abilities==&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&lt;br /&gt;
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes. Their class speciality is that they can chain a second card if the first card is an item of certain restriction type labelled on their card. &lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers. Mages special ability is to be able to gain chain on spells that are not area of effect.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
&lt;br /&gt;
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in thier lesser defense and life scores. Each Marauder gets +1 attack when facing a particular class. &lt;br /&gt;
&lt;br /&gt;
===Priest===&lt;br /&gt;
&lt;br /&gt;
Priests offer support to their party in many different ways. Priests can use the cards Theurgy, which can buff themselves or others, dibiliate opponents, and heal parties. Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain theurgy as mages can with spells.&lt;br /&gt;
&lt;br /&gt;
===Craftsman===&lt;br /&gt;
&lt;br /&gt;
Craftsmen create unique items that are specific to thier class alone. However, they can attach these objects reserved for them on any character in play alive.&lt;br /&gt;
&lt;br /&gt;
===Castes===&lt;br /&gt;
&lt;br /&gt;
Castes are not classes in thier own right, but are a sub section of guilds and classes. All castes have specific powerful cards that only thier members can use. Castes allow for “themed” decks to emerge in Eredan.&lt;br /&gt;
&lt;br /&gt;
===Multi-Class===&lt;br /&gt;
http://static.eredan.com/images/web_big/multi_classe.png&lt;br /&gt;
&lt;br /&gt;
Some characters have more than one class. This allows for a mesh of abilities to be used by the character, but at a loss of some of the more special abilities allowed by the single-class counterparts:&lt;br /&gt;
&lt;br /&gt;
====Mage / Warrior====&lt;br /&gt;
&lt;br /&gt;
These are mages that have more hitpoints and a higher attack. They can use cards reserved for either mages and fighters, but they lose the ability to chain on spells . They also lose the item chain ability pure fighters have, but they can use offensive spells and attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Mage / Rogue====&lt;br /&gt;
&lt;br /&gt;
Much like the mage/warrior in thier own respects. Can use the cards reserved for mages and marauders. They still lose the chain on spells, but retain the ability of the Marauder to have an attack bonus against a certain class of character. Can use spells causing damage and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Marauder / Warrior====&lt;br /&gt;
&lt;br /&gt;
Marauders with more hit points and defense. They can use the cards reserved for Warriors and Marauders. Retains the ability of the Marauder to have an attack bonus against a certain class of character.&lt;br /&gt;
&lt;br /&gt;
====Warrior/ Priest====&lt;br /&gt;
&lt;br /&gt;
Same template as a Mage/Warrior, but can cast theurgy instead of spells&lt;br /&gt;
&lt;br /&gt;
====Priest / Rogue====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for Priests and Rogues.Retains the ability of the Marauder to have an attack bonus against a certain class of character..&lt;br /&gt;
&lt;br /&gt;
====Mage / Priest====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for mages and priests. Loses the chain on spells. Can use damage spells and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Race determines the character's nature and may limit some cards they can play. Currently there are:&lt;br /&gt;
&lt;br /&gt;
Beasts: http://static.eredan.com/images/web_big/bc76cea60a2b788a609071bdd2e90108.png&lt;br /&gt;
&lt;br /&gt;
Ice elves: http://static.eredan.com/images/web_big/9278d654a93371f8ce51d69d5d2403b5.png&lt;br /&gt;
&lt;br /&gt;
Elfine: http://static.eredan.com/images/web_big/483c073b7343e496eaa25fba082f71d6.png&lt;br /&gt;
&lt;br /&gt;
Golems: http://static.eredan.com/images/web_big/e547a92251e2cae83e3a471fbbc17aad.png&lt;br /&gt;
&lt;br /&gt;
Guemelites: http://static.eredan.com/images/web_big/913a4a78fc412e2f7109ca8a0cb2afc8.png&lt;br /&gt;
&lt;br /&gt;
Hom'Chai: http://static.eredan.com/images/web_big/152855ae321d645b01f9abbabb560032.png&lt;br /&gt;
&lt;br /&gt;
Human: http://static.eredan.com/images/web_big/b8fd7156eb2accbe248edb830e51a31a.png&lt;br /&gt;
&lt;br /&gt;
Undead: http://static.eredan.com/images/web_big/0da168c6ff621b0692cd508c06ad0d95.png&lt;br /&gt;
&lt;br /&gt;
Unnknown: http://static.eredan.com/images/web_big/39440e8aafd7141e552e7e749b6f9434.png&lt;br /&gt;
&lt;br /&gt;
Solarian: http://static.eredan.com/images/web_big/823d4e6b6bcbe3faaded772e983aad99.png&lt;br /&gt;
&lt;br /&gt;
Among those races, only two produce special effects.&lt;br /&gt;
&lt;br /&gt;
- Golem: You can attach any item card without restriction to golems. The golem then takes the bonus corresponding to its class, its guild, or it’s caste is applicable  or, if it none of these match, the default bonus if any.&lt;br /&gt;
&lt;br /&gt;
Guild restrictions do not apply ... With a golem, you can put an items from another guild in thier decks.&lt;br /&gt;
&lt;br /&gt;
- Guemelite: the guems can cast spells corresponding to their type,, that are not restricted by guild or castes. Ex. A Guem of Water can cast Ice Barrier. Like multi-classes however, they cannot chain spells. Guems implemented today do not necessarily have spell cards they can use, but some do.&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:59:19Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Races */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==Classes and Thier Abilities==&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&lt;br /&gt;
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes. Their class speciality is that they can chain a second card if the first card is an item of certain restriction type labelled on their card. &lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers. Mages special ability is to be able to gain chain on spells that are not area of effect.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
&lt;br /&gt;
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in thier lesser defense and life scores. Each Marauder gets +1 attack when facing a particular class. &lt;br /&gt;
&lt;br /&gt;
===Priest===&lt;br /&gt;
&lt;br /&gt;
Priests offer support to their party in many different ways. Priests can use the cards Theurgy, which can buff themselves or others, dibiliate opponents, and heal parties. Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain theurgy as mages can with spells.&lt;br /&gt;
&lt;br /&gt;
===Craftsman===&lt;br /&gt;
&lt;br /&gt;
Craftsmen create unique items that are specific to thier class alone. However, they can attach these objects reserved for them on any character in play alive.&lt;br /&gt;
&lt;br /&gt;
===Castes===&lt;br /&gt;
&lt;br /&gt;
Castes are not classes in thier own right, but are a sub section of guilds and classes. All castes have specific powerful cards that only thier members can use. Castes allow for “themed” decks to emerge in Eredan.&lt;br /&gt;
&lt;br /&gt;
===Multi-Class===&lt;br /&gt;
http://static.eredan.com/images/web_big/multi_classe.png&lt;br /&gt;
&lt;br /&gt;
Some characters have more than one class. This allows for a mesh of abilities to be used by the character, but at a loss of some of the more special abilities allowed by the single-class counterparts:&lt;br /&gt;
&lt;br /&gt;
====Mage / Warrior====&lt;br /&gt;
&lt;br /&gt;
These are mages that have more hitpoints and a higher attack. They can use cards reserved for either mages and fighters, but they lose the ability to chain on spells . They also lose the item chain ability pure fighters have, but they can use offensive spells and attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Mage / Rogue====&lt;br /&gt;
&lt;br /&gt;
Much like the mage/warrior in thier own respects. Can use the cards reserved for mages and marauders. They still lose the chain on spells, but retain the ability of the Marauder to have an attack bonus against a certain class of character. Can use spells causing damage and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Marauder / Warrior====&lt;br /&gt;
&lt;br /&gt;
Marauders with more hit points and defense. They can use the cards reserved for Warriors and Marauders. Retains the ability of the Marauder to have an attack bonus against a certain class of character.&lt;br /&gt;
&lt;br /&gt;
====Warrior/ Priest====&lt;br /&gt;
&lt;br /&gt;
Same template as a Mage/Warrior, but can cast theurgy instead of spells&lt;br /&gt;
&lt;br /&gt;
====Priest / Rogue====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for Priests and Rogues.Retains the ability of the Marauder to have an attack bonus against a certain class of character..&lt;br /&gt;
&lt;br /&gt;
====Mage / Priest====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for mages and priests. Loses the chain on spells. Can use damage spells and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Race determines the character's nature and may limit some cards they can play. Currently there are:&lt;br /&gt;
&lt;br /&gt;
Beasts: http://static.eredan.com/images/web_big/bc76cea60a2b788a609071bdd2e90108.png&lt;br /&gt;
&lt;br /&gt;
Ice elves: http://static.eredan.com/images/web_big/9278d654a93371f8ce51d69d5d2403b5.png&lt;br /&gt;
&lt;br /&gt;
Elfine: http://static.eredan.com/images/web_big/483c073b7343e496eaa25fba082f71d6.png&lt;br /&gt;
&lt;br /&gt;
Golems: http://static.eredan.com/images/web_big/e547a92251e2cae83e3a471fbbc17aad.png&lt;br /&gt;
&lt;br /&gt;
Guemelites: http://static.eredan.com/images/web_big/913a4a78fc412e2f7109ca8a0cb2afc8.png&lt;br /&gt;
&lt;br /&gt;
Hom'Chai: http://static.eredan.com/images/web_big/152855ae321d645b01f9abbabb560032.png&lt;br /&gt;
&lt;br /&gt;
Human: http://static.eredan.com/images/web_big/b8fd7156eb2accbe248edb830e51a31a.png&lt;br /&gt;
&lt;br /&gt;
Undead: http://static.eredan.com/images/web_big/0da168c6ff621b0692cd508c06ad0d95.png&lt;br /&gt;
&lt;br /&gt;
Unnknown: http://static.eredan.com/images/web_big/39440e8aafd7141e552e7e749b6f9434.png&lt;br /&gt;
&lt;br /&gt;
Solarian: http://static.eredan.com/images/web_big/823d4e6b6bcbe3faaded772e983aad99.png&lt;br /&gt;
&lt;br /&gt;
Among those races, only two produce special effects.&lt;br /&gt;
&lt;br /&gt;
- Golem: You can attach any item card without restriction to golems. The golem then takes the bonus corresponding to its class, its guild, or it’s caste is applicable  or, if it none of these match, the default bonus if any.&lt;br /&gt;
&lt;br /&gt;
Guild restrictions do not apply ... With a golem, you can put an items from another guild in thier decks.&lt;br /&gt;
&lt;br /&gt;
- Guemelite: the guems can cast spells corresponding to their type,, that are not restricted by guild or castes. Ex. A Guem of Water can cast Ice Barrier. Like multi-classes however, they cannot chain spells. Guems implemented today do not necessarily have spell cards they can use, but some do.&lt;br /&gt;
&lt;br /&gt;
- Guemelite: the guems can cast spells corresponding to their type,, that are not restricted by guild or castes. Ex. A Guem of Water can cast Ice Barrier. Like multi-classes however, they cannot chain spells. Guems implemented today do not necessarily have spell cards they can use, but some do.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:58:35Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Particular cases : Hybrid-Classes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==Classes and Thier Abilities==&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&lt;br /&gt;
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes. Their class speciality is that they can chain a second card if the first card is an item of certain restriction type labelled on their card. &lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers. Mages special ability is to be able to gain chain on spells that are not area of effect.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
&lt;br /&gt;
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in thier lesser defense and life scores. Each Marauder gets +1 attack when facing a particular class. &lt;br /&gt;
&lt;br /&gt;
===Priest===&lt;br /&gt;
&lt;br /&gt;
Priests offer support to their party in many different ways. Priests can use the cards Theurgy, which can buff themselves or others, dibiliate opponents, and heal parties. Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain theurgy as mages can with spells.&lt;br /&gt;
&lt;br /&gt;
===Craftsman===&lt;br /&gt;
&lt;br /&gt;
Craftsmen create unique items that are specific to thier class alone. However, they can attach these objects reserved for them on any character in play alive.&lt;br /&gt;
&lt;br /&gt;
===Castes===&lt;br /&gt;
&lt;br /&gt;
Castes are not classes in thier own right, but are a sub section of guilds and classes. All castes have specific powerful cards that only thier members can use. Castes allow for “themed” decks to emerge in Eredan.&lt;br /&gt;
&lt;br /&gt;
===Multi-Class===&lt;br /&gt;
http://static.eredan.com/images/web_big/multi_classe.png&lt;br /&gt;
&lt;br /&gt;
Some characters have more than one class. This allows for a mesh of abilities to be used by the character, but at a loss of some of the more special abilities allowed by the single-class counterparts:&lt;br /&gt;
&lt;br /&gt;
====Mage / Warrior====&lt;br /&gt;
&lt;br /&gt;
These are mages that have more hitpoints and a higher attack. They can use cards reserved for either mages and fighters, but they lose the ability to chain on spells . They also lose the item chain ability pure fighters have, but they can use offensive spells and attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Mage / Rogue====&lt;br /&gt;
&lt;br /&gt;
Much like the mage/warrior in thier own respects. Can use the cards reserved for mages and marauders. They still lose the chain on spells, but retain the ability of the Marauder to have an attack bonus against a certain class of character. Can use spells causing damage and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Marauder / Warrior====&lt;br /&gt;
&lt;br /&gt;
Marauders with more hit points and defense. They can use the cards reserved for Warriors and Marauders. Retains the ability of the Marauder to have an attack bonus against a certain class of character.&lt;br /&gt;
&lt;br /&gt;
====Warrior/ Priest====&lt;br /&gt;
&lt;br /&gt;
Same template as a Mage/Warrior, but can cast theurgy instead of spells&lt;br /&gt;
&lt;br /&gt;
====Priest / Rogue====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for Priests and Rogues.Retains the ability of the Marauder to have an attack bonus against a certain class of character..&lt;br /&gt;
&lt;br /&gt;
====Mage / Priest====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for mages and priests. Loses the chain on spells. Can use damage spells and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Race determines the character's nature and may limit some cards they can play. Currently there are:&lt;br /&gt;
&lt;br /&gt;
Beasts: http://static.eredan.com/images/web_big/bc76cea60a2b788a609071bdd2e90108.png&lt;br /&gt;
&lt;br /&gt;
Ice elves: http://static.eredan.com/images/web_big/9278d654a93371f8ce51d69d5d2403b5.png&lt;br /&gt;
&lt;br /&gt;
Elfine: http://static.eredan.com/images/web_big/483c073b7343e496eaa25fba082f71d6.png&lt;br /&gt;
&lt;br /&gt;
Golems: http://static.eredan.com/images/web_big/e547a92251e2cae83e3a471fbbc17aad.png&lt;br /&gt;
&lt;br /&gt;
Guemelites: http://static.eredan.com/images/web_big/913a4a78fc412e2f7109ca8a0cb2afc8.png&lt;br /&gt;
&lt;br /&gt;
Hom'Chai: http://static.eredan.com/images/web_big/152855ae321d645b01f9abbabb560032.png&lt;br /&gt;
&lt;br /&gt;
Human: http://static.eredan.com/images/web_big/b8fd7156eb2accbe248edb830e51a31a.png&lt;br /&gt;
&lt;br /&gt;
Undead: http://static.eredan.com/images/web_big/0da168c6ff621b0692cd508c06ad0d95.png&lt;br /&gt;
&lt;br /&gt;
Unnknown: http://static.eredan.com/images/web_big/39440e8aafd7141e552e7e749b6f9434.png&lt;br /&gt;
&lt;br /&gt;
Solarian: http://static.eredan.com/images/web_big/823d4e6b6bcbe3faaded772e983aad99.png&lt;br /&gt;
&lt;br /&gt;
Among those races, only two produce special effects.&lt;br /&gt;
&lt;br /&gt;
- Golem: You can attach any item card without restriction to golems. The golem then takes the bonus corresponding to its class, its guild, or it’s caste is applicable  or, if it none of these match, the default bonus if any.&lt;br /&gt;
&lt;br /&gt;
Guild restrictions do not apply ... With a golem, you can put an items from another guild in thier decks.&lt;br /&gt;
&lt;br /&gt;
- Guemelite: the guems can cast spells corresponding to their type,, that are not restricted by guild or castes. Ex. A Guem of Water can cast Ice Barrier. Like multi-classes however, they cannot chain spells. Guems implemented today do not necessarily have spell cards they can use, but some do.&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:58:04Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Class effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==Classes and Thier Abilities==&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&lt;br /&gt;
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes. Their class speciality is that they can chain a second card if the first card is an item of certain restriction type labelled on their card. &lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers. Mages special ability is to be able to gain chain on spells that are not area of effect.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
&lt;br /&gt;
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in thier lesser defense and life scores. Each Marauder gets +1 attack when facing a particular class. &lt;br /&gt;
&lt;br /&gt;
===Priest===&lt;br /&gt;
&lt;br /&gt;
Priests offer support to their party in many different ways. Priests can use the cards Theurgy, which can buff themselves or others, dibiliate opponents, and heal parties. Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain theurgy as mages can with spells.&lt;br /&gt;
&lt;br /&gt;
===Craftsman===&lt;br /&gt;
&lt;br /&gt;
Craftsmen create unique items that are specific to thier class alone. However, they can attach these objects reserved for them on any character in play alive.&lt;br /&gt;
&lt;br /&gt;
===Castes===&lt;br /&gt;
&lt;br /&gt;
Castes are not classes in thier own right, but are a sub section of guilds and classes. All castes have specific powerful cards that only thier members can use. Castes allow for “themed” decks to emerge in Eredan.&lt;br /&gt;
&lt;br /&gt;
===Multi-Class===&lt;br /&gt;
http://static.eredan.com/images/web_big/multi_classe.png&lt;br /&gt;
&lt;br /&gt;
Some characters have more than one class. This allows for a mesh of abilities to be used by the character, but at a loss of some of the more special abilities allowed by the single-class counterparts:&lt;br /&gt;
&lt;br /&gt;
====Mage / Warrior====&lt;br /&gt;
&lt;br /&gt;
These are mages that have more hitpoints and a higher attack. They can use cards reserved for either mages and fighters, but they lose the ability to chain on spells . They also lose the item chain ability pure fighters have, but they can use offensive spells and attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Mage / Rogue====&lt;br /&gt;
&lt;br /&gt;
Much like the mage/warrior in thier own respects. Can use the cards reserved for mages and marauders. They still lose the chain on spells, but retain the ability of the Marauder to have an attack bonus against a certain class of character. Can use spells causing damage and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Marauder / Warrior====&lt;br /&gt;
&lt;br /&gt;
Marauders with more hit points and defense. They can use the cards reserved for Warriors and Marauders. Retains the ability of the Marauder to have an attack bonus against a certain class of character.&lt;br /&gt;
&lt;br /&gt;
====Warrior/ Priest====&lt;br /&gt;
&lt;br /&gt;
Same template as a Mage/Warrior, but can cast theurgy instead of spells&lt;br /&gt;
&lt;br /&gt;
====Priest / Rogue====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for Priests and Rogues.Retains the ability of the Marauder to have an attack bonus against a certain class of character..&lt;br /&gt;
&lt;br /&gt;
====Mage / Priest====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for mages and priests. Loses the chain on spells. Can use damage spells and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
==Races==&lt;br /&gt;
&lt;br /&gt;
Race determines the character's nature and may limit some cards they can play. Currently there are:&lt;br /&gt;
&lt;br /&gt;
Beasts: http://static.eredan.com/images/web_big/bc76cea60a2b788a609071bdd2e90108.png&lt;br /&gt;
&lt;br /&gt;
Ice elves: http://static.eredan.com/images/web_big/9278d654a93371f8ce51d69d5d2403b5.png&lt;br /&gt;
&lt;br /&gt;
Elfine: http://static.eredan.com/images/web_big/483c073b7343e496eaa25fba082f71d6.png&lt;br /&gt;
&lt;br /&gt;
Golems: http://static.eredan.com/images/web_big/e547a92251e2cae83e3a471fbbc17aad.png&lt;br /&gt;
&lt;br /&gt;
Guemelites: http://static.eredan.com/images/web_big/913a4a78fc412e2f7109ca8a0cb2afc8.png&lt;br /&gt;
&lt;br /&gt;
Hom'Chai: http://static.eredan.com/images/web_big/152855ae321d645b01f9abbabb560032.png&lt;br /&gt;
&lt;br /&gt;
Human: http://static.eredan.com/images/web_big/b8fd7156eb2accbe248edb830e51a31a.png&lt;br /&gt;
&lt;br /&gt;
Undead: http://static.eredan.com/images/web_big/0da168c6ff621b0692cd508c06ad0d95.png&lt;br /&gt;
&lt;br /&gt;
Unnknown: http://static.eredan.com/images/web_big/39440e8aafd7141e552e7e749b6f9434.png&lt;br /&gt;
&lt;br /&gt;
Solarian: http://static.eredan.com/images/web_big/823d4e6b6bcbe3faaded772e983aad99.png&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:32:34Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Multi-Class */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==Classes and Thier Abilities==&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&lt;br /&gt;
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes. Their class speciality is that they can chain a second card if the first card is an item of certain restriction type labelled on their card. &lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers. Mages special ability is to be able to gain chain on spells that are not area of effect.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
&lt;br /&gt;
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in thier lesser defense and life scores. Each Marauder gets +1 attack when facing a particular class. &lt;br /&gt;
&lt;br /&gt;
===Priest===&lt;br /&gt;
&lt;br /&gt;
Priests offer support to their party in many different ways. Priests can use the cards Theurgy, which can buff themselves or others, dibiliate opponents, and heal parties. Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain theurgy as mages can with spells.&lt;br /&gt;
&lt;br /&gt;
===Craftsman===&lt;br /&gt;
&lt;br /&gt;
Craftsmen create unique items that are specific to thier class alone. However, they can attach these objects reserved for them on any character in play alive.&lt;br /&gt;
&lt;br /&gt;
===Castes===&lt;br /&gt;
&lt;br /&gt;
Castes are not classes in thier own right, but are a sub section of guilds and classes. All castes have specific powerful cards that only thier members can use. Castes allow for “themed” decks to emerge in Eredan.&lt;br /&gt;
&lt;br /&gt;
===Multi-Class===&lt;br /&gt;
http://static.eredan.com/images/web_big/multi_classe.png&lt;br /&gt;
&lt;br /&gt;
Some characters have more than one class. This allows for a mesh of abilities to be used by the character, but at a loss of some of the more special abilities allowed by the single-class counterparts:&lt;br /&gt;
&lt;br /&gt;
====Mage / Warrior====&lt;br /&gt;
&lt;br /&gt;
These are mages that have more hitpoints and a higher attack. They can use cards reserved for either mages and fighters, but they lose the ability to chain on spells . They also lose the item chain ability pure fighters have, but they can use offensive spells and attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Mage / Rogue====&lt;br /&gt;
&lt;br /&gt;
Much like the mage/warrior in thier own respects. Can use the cards reserved for mages and marauders. They still lose the chain on spells, but retain the ability of the Marauder to have an attack bonus against a certain class of character. Can use spells causing damage and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
====Marauder / Warrior====&lt;br /&gt;
&lt;br /&gt;
Marauders with more hit points and defense. They can use the cards reserved for Warriors and Marauders. Retains the ability of the Marauder to have an attack bonus against a certain class of character.&lt;br /&gt;
&lt;br /&gt;
====Warrior/ Priest====&lt;br /&gt;
&lt;br /&gt;
Same template as a Mage/Warrior, but can cast theurgy instead of spells&lt;br /&gt;
&lt;br /&gt;
====Priest / Rogue====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for Priests and Rogues.Retains the ability of the Marauder to have an attack bonus against a certain class of character..&lt;br /&gt;
&lt;br /&gt;
====Mage / Priest====&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for mages and priests. Loses the chain on spells. Can use damage spells and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:31:23Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Classes and Thier Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==Classes and Thier Abilities==&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&lt;br /&gt;
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes. Their class speciality is that they can chain a second card if the first card is an item of certain restriction type labelled on their card. &lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers. Mages special ability is to be able to gain chain on spells that are not area of effect.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
&lt;br /&gt;
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in thier lesser defense and life scores. Each Marauder gets +1 attack when facing a particular class. &lt;br /&gt;
&lt;br /&gt;
===Priest===&lt;br /&gt;
&lt;br /&gt;
Priests offer support to their party in many different ways. Priests can use the cards Theurgy, which can buff themselves or others, dibiliate opponents, and heal parties. Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain theurgy as mages can with spells.&lt;br /&gt;
&lt;br /&gt;
===Craftsman===&lt;br /&gt;
&lt;br /&gt;
Craftsmen create unique items that are specific to thier class alone. However, they can attach these objects reserved for them on any character in play alive.&lt;br /&gt;
&lt;br /&gt;
===Castes===&lt;br /&gt;
&lt;br /&gt;
Castes are not classes in thier own right, but are a sub section of guilds and classes. All castes have specific powerful cards that only thier members can use. Castes allow for “themed” decks to emerge in Eredan.&lt;br /&gt;
&lt;br /&gt;
===Multi-Class===&lt;br /&gt;
http://static.eredan.com/images/web_big/multi_classe.png&lt;br /&gt;
&lt;br /&gt;
Some characters have more than one class. This allows for a mesh of abilities to be used by the character, but at a loss of some of the more special abilities allowed by the single-class counterparts:&lt;br /&gt;
&lt;br /&gt;
Mage / Warrior&lt;br /&gt;
&lt;br /&gt;
These are mages that have more hitpoints and a higher attack. They can use cards reserved for either mages and fighters, but they lose the ability to chain on spells . They also lose the item chain ability pure fighters have, but they can use offensive spells and attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
Mage / Rogue&lt;br /&gt;
&lt;br /&gt;
Much like the mage/warrior in thier own respects. Can use the cards reserved for mages and marauders. They still lose the chain on spells, but retain the ability of the Marauder to have an attack bonus against a certain class of character. Can use spells causing damage and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
Marauder / Warrior&lt;br /&gt;
&lt;br /&gt;
Marauders with more hit points and defense. They can use the cards reserved for Warriors and Marauders. Retains the ability of the Marauder to have an attack bonus against a certain class of character.&lt;br /&gt;
&lt;br /&gt;
Warrior/ Priest&lt;br /&gt;
&lt;br /&gt;
Same template as a Mage/Warrior, but can cast theurgy instead of spells&lt;br /&gt;
&lt;br /&gt;
Priest / Rogue&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for Priests and Rogues.Retains the ability of the Marauder to have an attack bonus against a certain class of character..&lt;br /&gt;
&lt;br /&gt;
Mage / Priest&lt;br /&gt;
&lt;br /&gt;
Can use the cards reserved for mages and priests. Loses the chain on spells. Can use damage spells and physically attack in the same round of combat.&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:22:02Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Classes and Thier Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==Classes and Thier Abilities==&lt;br /&gt;
&lt;br /&gt;
===Fighter===&lt;br /&gt;
&lt;br /&gt;
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes. Their class speciality is that they can chain a second card if the first card is an item of certain restriction type labelled on their card. &lt;br /&gt;
&lt;br /&gt;
===Mages===&lt;br /&gt;
&lt;br /&gt;
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers. Mages special ability is to be able to gain chain on spells that are not area of effect.&lt;br /&gt;
&lt;br /&gt;
===Marauder===&lt;br /&gt;
&lt;br /&gt;
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in thier lesser defense and life scores. Each Marauder gets +1 attack when facing a particular class. &lt;br /&gt;
&lt;br /&gt;
===Priest===&lt;br /&gt;
&lt;br /&gt;
Priests offer support to their party in many different ways. Priests can use the cards Theurgy, which can buff themselves or others, dibiliate opponents, and heal parties. Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain theurgy as mages can with spells.&lt;br /&gt;
&lt;br /&gt;
===Craftsman===&lt;br /&gt;
&lt;br /&gt;
Craftsmen create unique items that are specific to thier class alone. However, they can attach these objects reserved for them on any character in play alive.&lt;br /&gt;
&lt;br /&gt;
===Castes===&lt;br /&gt;
&lt;br /&gt;
Castes are not classes in thier own right, but are a sub section of guilds and classes. All castes have specific powerful cards that only thier members can use. Castes allow for “themed” decks to emerge in Eredan.&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:21:04Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Classes and thier abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==Classes and Thier Abilities==&lt;br /&gt;
&lt;br /&gt;
====Fighter====&lt;br /&gt;
&lt;br /&gt;
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes. Their class speciality is that they can chain a second card if the first card is an item of certain restriction type labelled on their card. &lt;br /&gt;
&lt;br /&gt;
====Mages====&lt;br /&gt;
&lt;br /&gt;
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers. Mages special ability is to be able to gain chain on spells that are not area of effect.&lt;br /&gt;
&lt;br /&gt;
====Marauder====&lt;br /&gt;
&lt;br /&gt;
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in thier lesser defense and life scores. Each Marauder gets +1 attack when facing a particular class. &lt;br /&gt;
&lt;br /&gt;
====Priest====&lt;br /&gt;
&lt;br /&gt;
Priests offer support to their party in many different ways. Priests can use the cards Theurgy, which can buff themselves or others, dibiliate opponents, and heal parties. Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain theurgy as mages can with spells.&lt;br /&gt;
&lt;br /&gt;
====Craftsman====&lt;br /&gt;
&lt;br /&gt;
Craftsmen create unique items that are specific to thier class alone. However, they can attach these objects reserved for them on any character in play alive.&lt;br /&gt;
&lt;br /&gt;
====Castes====&lt;br /&gt;
&lt;br /&gt;
Castes are not classes in thier own right, but are a sub section of guilds and classes. All castes have specific powerful cards that only thier members can use. Castes allow for “themed” decks to emerge in Eredan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:20:48Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* How the game works */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==Classes and thier abilities==&lt;br /&gt;
&lt;br /&gt;
====Fighter====&lt;br /&gt;
&lt;br /&gt;
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes. Their class speciality is that they can chain a second card if the first card is an item of certain restriction type labelled on their card. &lt;br /&gt;
&lt;br /&gt;
====Mages====&lt;br /&gt;
&lt;br /&gt;
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers. Mages special ability is to be able to gain chain on spells that are not area of effect.&lt;br /&gt;
&lt;br /&gt;
====Marauder====&lt;br /&gt;
&lt;br /&gt;
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in thier lesser defense and life scores. Each Marauder gets +1 attack when facing a particular class. &lt;br /&gt;
&lt;br /&gt;
====Priest====&lt;br /&gt;
&lt;br /&gt;
Priests offer support to their party in many different ways. Priests can use the cards Theurgy, which can buff themselves or others, dibiliate opponents, and heal parties. Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain theurgy as mages can with spells.&lt;br /&gt;
&lt;br /&gt;
====Craftsman====&lt;br /&gt;
&lt;br /&gt;
Craftsmen create unique items that are specific to thier class alone. However, they can attach these objects reserved for them on any character in play alive.&lt;br /&gt;
&lt;br /&gt;
====Castes====&lt;br /&gt;
&lt;br /&gt;
Castes are not classes in thier own right, but are a sub section of guilds and classes. All castes have specific powerful cards that only thier members can use. Castes allow for “themed” decks to emerge in Eredan.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:10:21Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Contradictory rules */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a  card text, the card overrides the rule.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:09:53Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* OrderBonuses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a text card, the card overrides the rulee.&lt;br /&gt;
&lt;br /&gt;
=== Order Bonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T16:09:44Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Deck creation and affiliations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
==Special Topics==&lt;br /&gt;
&lt;br /&gt;
===Contradictory rules===&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by a text card, the card overrides the rulee.&lt;br /&gt;
&lt;br /&gt;
=== OrderBonuses===&lt;br /&gt;
&lt;br /&gt;
In case of multiple orders, such as a character has Round 2: Attack +1 and Round 3: Defense +1, if a card were to activate order bonuses, then the character would benefit from the effects of each bonus and then get Attack + 1, Defense +1.&lt;br /&gt;
&lt;br /&gt;
===Experience &amp;amp; Evolutions===&lt;br /&gt;
&lt;br /&gt;
With each game played, the cards are gaining experience though being played. The method to gain differs from the type of card, whether the card is of a character or not. Different play rooms offer different levels of experience gain as well.&lt;br /&gt;
&lt;br /&gt;
===Sorcery and Mage attacks===&lt;br /&gt;
&lt;br /&gt;
If you play with a character that is a pure Mage (and not Multi-classed) and cast a spell that produces direct damage (such as Fireball, Lightning, Flame Arrow etc.), the character does not attack its listed attack on his card. The damage of spells replaces their physical attack. This is to offset pure mages being able to chain spells.&lt;br /&gt;
&lt;br /&gt;
===Spells and Theurgy damage and resistance ===&lt;br /&gt;
&lt;br /&gt;
When damage is produced by a Theurgy or a Spell, The printed defense score in not the damage reducer, but rather their spirit score becomes thier defensive score..&lt;br /&gt;
&lt;br /&gt;
Example: Aku plays a Flame arrow on Pilkim (Defense 2, Spirit 2). The spell would deal 5 points of damage, but subtracting the Spirit of Pilkim. The arrow only does 3 Points of spell damage.&lt;br /&gt;
&lt;br /&gt;
===Card order resolution===&lt;br /&gt;
&lt;br /&gt;
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is&lt;br /&gt;
&lt;br /&gt;
1- First card of the player who chose the characters is played first.&lt;br /&gt;
&lt;br /&gt;
2- First card played by the second player.&lt;br /&gt;
&lt;br /&gt;
3- Second card of the choosing player played third.&lt;br /&gt;
&lt;br /&gt;
4- Second player's card last played fourth.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
There are special cards that retrieve an extra card from the discard pile (hungry void, cloning), and these cards are considered to go fifth in order.&lt;br /&gt;
===Item restrictions===&lt;br /&gt;
&lt;br /&gt;
A character can only equip one weapon and armor . Ie a single sword or a single shield. There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).&lt;br /&gt;
&lt;br /&gt;
Note: a game effect, dual wield , allows a character can carry 2 weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second one handed item.&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T15:56:50Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
====Recommended age====&lt;br /&gt;
&lt;br /&gt;
Eredan ITCG is recommended for players 13 years old and up.&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
== Deck creation and affiliations ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the player decides to put two Mercenary characters and one affiliated character, the latter will determine the affiliation of your Deck.&lt;br /&gt;
&lt;br /&gt;
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 .&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : We cannot place Katana and Wakisashi cards, which are both affiliated with Kotoba in a deck that is affiliated Noz' Dingard.&lt;br /&gt;
We also cannot place more than three copies of the same card in a Deck. Cards that are &amp;quot;unique&amp;quot; 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.'&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T15:56:04Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
===Gameplay===&lt;br /&gt;
&lt;br /&gt;
====Beginning====&lt;br /&gt;
&lt;br /&gt;
All characters face each other on the waiting area. Each player receives 5 cards in his hand.&lt;br /&gt;
&lt;br /&gt;
====Initiative====&lt;br /&gt;
&lt;br /&gt;
The computer randomly selects which player begins play. The computer generates a number secretly for each player and chooses the one that got the highest score.&lt;br /&gt;
&lt;br /&gt;
====Turn 1 (Player 1:  Won the Initiative)====&lt;br /&gt;
&lt;br /&gt;
A round consists of several phases described below.&lt;br /&gt;
&lt;br /&gt;
=====Phase 1: Choice of characters=====&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
If the turn number coincides with the bonus number of a character, he gets the bonus listed on their card, such as “Turn 1: Attack +1”, He will get a bonus +1 attack if chosen on turn 1. (For more information about the turn bonuses please consult the Glossary or the Tutorial).&lt;br /&gt;
&lt;br /&gt;
=====Phase 2: Playing cards=====&lt;br /&gt;
&lt;br /&gt;
Each player can play a card from his hand. If this first card played is a card that has the word “Chain” on it, the player can then play a second card. If the chain has restrictions on card type, that can be chained to the card, it will be indicated on the card.&lt;br /&gt;
&lt;br /&gt;
=====Phase 3: Battle Resolution=====&lt;br /&gt;
&lt;br /&gt;
The characters do their physical attacks, each character is compared to the difference between his opponent's Attack and Defense. The excess is deducted on the character's life points. If a character casts a spell for damage, the difference is calculated between Spirit and the magic damage.&lt;br /&gt;
&lt;br /&gt;
=&amp;gt; At the end of the fight, when the two characters back to the waiting area, if a character in the game goes to 0 health, then that character is considered dead and out of the game.&lt;br /&gt;
&lt;br /&gt;
=====Phase 4: Tapping=====&lt;br /&gt;
&lt;br /&gt;
The characters involved in the previous combat are tapped, and they can not be selected again to participate in a fight until untapped. However they can still be the target of Effects (Healing, Damage magic etc.). Once all active and alive characters are tapped in the waiting area for a player, they all become untapped and ready to fight again.&lt;br /&gt;
&lt;br /&gt;
=====Step 5: Discard======&lt;br /&gt;
&lt;br /&gt;
At this time, players can discard as many cards from their hand as they want (Be careful, discarding too many without having any more to draw from can result in a loss!!!). Any player with more than 5 cards in hand must discard one or more cards to keep only 5 for the start of the next turn.&lt;br /&gt;
&lt;br /&gt;
====Turn  2/Player 2====&lt;br /&gt;
&lt;br /&gt;
Each player draws enough cards from his deck to bring his hand to 5 cards (or more if by special actions allow you to draw more cards).&lt;br /&gt;
&lt;br /&gt;
Turn 2 consists of the same five phases as Turn 1, with player 2 now choosing the participants instead and playing first. Characters involved in teh fight are again tapped and placed in the waiting area.&lt;br /&gt;
&lt;br /&gt;
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.&lt;br /&gt;
&lt;br /&gt;
====Ending the Game====&lt;br /&gt;
&lt;br /&gt;
The game ends when one of the victory conditions is met or an opponent has abandoned the fight. The person who abandoned the battle lost by forfeit.&lt;br /&gt;
&lt;br /&gt;
== Deck creation and affiliations ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the player decides to put two Mercenary characters and one affiliated character, the latter will determine the affiliation of your Deck.&lt;br /&gt;
&lt;br /&gt;
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 .&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : We cannot place Katana and Wakisashi cards, which are both affiliated with Kotoba in a deck that is affiliated Noz' Dingard.&lt;br /&gt;
We also cannot place more than three copies of the same card in a Deck. Cards that are &amp;quot;unique&amp;quot; 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.'&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T15:39:51Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Deck creation and affiliations ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the player decides to put two Mercenary characters and one affiliated character, the latter will determine the affiliation of your Deck.&lt;br /&gt;
&lt;br /&gt;
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 .&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : We cannot place Katana and Wakisashi cards, which are both affiliated with Kotoba in a deck that is affiliated Noz' Dingard.&lt;br /&gt;
We also cannot place more than three copies of the same card in a Deck. Cards that are &amp;quot;unique&amp;quot; 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.'&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T15:39:28Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
=== Goal of the Game ===&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
=== Winning Conditions===&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
=== Creating Decks and Guilds ===&lt;br /&gt;
&lt;br /&gt;
To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.&lt;br /&gt;
&lt;br /&gt;
Decks are based around guilds; Affiliations of characters denoted by a guild notation such as Kotoba , Zil Warriors, Noz'Dingard Mages, etc., or playing/combining non-affiliated cards called Mercenaries. &lt;br /&gt;
&lt;br /&gt;
Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.&lt;br /&gt;
&lt;br /&gt;
Example: you can not put Télendar (Zil Warrior) with Iro The Duelist (Kotoba) and Amaya(Kotoba), as they consist of two different guilds. However, you can place Aez the Wandere (Mercenary) with Iro and Amaya to create a playable deck.&lt;br /&gt;
&lt;br /&gt;
So long as there is one guild member in a deck, the deck istself is considered a deck of that guild. Having two mercanaries and one Zil, for example, will make the deck a Zil affiliated deck.&lt;br /&gt;
&lt;br /&gt;
This is important because you can only put non-affiliated cards and cards of the same guild as the characters in the deck. You can not put cards affiliated to different guilds that of your deck. &lt;br /&gt;
&lt;br /&gt;
Example: You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.&lt;br /&gt;
&lt;br /&gt;
You can not put more than three copies of the same card in a deck. Cards bearing the words &amp;quot;unique&amp;quot; can only have one copy of that card in the deck. Evolutions of a card are considered copies of the same card, and are still limited by the unique and 3-card restrictions. &lt;br /&gt;
&lt;br /&gt;
Example: Lightning Bolts (level 3) is unique, but earlier evolutions are not. You can put in this deck: 1 Lightning Bolts (level 3), or a combination of 3 lower evolution cards between level 1 and 2, but not both.&lt;br /&gt;
&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning Conditions==&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Deck creation and affiliations ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the player decides to put two Mercenary characters and one affiliated character, the latter will determine the affiliation of your Deck.&lt;br /&gt;
&lt;br /&gt;
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 .&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : We cannot place Katana and Wakisashi cards, which are both affiliated with Kotoba in a deck that is affiliated Noz' Dingard.&lt;br /&gt;
We also cannot place more than three copies of the same card in a Deck. Cards that are &amp;quot;unique&amp;quot; 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.'&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T15:20:48Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== General ==&lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning Conditions==&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Deck creation and affiliations ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the player decides to put two Mercenary characters and one affiliated character, the latter will determine the affiliation of your Deck.&lt;br /&gt;
&lt;br /&gt;
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 .&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : We cannot place Katana and Wakisashi cards, which are both affiliated with Kotoba in a deck that is affiliated Noz' Dingard.&lt;br /&gt;
We also cannot place more than three copies of the same card in a Deck. Cards that are &amp;quot;unique&amp;quot; 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.'&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T15:19:09Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Winning Conditions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Winning Conditions==&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The three characters of his opponent are dead and at least one of his characters remain alive.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
&lt;br /&gt;
- 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.&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
== Deck creation and affiliations ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the player decides to put two Mercenary characters and one affiliated character, the latter will determine the affiliation of your Deck.&lt;br /&gt;
&lt;br /&gt;
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 .&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : We cannot place Katana and Wakisashi cards, which are both affiliated with Kotoba in a deck that is affiliated Noz' Dingard.&lt;br /&gt;
We also cannot place more than three copies of the same card in a Deck. Cards that are &amp;quot;unique&amp;quot; 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.'&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Round 2/Player 2'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''End Game'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Important Points'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Contradiction in rules'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Order Activation'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Experience and upgrades'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Mage Attack/ Spell damage''' &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Card order resolution'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This order is observed:&lt;br /&gt;
&lt;br /&gt;
''- The First card of the active player is played first.&lt;br /&gt;
&lt;br /&gt;
- The First card of the passive player is played second.&lt;br /&gt;
&lt;br /&gt;
- The Second card of the active player is played third.&lt;br /&gt;
&lt;br /&gt;
-The Second card of the passive player is played fourth.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Items restriction'''&lt;br /&gt;
&lt;br /&gt;
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).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
&lt;br /&gt;
== Class effects ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warriors'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Craftsman'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Courtier'''&lt;br /&gt;
&lt;br /&gt;
A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Unknown'''&lt;br /&gt;
&lt;br /&gt;
Members of an unknown class follow their own special rules.&lt;br /&gt;
&lt;br /&gt;
== Particular cases : Hybrid-Classes ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage /Warrior'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Mage / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Marauder / Warrior'''&lt;br /&gt;
&lt;br /&gt;
Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Warrior/ Priest'''&lt;br /&gt;
&lt;br /&gt;
Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Priest / Marauder'''&lt;br /&gt;
&lt;br /&gt;
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)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Mage / Priest'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Races ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The race determines the nature of the character. Here are the races :&lt;br /&gt;
&lt;br /&gt;
''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Among these races, only two have particular effects'': &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
- '''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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

	<entry>
		<id>http://wiki.eredan.com/index.php?title=The_Rules</id>
		<title>The Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.eredan.com/index.php?title=The_Rules"/>
				<updated>2011-03-04T15:18:07Z</updated>
		
		<summary type="html">&lt;p&gt;Rathedan&amp;nbsp;:&amp;#32;/* Goal of the Game */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt; &lt;br /&gt;
 &lt;br /&gt;
== Goal of the Game ==&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Victory conditions ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
A player wins the game when:&lt;br /&gt;
&lt;br /&gt;
- The opponent's three characters are dead and you still have one character alive.&lt;br /&gt;
&lt;br /&gt;
- If all the characters in-game are dead, the computer calculates each player's score. The player that obtains the highest score wins. Score is a combination of the damage your characters inflicted plus the health points your characters healed.&lt;br /&gt;
&lt;br /&gt;
- If a player cannot draw a full hand (five cards) at the beginning of a round, he will lose the game at the end of the current round.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''&lt;br /&gt;
== Deck creation and affiliations ==&lt;br /&gt;
'''&lt;br /&gt;
&lt;br /&gt;
Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
If the player decides to put two Mercenary characters and one affiliated character, the latter will determine the affiliation of your Deck.&lt;br /&gt;
&lt;br /&gt;
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 .&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Example : We cannot place Katana and Wakisashi cards, which are both affiliated with Kotoba in a deck that is affiliated Noz' Dingard.&lt;br /&gt;
We also cannot place more than three copies of the same card in a Deck. Cards that are &amp;quot;unique&amp;quot; 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.'&lt;br /&gt;
&lt;br /&gt;
==How the game works==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Start of the game'''&lt;br /&gt;
&lt;br /&gt;
The Characters face each other in line. Each player receives 5 cards in HAND.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
'''Initiative'''&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
-Certain characters can increase the initiative.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''Round 1/Player 1'''&lt;br /&gt;
&lt;br /&gt;
A round is composed of several phases:&lt;br /&gt;
&lt;br /&gt;
'''Phase 1''' : Character choice&lt;br /&gt;
&lt;br /&gt;
Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.&lt;br /&gt;
&lt;br /&gt;
⇒ 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)&lt;br /&gt;
&lt;br /&gt;
'''Phase 2''' : Playing Cards&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 3''' : Confrontation resolution&lt;br /&gt;
&lt;br /&gt;
For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points&lt;br /&gt;
&lt;br /&gt;
⇒ 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).&lt;br /&gt;
&lt;br /&gt;
⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.&lt;br /&gt;
&lt;br /&gt;
'''Phase 4''' : Tapped&lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
'''Phase 5''' : Discard&lt;br /&gt;
&lt;br /&gt;
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. &lt;br /&gt;
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'''Round 2/Player 2'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''End Game'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''Important Points'''&lt;br /&gt;
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'''Contradiction in rules'''&lt;br /&gt;
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If a rule is contradicted by text on a card, the card will prevail.&lt;br /&gt;
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'''Order Activation'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''Experience and upgrades'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''Mage Attack/ Spell damage''' &lt;br /&gt;
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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.&lt;br /&gt;
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'''Damage, Spell Resistance and Theurgy'''&lt;br /&gt;
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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.&lt;br /&gt;
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Example : Aku plays &amp;quot;Blazing arrow&amp;quot; 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.&lt;br /&gt;
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'''Card order resolution'''&lt;br /&gt;
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Card resolution order is important because some cards affect the cards that the opponent plays.&lt;br /&gt;
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This order is observed:&lt;br /&gt;
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''- The First card of the active player is played first.&lt;br /&gt;
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- The First card of the passive player is played second.&lt;br /&gt;
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- The Second card of the active player is played third.&lt;br /&gt;
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-The Second card of the passive player is played fourth.''&lt;br /&gt;
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'''Items restriction'''&lt;br /&gt;
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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).&lt;br /&gt;
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Note: A game effect, &amp;quot;Dual Wield&amp;quot; enables a character to wield two weapons so long as they are both considered 'one-handed.'&lt;br /&gt;
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== Class effects ==&lt;br /&gt;
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'''Warriors'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''Mage'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''Marauder'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''Priest'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''Craftsman'''&lt;br /&gt;
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When your craftsman is in combat, you can attach Craftsmen items on any character in the field.&lt;br /&gt;
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'''Courtier'''&lt;br /&gt;
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A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.&lt;br /&gt;
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'''Unknown'''&lt;br /&gt;
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Members of an unknown class follow their own special rules.&lt;br /&gt;
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== Particular cases : Hybrid-Classes ==&lt;br /&gt;
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Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:&lt;br /&gt;
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'''Mage /Warrior'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''Mage / Marauder'''&lt;br /&gt;
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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.&lt;br /&gt;
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'''Marauder / Warrior'''&lt;br /&gt;
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Marauder Template with more Health points. Can use cards limited to Warriors and Marauders. Conserves Marauder Capacity (Attack +1 against a certain character class)&lt;br /&gt;
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'''Warrior/ Priest'''&lt;br /&gt;
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Priest Template with more Health points. Can use cards limited to Warriors and Priests.&lt;br /&gt;
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'''Priest / Marauder'''&lt;br /&gt;
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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)&lt;br /&gt;
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'''Mage / Priest'''&lt;br /&gt;
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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.&lt;br /&gt;
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== Races ==&lt;br /&gt;
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The race determines the nature of the character. Here are the races :&lt;br /&gt;
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''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''&lt;br /&gt;
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''Among these races, only two have particular effects'': &lt;br /&gt;
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- '''Golem''' :We can attach any item card without any restrictions. The Golem takes the warrior's bonus by default or the most important bonus.&lt;br /&gt;
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- '''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.&lt;br /&gt;
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[[US:ITCG|Back to ITCG]]&lt;/div&gt;</summary>
		<author><name>Rathedan</name></author>	</entry>

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