Game Code/Resolution System/Card Anatomy

From Elder Tale Online MUSH
Jump to: navigation, search

Card Anatomy

Rarity This decides the cost, as well as the potency, of the overall card. In ascending order, they are: Common, Uncommon, Rare, Epic.
Type Cards come in three types, which heavily inform the mechanics of a card. They are: Attack, Defense, and Utility. Attack cards generally do damage, Defense cards generally reduce damage, and Utility cards do things like Healing, Buffing, or Debuffing.
Requirements The required Concept Potential on your character, in order to purchase this card.
Concepts The Concepts this card conveys. Some cards can convey a new Concept that your character doesn't have, but all of them convey the same Concepts as their Requirements by default. These Concepts are used to calculate your 'Concept Points' when you are doing a 'Project'.
(Energy) Cost The amount of Energy expended when playing this card.
Hits Seen on both Offense and Defense cards. It informs you how often the card calculates Damage or Defense-increase for. For example, if a card is a: 2x8 card, it means it does 8 Damage, 2 times - for a total of 16. If you have a buff that gives you a +1 in Power, that would mean you would do 2x(8+1) damage. In other words, 18 damage. As a general rule, the higher the Hit Count, the lower the card's default damage. But they gain a higher amount of potency through buffs. **In short, higher hit is higher risk, higher reward**.


It is important to note that there are also Random Hit cards, and Area Hit cards. These do damage amongst multiple selected targets, with a maximum amount of targets equal to the amount of 'Hits' on the card.

Effects Effects on cards can be things like, '2 rounds of +2 Power' or 'Thorns for 1 round'. They are generally described in a card's description. See the Combat tab for more details.
Damage The amount of damage that will be done per Hit. See Hits for more details.
Defense The amount of defense that will be gained per Hit. See Hits for more details. Defense is basically Temporary HP. Damage will subtract from Defense before it subtracts from HP.
Heal The amount of HP that will be restored to the target.
Face Down Cards that are Face Down do not show their name in the opponent's Queue or during the announcements of card plays. It will only tell them its Type and its Rarity.
Single Use Single Use cards are cards given out as resources from Minigames or Scene Rewards, and the moment they are played, 1 count of them is removed from your deck(s). These can range from cards aimed at Projects, which have low to no combat impact, or powerful combat items that have limited uses - such as a special effect on a Magic Sword.