Difference between revisions of "Game Code/Resolution System/Card Anatomy"
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Liminality (talk | contribs) (Introduce a description of Single Use items and Effects.) |
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! scope="row"| Requirements | ! scope="row"| Requirements | ||
− | | The required | + | | The required Concept Potential on your character, in order to purchase this card. |
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! scope="row"| Concepts | ! scope="row"| Concepts | ||
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! scope="row"| Hits | ! scope="row"| Hits | ||
− | | Seen on both | + | | Seen on both Offense and Defense cards. It informs you how often the card calculates Damage or Guard-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**. |
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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. | 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. | ||
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! scope="row"| Effects | ! scope="row"| Effects | ||
− | | Effects on cards can be things like, '2 rounds of +2 GRD' or 'Thorns+2 for 1 round'. They are generally described in a card's description. | + | | Effects on cards can be things like, '2 rounds of +2 GRD' or 'Thorns+2 for 1 round'. They are generally described in a card's description. See the Combat tab for more details. |
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+ | ! scope="row"| 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. | ||
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! scope="row"| Single Use | ! scope="row"| 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. | | 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. | ||
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Revision as of 05:51, 3 December 2019
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. |
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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'. |
Hits | Seen on both Offense and Defense cards. It informs you how often the card calculates Damage or Guard-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**.
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Effects | Effects on cards can be things like, '2 rounds of +2 GRD' or 'Thorns+2 for 1 round'. They are generally described in a card's description. See the Combat tab for more details. |
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. |