Each corner and side of the card is a potential battlefield, and the arrows denote the offensive directions of that particular card. When a card is placed, it will make an attack towards each square that it has an arrow facing. What happens depends on the square:. For the above rules, "taking" a card involves flipping that card over to your side. The winner of the game is the player with the most cards on their side once all cards are placed - you have blue cards, the enemy has red cards.
The very last point is where a card's alphanumerical stats come into play. Each card has a four-character string at the bottom which denotes its combat stats:. The first character to understand is the battle class. There are four different battle classes: P, M, X, and A.
These stand for Physical, Magical, Flexible, and Assault. Battle class dictates which stat that card targets when starting a card battle. When a card battle starts, an amount of hit points is attributed to each card. This amount is dictated by whichever stat is being targeted.
These all operate on a hexadecimal scale with 0 being the lowest and F being the highest. As the stat increases, so does the minimum and maximum amount of hit points the card can be attributed in a particular battle. Each of the stats for power, physical defense and magical defense increases on a hexadecimal scale, with 0 being the weakest and F being the strongest.
Each of the stats represents a range of possible hit points. Whenever a card's value is assessed, a random value is chosen between the minimum and maximum numbers that correspond to the value. For example, if a card has a value of "A", the strength of that value may be between and The minimum for a card's value is calculated by multiplying the base value to be considered by sixteen.
The first value on the card is the power stat. This is the card's offensive value. The example card right has a power stat of 3, which means its actual value is a number chosen between 48 - 63 HP. The power stat of a card can be increased the more card battles it participates in.
For example, 3 can become a 4 if the card has been in enough battles it is currently unknown whether it needs to battle other cards to increase or whether merely winning the card game is enough. The second value on the card is the battle class stat.
This value is not based on the hexadecimal scale above, but instead is one of four classes. This stat is represented by the letters P, M, X, and A. These all affect which stat the attacking card attacks. The other two have more obscure effects as they are rarer. X will attack the lowest of the two defenses and A will attack the lowest value on the card.
The third value on the card is the physical defense stat. This is the card's defensive value when facing physical attacks. The example card has a 6, so this may be equal to anywhere between 96 - HP.
The fourth value on the card is the magical defense stat. This is the card's defensive value when facing magical attacks. The example card has a 0, so this may be equal to anywhere between 0 - 15 HP. In addition to its stat values, each card may have a set of arrows pointing at any of eight directions. These points are usually referred to by using the traditional points on a compass e.
The card above possesses two arrows at the west and east points. The arrows come into play when cards are in an attack situation.
An attack on a card may only be made when an arrow on the challenging card is pointing at the resting card on the grid. Card battles only occur when a card with an arrow facing an enemy card that has an arrow facing back is placed adjacent to it.
Each player has five cards, neither knowing the other player's hand. A coin-flip decides which of the two players shall begin. Before the game commences, up to six grid-blocks can be placed on the game grid randomly.
These will blank those grid squares out of game play. A block simply prevents a card from being placed on its grid square. Any arrow facing a grid block is useless. Once the game is set up, the starting player may play their first card at any unoccupied grid square on the board. After the first card is played, the opposition may play a card, and the game continues with player turns alternating in this fashion.
If a card is placed next to another card, they may interact. Should neither of the cards have arrows facing each other, there is no interaction.
This is a neutral card play. Should the challenging card have an arrow facing a resting card, while the resting card has no arrow facing in the opposing direction, the resting card is taken. Should the challenging card have an arrow facing a resting card, while the resting card has an arrow facing in the opposing direction, a card battle takes place if there are two or more such target resting cards, it falls to the challenger to select which is battled first.
This may have consequences for combos. If the challenging card has a battle class stat of P physical , the power value of this card challenges the physical defense of the resting card. For an example of this, see below:. In the scenario above, the challenging card's power value 4 is assessed against the physical defense of the resting card 0. The challenging card would be a heavy favorite to capture the resting card. If the challenging card has a battle class stat of M magical , the power value of this card challenges the magical defense of the resting card.
This works with the same principle as a physical battle. If the challenging card has a battle class stat of X flexible , the power value of this card challenges the weaker of the two defenses of the resting card. If the challenging card has a battle class stat of A assault , the strongest of all three values on this card challenges the weakest of all three values of the resting card. When a card battle takes place, the winner is decided upon in three phases.
Each of the phases are discussed below using the following example:. In the scenario above, even Card B, with lower stats, is able to defeat Card A, which is therefore captured by the player who possesses Card B.
Scizoreon 8 years ago 2. The max stats of a Nova Dragon card are E 7 C Now lets say you have a Nova Dragon card with the stats D 7 C You need to participate in card battles to level up a cards attack type. Will only the stat being used go up? For example, if I want the attack power to go up, it must be attacking, if I want its physical defense to up, it must be attacked by a physical attack card?
It seems to be random which stat goes up with nothing you can do to influence it. It doesn't matter whether you are attacking or defending, but the card you're interested in has to win the battle. It's even possible for your opponent's card to do this if it wins the battle. As a side note, you can only edit your post within an hour of posting it.
I found that to be a good method for leveling weak cards like Frog. More topics from this board What is the best party formation? Build 8 Answers Festival of the Hunt?
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