This section presents the different terms used in Eredan iTCG and explains their meaning. It completes the "Rules" section that we highly advise you to read if you ever hesitate on a particular point.
Active : Player who is the attacker, determined by the AI (or computer) in the first round, then the players are alternately Active. Passive: Player who is defending, the players are then alternately passive.
An affiliate card belongs to a guild from the game (see guild). A Mercenary card can be used in any Deck without any restrictions.
A character can carry two weapons
This term is used when you play an item or armor card on a character.
Represents the combat characteristics of a character, the opposing attack, the opposing defense and vice versa. By extension, the attacker is the player who declares an attack.
This is a special bonus granted to a particular character and inscribed on the card above the order.
Designates a hero and also a card in the line. A character is also a type of card found in the collection. The Information on the character's card is: name, guild, race, class, order, attack, defense, spirit and possibly a special ability.
Character cards are red.
Unless it is mentioned on the card, an action card can be played by all characters.
Action cards are purple.
Spells have effect types: Shadow, fire, mental ect.
Spell cards are Blue
Special rule: A spell can only be played by a Mage in combat.
An item card is equipped on the character once played, contrary to most cards that are discarded after use. The only exceptions to this rule are potions and scrolls, they are discarded after being used.
Item cards are Brown.
Special rule : Weapons and Armor. The effects are active only at the end of a combat round, the weapon or armor will then be played.
Theurgies have an effect type : Faith, Divine Anger or Destiny.
Theurgy spells are yellow.
Special Rule: A theurgy spell can only be played in combat by a Priest.
This is the character's "job", this will determine the cards that will be accessible to him and his special abilities. To learn more about Classes, please go to the "Rules" section.
Number of cards that a player possesses.
A duel between two characters. A fight starts when the active player has chosen the two characters that will fight each other, this finishes once the two characters cannot act anymore.
All the cards selected from the player's own collection and will be directly drawn throughout a game.
Some effects have a duration often indicated by the amount of combat rounds.
An effect is produced by all game cards. Some cards can produce several effects.
Another character trait, is its openness to the world and its ability to resist Spells and Theurgies.
A chain card enables the player to play another card . It is not possible to chain several cards in a row.
When a player has enough experience points, he can upgrade some cards. His characteristics will change.
Ex: Character⇒Upgrade 1⇒Upgrade 2⇒ect
When a character can upgrade, go to your collection, choose the card than can upgrade to access the upgrade tool. You will then manage to choose the desired upgrade.
Cards win experience points after each fight, they can be upgraded once they reach a specific score.
A Foil card presents a different model and has the advantage to start with more experience than non-foil cards. (+15%)
All of your characters during a game.
Group of people that act for a common goal. It's the affiliation of a character to a guild.
There are :
-The Noz'dingard Envoys
-The Zil Warriors
A character or a card that grants immunity to desensitize the character of a game effect type. For example, Immunity spell: If the opponent plays a spell that is suppose to affect your character, your character will feel nothing. Be aware that Immunity stops every other card from working. ex: A character that has immunity will not be able to heal himself with Healing balm.
At the end of a fight, the played characters are put back in line and are tapped. A tapped character cannot be chosen to participate in a fight, unless a spell wakes him up or a card authorizes this.
It helps determine who starts the game. It also determines who will be the attacker.
State of a character. Played = Tapped / not played= Untapped.
Some cards could or can be Legendary. These cards are very rare and are for most of them extremely powerful.
Represents the character line. Each player possesses a character line.
Cards that can be picked and played. The hand cannot go over 8 cards at the end of a round.
Death of a character
When a character goes to 0 Health points or less, he is considered dead. All cards that he had equipped were placed in the discard pile. A dead character is immuned to all game effects except the resurrection card of course.
It is a bonus that corresponds to a condition. This condition: Order number corresponds to the current round number (ex Order 3 is active on the 3rd fighting round).
Race determines the character's nature. There are:
Elfines, The Hom'Chaïs, The Humans, The Guemelites, The Golems and the Beasts
Among these races, only two have specific effects:
- Golem : You can equip any item card without any restrictions. The Golem takes the Warrior's bonus by default or the highest bonus if no warriors are in game.
- Guemelite : The guemelites can throw spells that correspond to their type. A Water guemelite throws water spells ect. caution, the Guemelites do not have any chains on spells.
There are 3 types in the game: Male /Man , Female / Woman, Neutral / Unknown. Some abilities and effects can target a specific sex like the courtisan class for example.
Combat Turn/Game Turn
Time unit, corresponds to a fight between two characters. A combat round starts when a player chooses two characters that will confront each other and finishes in the discard phase.
There are different types of effects, for the card spells, it's magic (water, earth, ect) and others are physical, ect.
Type of card
Nature of the card, there are : Spell, Item, Character, Action, Theurgy