Deck and Hand

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Contents

Deck

A deck or army is set of Cards used in battle. Each player chooses their deck for battle before it begins. The decks are shuffled at the beginning of the battle.

Deck Limits

Each deck must have at least 40 cards in constructed formats or at least 25 cards in limited formats (see Ranking for format descriptions). Also there are different restrictions depending on format:

  • in constructed format a deck can contain any card, but no more that three copies of each, except for Basic Buildings, which can have up to five copies in deck;
  • in limited games there are no limits on amount of copies of each card;
  • some scripted games, like Highlander, may limit you to one of each card or impose other limits.

Hand and Draw

Each player have cards, available for casting. This cards are players hand. At start of battle each player draws seven cards from his deck to create their initial hand. At the start of every Round players draw one more card if they have less than seven cards in hand. Basically, players draw cards from top of their decks with one exception, Autodraw. Autodraw may draw domain cards or bases from elsewhere instead.

Mulligan

At the start of a battle, before you do any actions, you may Mulligan your hand:

  • all cards from your hand are shuffled into your deck;
  • you draw a new hand with one less card than you had before (6 instead of 7, 5 instead of 6, etc.)

This is useful if you don't like your initial hand or want to start with specific card (or cards) in hand.

Cycle

Once every round a player may Cycle one card from his hand. Doing so moves that card to bottom the of their deck.

This is useful when you have seven or more cards in hand and want to draw a new card at start of the next round.

Casting

Players can play any card from his hand if he meet some requirements (see Cards page for cards properties description) :

  • have enough Flux* to pay Flux Cost;
  • have at least as much Domain Level* as the card; to get Domain level you need to play cards that give domain first;
  • other requirements:
    • Figure (Building or Creature) can be played only in unoccupied spaces;
    • most Creatures must be played near Base;
    • Spells and Enchantments (and also some Buildings or Creatures) have their target requirements in card description.

*You can see your flux amount and Domain Level in Player_Status.

Targets

By default you can target only spaces and Entities on spaces that you can see (by Creatures, Buildings or something else). If card's text says Any space this mean that you don't need to see target space (for example Teleport can move Creature to unrevealed spaces).

Creatures spawn points

By default Creatures can only be played adjacent to your Base on a land space if there's nothing in its text box that specifies otherwise (for example Treeherd says "Spawn in forest"):

  • Creatures with Swims or Aloft may spawn on land or ocean
  • Creatures that specify a spawn location can be placed away from your Base (for example Treeherd or Lightning Elemental). You can place creature in any revealed space that fits into valid spawn space described in card. You can't place creature in enemy controlled territory even if that space is valid target otherwise.

Result of casting

If you play card and nothing prevents it (for example Null Stone or Dew Mogi) card is played.

  • You lose flux amount equal to Flux Cost of card.
  • You lose the played card from hand.
  • Turn goes to your opponent.
  • Other results depends on card type:
    • Creature: Dimmed Creature is placed on map;
    • Building: If placed in your area of control the Building is placed on map dimmed , otherwise a Construction Site of that building is placed on map;
    • Enchantment: Dimmed enchantment is attached to Entity, placed on Space or placed on World (depends on Enchantment type);
    • Spell: Spell effect is resolved.

If something prevents you from playing the card, you will see message in the battle log and can do another action.

If your card was cancelled:

  • You lose flux amount equal to Flux Cost of card.
  • You lose played card from hand.

However it will still be your turn.