De Eredan.

(Différences entre les versions)
(General)
(Special Racial Ability)
 
(56 versions intermédiaires masquées)
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== General ==
== General ==
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====Recommended age====
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Eredan ITCG is recommended for players 13 years old and up.
=== Goal of the Game ===
=== Goal of the Game ===
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A player wins the game when:
A player wins the game when:
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- The three characters of his opponent are dead and at least one of his characters remain alive.
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* The three characters of his opponent are dead and at least one of his characters remain alive.
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- 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.
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* 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.
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- 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.
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* 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 ===
=== Creating Decks and Guilds ===
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To create a deck that is playable, you must make a deck that has 3 characters and 20 cards.
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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).
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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.  
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* ''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.
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** Different guilds cannot be combined in the same deck. Mercenaries, however, can be added to any deck as non-affiliates.
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** ''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.
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** 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.
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** 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.
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** ''Example:'' You can not put the cards  Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.
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Different guilds cannot be combined in the same deck. Mercanaries, however, can be added to any deck as non-affiliates.
 
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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.
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* ''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.
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** ''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.
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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.
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===Gameplay===
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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.
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====Beginning====
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Example: You can not put the cards Wakisashi or Katana, both affiliated with the Kotoba, in a Deck considered to be Noz'Dingard.
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All characters face each other on the waiting area. Each player receives 5 cards in his hand.
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You can not put more than three copies of the same card in a deck. Cards bearing the words "unique" 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.
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====Initiative====
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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.
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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.
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== Goal of the Game ==
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====Turn 1 (Player 1:  Won the Initiative)====
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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.
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A round consists of several phases described below.
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== Winning Conditions==
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=====Phase 1: Choice of characters=====
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A player wins the game when:
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Player 1 chooses one of his characters and an enemy character from the waiting area. This starts the first round.
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- The three characters of his opponent are dead and at least one of his characters remain alive.
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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).
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- 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.
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=====Phase 2: Playing cards=====
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- 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.
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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.
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'''
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== Deck creation and affiliations ==
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=====Phase 3: Battle Resolution=====
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'''
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Each player selects 3 characters and constructs a Deck of 20 cards among all the cards he has in his collection.
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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.
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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.
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=> 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.
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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.
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=====Phase 4: Tapping=====
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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.
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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.
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If the player decides to put two Mercenary characters and one affiliated character, the latter will determine the affiliation of your Deck.
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=====Step 5: Discard=====
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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 .
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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.
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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.
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====Turn  2/Player 2====
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Example : We cannot place Katana and Wakisashi cards, which are both affiliated with Kotoba in a deck that is affiliated Noz' Dingard.
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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).
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We also cannot place more than three copies of the same card in a Deck. Cards that are "unique" only have one copy.  This restriction includes both the base level card and their upgrade, so we cannot put two 'Starboard' cards and two 'Port' cards in the same deck, because 'Port' is an upgrade of 'Starboard.'
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==How the game works==
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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.
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Turn 3 follows suit, with player 1 choosing the participants again, and so on back and forth untill the game ends.
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====Ending the Game====
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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.
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'''Start of the game'''
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The Characters face each other in line. Each player receives 5 cards in HAND.
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==Special Topics==
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===Contradictory rules===
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If a rule is contradicted by a  card text, the card overrides the rule.
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=== Order Bonuses===
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'''Initiative'''
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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.
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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.
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-Certain characters can increase the initiative.
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===Experience & Evolutions===
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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.
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'''Round 1/Player 1'''
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===Sorcery and Mage attacks===
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A round is composed of several phases:
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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.
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'''Phase 1''' : Character choice
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===Spells and Theurgy damage and resistance ===
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Player 1 chooses one of his characters and one of the opponent's characters. This starts the first round.
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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..
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⇒ 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)
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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.
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'''Phase 2''' : Playing Cards
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===Card order resolution===
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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.
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There can be (normally) up to 4 cards played in a turn between the two players, and they resolve in order. The order is
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'''Phase 3''' : Confrontation resolution
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# First card of the player who chose the characters is played first.
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# First card played by the second player.
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# Second card of the choosing player played third.
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# Second player's card last played fourth.
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For each character, we compare the difference between Attack and Defense with the opposition. The excess is deducted from the character's Health points
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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.
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⇒ 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).
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===Item restrictions===
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⇒ If a character involved in a fight goes to 0 Health points and hasn't attacked yet, he will do it anyway.
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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.).
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'''Phase 4''' : Tapped
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'''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.
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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.
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There are also items classified as "consumable". These item types will be discarded at the end of the combat:
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* Potion
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* Scroll
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'''Phase 5''' : Discard
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==Classes and Their Abilities==
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Each of the classes in Eredan has distinct ability that will help to turn the combat in your favour.
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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.  
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===Fighter===
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Accustomed to war, fighters are hardened warriors, and they have more hit points than other classes.  
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'''Special Ability:''' Warriors can chain a second card if the first card is a weapon/item of certain restriction type specified on their card.
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===Mage===
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Mages are masters of sorcery. Frail physically, they compensate with great mental and magical powers.
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'''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.
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'''Round 2/Player 2'''
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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.
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===Marauder===
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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.  
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'''Special Ability:''' Marauder gets +1 attack when facing a particular class.
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===Priest===
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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.
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'''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.
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'''End Game'''
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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.
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===Craftsman===
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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).
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'''Special Ability:''' Craftsman can attach Craftsman-specific items on any alive character in play.
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'''Important Points'''
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===Castes===
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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.
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'''Contradiction in rules'''
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====Caste: Courtesan====
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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.
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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.
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If a rule is contradicted by text on a card, the card will prevail.
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===Multi-Class===
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http://static.eredan.com/images/web_big/multi_classe.png
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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:
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'''Order Activation'''
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====Mage / Warrior====
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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.
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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.
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====Mage / Marauder====
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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.
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'''Experience and upgrades'''
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====Marauder / Warrior====
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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.
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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.
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====Warrior/ Priest====
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Same template as a Mage/Warrior, but can cast theurgy instead of spells.
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====Priest / Marauder====
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'''Mage Attack/ Spell damage'''
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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.
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====Mage / Priest====
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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.
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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.
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==Races==
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'''Damage, Spell Resistance and Theurgy'''
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Race determines the character's nature and may limit some cards they can play. Currently there are:
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{|
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|+ '''Races of Eredan'''
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|-
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| http://static.eredan.com/images/web_big/bc76cea60a2b788a609071bdd2e90108.png
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| http://static.eredan.com/images/web_big/9278d654a93371f8ce51d69d5d2403b5.png
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| http://static.eredan.com/images/web_big/483c073b7343e496eaa25fba082f71d6.png
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|
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http://static.eredan.com/images/web_big/e547a92251e2cae83e3a471fbbc17aad.png
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| http://static.eredan.com/images/web_big/913a4a78fc412e2f7109ca8a0cb2afc8.png
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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.
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|-
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| Beast || Ice Elf || Elfine || Golem || Guemelite
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|}
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Example : Aku plays "Blazing arrow" against Aez (Defense 3, Spirit 1). The Spell deals 5 damage points but minus the Spirit of AEZ, IE: 1. Therefore, the Blazing arrow damages the opponent for 4 Health points.
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{|
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|-
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| http://static.eredan.com/images/web_big/152855ae321d645b01f9abbabb560032.png
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| http://static.eredan.com/images/web_big/b8fd7156eb2accbe248edb830e51a31a.png
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| http://static.eredan.com/images/web_big/0da168c6ff621b0692cd508c06ad0d95.png
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| http://static.eredan.com/images/web_big/39440e8aafd7141e552e7e749b6f9434.png
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| http://static.eredan.com/images/web_big/823d4e6b6bcbe3faaded772e983aad99.png
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|-
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| Hom'Chai || Human || Undead || Unknown || Solarian
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|}
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===Special Racial Ability===
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Among those races, only two have special racial ability:
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'''Card order resolution'''
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* '''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.
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* '''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:
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** Guem of Water can cast "Ice Barrier".
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** Noz Guem of Lightning can cast "Lightning Bolt".
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** Like multi-classes however, they cannot chain spells. Guems implemented today do not necessarily have spell cards they can use, but some do.
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Card resolution order is important because some cards affect the cards that the opponent plays.
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===Load System in the Quilingo Tournament ===
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These changes aim at making the tournament more original and varied.
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Each (standard format) card has a "Load" value.
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This order is observed:
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Each time a player plays a game in the Quilingo tournament, and scores 1550 points or more, the load of each one of his deck cards and characters increases.
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''- The First card of the active player is played first.
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The more the player's ELO score is high, the more the value increases and it increases even more if the player wins the game.
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- The First card of the passive player is played second.
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These increases are taken into account after the following update, the Load updates take place every 8 Quilingo tournament (approximatively twice a month). The player can therefore try several combinations and decks between two updates, before the values get modified.
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- The Second card of the active player is played third.
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When an update takes places, the card loads undergo modifications which are related to the scores of the recent tournaments.
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-The Second card of the passive player is played fourth.''
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Most cards will have a zero value load (in other words, the load is taken into account only when it is high enough).
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*Setting up
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The regulation of the score of the card loads will be induced by a limitation, indeed that limitation will make most scores decrease mechanically.
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To reach this equilibrium rapidly, we will program updates more frequently at the beginning: every other tournament.
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Concerning the loads attributed to the cards that can be played in the Quilingo tournament on November 12th, the former tournaments have been used as a basis and the fact that no limitation was applied during these tournaments has been taken into account. 
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'''Items restriction'''
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* Build your Deck
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When you build your Deck, as soon as you have filtered the Standard format cards, the load of each one of your cards is displayed. The sum of your Loads mustn't exceed 500 for your Deck to be valid.
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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).
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* What's the point?
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If a deck is played by many players who win week after week, the loads of the cards that are part of this deck get higher and higher, to the point that you cannot play this deck without removing some of its cards. Therefore you must either make some changes or play another deck.
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When this deck isn't played anymore, the loads decrease naturally.
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Decks that are very often used cannot remain strong very long because when they are played too much, they get more and more limited because of their load. Th challenge now consists in creating a deck that no one has ever played and use it rapidly before it gets copied! 
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* What about the new cards?
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The newly released cards have a 20 point load. The system then regulates there load according to the way these cards are used.
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Note: A game effect, "Dual Wield" enables a character to wield two weapons so long as they are both considered 'one-handed.'
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* Banlist? Did you say Banlist?
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For the time being, no card is banned from the Quilingo tournament. When the system takes place, a 200 point load will be attributed to the cards that were banned.
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== Class effects ==
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Our aim is to improve the game. We think that we won't have to ban cards, yet we reserve the right to ban cards and modify their load manually.
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'''Warriors'''
 
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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.
 
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'''Mage'''
 
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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.
 
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'''Marauder'''
 
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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.
 
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'''Priest'''
 
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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.
 
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'''Craftsman'''
 
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When your craftsman is in combat, you can attach Craftsmen items on any character in the field.
 
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'''Courtier'''
 
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A courtier obtains Attack +1 and Spirit +1 when he is facing a character from the opposite sex.
 
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'''Unknown'''
 
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Members of an unknown class follow their own special rules.
 
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== Particular cases : Hybrid-Classes ==
 
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Some characters can be sort of hybrid-classes, they have several jobs, these are the particular rules:
 
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----
 
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'''Mage /Warrior'''
 
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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.
 
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----
 
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'''Mage / Marauder'''
 
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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.
 
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----
 
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'''Marauder / Warrior'''
 
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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)
 
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----
 
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'''Warrior/ Priest'''
 
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Priest Template with more Health points. Can use cards limited to Warriors and Priests.
 
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----
 
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'''Priest / Marauder'''
 
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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)
 
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----
 
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'''Mage / Priest'''
 
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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.
 
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== Races ==
 
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The race determines the nature of the character. Here are the races :
 
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''The Dais, the Elfines, the Hom'Chaïs, the Humans, The Guemelites, The Golems, The Beasts, the Solarian, and the Undead.''
 
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''Among these races, only two have particular effects'':
 
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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.
 
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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.
 
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[[US:ITCG|Back to ITCG]]
[[US:ITCG|Back to ITCG]]

Version actuelle en date du 8 novembre 2013 à 15:30


Sommaire

General

Recommended age

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.

Winning Conditions

A player wins the game when:

  • The three characters of his opponent are dead and at least one of his characters remain alive.
  • If all the characters involved are dead at the end of the game, the system calculates the total damage inflicted on all of the characters as well as any points gained from healing. The player who gets the highest combined score wins.
  • If the beginning of a turn the player can not draw enough cards to complete his hand of 5 cards, the game will end in a deck out situation at the end of turn if the other victory conditions are not met.

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.

Gameplay

Beginning

All characters face each other on the waiting area. Each player receives 5 cards in his hand.

Initiative

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.

Special Topics

Contradictory rules

If a rule is contradicted by a card text, the card overrides the rule.

Order Bonuses

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

  1. First card of the player who chose the characters is played first.
  2. First card played by the second player.
  3. Second card of the choosing player played third.
  4. 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.

Item restrictions

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:

  • Potion
  • Scroll

Classes and Their Abilities

Each of the classes in Eredan has distinct ability that will help to turn the combat in your favour.

Fighter

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.

Mage

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.

Marauder

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.

Priest

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.

Craftsman

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

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.

Caste: Courtesan

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.

Multi-Class

multi_classe.png

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.

Warrior/ Priest

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.

Races

Race determines the character's nature and may limit some cards they can play. Currently there are:

Races of Eredan
bc76cea60a2b788a609071bdd2e90108.png 9278d654a93371f8ce51d69d5d2403b5.png 483c073b7343e496eaa25fba082f71d6.png

e547a92251e2cae83e3a471fbbc17aad.png

913a4a78fc412e2f7109ca8a0cb2afc8.png
Beast Ice Elf Elfine Golem Guemelite
152855ae321d645b01f9abbabb560032.png b8fd7156eb2accbe248edb830e51a31a.png 0da168c6ff621b0692cd508c06ad0d95.png 39440e8aafd7141e552e7e749b6f9434.png 823d4e6b6bcbe3faaded772e983aad99.png
Hom'Chai Human Undead Unknown Solarian

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.

Load System in the Quilingo Tournament

These changes aim at making the tournament more original and varied.

Each (standard format) card has a "Load" value.

Each time a player plays a game in the Quilingo tournament, and scores 1550 points or more, the load of each one of his deck cards and characters increases.

The more the player's ELO score is high, the more the value increases and it increases even more if the player wins the game.

These increases are taken into account after the following update, the Load updates take place every 8 Quilingo tournament (approximatively twice a month). The player can therefore try several combinations and decks between two updates, before the values get modified.

When an update takes places, the card loads undergo modifications which are related to the scores of the recent tournaments.

Most cards will have a zero value load (in other words, the load is taken into account only when it is high enough).

  • Setting up

The regulation of the score of the card loads will be induced by a limitation, indeed that limitation will make most scores decrease mechanically. To reach this equilibrium rapidly, we will program updates more frequently at the beginning: every other tournament. Concerning the loads attributed to the cards that can be played in the Quilingo tournament on November 12th, the former tournaments have been used as a basis and the fact that no limitation was applied during these tournaments has been taken into account.

  • Build your Deck

When you build your Deck, as soon as you have filtered the Standard format cards, the load of each one of your cards is displayed. The sum of your Loads mustn't exceed 500 for your Deck to be valid.

  • What's the point?

If a deck is played by many players who win week after week, the loads of the cards that are part of this deck get higher and higher, to the point that you cannot play this deck without removing some of its cards. Therefore you must either make some changes or play another deck. When this deck isn't played anymore, the loads decrease naturally. Decks that are very often used cannot remain strong very long because when they are played too much, they get more and more limited because of their load. Th challenge now consists in creating a deck that no one has ever played and use it rapidly before it gets copied!

  • What about the new cards?

The newly released cards have a 20 point load. The system then regulates there load according to the way these cards are used.

  • Banlist? Did you say Banlist?

For the time being, no card is banned from the Quilingo tournament. When the system takes place, a 200 point load will be attributed to the cards that were banned.

Our aim is to improve the game. We think that we won't have to ban cards, yet we reserve the right to ban cards and modify their load manually.


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