Card Colors

The background color of each card is one of its most distinctive features. By looking at the color, a player can quickly identify the general effect and targets for each card. When a card has a hybrid background with two color components the full rules for both colors apply: for instance a card that is hybrid white and red will target enemies because it is an Attack card and will also target allies because it a Buff card.

Grey: Armor cards
These cards reduce the amount of suffered by the chracter who holds the card. The strength of the Armor is shown by the keyword in the instructions, where X is the amount of health damage that the Armor prevents. When available multiple Aromor cards can react to a single attack, and if the total Armor is strong enough the damage may be completely stopped. Armor does not protect against any effects other than damage even if the damage component is neutralized. Most Armor cards include a component: they only activate upon succesfully rolling a high number on a six-sided die (which the game automatically throws on the player's behalf). They may or may not include the keyword, which if present allows them to stay in the character's hand to defend against further attacks.

Red: Attack cards
These cards harm a target in some way. Usually this means doing to its health, and the amount of damage appears in the icon box at the bottom of the instructions. (Special instructions and reactions from other cards can modify this number.) However, not all Attack cards do damage directly. Negative effects such as forcing a target to discard or preventing it from moving are also considered attacks. Attack cards only target enemies by default, unless they have a hybrid color with different rules. Beware! In spite of this, it is possible for special instructions to target your party as well, or to use advanced targeting to select an ally for attack.

Green: Block cards
These cards prevent some other card played by the opponent from taking effect on a character. Blocks only trigger because of an opponent's play; a player cannot block his or her own cards or cards that are to a character. Furthermore, Blocks only protect from threats that are forward of the character's facing. The type of card that can be blocked appears in the in the instruction box: any card, Melee, Magic, or Projectile. Most Blocks include a component. When a Block succeeds, all effects of the opponent's card are nullified for the blocking character. When a card has more than one target, each target must react separately.

Orange: Boost cards
These cards deliver some special benefit to the character that holds them. They cannot be played on a different character (although computer-controlled minions can choose which individual in the group will receive the Boost). Common examples of Boosts are cards that allow a character to draw more cards; cards that increase the damage, range, or movement of other cards a character plays; or attachment cards that have a helpful effect over time.

Black: Drawback cards
Also known as Handicap Cards, these cards harm the character that holds them, the opposite of Boost cards. Common examples of Drawbacks include cards that force a discard or reveal a character's hand to the enemy; cards that reduce damage, range, or movement when another card is played; or cards that directly damage the health of a character that plays them. Drawbacks are very mixed in terms of when and how they might be activated. Some are and must be played when they are drawn. Others may be reactions to game events, such as taking damage every time a character moves. Still others may be purely discretionary, a penalty that a player chooses in order to get some other effect.

White: Assist cards
These cards aid a target in some fashion. Many offer restoration of health, with the amount described by the keyword where X is the amount of healing (up to a character's max health points). Others are a form of buff or blessing, giving the target an increase in abilities such as doing damage or drawing cards. Unlike Boost cards, Buff cards cannot target the character who holds them unless they have the keyword. By default Assists only target allies except when the card has a hybrid background with different rules.

Blue: Movement cards
These cards allow the character who holds them to travel on the game board. The number of tiles that a character may move is indicated in an icon box at the bottom of the instructions. Diagonal moves are counted the same as lateral moves. When playing a Move card, the game program calculates all possible routes and shows a blue overlay of the valid endpoints. The arrows on the overlay indicate the character's facing at the end of the move. When a move card is played and the character's starting square is selected as the destination, the character will remain and that square but may choose any of the four directions to face. For more information on the rules of moving see the Movement article.

Purple: Utility cards
These cards include effects that cannot be easily classified as harmful or helpful. So, unlike Attacks or Buffs, they do not show a preference for targeting either enemies or allies. Whether a player uses them to aid or attack will change according to the situation of the battle. One example is a card that moves another character on the board: it may be played to push an enemy into burning lava or to pull a teammate out of an acid pit.