Eredan ITCG is recommended for players 13 years old and up.
Goal of the Game
Each player faces off against online opponents in a duel between decks of cards. The goal is to eliminate the opponent by doing the most damage possible to their characters, or by forcing a deck out situation to occur.
A player wins the game when:
- The three characters of his opponent are dead and at least one of his characters remain alive.
- If all the characters involved are dead at the end of the game, the system calculates the total damage inflicted on all of the characters as well as any points gained from healing. The player who gets the highest combined score wins.
- If the beginning of a turn the player can not draw enough cards to complete his hand of 5 cards, the game will end in a deck out situation at the end of turn if the other victory conditions are not met.
Creating Decks and Guilds
To create a deck that is playable, you must make a deck that has 3 characters and at least 20 cards (up to 50 max).
- 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.
- Different guilds cannot be combined in the same deck. Mercenaries, however, can be added to any deck as non-affiliates.
- 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.
- So long as there is one guild member in a deck, the deck itself is considered a deck of that guild. Having 2 mercenaries and one Zil, for example, will make the deck a Zil affiliated deck.
- 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.
- Example: You can not put the cards Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.
- No more than 3 copies of the same card in a deck: Cards bearing the words "unique" can only have 1 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.
- 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.
All characters face each other on the waiting area. Each player receives 5 cards in his hand.
The computer randomly selects which player is going to play. Each player has 5 initiative points representing 5 "tickets", at the start of the fight, the computer will randomly draw one of these tickets, the player with the "winning" ticket will start the game. Some specific cards provide an initiative bonus, each additional initiative point represents an additional ticket, given you more chances to start the game.
Turn 1 (Player 1: Won the Initiative)
A round consists of several phases described below.
Phase 1: Choice of characters
Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.
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).
Phase 2: Playing cards
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.
Phase 3: Battle Resolution
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.
=> 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.
Phase 4: Tapping
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.
Step 5: Discard
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.
Turn 2/Player 2
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. You never can have more than 8 cards in hand).
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.
Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.
Ending the Game
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.
If a rule is contradicted by a card text, the card overrides the rule.
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.
Experience & Evolutions
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.
Sorcery and Mage attacks
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.
Spells and Theurgy damage and resistance
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 the defensive score..
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.
Card order resolution
There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is
- First card of the player who chose the characters is played first.
- First card played by the second player.
- Second card of the choosing player played third.
- Second player's card last played fourth.
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.
A character can only equip one weapon and armor (i.e. a single sword or a single shield). There is no restriction on other kinds of objects ( jewelry, scrolls , potions etc.).
Note: Having "Dual Wield" ability on a 1-handed weapon allows a character to equip two 1-handed weapons. Dual wield has to be on one of the two weapons equipped in order to wield a second 1-handed weapon.
There are also items classified as "consumable". These item types will be discarded at the end of the combat:
Classes and Their Abilities
Each of the classes in Eredan has distinct ability that will help to turn the combat in your favour.
Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes.
Special Ability: Warriors can chain a second card if the first card is a weapon/item of certain restriction type specified on their card.
Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers.
Special Ability: Mages gain chain on spells that are not area of effect (AoE). Once a mage casts an offensive spell (i.e. a spell that deals damage), they will lose their physical attack capability.
Marauders are thieves, rogues, and brigands. They hit hard and fast, but cannot take the physical punishment that warriors do, which is reflected in their lesser defense and life scores.
Special Ability: Marauder gets +1 attack when facing a particular class.
Priests offer support to their party in many different ways. Priests can use Theurgy cards, which can buff themselves or others, debilitate opponents, and heal parties.
Special Ability: Use of a Theurgy does not cause the priest lose their physical attack, but they cannot chain Theurgy as mages can with spells.
Craftsmen can use unique items that are specific to their class alone. Typically, a Craftsman-specific item has additional bonus depending on the craftsman that uses it (i.e. Good Jorusien has +1 Spirit if played by Jorus).
Special Ability: Craftsman can attach Craftsman-specific items on any alive character in play.
Castes are not exactly classes, but are a sub section/community of specific Guilds. All castes have specific powerful cards that only their members can use. Castes allow for “themed” decks to emerge in Eredan.
There is a special caste known as Courtesan. The Courtesans belong to 2 or more different Guilds, allowing them to use cards restricted to specific Guilds. For example, Marlok the Repentant will be able to use cards belonging to both Noz'Dingard Envoy and Zil Warrior.
In order to include a Courtesan in your deck, all 3 characters MUST share at least 1 Guild. This is especially true for a "pure" Courtesan deck.
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:
Mage / Warrior
These are mages that have more health and 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 spells and attack in the same round of combat.
Mage / Marauder
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.
Marauder / Warrior
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.
Same template as a Mage/Warrior, but can cast theurgy instead of spells.
Priest / Marauder
Can use the cards reserved for Priests and Marauders. Retains the ability of the Marauder to have an attack bonus against a certain class of character.
Mage / Priest
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.
Race determines the character's nature and may limit some cards they can play. Currently there are:
Special Racial Ability
Among those races, only two have special racial ability:
- Golem: You can attach any item card without Guild Restriction to Golems (i.e. you can put an items from another guild in their decks). The golem then takes the bonus corresponding to its class, its guild, or it’s caste is applicable or any default bonus if none of the above matches.
- Guemelite: Guems can cast spells corresponding to their type and restricted to their Guilds and Castes. However, non-Guild/Caste-affiliated spells can be used. For example:
- Guem of Water can cast "Ice Barrier".
- Noz Guem of Lightning can cast "Lightning Bolt".
- Like multi-classes however, they cannot chain spells. Guems implemented today do not necessarily have spell cards they can use, but some do.