Topic 8: Card Attributes

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Topic 8: Card Attributes

Post by Essence Team » Fri Jan 25, 2013 4:08 pm

In this topic I'll talk about the Card Attributes.

1) Each card in the game has at least one card attribute.
2) Each card attribute of a concrete card has quality and quantity value.
3) The quality value means "what does this attribute do" and is always specified with a icon in the bottom of the card.
4) The quantity value means "how much of this effect will the attribute do when played" and is always specified with a number next to the attribute icon.
5) The card attributes can be divided in these groups:
a) Regular or pure combat attributes. These attributes have an icon defining their quality and a value defining their quantity:
- Damage: Icon - two swords; Basic attribute, reduces the life of your opponent and chief attribute to the road to victory (your goal is to bring the life of your opponent to zero or below zero).
- Heal HP: Icon - twig with leaves; Heals damaged HP from your total HP pool (see example 1). You cannot heal more than your total HP pool (example 2). If in concrete turn your opponent playes cards that will kill you, and you play a card with Heal HP, that should heal your HP above 0 HP, you will not save yourself and YOU WILL DIE! (see example 3)
- Defence: Icon - shield; This is the main counteraction of the attribute Damage. It decreases the total damage your opponent inflicts you (sum of the attributes Damage and Bonus Damage - see example 4). The maximum amount of the reduced damage due to your Defence is the total amount of damage dealt by your opponent (see example 5).
b) Special attributes. These attributes have an icon defining their quality and a value defining their quantity:
- Energy Cost: Icon - lightning; this is crucially important card attribute, which defines how much Energy your hero needs to play the concrete card. The only cards that doesn't have Energy cost attribute are the hero special card and all the buff cards. See Topic 9 for more information.
- Duration: Icon - sandglass; See Topic 10 for more information.
- Collect all cards: Icon - deck of cards with arrow; reduce the Duration of all the cards in the active card area (all the cards with left Duration >1 turn to zero. Reduces both your and your opponent's active cards' Duration.
- Forbids opponent's Collector Deck: Icon - deck of cards with padlock; The opponent will not be able to draw cards from his Collector Deck. However he will be able to draw cards from the Random Deck, when he's in Draw Card Phase.
c) Bonus attributes that give bonus (or increase) to Regular (a) or Special (b) attributes of your currently active cards. Note that these bonus attributes are activated ONLY if there is presently active card with the associated Regular (a) or Special (b) attribute (see example 6 and example 7). These attributes have an icon defining their quality, a sign plus "+" and a value defining their quantity:
- Bonus Damage: Icon - two swords; Increase the "Damage" attribute of your other card(s) if present such. (see example 6 and example 7)
- Bonus Defence: Icon - shield; Increase the "Defence" attribute of your other card(s) if present such.
- Increase Duration: Icon - sandglass; Increase the "Duration" attribute of your other card(s) if present such. See Topic 10 for more information.
d) Bonus attributes that give bonus (or increase) to your basic hero parameters - Hit Points and Energy Points. These attributes have an icon defining their quality, a sign plus "+" and a value defining their quantity:
- Bonus EP: Icon - lightning; Increase your Energy Points. See Topic 9 for more information.
- Bonus HP: Icon - cross; Increase your maximum Hit Points pool and Heals them until the card with this attribute "Bonus HP" is active (see example 8). Also the Bonus HP attribute CAN save you from dying, because it is calculated before the damage calculations (see example 9)
- Increase HP: Icon - twig with leaves; Increase your maximum Hit Points pool and Heals them until the end of the combat (see example 10). Also the Increase HP attribute CANNOT save you from dying, because it is calculated after the damage calculations and during the healing calculations (see example 11).
e) Attributes that reduce the Regular (a) or Special (b) attributes of your opponent's active cards. Note that these bonus attributes are activated ONLY if your opponent has presently active card with the associated Regular (a) or Special (b) attribute. These attributes have an icon defining their quality, a sign minus "-" and a value defining their quantity:
- Reduce your opponent's Damage: Icon - two swords; It decreases the total damage your opponent inflicts you (sum of the attributes Damage and Bonus Damage). The maximum amount of the reduced damage due to your Reduce Damage is the total amount of damage dealt by your opponent. Acts like the attribute "Defence" (see example 4 and 5).
- Reduce your opponent's Defence: Icon - shield; Reduces the attribute Defence of the card(s) of your opponent (if present - see example 12). The maximum amount of reduced Defence is the total amount of Defence, played by your opponent. (see example 13).
- Reduce your opponent's Heal: Icon - twig with leaves; Reduces the attribute Heal of your opponent's cards (see example 14). The maximum amount of reduced Heal is the total amount of Heal, played by your opponent (see example 15).
- Decrease your opponent's Duration: Icon - sandglass; Decrease the "Duration" attribute of your opponent's card(s) if present such. See Topic 10 for more information.
f) Attributes that reduce the basic hero parameters of your opponent - Hit Points and Energy Points. These attributes have an icon defining their quality, a sign minus "-" and a value defining their quantity:
- Reduce opponent's EP: Icon - lightning; Reduces your opponent's Energy Points. See Topic 9 for more information.
- Reduce opponent's HP: Icon - cross; Reduces your opponent's Hit Points (acts as the attribute Damage) and his maximum Hit Points pool until the card with this attribute Reduce opponent's HP" is active. Acts BEFORE the damage calculations as the attribute "Bonus HP" (see example 16). Also this attribute CAN kill your enemy.
g) Attributes that reduce the Bonus (c) attributes of your opponent's active cards. Note that these bonus attributes are activated ONLY if your opponent has presently active card with the associated Bonus (c) attribute. These attributes have an icon defining their quality, a sign "#" and a value defining their quantity:
- Reduce opponent's Bonus Damage: Icon - two swords; It decreases the Bonus Damage attribute of the cards, played by your opponent (see example 17). The maximum amount of the reduced Bonus Damage due to your Reduce Bonus Damage is the total amount of Bonus Damage dealt by your opponent (see example 18).
h) Attributes that increase the number of card slots in some of the key areas on the table for your hero. These attributes have an icon defining their quality, a sign plus "+" and a value defining their quantity. IMPORTANT NOTE: all the attributes that Increase or Decrease some of the areas (buff, hand or dismiss) make their effect in the next turn (see example 19):
- Increase your hand area: Icon - human hand; Increases the number of card slots in your hand. The maximum hand size is always 10 card slots.
- Increase your buff area: Icon - male muscled arm; Increases the number of card slots in your buff area. There is no maximum size of the buff area.
- Increase your play area: Icon - deck of cards; Increases the number of card slots in your play cards area. This means that you will be able to play more cards in the attack and/or the defence phase of the combat (see example 20). There is no maximum size of the play area.
- Increase your dismiss area: Icon - destroyed card; Increases the number of card slots in your dismiss area. There is no maximum size of the dismiss area.
h) Attributes that decrease the number of card slots in some of the key areas on the table for your opponent's hero. These attributes have an icon defining their quality, a sign minus "-" and a value defining their quantity:
- Decrease opponent's hand area: Icon - human hand; Decreases the number of card slots in your opponent's hand. The minimum hand size is zero card slots.
- Decrease opponent's buff area: Icon - male muscled arm; Decreases the number of card slots in your opponent's buff area. The minimum buff area size is zero card slots.
- Decrease opponent's dismiss area: Icon - destroyed card; Decreases the number of card slots in your opponent's dismiss area. The minimum dismiss area size is zero card slots.
i) Self harming attributes. These are attributes, that harm your Hit Points (act as a pure damage against you) or some of your Regular (a) attribute or your basic hero parameters.They are usually part of the cards. These attributes are always in combination with some Regular (a) or Bonus (c) attribute with higher quantitative value. Some of these attributes have an icon defining their quality, a sign "=" and a value defining their quantity, others have an unique icon defining their quality and a value defining their quantity:
- Self Damage: Icon - skull; Reduces the life of yourself. Warning - this attribute is always a part of the cards that you play. So this attribute CAN KILL YOU! Also the self damage you inflict to yourself cannot be reduced via Defence or Reduce Damage attributes of the rest of your cards. The Self Damage activates before the damage calculations (see example 21).
- Reduce your own Damage: Icon - two swords; Reduces your own Damage. Acts like an attribute "Reduce opponent's Damage" of a card, played by your opponent. Activates only if you have played a card with attribute Damage (or Damage + Bonus Damage).
- Reduce your own Defense: Icon - broken shield; Reduces your own Defense. Acts like an attribute "Reduce opponent's Defense" of a card, played by your opponent. Activates only if you have played a card with attribute Defense.
- Reduce your own Heal: Icon - twig with leaves; Reduces your own Heal. Acts like an attribute "Reduce opponent's Heal" of a card, played by your opponent. Activates only if you have played a card with attribute Heal.
- Reduce your own EP: Icon - lightning; Reduces your Energy Points. See Topic 9 for more information.


Example 1:
You are in turn 5 and have 30 hit points left. Your total hit points pool is 100 HP. You play a card with attribute Heal HP = 20, and your opponent plays a card with attribute 10 damage. At the end of the turn, first the damage calculations occur, followed by the healing calculations. In this case, your opponent will do 10 damage to you from the damage calculation equation. Your hit points are now 30-10=20 HP. Now the healing calculations occur and in this case, you have 20 HP heal. So in this case you will end the turn with 20+20=40 HP.

Example 2:
You are in turn 2 and have 95 hit points left. Your total hit points pool is 100 HP. You play a card with attribute Heal HP = 20, and your opponent plays a card with attribute 10 damage. At the end of the turn, first the damage calculations occur, followed by the healing calculations. In this case, your opponent will do 10 damage to you from the damage calculation equation. Your hit points are now 95-10=85 HP. Now the healing calculations occur and in this case, you have 20 HP heal. So in this case you should end the turn with 85+20=105 HP, but because you cannot heal more than your current maximum HP pool (in this case 100 HP), you will end the turn with 100 HP (your maximum HP pool).

Example 3:
You are in turn 5 and have 30 hit points left. You play a card with attribute Heal HP = 20, and your opponent plays a card with attribute 32 damage. At the end of the turn, first the damage calculations occur, followed by the healing calculations. In this case, your opponent will do 32 damage to you from the damage calculation equation. Your hit points are now 30-32=-2 HP. Now because from the damage calculation your HP gets <1 (zero or below zero, in this case -2) the healing calculation DOES NOT occur and in this case, your attribute 20 HP heal does not affect the turn and YOU DIE and lose the battle.

Example 4:
You are in turn 5 and have 30 hit points left. You play a card with attribute Defence = 20, and your opponent plays a card with attribute 10 damage and a card with attribute 22 bonus damage. At the end of the turn, first the damage calculations occur. In this case, your opponent will do (10+22)-20=12 damage to you from the damage calculation equation, so you will end the turn with 30-12=18 HP.

Example 5:
You are in turn 5 and have 30 hit points left. You play a card with attribute Defence = 20, and your opponent plays a card with attribute 5 damage and a card with attribute 10 bonus damage. At the end of the turn, first the damage calculations occur. In this case, your opponent should do (5+10)-20= -5 damage to you from the damage calculation equation, but because you cannot reduce more damage than the total amount of damage dealt in the current turn, you will reduce your opponent's damage to 0. So in this case your opponent will do to you 0 damage and you will end the turn with 30-0=30 HP.

Example 6:
In one turn you play card A which has the attribute "damage" = 10. And also you play a card B which has the attribute "bonus damage" = 20. The damage you will inflict is equal to 10+20=30 damage

Example 7:
In one turn you play card A which has the attribute "bonus damage" = 10. And also you play a card B which has the attribute "bonus damage" = 20. The damage you will inflict is ZERO, because you don't have pure "damage" attribute played!

Example 8:
You are in turn 5 and have 30 hit points left. Your total hit points pool is 100 HP. You play a buff card with attribute Bonus HP = 15, and a card with attribute Heal = 10. Your opponent plays card with attribute Damage = 20. At the end of the turn, first the damage calculations occur, followed by the healing calculations. In this case, your opponent will do 20 damage to you from the damage calculation equation. Your hit points are now 30-20=10 HP. Now the healing calculations occur and in this case, you have 10 heal HP and 15 Bonus HP, or in total 10+15=25 HP healed. So in this case you will end the turn with 10+25=35 Hit Points, but also your maximum HP pool will increase to 100+15=115 HP, so in future turns you will be able to heal and get to 115 HP. This 15 Bonus HP will vanish if you remove this concrete buff card and your maximum HP pool will decrease to its normal value of 100 HP.

Example 9:
You are in turn 5 and have 30 hit points left. You play a card with attribute Bonus HP = 20, and your opponent plays a card with attribute 32 damage. At the end of the turn, first the Bonus HP is added, then the damage calculations occur, followed by the healing calculations. In this case, you first increase your HP to 30+20=50 HP (out of 100+20=120 maximum HP pool); your opponent will do 32 damage to you from the damage calculation equation. Your hit points are now 50-32=18 HP.

Example 10:
You are in turn 5 and have 30 hit points left. Your total hit points pool is 100 HP. You play a card with attribute Increase HP = 15, and a card with attribute Heal = 10. Your opponent plays card with attribute Damage = 20. At the end of the turn, first the damage calculations occur, followed by the healing calculations. In this case, your opponent will do 20 damage to you from the damage calculation equation. Your hit points are now 30-20=10 HP. Now the healing calculations occur and in this case, you have 10 heal HP and 15 Increase HP, or in total 10+15=25 HP healed. So in this case you will end the turn with 10+25=35 Hit Points, but also your maximum HP pool will increase to 100+15=115 HP, so in future turns until the end of the battle, you will be able to heal and get to 115 HP. This 15 Bonus HP will vanish when the battle ends.

Example 11:
You are in turn 5 and have 30 hit points left. You play a card with attribute Increase HP = 20, and your opponent plays a card with attribute 32 damage. At the end of the turn, first the damage calculations occur, followed by the healing calculations. In this case, your opponent will do 32 damage to you from the damage calculation equation. Your hit points are now 30-32=-2 HP and you DIE. The Increase HP attribute does not gives its effect.

Example 12:
You are in turn 5 and your opponent has 30 hit points left. He plays a card with attribute Defence = 20, and you play a card with attribute 15 Damage and a card with attribute 15 Reduce Defence. At the end of the turn, first the damage calculations occur. In this case, you will do 15-(20-15) = 15-5 = 10 damage to your opponent from the damage calculation equation, he will end the turn with 30-10=20 HP.

Example 13:
You are in turn 5 and your opponent has 30 hit points left. He play a card with attribute Defence = 20, and you play a card with attribute 15 Damage and a card with attribute 25 Reduce Defence. At the end of the turn, first the damage calculations occur. In this case, you will do 15-(20-20) = 15-0 = 15 damage to your opponent from the damage calculation equation (20 defence - 25 reduce defence is equal to -5, but you cannot reduce his defence to less than 0, so you just reduce 20 defence.) Your opponent will end the turn with 30-15=15 HP.

Example 14:
You are in turn 5 and your opponent has 30 hit points left. He plays a card with attribute Heal = 20, and you play a card with attribute 15 Damage and a card with attribute 15 Reduce Heal. At the end of the turn, first the damage calculations occur. In this case, you will do 15 damage to your opponent from the damage calculation equation. He will have 30-15=15 HP. Now the healing calculation starts and he will heal 20-15=5 HP. So he will end the turn with 15+5=20 HP.

Example 15:
You are in turn 5 and your opponent has 30 hit points left. He play a card with attribute Heal = 20, and you play a card with attribute 15 Damage and a card with attribute 25 Reduce Heal. At the end of the turn, first the damage calculations occur. In this case, you will do 15 damage to your opponent from the damage calculation equation. He will have 30-15=15 HP. Now the healing calculation starts and he will heal 20-20=0 HP.(20 heal - 25 reduce heal is equal to -5, but you cannot reduce his heal to less than 0, so you just reduce 20 heal). Your opponent will end the turn with 30-15=15 HP.

Example 16:
You are in turn 5 and your opponent has 30 hit points left. His total hit points pool is 100 HP. You play a buff card with attribute Reduce Opponent's HP = 15 and a card with Damage = 10, and your opponent plays a card with attribute Heal = 10. At the end of the turn, first the Reduce Opponent's HP / Bonus HP attributes are calculated, in this case you will reduce your opponent's HP with 15 points. He now has 30-15=15 HP. Now the damage calculations occur, followed by the healing calculations. In this case, you will do 10 damage to your opponent from the damage calculation equation. His hit points are now 15-10=5 HP. Now the healing calculations occur and in this case, your opponent has 10 heal HP. So in this case he will end the turn with 5+10=15 Hit Points, but also his maximum HP pool will decrease to 100-15=85 HP, so in future turns your opponent will be able to heal and get to 85 HP. This 15 Reduced Opponent's HP will vanish if you remove this concrete buff card and his maximum HP pool will increase to its normal value of 100 HP.

Example 17:
You are in turn 5 and have 30 hit points left. You play a card with attribute Reduce Opponent's Bonus Damage = 20, and your opponent plays a card with attribute 10 damage and a card with attribute 22 bonus damage. At the end of the turn, first the damage calculations occur. In this case, your opponent will do 10+(22-20)=12 damage to you from the damage calculation equation, so you will end the turn with 30-12=18 HP.

Example 18:
You are in turn 5 and have 30 hit points left. You play a card with attribute Reduce Opponent's Bonus Damage = 20, and your opponent plays a card with attribute 5 damage and a card with attribute 10 bonus damage. At the end of the turn, first the damage calculations occur. In this case, your opponent should do 5+(10-10) = 5 damage to you from the damage calculation equation (because you cannot reduce more damage than the total amount of bonus damage dealt in the current turn, you will reduce your opponent's bonus damage to 0). So in this case your opponent will do to you 5 damage and you will end the turn with 30-5=25 HP.

Example 19:
You are in turn 5 and the enemy plays a card with attribute Decrease opponent's Dismiss area = 1 and with Duration = 4. So this card will decrease your dismiss area for turn 6, turn 7, turn 8 and turn 9. If you remove this card (for example with Collect All attribute) in turn 6, this card will disappear in turn 7, turn 8 and turn 9, but its effect will stay for turn 6 and turn 7!


Example 20:
You are in turn 5 and play a card with attribute Increase Play Area = 1. This card has also the attribute Duration = 3. In the next 3 turns (turn 6, turn 7 and turn 8), you will be able to play up to 3 cards when you're in Defence phase (turns 6 and 8) and in Attack phase (turn 7).

Example 21:
You are in turn 5 and have 30 hit points left. You play a card with the following attributes: Damage = 20, Self Damage = 5, and a card with attribute Defence = 20. The opponent plays a card with attribute Damage = 10. First the Self Damage is calculated, in this case it is 5 self damage, so your HP will get equal to 30-5=25 HP. Now the damage calculations occur, in this case your opponent will deal to you 10-10=0 damage (your 20 Defence absorb all his damage). So you will end the turn with 25 HP.



That's it, check the other topics as well!

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