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		<id>http://wiki.cardhuntria.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Mightymushroom</id>
		<title>Card Hunter Wiki - User contributions [en]</title>
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		<updated>2026-05-18T07:30:08Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Hard_To_Block</id>
		<title>Hard To Block</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Hard_To_Block"/>
				<updated>2013-03-30T01:50:04Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: redirect for forum bbcode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hard to Block]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Keywords</id>
		<title>Keywords</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Keywords"/>
				<updated>2013-03-30T01:45:59Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Changes for more new detail pages: Linear, May Self Target, Penetrating&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Some individual entries are copied from their respective pages and should be edited there. Text between the &amp;quot;onlyinclude&amp;quot; tags shows up here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KeywordsTOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Keywords''' give the player information about a card's properties or effects in compact form.  They are used most often for game mechanics and rules that come into play repeatedly on many cards, like {{K|Keep}} or {{K|Heal}}. Because using a keyword is shorter than writing out the whole explanation, more text can be written on a card. Players are expected to learn and recognize these words, but for many [[Blue Manchu Games|Blue Manchu]] also provides a helpful tooltip on mouseover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Armor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Armor ''X''===&lt;br /&gt;
{{:Armor}} ''[[Armor|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attach===&lt;br /&gt;
{{:Attachment}} ''[[Attachment|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Block any&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Melee&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Projectile&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Block===&lt;br /&gt;
{{:Block}} ''[[Block|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burning&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Burning ''X''===&lt;br /&gt;
{{:Burning}} ''[[Burning|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burst&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Burst ''X''===&lt;br /&gt;
{{:Burst}} ''[[Burst|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cantrip===&lt;br /&gt;
{{:Cantrip}} ''[[Cantrip|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chance===&lt;br /&gt;
{{:Chance}} ''[[Chance|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cone===&lt;br /&gt;
{{:Cone}} ''[[Cone|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Damage reduces the [[health]] points of one or more characters by a given number. It is not unusual for [[Reaction|reaction cards]] to increase or decrease the amount of damage after the initial card is played. Damage may be listed in an [[Cards#Icon Box|Icon Box]], or be included in a card's [[Cards#Instructions|instructions]] either expressly or as part of another keyword. There are many [[Card Types#Damage Types|types of damage]], and every card that does damage should have a Damage Type listed in the [[Cards#Information Bar|Information Bar]], card instructions, or as part of another keyword (for example, {{K|Burning}} always does {{K|Fire}} damage).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
Every attachment has a duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded. ''(See [[Attachment]] for more info.)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Encumber&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Encumber ''X''===&lt;br /&gt;
{{:Encumber}} ''[[Encumber|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fly===&lt;br /&gt;
*In-Game Text: &amp;quot;You may move through impassable terrain. You are not required to stop when entering any square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fly describes a type of movement that allows a character to travel over any obstacles other than [[Game Terrain#Blocked Terrain|Blocked Terrain]]. The destination square cannot be impassable or occupied by another character.  See [[Movement]] for a complete description of movement rules.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Move===&lt;br /&gt;
* In-Game Text: &amp;quot;You are not required to stop when moving next to an enemy, into difficult terrain or for any other reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Free Move describes a type of movement that allows a character to ignore terrain costs and stops. The character must travel around [[Game Terrain#Blocked Terrain|Blocked]] and [[Game Terrain#Impassable Terrain|Impassable]] terrain types and squares occupied by enemy characters. See [[Movement]] for a complete description of movement rules.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Frenzy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Frenzy ''X''===&lt;br /&gt;
{{:Frenzy}} ''[[Frenzy|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Halt===&lt;br /&gt;
{{:Halt}} ''[[Halt|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hard to Block&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Hard to Block ''X''===&lt;br /&gt;
{{:Hard to Block}} ''[[Hard to Block|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Heal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Heal ''X''===&lt;br /&gt;
{{:Heal}} ''[[Heal|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Return to Hand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Keep===&lt;br /&gt;
{{:Keep}} ''[[Keep|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
{{:Linear}} ''[[Linear|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Target Self&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===May Self Target===&lt;br /&gt;
{{:May Self Target}} ''[[May Self Target|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Move ''X''===&lt;br /&gt;
:''This paragraph describes the use of 'Move' as a keyword, for more information see [[Movement]].&lt;br /&gt;
Move is an instruction for a character to travel on the game board. It may appear in an [[Cards#Icon Box|Icon Box]], or be included in a card's [[Cards#Instructions|instructions]] either expressly or as part of another keyword (such as {{K|Step}}). The number ''X'' designates the length of the move, measured in squares counted away from the character's current square.  See [[Movement]] for a complete description of rules for moving.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Penetrating===&lt;br /&gt;
{{:Penetrating}} ''[[Penetrating|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pivot===&lt;br /&gt;
Pivot is an instruction that the character may change its facing to any of the four cardinal directions, without moving from its current square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Poison&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Poison ''X''===&lt;br /&gt;
Poison describes a damaging effect that attaches to a character and activates at the start of each round for the {{K|Duration|duration}} of the attachment. The number ''X'' is the amount of damage performed by the card in each round. Once attached, Poison cannot be {{K|Block|blocked}} or reduced by {{K|Armor|armor}}.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Push&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Push ''X''===&lt;br /&gt;
Push is an instruction that the player may move the target character for a distance of up to ''X'' squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. (See [[Movement]] for an explanation of movement rules.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Range&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Range ''X''===&lt;br /&gt;
Range may be written but is usually displayed in an [[Cards#Icon Box|Icon Box]], and describes the distance, in squares counted from the character that plays the card, at which a valid target may be found for the card's effect. Range may be counted to a number ''X'' of squares in any direction including diagonals. Unless special instructions apply, the character must have [[Line of Sight|line of sight]] with the target square.&lt;br /&gt;
&lt;br /&gt;
By convention cards with a Range of zero omit this information. Zero range cards can only target the character or the character's square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Single Use===&lt;br /&gt;
When a character plays a card with the Single Use property, that card may not be used again for the remainder of the battle.&lt;br /&gt;
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&lt;br /&gt;
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&amp;lt;div id=&amp;quot;Slide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Slide ''X''===&lt;br /&gt;
Slide is an instruction that the player may move the target character for a distance of ''X'' squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. In addition, Slide does not change the target's facing. (See [[Movement]] for an explanation of movement rules.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slide Back&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Slide Back ''X''===&lt;br /&gt;
Slide Back is an instruction that the target character is moved for a distance of ''X'' squares along a straight line directly away from the character that plays this card. Impassable or occupied squares will block this movement. The facing of the target does not change.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealthy===&lt;br /&gt;
When playing a card with the Stealthy propery, the target does not turn to face the character that played the card.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Step&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Step ''X''===&lt;br /&gt;
Step is an instruction that the character using this card may make a move of up to ''X'' squares prior to following any other instructions on the card. This move is made as a regular ground move unless other instructions also apply (See [[Movement]] for an explanation of movement rules.). &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stop===&lt;br /&gt;
Stop describes a terrain {{K|Attach|Attachment}} that creates difficult terrain, that is, it forces a character to end ground [[Movement]] when entering that square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
Stun describes a type of {{K|Attach|Attachment}} that prevents a character from playing any card type other than [[Card Colors#Blue Cards|Movement cards]].&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
Teleport describes a type of movement accomplished by arcane magic. When counting squares, Teleport ignores all obstacles, although the destination cannot be an impassable square or a square already occupied by another character. (See [[Movement]] for more details on moving.)&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
===Trait===&lt;br /&gt;
Trait is an instruction that includes several special rules for playing a card:&lt;br /&gt;
#A Trait must be played when it is drawn: on the player's turn, no character in the party may play any card without the Trait keyword until all Traits have been played.  If holding more than one Trait card, the player may choose the order in which to play them. (Some Trait cards may be blocked by other cards already in effect, and so will be skipped.)&lt;br /&gt;
#A player cannot pass while holding a Trait card.&lt;br /&gt;
#When a Trait card is played, draw another card.&lt;br /&gt;
#Playing a Trait card does not end the player's turn.&lt;br /&gt;
----&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Penetrating</id>
		<title>Penetrating</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Penetrating"/>
				<updated>2013-03-30T01:43:51Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Ignore Armor when applying damage unless that Armor prevents all damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*Damage cannot be reduced by an Armor card unless that card's effect completely prevents damage of the associated [[Card Types#Damage Types|type]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Penetrating causes the target's defense check to skip cards with the [[Armor|Armor keyword]]. The Armor reaction simply never triggers.  However not all Armor [[:Category:Armor Card|''cards'']] rely on the Armor [[Armor|''keyword'']]. If the card's instructions say that the card &amp;quot;always prevents all damage&amp;quot; or some similar phrase, then that instruction still applies.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Penetrating is a specific counter to the [[Armor]] keyword. There is no benefit against any other type of defense.&lt;br /&gt;
&lt;br /&gt;
*Consider the relative power of your cards when deciding whether to equip Penetrating. Very strong attacks may do more damage even after the armor reduction than you could achieve with penetrating yet weaker cards.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Penetrating:====&lt;br /&gt;
*Penetrating attacks ignore an Armor defense. Keep out of range if you can, and equip other types of defense as necessary. If the enemy has a varied deck, your armor is still useful against regular attacks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Penetrating</id>
		<title>Penetrating</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Penetrating"/>
				<updated>2013-03-30T01:39:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Ignore Armor when applying damage unless that Armor prevents all damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*Damage cannot be reduced by an Armor card unless that card's effect completely prevents damage of the associated [[Card Types#Damage Types|type]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Penetrating causes the target's defense check to skip cards with the [[Armor|Armor keyword]]. The Armor reaction simply never triggers.  However not all Armor [[:Category:Armor Card|''cards'']] use the Armor [[Armor|''keyword'']]. If the card's instructions say that the card &amp;quot;always prevents all damage&amp;quot; or some similar phrase, then that instruction still applies.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Penetrating is a specific counter to the [[Armor]] keyword. There is no benefit against any other type of defense.&lt;br /&gt;
&lt;br /&gt;
*Consider the relative power of your cards when deciding whether to equip Penetrating. Very strong attacks may do more damage even after the armor reduction than you could achieve with penetrating yet weaker cards.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Penetrating:====&lt;br /&gt;
*Penetrating attacks ignore an Armor defense. Keep out of range if you can, and equip other types of defense as necessary. If the enemy has a varied deck, your armor is still useful against regular attacks.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/May_Self_Target</id>
		<title>May Self Target</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/May_Self_Target"/>
				<updated>2013-03-30T00:25:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page (not many details)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;This card may be used to target the owner.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;May Self Target allows a card with a range greater than zero to include the controlling character as a possible target.&lt;br /&gt;
*Cards with no range and cards that affect a group of which the character is a member automatically apply to the character without this instruction.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*May Self Target is a specialized instruction. Cards that have it are more flexible to use, primarily [[Heal]]ing and other cards with beneficial effects. &lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Linear</id>
		<title>Linear</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Linear"/>
				<updated>2013-03-29T23:44:06Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Affects all characters or squares in a line to the target square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Linear creates an area of effect that looks like a line drawn from the center of the character's square to the center of the target square: the area includes every passable square that line crosses, and any characters in those squares, except the character's own square. The area of effect is shown by a yellow overlay at the time the linear card is played. The character must have [[Line of Sight|line of sight]] with the target square, but not necessarily all the intervening squares, so the area may include squares a character could not normally target. Within the area of effect, the card's instructions are performed on every character and/or tile as if a number of identical copies were played to each one individually. The exact order in which the copies take effect is determined by the game engine; effects that target characters are processed before effects that target terrain if both are present on the same card.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use linear effects to target multiple characters at one time. Try to find a placement with several targets in order to increase the power of your card. You may want to save your card until the enemy has moved into a suitable configuration.&lt;br /&gt;
 &lt;br /&gt;
*By default, the line includes all characters, including yours. Avoid collateral damage unless you're sure the payoff is worth the pain. &lt;br /&gt;
&lt;br /&gt;
*Linear effects tend to be most effective in situations where terrain or other circumstance pressures enemies into moving through a section of adjacent tiles.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Linear:====&lt;br /&gt;
*Try to avoid moving your characters in a line to be targeted together. All tiles along the line will be laterally or diagonally adjacent; the exact configuration depends on the angle chosen.&lt;br /&gt;
**Mousing over a character to check its lines of sight can give an approximate idea but, as discussed, not a true guide. If you must know exactly, you may find holding a straight edge against the screen helps to visualize possibilities.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Keywords</id>
		<title>Keywords</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Keywords"/>
				<updated>2013-03-29T21:05:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Updating to individual pages: Hard to Block, Heal, Keep.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Some individual entries are copied from their respective pages and should be edited there. Text between the &amp;quot;onlyinclude&amp;quot; tags shows up here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KeywordsTOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Keywords''' give the player information about a card's properties or effects in compact form.  They are used most often for game mechanics and rules that come into play repeatedly on many cards, like {{K|Keep}} or {{K|Heal}}. Because using a keyword is shorter than writing out the whole explanation, more text can be written on a card. Players are expected to learn and recognize these words, but for many [[Blue Manchu Games|Blue Manchu]] also provides a helpful tooltip on mouseover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Armor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Armor ''X''===&lt;br /&gt;
{{:Armor}} ''[[Armor|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attach===&lt;br /&gt;
{{:Attachment}} ''[[Attachment|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Block any&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Melee&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Projectile&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Block===&lt;br /&gt;
{{:Block}} ''[[Block|(more info)'']]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burning&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Burning ''X''===&lt;br /&gt;
{{:Burning}} ''[[Burning|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burst&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Burst ''X''===&lt;br /&gt;
{{:Burst}} ''[[Burst|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cantrip===&lt;br /&gt;
{{:Cantrip}} ''[[Cantrip|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chance===&lt;br /&gt;
{{:Chance}} ''[[Chance|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cone===&lt;br /&gt;
{{:Cone}} ''[[Cone|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Damage reduces the [[health]] points of one or more characters by a given number. It is not unusual for [[Reaction|reaction cards]] to increase or decrease the amount of damage after the initial card is played. Damage may be listed in an [[Cards#Icon Box|Icon Box]], or be included in a card's [[Cards#Instructions|instructions]] either expressly or as part of another keyword. There are many [[Card Types#Damage Types|types of damage]], and every card that does damage should have a Damage Type listed in the [[Cards#Information Bar|Information Bar]], card instructions, or as part of another keyword (for example, {{K|Burning}} always does {{K|Fire}} damage).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
Every attachment has a duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded. ''(See [[Attachment]] for more info.)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Encumber&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Encumber ''X''===&lt;br /&gt;
{{:Encumber}} ''[[Encumber|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fly===&lt;br /&gt;
*In-Game Text: &amp;quot;You may move through impassable terrain. You are not required to stop when entering any square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fly describes a type of movement that allows a character to travel over any obstacles other than [[Game Terrain#Blocked Terrain|Blocked Terrain]]. The destination square cannot be impassable or occupied by another character.  See [[Movement]] for a complete description of movement rules.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Move===&lt;br /&gt;
* In-Game Text: &amp;quot;You are not required to stop when moving next to an enemy, into difficult terrain or for any other reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Free Move describes a type of movement that allows a character to ignore terrain costs and stops. The character must travel around [[Game Terrain#Blocked Terrain|Blocked]] and [[Game Terrain#Impassable Terrain|Impassable]] terrain types and squares occupied by enemy characters. See [[Movement]] for a complete description of movement rules.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Frenzy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Frenzy ''X''===&lt;br /&gt;
{{:Frenzy}} ''[[Frenzy|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Halt===&lt;br /&gt;
{{:Halt}} ''[[Halt|(more info)'']]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hard to Block&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Hard to Block ''X''===&lt;br /&gt;
{{:Hard to Block}} ''[[Hard to Block|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Heal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Heal ''X''===&lt;br /&gt;
{{:Heal}} ''[[Heal|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Return to Hand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Keep===&lt;br /&gt;
{{:Keep}} ''[[Keep|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
When a Linear card is played, draw an imaginary line between the center of the character's square and the center of the target square: the area of effect will include every square that line crosses except the originating character's square. Note that, although a character must have [[Line of Sight|line of sight]] to see the target, it is not necessary to see all the intervening squares; so, this card may be able to target squares ordinarily unavailable for targeting. The area of effect is shown by a yellow overlay when the card is played.&lt;br /&gt;
&lt;br /&gt;
Within the area of effect, the card's instructions are performed on each square and/or character as if a number of identical copies were all played at once. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Target Self&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===May Self Target===&lt;br /&gt;
May Self Target describes a card that may be used for an effect on the character that plays it. This keyword is found on [[Card Colors|card colors]] that normally target only other characters or squares, such as Attacks, Assists, and Utility cards. Other colors naturally affect just the character that holds them.&lt;br /&gt;
*Some cards may designate an area ({{Keywords|Burst}}) or group target (&amp;quot;all party members&amp;quot;) that includes the card's holder without explicitly writing this keyword.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Move ''X''===&lt;br /&gt;
:''This paragraph describes the use of 'Move' as a keyword, for more information see [[Movement]].&lt;br /&gt;
Move is an instruction for a character to travel on the game board. It may appear in an [[Cards#Icon Box|Icon Box]], or be included in a card's [[Cards#Instructions|instructions]] either expressly or as part of another keyword (such as {{K|Step}}). The number ''X'' designates the length of the move, measured in squares counted away from the character's current square.  See [[Movement]] for a complete description of rules for moving.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Penetrating===&lt;br /&gt;
When a card with the Penetrating property is played, it prevents [[Reaction|reactions]] by [[Card Colors#Grey Cards|Armor cards]] unless that card has special instructions to always prevent damage of a given [[Card Types#Damage Types|type]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pivot===&lt;br /&gt;
Pivot is an instruction that the character may change its facing to any of the four cardinal directions, without moving from its current square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Poison&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Poison ''X''===&lt;br /&gt;
Poison describes a damaging effect that attaches to a character and activates at the start of each round for the {{K|Duration|duration}} of the attachment. The number ''X'' is the amount of damage performed by the card in each round. Once attached, Poison cannot be {{K|Block|blocked}} or reduced by {{K|Armor|armor}}.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Push&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Push ''X''===&lt;br /&gt;
Push is an instruction that the player may move the target character for a distance of up to ''X'' squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. (See [[Movement]] for an explanation of movement rules.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Range&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Range ''X''===&lt;br /&gt;
Range may be written but is usually displayed in an [[Cards#Icon Box|Icon Box]], and describes the distance, in squares counted from the character that plays the card, at which a valid target may be found for the card's effect. Range may be counted to a number ''X'' of squares in any direction including diagonals. Unless special instructions apply, the character must have [[Line of Sight|line of sight]] with the target square.&lt;br /&gt;
&lt;br /&gt;
By convention cards with a Range of zero omit this information. Zero range cards can only target the character or the character's square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Single Use===&lt;br /&gt;
When a character plays a card with the Single Use property, that card may not be used again for the remainder of the battle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Slide ''X''===&lt;br /&gt;
Slide is an instruction that the player may move the target character for a distance of ''X'' squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. In addition, Slide does not change the target's facing. (See [[Movement]] for an explanation of movement rules.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slide Back&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Slide Back ''X''===&lt;br /&gt;
Slide Back is an instruction that the target character is moved for a distance of ''X'' squares along a straight line directly away from the character that plays this card. Impassable or occupied squares will block this movement. The facing of the target does not change.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealthy===&lt;br /&gt;
When playing a card with the Stealthy propery, the target does not turn to face the character that played the card.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Step&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Step ''X''===&lt;br /&gt;
Step is an instruction that the character using this card may make a move of up to ''X'' squares prior to following any other instructions on the card. This move is made as a regular ground move unless other instructions also apply (See [[Movement]] for an explanation of movement rules.). &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stop===&lt;br /&gt;
Stop describes a terrain {{K|Attach|Attachment}} that creates difficult terrain, that is, it forces a character to end ground [[Movement]] when entering that square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
Stun describes a type of {{K|Attach|Attachment}} that prevents a character from playing any card type other than [[Card Colors#Blue Cards|Movement cards]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
Teleport describes a type of movement accomplished by arcane magic. When counting squares, Teleport ignores all obstacles, although the destination cannot be an impassable square or a square already occupied by another character. (See [[Movement]] for more details on moving.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trait===&lt;br /&gt;
Trait is an instruction that includes several special rules for playing a card:&lt;br /&gt;
#A Trait must be played when it is drawn: on the player's turn, no character in the party may play any card without the Trait keyword until all Traits have been played.  If holding more than one Trait card, the player may choose the order in which to play them. (Some Trait cards may be blocked by other cards already in effect, and so will be skipped.)&lt;br /&gt;
#A player cannot pass while holding a Trait card.&lt;br /&gt;
#When a Trait card is played, draw another card.&lt;br /&gt;
#Playing a Trait card does not end the player's turn.&lt;br /&gt;
----&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Armor"/>
				<updated>2013-03-29T21:01:25Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(This article describes the use of 'Armor' as a card instruction, for Armor as class (color) of card see [[:Category:Armor_Card]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Triggers on damage and prevents &amp;lt;x&amp;gt; points of that damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character would take damage, reduce the amount of that damage by the number indicated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Armor works as a [[Reaction|reaction]] that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the &amp;quot;Armor&amp;quot; keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PL comment: an image showing a hand of armors and an cool arrow for the proc sequence would be great here!--&amp;gt;&lt;br /&gt;
&amp;lt;!--mm comment: left to right is a rule throughout the game, we might need to mock up a multipurpose image for every time we mention it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*You use cards with the Armor instruction only when taking damage: it may be preferable to avoid damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.&lt;br /&gt;
&lt;br /&gt;
*You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Holding multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
*Armor protects against any damage if it can, even when caused by your own actions.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Armor:====&lt;br /&gt;
*Use attacks with the [[Penetrating]] keyword, or attacks with a [[Card Types#Damage Types|damage type]] against which the armor does not trigger.&lt;br /&gt;
&lt;br /&gt;
*Use powerful attacks and/or card combinations that do more total damage than the opponent can mitigate.&lt;br /&gt;
&lt;br /&gt;
*Equip your own deck(s) with cards that force a discard. You may also try to entice your opponent into discarding Armor cards at the end of a round by leaving more than two cards in an enemy hand.&lt;br /&gt;
&lt;br /&gt;
*Armor is revealed when it reacts, so cards that have instructions about revealed cards may be useful as well as cards that mention Armor.&lt;br /&gt;
&lt;br /&gt;
*Against Armor that rolls for Chance, you can expect that the die roll fails some of the time. The odds become worse against you when the Armor has a high success rate and when the opponent holds multiple Armor cards, so you must assess whether you are better off attacking now or waiting for a possible discard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Keep</id>
		<title>Keep</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Keep"/>
				<updated>2013-03-29T21:00:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Return this card to hand or re-attach after it triggers.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*This card is not discarded when used according to the instructions that include Keep.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Keep causes a card to return to a character's hand rather than discarding after using it. If a card has more than one set of instructions, Keep must be specified separately for each use. A card is Kept only when used according to the relevant instructions; Keep does not prevent the card from being discarded during a forced discard or at the end of a round.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Keep also appears on some traits that [[Attachment|attach]] to a character when the effect of the card is described in a reaction box. In this case, Keep refers only to the effect of the attachment and the card does not return to the player's hand when the attachment expires.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Keep makes cards more valuable because you can use them again and again. It's almost like having extra cards! You can devote more space in your deck to other abilities when you use cards with Keep.&lt;br /&gt;
&lt;br /&gt;
*You can save at most two cards at the end of any round, so it may not make sense to equip a large number of cards with Keep. But you still have to draw them first, and bringing more increases the likelihood that you will quickly find something to Keep.&lt;br /&gt;
&lt;br /&gt;
*If your opponent has abilities that force you to discard, you will likely lose your Keep cards. Plan around this by equipping more cards with the same or similar effects as replacements, or try to find a strategy that relies less on Kept abilities.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Keep:====&lt;br /&gt;
*Equip your own deck(s) with cards that force a discard. You may also try to entice your opponent into discarding Keep cards at the end of a round by leaving more than two cards in an enemy hand.&lt;br /&gt;
&lt;br /&gt;
*After its first use, a Keep card is a revealed card. Any cards that target revealed cards are likely to be effective.&lt;br /&gt;
&lt;br /&gt;
*If a card has two sets of instructions, Keep may not apply to both of them. Try to get the enemy to use the effect that is not kept to discard it.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Heal</id>
		<title>Heal</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Heal"/>
				<updated>2013-03-29T19:02:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Restore &amp;lt;x&amp;gt; points of health to target. Health cannot increase beyond it's starting value.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Heal is an effect that increases the HP of one or more characters by a given amount, up to but not exceeding the character's maximum health as determined by class, race, and level.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Regard healing as a form of defense, mitigating the damage done by your opponent and prolonging the time your character(s) may stay in battle.&lt;br /&gt;
**Heal can be more flexible than other common defenses, since it counters all damage and many healing cards may be used on any character in need.&lt;br /&gt;
**However most cards with Heal must be played as actions on your own turn, which consumes time that reaction cards would not use.&lt;br /&gt;
&lt;br /&gt;
*Try to avoid using Heal for anything less than its full value. Any amount of health greater than a character's maximum value is ignored and wasted.&lt;br /&gt;
&lt;br /&gt;
*A character only needs healing when it will be the target of future damage.&lt;br /&gt;
&lt;br /&gt;
*When choosing between multiple targets to heal, consider aiding the character who has the best cards for countering the opponent's tactics.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Heal:====&lt;br /&gt;
*Use attacks and/or card combinations that do damage faster or to more characters than the enemy has cards to heal.&lt;br /&gt;
&lt;br /&gt;
*Healers often carry fewer attack cards than other characters due to limited deck space. Consider knocking out its allies first in the expectation that the healer is the weakest threat when standing alone.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Hard_to_Block</id>
		<title>Hard to Block</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Hard_to_Block"/>
				<updated>2013-03-29T17:04:10Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Subtract &amp;lt;x&amp;gt; when rolling to [[block]] this card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Hard to Block triggers under a very specific circumstance: when a [[:Category:Block Card|Block card]] with a [[Chance]] component reacts as a defense against a card with this property. The original die roll is made, then the Hard to Block number is subtracted from the result. Only if the final total is equal to or greater than the Chance prerequisite will the Block succeed. If more than one Block (with Chance) activates on a play, the modifier applies each time.&amp;lt;/onlyinclude&amp;gt; Hard to Block has no effect unless Chance is rolled; not every Block card does so.&lt;br /&gt;
&lt;br /&gt;
*Multiple cards (including effects other than Hard to Block) may alter a single die roll, with each activating in sequence; in no case may the result of any modifier cause the number rolled to go below 1 or above 6.&lt;br /&gt;
&lt;br /&gt;
Hard to Block does not change die rolls for any other class of card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The usefulness of Hard to Block is directly proportional to the number and success percentage of [[:Category:Block Card|Block cards]] in the target's hand.&lt;br /&gt;
&lt;br /&gt;
*Using Hard to Block may reveal an enemy's Block card(s) when it reacts — but with greater than normal odds in your favor.&lt;br /&gt;
&lt;br /&gt;
*On the other hand, a failed Block returns to the owner's hand, so Hard to Block cards are less effective when you hope to force a Block to discard.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Hard to Block:====&lt;br /&gt;
*Consider other means of defense, such as staying out of range or [[:Category:Armor Card|Armor cards]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Hard_to_Block</id>
		<title>Hard to Block</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Hard_to_Block"/>
				<updated>2013-03-29T16:58:15Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Subtract &amp;lt;x&amp;gt; when rolling to [[block]] this card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Hard to Block triggers under a very specific circumstance: when a [[:Category:Block Card|Block card]] with a [[Chance]] component reacts as a defense against a card with this property. The original die roll is made, then the Hard to Block number is subtracted from the result. Only if the final total is equal to or greater than the Chance prerequisite will the Block succeed. If more than one Block (with Chance) attempts to defend against a Hard to Block card, the modifier applies each time.&amp;lt;/onlyinclude&amp;gt; Hard to Block has no effect unless Chance is rolled; not every Block card does so.&lt;br /&gt;
&lt;br /&gt;
*Multiple cards (including effects other than Hard to Block) may alter a single die roll, with each activating in sequence; in no case may the result of any modifier cause the number rolled to go below 1 or above 6.&lt;br /&gt;
&lt;br /&gt;
Hard to Block does not change die rolls for any other class of card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*The usefulness of Hard to Block is directly proportional to the number and success percentage of [[:Category:Block Card|Block cards]] in the target's hand.&lt;br /&gt;
&lt;br /&gt;
*Using Hard to Block may reveal an enemy's Block card(s) when it reacts — but with greater than normal odds in your favor.&lt;br /&gt;
&lt;br /&gt;
*On the other hand, a failed Block returns to the owner's hand, so Hard to Block cards are less effective when you hope to force a Block to discard.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Hard to Block:====&lt;br /&gt;
*Consider other means of defense, such as staying out of range or [[:Category:Armor Card|Armor cards]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Keywords</id>
		<title>Keywords</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Keywords"/>
				<updated>2013-03-29T15:30:52Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Conforming to page edits: Frenzy and Halt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Some individual entries are copied from their respective pages and should be edited there. Text between the &amp;quot;onlyinclude&amp;quot; tags shows up here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KeywordsTOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Keywords''' give the player information about a card's properties or effects in compact form.  They are used most often for game mechanics and rules that come into play repeatedly on many cards, like {{K|Keep}} or {{K|Heal}}. Because using a keyword is shorter than writing out the whole explanation, more text can be written on a card. Players are expected to learn and recognize these words, but for many [[Blue Manchu Games|Blue Manchu]] also provides a helpful tooltip on mouseover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Armor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Armor ''X''===&lt;br /&gt;
{{:Armor}} ''[[Armor|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attach===&lt;br /&gt;
{{:Attachment}} ''[[Attachment|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Block any&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Melee&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Projectile&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Block===&lt;br /&gt;
{{:Block}} ''[[Block|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burning&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Burning ''X''===&lt;br /&gt;
{{:Burning}} ''[[Burning|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burst&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Burst ''X''===&lt;br /&gt;
{{:Burst}} ''[[Burst|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cantrip===&lt;br /&gt;
{{:Cantrip}} ''[[Cantrip|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chance===&lt;br /&gt;
{{:Chance}} ''[[Chance|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cone===&lt;br /&gt;
{{:Cone}} ''[[Cone|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Damage reduces the [[health]] points of one or more characters by a given number. It is not unusual for [[Reaction|reaction cards]] to increase or decrease the amount of damage after the initial card is played. Damage may be listed in an [[Cards#Icon Box|Icon Box]], or be included in a card's [[Cards#Instructions|instructions]] either expressly or as part of another keyword. There are many [[Card Types#Damage Types|types of damage]], and every card that does damage should have a Damage Type listed in the [[Cards#Information Bar|Information Bar]], card instructions, or as part of another keyword (for example, {{K|Burning}} always does {{K|Fire}} damage).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
Every attachment has a duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded. ''(See [[Attachment]] for more info.)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Encumber&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Encumber ''X''===&lt;br /&gt;
{{:Encumber}} ''[[Encumber|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fly===&lt;br /&gt;
*In-Game Text: &amp;quot;You may move through impassable terrain. You are not required to stop when entering any square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Fly describes a type of movement that allows a character to travel over any obstacles other than [[Game Terrain#Blocked Terrain|Blocked Terrain]]. The destination square cannot be impassable or occupied by another character.  See [[Movement]] for a complete description of movement rules.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Move===&lt;br /&gt;
* In-Game Text: &amp;quot;You are not required to stop when moving next to an enemy, into difficult terrain or for any other reason.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Free Move describes a type of movement that allows a character to ignore terrain costs and stops. The character must travel around [[Game Terrain#Blocked Terrain|Blocked]] and [[Game Terrain#Impassable Terrain|Impassable]] terrain types and squares occupied by enemy characters. See [[Movement]] for a complete description of movement rules.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Frenzy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Frenzy ''X''===&lt;br /&gt;
{{:Frenzy}} ''[[Frenzy|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Halt===&lt;br /&gt;
{{:Halt}} ''[[Halt|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hard to Block&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Hard to Block ''X''===&lt;br /&gt;
Hard to Block affects {{K|Chance}} by subtracting the number ''X'' from the number rolled, making it less likely that damaging cards can be counteracted with [[Card Colors#Green Cards|Block Cards]]. This property does not change die rolls for any other type or color of card.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Heal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Heal ''X''===&lt;br /&gt;
Heal describes a card effect that adds a number, ''X'', to the existing [[health]] of one or more characters; the total health of a character may not increase beyond its value at the start of battle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Jump Back&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Jump Back ''X''===&lt;br /&gt;
Jump Back is an instruction that the affected character moves ''X'' number of squares directly backward, that is, in the opposite direction of its current [[facing]]; facing does not change because of this movement. Impassable or occupied squares will block this movement.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Return to Hand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Keep===&lt;br /&gt;
Keep describes a special circumstance in which a card returns to a character's hand instead of being discarded after playing it; Keep also allows {{K|Attach|attached}} cards to remain attached after reacting during play. If a card has more than one set of [[Cards#Instructions|instructions]], Keep must be specified separately for each use. (If one instruction box includes Keep but the other does not, the card is Kept only when used for those instructions.) Keep does not prevent the card from being discarded during a forced discard or at the end of a round.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
When a Linear card is played, draw an imaginary line between the center of the character's square and the center of the target square: the area of effect will include every square that line crosses except the originating character's square. Note that, although a character must have [[Line of Sight|line of sight]] to see the target, it is not necessary to see all the intervening squares; so, this card may be able to target squares ordinarily unavailable for targeting. The area of effect is shown by a yellow overlay when the card is played.&lt;br /&gt;
&lt;br /&gt;
Within the area of effect, the card's instructions are performed on each square and/or character as if a number of identical copies were all played at once. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Target Self&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===May Self Target===&lt;br /&gt;
May Self Target describes a card that may be used for an effect on the character that plays it. This keyword is found on [[Card Colors|card colors]] that normally target only other characters or squares, such as Attacks, Assists, and Utility cards. Other colors naturally affect just the character that holds them.&lt;br /&gt;
*Some cards may designate an area ({{Keywords|Burst}}) or group target (&amp;quot;all party members&amp;quot;) that includes the card's holder without explicitly writing this keyword.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Move ''X''===&lt;br /&gt;
:''This paragraph describes the use of 'Move' as a keyword, for more information see [[Movement]].&lt;br /&gt;
Move is an instruction for a character to travel on the game board. It may appear in an [[Cards#Icon Box|Icon Box]], or be included in a card's [[Cards#Instructions|instructions]] either expressly or as part of another keyword (such as {{K|Step}}). The number ''X'' designates the length of the move, measured in squares counted away from the character's current square.  See [[Movement]] for a complete description of rules for moving.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Penetrating===&lt;br /&gt;
When a card with the Penetrating property is played, it prevents [[Reaction|reactions]] by [[Card Colors#Grey Cards|Armor cards]] unless that card has special instructions to always prevent damage of a given [[Card Types#Damage Types|type]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pivot===&lt;br /&gt;
Pivot is an instruction that the character may change its facing to any of the four cardinal directions, without moving from its current square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Poison&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Poison ''X''===&lt;br /&gt;
Poison describes a damaging effect that attaches to a character and activates at the start of each round for the {{K|Duration|duration}} of the attachment. The number ''X'' is the amount of damage performed by the card in each round. Once attached, Poison cannot be {{K|Block|blocked}} or reduced by {{K|Armor|armor}}.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Push&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Push ''X''===&lt;br /&gt;
Push is an instruction that the player may move the target character for a distance of up to ''X'' squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. (See [[Movement]] for an explanation of movement rules.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Range&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Range ''X''===&lt;br /&gt;
Range may be written but is usually displayed in an [[Cards#Icon Box|Icon Box]], and describes the distance, in squares counted from the character that plays the card, at which a valid target may be found for the card's effect. Range may be counted to a number ''X'' of squares in any direction including diagonals. Unless special instructions apply, the character must have [[Line of Sight|line of sight]] with the target square.&lt;br /&gt;
&lt;br /&gt;
By convention cards with a Range of zero omit this information. Zero range cards can only target the character or the character's square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Single Use===&lt;br /&gt;
When a character plays a card with the Single Use property, that card may not be used again for the remainder of the battle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Slide ''X''===&lt;br /&gt;
Slide is an instruction that the player may move the target character for a distance of ''X'' squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. In addition, Slide does not change the target's facing. (See [[Movement]] for an explanation of movement rules.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slide Back&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Slide Back ''X''===&lt;br /&gt;
Slide Back is an instruction that the target character is moved for a distance of ''X'' squares along a straight line directly away from the character that plays this card. Impassable or occupied squares will block this movement. The facing of the target does not change.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealthy===&lt;br /&gt;
When playing a card with the Stealthy propery, the target does not turn to face the character that played the card.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Step&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Step ''X''===&lt;br /&gt;
Step is an instruction that the character using this card may make a move of up to ''X'' squares prior to following any other instructions on the card. This move is made as a regular ground move unless other instructions also apply (See [[Movement]] for an explanation of movement rules.). &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stop===&lt;br /&gt;
Stop describes a terrain {{K|Attach|Attachment}} that creates difficult terrain, that is, it forces a character to end ground [[Movement]] when entering that square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
Stun describes a type of {{K|Attach|Attachment}} that prevents a character from playing any card type other than [[Card Colors#Blue Cards|Movement cards]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
Teleport describes a type of movement accomplished by arcane magic. When counting squares, Teleport ignores all obstacles, although the destination cannot be an impassable square or a square already occupied by another character. (See [[Movement]] for more details on moving.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trait===&lt;br /&gt;
Trait is an instruction that includes several special rules for playing a card:&lt;br /&gt;
#A Trait must be played when it is drawn: on the player's turn, no character in the party may play any card without the Trait keyword until all Traits have been played.  If holding more than one Trait card, the player may choose the order in which to play them. (Some Trait cards may be blocked by other cards already in effect, and so will be skipped.)&lt;br /&gt;
#A player cannot pass while holding a Trait card.&lt;br /&gt;
#When a Trait card is played, draw another card.&lt;br /&gt;
#Playing a Trait card does not end the player's turn.&lt;br /&gt;
----&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Halt</id>
		<title>Halt</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Halt"/>
				<updated>2013-03-29T15:26:56Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Attach to target character. Target may not play [[:Category:Movement Card|Move cards]].&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;At the start of each player's turn, the game engine checks for which cards include valid actions to play: Halt disables any [[:Category:Movement Card|Movement cards]] and prevents their selection for the affected character. This includes both pure and hybrid active cards with a Blue background component.&amp;lt;/onlyinclude&amp;gt; However, Halt does NOT prevent movement that occurs from a triggered reaction card. Nor does it prevent any unaffected character from using a card that allows the Halted character to move.&lt;br /&gt;
&lt;br /&gt;
=====Halt and Minions=====&lt;br /&gt;
Because Halt applies on a per character basis, it is possible for the AI to play a movement card to an unaffected minion and thus to move the entire group. Every surviving group member must be individually Halted to block movement cards in their shared hand.&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use Halt to stop enemy movement; remember that it is of little use when a character has no need to move. {{K|Melee}} attackers are more easily prevented from fighting than those that have long range cards.&lt;br /&gt;
&lt;br /&gt;
*Halt is a good combination with terrain attachments, making it difficult for the affected character to escape.&lt;br /&gt;
&lt;br /&gt;
*As discussed, Halt may not be useful against minion groups unless few remain.&lt;br /&gt;
&lt;br /&gt;
*Because Halt prevents cards from being played, it is likely that the opponent will need to discard several cards at the end of the round. It is also likely that the opponent, having fewer options, will pass sooner in the round.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Halt:====&lt;br /&gt;
*To end Halt early, you must discard the [[attachment]] either by using a card that does so or by exploiting the three attachment limit.&lt;br /&gt;
&lt;br /&gt;
*Group movement cards can bypass Halt.&lt;br /&gt;
&lt;br /&gt;
*You cannot use any [[Step]] card while the movement component is disabled. Consider carefully before bringing them to a fight against Halt.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Frenzy</id>
		<title>Frenzy</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Frenzy"/>
				<updated>2013-03-29T14:13:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Attach to target. Target adds &amp;lt;x&amp;gt; damage to any Melee attacks they play.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character plays a [[Card Types#Attack Types|Melee attack]] card, add the indicated amount to that card's total damage.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Frenzy works as a reaction that activates when a character uses a [[Card Types#Attack Types|Melee type]] attack. The effect of Frenzy is to increase the total damage that card may perform against the target; when a character has several Frenzy cards to draw upon, each activates in sequence for a cumulative effect. Frenzy triggers before the target checks for defenses.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In spite of what the in-game text implies, there are two ways to use Frenzy. The first is indeed through a card [[Attachment|attachment]], when Frenzy will be part of a light colored instruction box. In this case, the attachment must be made before the Frenzy will activate. The second method involves cards that react directly from a character's hand, when Frenzy is part of a dark colored reaction box — in which case it is enough simply to draw and hold the card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use Frenzy to increase the power of your [[Card Types#Attack Types|Melee]] attacks. Be aware that it does nothing for cards labeled Magic or Projectile.&lt;br /&gt;
&lt;br /&gt;
*To maximize the use of Frenzy, you must play as many Melee attacks as possible while you have the bonus.&lt;br /&gt;
**Equip a character with plenty of Melee cards so that they can draw them when the opportunity comes. Note that some cards with Frenzy must be applied to a different character, so plan accordingly.&lt;br /&gt;
**If your Frenzy must be [[Attachment|attached]] first, try to do so before the target plays any attacks in that round.&lt;br /&gt;
**Frenzy could be wasted if the character does not have sufficient movement to reach Melee range.&lt;br /&gt;
&lt;br /&gt;
*The Frenzy bonus does not count as part of a card's base damage for purposes of following card instructions.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Frenzy:====&lt;br /&gt;
*Frenzy is a bonus applied to an attack, so any defenses you have against Melee attacks will help to protect against Frenzy. Perhaps the best defense is to stay out of melee range altogether: no attacks, no boosted damage.&lt;br /&gt;
&lt;br /&gt;
*Anything that discards [[Attachment]]s may help against attach style Frenzy.&lt;br /&gt;
&lt;br /&gt;
*If the Frenzy is held in an enemy's hand, try to force a discard.&lt;br /&gt;
**Some such cards have two separate reactions: triggering the other effect may cause a discard. (This is true of all examples in version Beta 1.22.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Frenzy</id>
		<title>Frenzy</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Frenzy"/>
				<updated>2013-03-29T14:01:17Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Attach to target. Target adds &amp;lt;x&amp;gt; damage to any Melee attacks they play.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character plays a [[Card Types#Attack Types|Melee attack]] card, add the indicated amount to that card's total damage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Frenzy works as a reaction that activates when a character uses a [[Card Types#Attack Types|Melee type]] attack. The effect of Frenzy is to increase the total damage that card may perform against the target; Frenzy triggers before the target checks for defenses. When a character has several Frenzy cards to draw upon, each activates in sequence for a cumulative effect.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In spite of what the in-game text implies, there are two ways to use Frenzy. The first is indeed through a card [[Attachment|attachment]]: in this case, the attachment must be made before the Frenzy will activate. The second method involves cards that react directly from a character's hand — Frenzy is part of a dark colored reaction box — in which case it is enough simply to draw and hold them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use Frenzy to increase the power of your [[Card Types#Attack Types|Melee]] attacks. Be aware that it does nothing for cards labeled Magic or Projectile.&lt;br /&gt;
&lt;br /&gt;
*To maximize the use of Frenzy, you must play as many Melee attacks as possible while you have the bonus.&lt;br /&gt;
**Equip a character with plenty of Melee cards so that they can draw them when the opportunity comes. Note that some cards with Frenzy must be applied to a different character, so plan accordingly.&lt;br /&gt;
**If your Frenzy must be [[Attachment|attached]] first, try to do so before the target plays any attacks in that round.&lt;br /&gt;
**Frenzy could be wasted if the character does not have sufficient movement to reach Melee range.&lt;br /&gt;
&lt;br /&gt;
*The Frenzy bonus does not count as part of a card's base damage for purposes of following card instructions.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Frenzy:====&lt;br /&gt;
*Frenzy is a bonus applied to an attack, so any defenses you have against Melee attacks will help to protect against Frenzy. Perhaps the best defense is to stay out of melee range altogether: no attacks, no boosted damage.&lt;br /&gt;
&lt;br /&gt;
*Anything that discards [[Attachment]]s may help against attach style Frenzy.&lt;br /&gt;
&lt;br /&gt;
*If the Frenzy is held in an enemy's hand, try to force a discard.&lt;br /&gt;
**Some such cards have two separate reactions: triggering the other effect may cause a discard. (This is true of all examples in version Beta 1.22.)&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Encumber</id>
		<title>Encumber</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Encumber"/>
				<updated>2013-03-27T17:14:59Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Whenever you move, subtract &amp;lt;x&amp;gt; move points from that move.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*Reduces the movement value of cards played by a character by the given amount.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Encumber works as a [[Reaction|reaction]] that activates when a character holding an encumber card or who has an encumber [[Attachment|attached]] plays a [[:Category:Movement Card|Movement card]]. The effect is to reduce the total length of the move by the given number, to a minimum move of zero. More than one Encumber can activate on a single move, resulting in multiple deductions.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of version Beta 1.21, the technical process of how Encumber works in the game engine may cause it to act in a way not obviously intuitive to the player. Currently the reaction only triggers when a character actually plays a movement card: when a second character plays a card allowing others to move, the encumbered character can use its full value. In addition, cards with the [[Step]] keyword process movement before checking for Encumber and thus are not hindered by it. These are known to Blue Manchu and are under review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use Encumber to slow enemies or even hold them in place. Works best against characters who have shorter moves to start with.&lt;br /&gt;
&lt;br /&gt;
*If you use equipment that puts self-encumbering cards into your own deck, you want a plan to reduce the negative impact. Keep in mind that you may discard down to two cards at the end of a round. The next section has a few more ideas.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Encumber:====&lt;br /&gt;
*Equip [[:Category:Movement Card|Movement cards]] with high values so that you can overcome the reduction. With very strong cards, you may have plenty of movement for practical purposes.&lt;br /&gt;
&lt;br /&gt;
*As noted above, group movement and Step cards can bypass encumbrance entirely.&lt;br /&gt;
&lt;br /&gt;
*Because encumbrance created by the enemy is an [[Attachment]], any cards that allow you to dispose of attachments can deal with Encumber created by your opponents. Or you can wait for the attachment to expire.&lt;br /&gt;
&lt;br /&gt;
*Try to lure the enemy into coming toward you, reducing the amount of movement you need to make.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Burning</id>
		<title>Burning</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Burning"/>
				<updated>2013-03-26T02:03:27Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Attach to target. At the start of each turn, target takes &amp;lt;x&amp;gt; points of Fire damage.&amp;quot;&lt;br /&gt;
:''(As of this writing, the in-game text is incorrect. It should read &amp;quot;At the start of each round...&amp;quot;)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Burning works by attaching to a target character. At the start of each round before drawing new cards, the attachment triggers and causes [[Card Types#Damage Types|Fire]] damage to that character in the amount given. See the [[Attachment]] page for general information on that mechanic.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Burning is a fairly straightforward effect. Use it to cause damage over time.&lt;br /&gt;
&lt;br /&gt;
*Strongly consider leaving weak enemies to burn to death unless they pose a grave threat to one of your characters. Don't pile unnecessary damage on an enemy that won't last.&lt;br /&gt;
&lt;br /&gt;
*Like all attachments, using another copy of a card replaces the one already attached, in effect preventing the damage Burning would have done. This applies to cards by name, not to similar quantities of burning.&lt;br /&gt;
&lt;br /&gt;
*Check [[Attachment]] for more advice.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Burning:====&lt;br /&gt;
*[[:Category:Armor Card|Armor]] can protect against Burning damage, if you keep it for the beginning of the next round.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Burning</id>
		<title>Burning</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Burning"/>
				<updated>2013-03-26T02:02:10Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: /* General Strategy */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Attach to target. At the start of each turn, target takes &amp;lt;x&amp;gt; points of Fire damage.&amp;quot;&lt;br /&gt;
:''(As of this writing, the in-game text is incorrect. It should read &amp;quot;At the start of each round...&amp;quot;)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Burning works by attaching to a target character. At the start of each round before drawing new cards, the attachment triggers and causes [[Card Types#Damage Types|Fire]] damage to that character in the amount given. This damage may be mitigated by {{K|Armor}}. See the [[Attachment]] page for general information on that mechanic.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Burning is a fairly straightforward effect. Use it to cause damage over time.&lt;br /&gt;
&lt;br /&gt;
*Strongly consider leaving weak enemies to burn to death unless they pose a grave threat to one of your characters. Don't pile unnecessary damage on an enemy that won't last.&lt;br /&gt;
&lt;br /&gt;
*Like all attachments, using another copy of a card replaces the one already attached, in effect preventing the damage Burning would have done. This applies to cards by name, not to similar quantities of burning.&lt;br /&gt;
&lt;br /&gt;
*Check [[Attachment]] for more advice.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Burning:====&lt;br /&gt;
*[[:Category:Armor Card|Armor]] can protect against Burning damage, if you keep it for the beginning of the next round.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Armor"/>
				<updated>2013-03-26T01:50:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: /* Against opponents who uses Armor: */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(This article describes the use of 'Armor' as a card instruction, for Armor as class (color) of card see [[:Category:Armor_Card]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Triggers on damage and prevents &amp;lt;x&amp;gt; points of that damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character would take damage, reduce the amount of that damage by the number indicated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Armor works as a [[Reaction|reaction]] that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the &amp;quot;Armor&amp;quot; keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PL comment: an image showing a hand of armors and an cool arrow for the proc sequence would be great here!--&amp;gt;&lt;br /&gt;
&amp;lt;!--mm comment: left to right is a rule throughout the game, we might need to mock up a multipurpose image for every time we mention it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*You use cards with the Armor instruction only when taking damage: it may be preferable to avoid damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.&lt;br /&gt;
&lt;br /&gt;
*You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Holding multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
*Armor protects against any damage if it can, even when caused by your own actions.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Armor:====&lt;br /&gt;
*Use attacks with the [[Penetrating]] keyword, or attacks with a [[Card Types#Damage Types|damage type]] against which the armor does not trigger.&lt;br /&gt;
*Use powerful attacks and/or card combinations that do more total damage than the opponent can mitigate.&lt;br /&gt;
*Equip your own deck(s) with cards that force the enemy to discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.&lt;br /&gt;
*Armor is revealed when it reacts, so cards that have instructions about revealed cards may be useful as well as cards that mention Armor.&lt;br /&gt;
*Against Armor that rolls for Chance, you can expect that the die roll fails some of the time. The odds become worse against you when the Armor has a high success rate and when the opponent holds multiple Armor cards, so you must assess whether you are better off attacking now or waiting for a possible discard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Block_Projectile</id>
		<title>Block Projectile</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Block_Projectile"/>
				<updated>2013-03-26T01:18:14Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: redirect to Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Block]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Block_Magic</id>
		<title>Block Magic</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Block_Magic"/>
				<updated>2013-03-26T01:18:01Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: redirect to Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Block]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Block_Melee</id>
		<title>Block Melee</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Block_Melee"/>
				<updated>2013-03-26T01:17:46Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: redirect to Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Block]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Block_Any</id>
		<title>Block Any</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Block_Any"/>
				<updated>2013-03-26T01:17:25Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: redirect to Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Block]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Block_any</id>
		<title>Block any</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Block_any"/>
				<updated>2013-03-26T01:17:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: redirect to Block&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Block]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Attach</id>
		<title>Attach</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Attach"/>
				<updated>2013-03-26T01:15:58Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: redirect to Attachment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Attachment]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Encumber</id>
		<title>Encumber</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Encumber"/>
				<updated>2013-03-26T00:07:42Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Whenever you move, subtract &amp;lt;x&amp;gt; move points from that move.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*Reduces the movement value of cards played by a character by the given amount.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Encumber works as a [[Reaction|reaction]] that activates when a character holding an encumber card or who has an encumber [[Attachment|attached]] plays a [[:Category:Movement Card|Movement card]]. The effect is to reduce the total length of the move by the given number, to a minimum move of zero. More than one Encumber can activate on a single move, resulting in multiple deductions.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of version Beta 1.21, there are technical issues that may cause Encumber to act in a way not obviously intuitive to the player. Currently the reaction only triggers when a character actually plays a movement card: when a second character plays a card allowing others to move, the encumbered character can use its full value. In addition, cards with the [[Step]] keyword process movement before checking for Encumber and thus are not hindered by it. These are known to Blue Manchu and are under review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use Encumber to slow enemies or even hold them in place. Works best against characters who have shorter moves to start with.&lt;br /&gt;
&lt;br /&gt;
*If you use equipment that puts self-encumbering cards into your own deck, you want a plan to reduce the negative impact. Keep in mind that you may discard down to two cards at the end of a round. The next section has a few more ideas.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Encumber:====&lt;br /&gt;
*Equip [[:Category:Movement Card|Movement cards]] with high values so that you can overcome the reduction. With very strong cards, you may have plenty of movement for practical purposes.&lt;br /&gt;
&lt;br /&gt;
*As noted above, group movement and Step cards can bypass encumbrance entirely.&lt;br /&gt;
&lt;br /&gt;
*Because encumbrance created by the enemy is an [[Attachment]], any cards that allow you to dispose of attachments can deal with Encumber created by your opponents. Or you can wait for the attachment to expire.&lt;br /&gt;
&lt;br /&gt;
*Try to lure the enemy into coming toward you, reducing the amount of movement you need to make.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Keywords</id>
		<title>Keywords</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Keywords"/>
				<updated>2013-03-26T00:06:02Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: First batch of changes to new detail pages: Armor, Attach, Block, Burning, Burst, Cantrip, Chance, Cone, Encumber&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- Some individual entries are copied from their respective pages and should be edited there. Text between the &amp;quot;onlyinclude&amp;quot; tags shows up here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KeywordsTOC}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Keywords''' give the player information about a card's properties or effects in compact form.  They are used most often for game mechanics and rules that come into play repeatedly on many cards, like {{K|Keep}} or {{K|Heal}}. Because using a keyword is shorter than writing out the whole explanation, more text can be written on a card. Players are expected to learn and recognize these words, but for many [[Blue Manchu Games|Blue Manchu]] also provides a helpful tooltip on mouseover.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Armor&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Armor ''X''===&lt;br /&gt;
{{:Armor}} ''[[Armor|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Attach===&lt;br /&gt;
{{:Attachment}} ''[[Attachment|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Block any&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Melee&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Projectile&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;div id=&amp;quot;Block Magic&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Block===&lt;br /&gt;
{{:Block}} ''[[Block|(more info)'']]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burning&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Burning ''X''===&lt;br /&gt;
{{:Burning}} ''[[Burning|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Burst&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Burst ''X''===&lt;br /&gt;
{{:Burst}} ''[[Burst|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cantrip===&lt;br /&gt;
{{:Cantrip}} ''[[Cantrip|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Chance===&lt;br /&gt;
{{:Chance}} ''[[Chance|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Cone===&lt;br /&gt;
{{:Cone}} ''[[Cone|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Damage===&lt;br /&gt;
Damage reduces the [[health]] points of one or more characters by a given number. It is not unusual for [[Reaction|reaction cards]] to increase or decrease the amount of damage after the initial card is played. Damage may be listed in an [[Cards#Icon Box|Icon Box]], or be included in a card's [[Cards#Instructions|instructions]] either expressly or as part of another keyword. There are many [[Card Types#Damage Types|types of damage]], and every card that does damage should have a Damage Type listed in the [[Cards#Information Bar|Information Bar]], card instructions, or as part of another keyword (for example, {{K|Burning}} always does {{K|Fire}} damage).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Duration===&lt;br /&gt;
Every attachment has a duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded. ''(See [[Attachment]] for more info.)''&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Encumber&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Encumber ''X''===&lt;br /&gt;
{{:Encumber}} ''[[Encumber|(more info)'']]&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fly===&lt;br /&gt;
Fly describes a type of movement that travels without contacting the ground. Flying allows a character to ignore any terrain costs, zone of control, or {{K|Stop|stops}}, and to move over occupied squares. Blocking terrain blocks movement according the the usual rules, however mere impassable terrain does not (see [[Movement]]). The destination cannot be impassable or occupied by another character.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Free Move===&lt;br /&gt;
When using a card with the Free Move property, a character may ignore terrain costs and stops. The character making this move must go around impassable terrain and occupied squares. (See [[Movement]] for a complete description of movement rules).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Frenzy&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Frenzy ''X''===&lt;br /&gt;
Frenzy is an instruction that this card {{K|Attach|attaches}} to a character, and while attached Frenzy adds ''X'' amount of {{K|Damage|damage}} to any {{T|Melee}} type card a character uses if that card already does some damage. The card remains attached until its duration expires (implied {{K|Keep}}).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Halt===&lt;br /&gt;
Halt is an instruction that this card {{K|Attach|attaches}} to a character and for its duration prevents a character from playing [[Card Colors#Blue Cards|Movement]] cards.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Hard to Block&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Hard to Block ''X''===&lt;br /&gt;
Hard to Block affects {{K|Chance}} by subtracting the number ''X'' from the number rolled, making it less likely that damaging cards can be counteracted with [[Card Colors#Green Cards|Block Cards]]. This property does not change die rolls for any other type or color of card.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Heal&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Heal ''X''===&lt;br /&gt;
Heal describes a card effect that adds a number, ''X'', to the existing [[health]] of one or more characters; the total health of a character may not increase beyond its value at the start of battle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Jump Back&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Jump Back ''X''===&lt;br /&gt;
Jump Back is an instruction that the affected character moves ''X'' number of squares directly backward, that is, in the opposite direction of its current [[facing]]; facing does not change because of this movement. Impassable or occupied squares will block this movement.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Return to Hand&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Keep===&lt;br /&gt;
Keep describes a special circumstance in which a card returns to a character's hand instead of being discarded after playing it; Keep also allows {{K|Attach|attached}} cards to remain attached after reacting during play. If a card has more than one set of [[Cards#Instructions|instructions]], Keep must be specified separately for each use. (If one instruction box includes Keep but the other does not, the card is Kept only when used for those instructions.) Keep does not prevent the card from being discarded during a forced discard or at the end of a round.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Linear===&lt;br /&gt;
When a Linear card is played, draw an imaginary line between the center of the character's square and the center of the target square: the area of effect will include every square that line crosses except the originating character's square. Note that, although a character must have [[Line of Sight|line of sight]] to see the target, it is not necessary to see all the intervening squares; so, this card may be able to target squares ordinarily unavailable for targeting. The area of effect is shown by a yellow overlay when the card is played.&lt;br /&gt;
&lt;br /&gt;
Within the area of effect, the card's instructions are performed on each square and/or character as if a number of identical copies were all played at once. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Target Self&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===May Self Target===&lt;br /&gt;
May Self Target describes a card that may be used for an effect on the character that plays it. This keyword is found on [[Card Colors|card colors]] that normally target only other characters or squares, such as Attacks, Assists, and Utility cards. Other colors naturally affect just the character that holds them.&lt;br /&gt;
*Some cards may designate an area ({{Keywords|Burst}}) or group target (&amp;quot;all party members&amp;quot;) that includes the card's holder without explicitly writing this keyword.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Move&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Move ''X''===&lt;br /&gt;
:''This paragraph describes the use of 'Move' as a keyword, for more information see [[Movement]].&lt;br /&gt;
Move is an instruction for a character to travel on the game board. It may appear in an [[Cards#Icon Box|Icon Box]], or be included in a card's [[Cards#Instructions|instructions]] either expressly or as part of another keyword (such as {{K|Step}}). The number ''X'' designates the length of the move, measured in squares counted away from the character's current square.  See [[Movement]] for a complete description of rules for moving.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Penetrating===&lt;br /&gt;
When a card with the Penetrating property is played, it prevents [[Reaction|reactions]] by [[Card Colors#Grey Cards|Armor cards]] unless that card has special instructions to always prevent damage of a given [[Card Types#Damage Types|type]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Pivot===&lt;br /&gt;
Pivot is an instruction that the character may change its facing to any of the four cardinal directions, without moving from its current square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Poison&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Poison ''X''===&lt;br /&gt;
Poison describes a damaging effect that attaches to a character and activates at the start of each round for the {{K|Duration|duration}} of the attachment. The number ''X'' is the amount of damage performed by the card in each round. Once attached, Poison cannot be {{K|Block|blocked}} or reduced by {{K|Armor|armor}}.&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Push&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Push ''X''===&lt;br /&gt;
Push is an instruction that the player may move the target character for a distance of up to ''X'' squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. (See [[Movement]] for an explanation of movement rules.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Range&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Range ''X''===&lt;br /&gt;
Range may be written but is usually displayed in an [[Cards#Icon Box|Icon Box]], and describes the distance, in squares counted from the character that plays the card, at which a valid target may be found for the card's effect. Range may be counted to a number ''X'' of squares in any direction including diagonals. Unless special instructions apply, the character must have [[Line of Sight|line of sight]] with the target square.&lt;br /&gt;
&lt;br /&gt;
By convention cards with a Range of zero omit this information. Zero range cards can only target the character or the character's square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Single Use===&lt;br /&gt;
When a character plays a card with the Single Use property, that card may not be used again for the remainder of the battle.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slide&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Slide ''X''===&lt;br /&gt;
Slide is an instruction that the player may move the target character for a distance of ''X'' squares. This is made as a regular ground movement, so blocking terrain, difficult terrain, and zones of control all apply. In addition, Slide does not change the target's facing. (See [[Movement]] for an explanation of movement rules.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Slide Back&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Slide Back ''X''===&lt;br /&gt;
Slide Back is an instruction that the target character is moved for a distance of ''X'' squares along a straight line directly away from the character that plays this card. Impassable or occupied squares will block this movement. The facing of the target does not change.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stealthy===&lt;br /&gt;
When playing a card with the Stealthy propery, the target does not turn to face the character that played the card.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div id=&amp;quot;Step&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
===Step ''X''===&lt;br /&gt;
Step is an instruction that the character using this card may make a move of up to ''X'' squares prior to following any other instructions on the card. This move is made as a regular ground move unless other instructions also apply (See [[Movement]] for an explanation of movement rules.). &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stop===&lt;br /&gt;
Stop describes a terrain {{K|Attach|Attachment}} that creates difficult terrain, that is, it forces a character to end ground [[Movement]] when entering that square.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Stun===&lt;br /&gt;
Stun describes a type of {{K|Attach|Attachment}} that prevents a character from playing any card type other than [[Card Colors#Blue Cards|Movement cards]].&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Teleport===&lt;br /&gt;
Teleport describes a type of movement accomplished by arcane magic. When counting squares, Teleport ignores all obstacles, although the destination cannot be an impassable square or a square already occupied by another character. (See [[Movement]] for more details on moving.)&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Trait===&lt;br /&gt;
Trait is an instruction that includes several special rules for playing a card:&lt;br /&gt;
#A Trait must be played when it is drawn: on the player's turn, no character in the party may play any card without the Trait keyword until all Traits have been played.  If holding more than one Trait card, the player may choose the order in which to play them. (Some Trait cards may be blocked by other cards already in effect, and so will be skipped.)&lt;br /&gt;
#A player cannot pass while holding a Trait card.&lt;br /&gt;
#When a Trait card is played, draw another card.&lt;br /&gt;
#Playing a Trait card does not end the player's turn.&lt;br /&gt;
----&lt;br /&gt;
__NOTOC__&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Encumber</id>
		<title>Encumber</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Encumber"/>
				<updated>2013-03-25T23:54:48Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Whenever you move, subtract &amp;lt;x&amp;gt; move points from that move.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*Reduces the movement value of cards played by a character by the given amount.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Encumber works as a reaction that activates when a character holding an encumber card or who has an encumber [[Attachment|attached]] plays a [[:Category:Movement Card|Movement card]]. The effect is to reduce the total length of the move by the given number, to a minimum move of zero. More than one Encumber can activate on a single move, resulting in multiple deductions.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of version Beta 1.21, there are technical issues that may cause Encumber to act in a way not obviously intuitive to the player. Currently the reaction only triggers when a character actually plays a movement card: when a second character plays a card allowing others to move, the encumbered character can use its full value. In addition, cards with the [[Step]] keyword process movement before checking for Encumber and thus are not hindered by it. These are known to Blue Manchu and are under review.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use Encumber to slow enemies or even hold them in place. Works best against characters who have shorter moves to start with.&lt;br /&gt;
&lt;br /&gt;
*If you use equipment that puts self-encumbering cards into your own deck, you want a plan to reduce the negative impact. Keep in mind that you may discard down to two cards at the end of a round. The next section has a few more ideas.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Encumber:====&lt;br /&gt;
*Equip [[:Category:Movement Card|Movement cards]] with high values so that you can overcome the reduction. With very strong cards, you may have plenty of movement for practical purposes.&lt;br /&gt;
&lt;br /&gt;
*As noted above, group movement and Step cards can bypass encumbrance entirely.&lt;br /&gt;
&lt;br /&gt;
*Because encumbrance created by the enemy is an [[Attachment]], any cards that allow you to dispose of attachments can deal with Encumber created by your opponents. Or you can wait for the attachment to expire.&lt;br /&gt;
&lt;br /&gt;
*Try to lure the enemy into coming toward you, reducing the amount of movement you need to make.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Cone</id>
		<title>Cone</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Cone"/>
				<updated>2013-03-25T22:20:41Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Affects all characters or squares in forward arc.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*This card has an area of effect that becomes wider with distance from the character who uses it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Cone has an area of effect that starts from, but does NOT include, the square on which a character stands.  On playing a cone card, the character may choose one of the four cardinal directions for the target area. The range of the card defines how far the cone will reach, with an area that is three tiles wide in the first row, five tiles wide in the second row, and so forth. However, [[Game Terrain#Blocked Terrain|Blocked terrain]] stops the cone, so only squares within the character's [[Line of Sight|line of sight]] may be targeted. Within the area of effect, the card's instructions are performed on every character and/or tile as if a number of identical copies were played to each one individually. The exact order in which the copies take effect is determined by the game engine; effects that target characters are processed before effects that target terrain if both are present on the same card.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As of version Beta 1.21, the yellow preview overlay for the area of effect only displays for the character's current facing, which may not be the direction eventually chosen. This is a known issue with a fix in the works. Until then, mousing over a character with no card selected shows the overall area of sight; a player can count outward to get an idea of where the cone will fall.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use cone effects to target multiple characters at one time. Try to find a placement with many targets in order to increase the power of your card. You may want to save your card until the enemy has moved into a suitable configuration.&lt;br /&gt;
&lt;br /&gt;
*By default, the cone includes all characters, including yours. Avoid collateral damage unless you're sure the payoff is worth the pain.&lt;br /&gt;
&lt;br /&gt;
*Cone works on line of sight, so areas with [[Game Terrain#Blocked Terrain|Blocked terrain]] hinder the effectiveness of these cards.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Cones:====&lt;br /&gt;
*Because the cone affects an area forward of the character, it is not possible to target two cardinal directions at the same time. If you are mindful of the diagonals, you can keep your characters positioned so that they will not be targeted together.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Burst</id>
		<title>Burst</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Burst"/>
				<updated>2013-03-25T21:34:16Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Affects all characters with &amp;lt;x&amp;gt; of the target square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*Copy the effects of this card to all characters or tiles within the given radius of the target, unless blocked by terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Burst creates an area of effect counted outward from the target square in all directions to any square within the given distance ''X'' that has [[Line of Sight|line of sight]] with the target square. The area of effect is shown with a yellow overlay on the game board at the time a Burst card is played.  &lt;br /&gt;
Within the area of effect, the card's instructions are performed on every character and/or tile as if a number of identical copies were played to each one individually. The exact order in which the copies take effect is determined by the game engine; effects that target characters are processed before effects that target terrain if both are present on the same card.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Burst may include squares not in sight of the character who uses the card, or squares beyond the listed range of the card. This means that even though the central square must meet the normal criteria, a burst card may reach squares a character could not normally target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use burst effects to target multiple characters at one time. Try to find a placement with many targets in order to increase the power of your card. You may want to save your card until the enemy has moved into a suitable configuration.&lt;br /&gt;
&lt;br /&gt;
*By default, the burst includes all characters, including yours. Avoid collateral damage unless you're sure the payoff is worth the pain.&lt;br /&gt;
&lt;br /&gt;
*Burst works on line of sight, so areas with [[Game Terrain#Blocked Terrain|Blocked terrain]] hinder the effectiveness of these cards.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Burst:====&lt;br /&gt;
*Use distance and blocked terrain so that your characters cannot be targeted simultaneously. Be prepared, however, because you might be separating them to a degree that hampers the ability of your characters to support each other on the battlefield.&lt;br /&gt;
&lt;br /&gt;
*Most burst cards are used at long range. Equip cards with ranged abilities of your own, or move so close that the enemy is struck by their own effects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Chance</id>
		<title>Chance</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Chance"/>
				<updated>2013-03-25T21:15:58Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Detailed page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: N/A&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*Perform a test of chance in the form of a die roll before this card may take effect.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Chance appears as an icon that looks like a die in the left-hand icon box of [[Reaction|reaction]] cards. The number of pips (spots) displayed on the icon shows what number, or greater, must be rolled on a six-sided die before that card's effects will activate. If the Chance roll fails, the card is marked as revealed and returned to the player's hand. If the Chance roll succeeds, all effects in the associated instructions take effect. In the case that cards have two sets of instructions, Chance must be specified for both; any set of instructions without a Chance icon always takes effect.&lt;br /&gt;
&lt;br /&gt;
:{|&lt;br /&gt;
!Chance # !! &amp;amp;ensp; &amp;amp;frasl; !! align=&amp;quot;left&amp;quot; | &amp;amp;ensp; Probability of success&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1+ || || &amp;amp;ensp; 6/6, or 100%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2+ || || &amp;amp;ensp; 5/6, or 83.33%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3+ || || &amp;amp;ensp; 4/6, or 66.67%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4+ || || &amp;amp;ensp; 3/6, or 50%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5+ || || &amp;amp;ensp; 2/6, or 33.33%&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6+ || || &amp;amp;ensp; 1/6, or 16.67%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Some cards have instructions that modify the die roll, moving the number originally rolled up or down in order to change a card's rate of success. The die roll can never drop below 1 or exceed 6.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&amp;lt;!--mm comment: We could use a nicer chance table with the icons and all. One of these days, sigh.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The die roll is in fact a random number generation performed on the game server using a well-documented Java function. No matter how badly it seems to favor one side or the other, it has been tested for fairness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
As of version Beta 1.21, some cards exist that have a negative function, that is, when they &amp;quot;succeed&amp;quot; they end up harming the player who made the roll. Blue Manchu has said they will consider rewriting those specific instructions so that a higher number is always positive for the player who owns the card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Keep in mind the likelihood of success when comparing similar cards for your deck(s). A little bit of calculation could prove valuable in the long run. Many of your favorite defensive cards rely on some measure of chance.&lt;br /&gt;
&lt;br /&gt;
*Similarly, if you know your opponent has Chance in her or his defenses, studying the odds will give you a good idea just how much you risk by playing your own attacks.&lt;br /&gt;
&lt;br /&gt;
*After all that math, don't be afraid to just go for it from time to time. Best try to pick moments when you lose little and have much to gain, such as when you would discard a card anyway. Even a tiny chance is more likely to succeed than a card that is never played.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Cantrip</id>
		<title>Cantrip</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Cantrip"/>
				<updated>2013-03-25T20:19:23Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Keyword detail page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Take another turn after playing this card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Cantrip changes the ordinary passage of turns. Instead of switching to the opponent after a card is finished, the player who uses a Cantrip gets a new turn and may play any available card or pass.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Take two turns in a row! Particularly useful for gaining position just before attacking.&lt;br /&gt;
&lt;br /&gt;
*When an opponent has passed, playing a cantrip card counts as not passing on the next turn, denying your opponent the initiative in the next round (at least temporarily).&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Burning</id>
		<title>Burning</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Burning"/>
				<updated>2013-03-25T19:49:13Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Attach to target. At the start of each turn, target takes &amp;lt;x&amp;gt; points of Fire damage.&amp;quot;&lt;br /&gt;
:''(As of this writing, the in-game text is incorrect. It should read &amp;quot;At the start of each round...&amp;quot;)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Burning works by attaching to a target character. At the start of each round before drawing new cards, the attachment triggers and causes [[Card Types#Damage Types|Fire]] damage to that character in the amount given. This damage may be mitigated by {{K|Armor}}. See the [[Attachment]] page for general information on that mechanic.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Burning is a fairly straightforward effect. Use it to cause damage over time.&lt;br /&gt;
&lt;br /&gt;
*Strongly consider leaving weak enemies to burn to death unless they pose a grave threat to one of your characters. Don't pile unnecessary damage on an enemy that won't last.&lt;br /&gt;
&lt;br /&gt;
*Like all attachments, using another copy of a card replaces the one already attached, in effect preventing the damage Burning would have done. This applies to cards by name, not to similar quantities of burning.&lt;br /&gt;
&lt;br /&gt;
*Check [[Attachment]] for more advice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Burning</id>
		<title>Burning</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Burning"/>
				<updated>2013-03-25T19:46:23Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Attach to target. At the start of each turn, target takes &amp;lt;x&amp;gt; points of Fire damage.&amp;quot;&lt;br /&gt;
:''(As of this writing, the in-game text is incorrect. It should read &amp;quot;At the start of each round...&amp;quot;)''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Burning works by attaching to a target character(s). At the start of each round before drawing new cards, the attachment triggers and causes [[Card Types#Damage Types|Fire]] damage to that character in the amount given. This damage may be mitigated by {{K|Armor}}. See the [[Attachment]] page for general information on that mechanic.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Burning is a fairly straightforward effect. Use it to cause damage over time.&lt;br /&gt;
&lt;br /&gt;
*Strongly consider leaving weak enemies to burn to death unless they pose a grave threat to one of your characters. Don't pile unnecessary damage on an enemy that won't last.&lt;br /&gt;
&lt;br /&gt;
*Like all attachments, using another copy of a card replaces the one already attached, in effect preventing the damage Burning would have done. This applies to cards by name, not to similar quantities of burning.&lt;br /&gt;
&lt;br /&gt;
*Check [[Attachment]] for more advice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Burning</id>
		<title>Burning</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Burning"/>
				<updated>2013-03-25T19:38:10Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Attach to target. At the start of each turn, target takes &amp;lt;x&amp;gt; points of Fire damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;''(Card Hunter distinguishes between &amp;quot;rounds&amp;quot; and &amp;quot;turns.&amp;quot; As of this writing, the in-game text refers to the wrong one.)''&amp;lt;br/&amp;gt;&lt;br /&gt;
Burning works by attaching to a target character(s). At the start of each round before drawing new cards, the attachment triggers and causes [[Card Types#Damage Types|Fire]] damage to that character in the amount given. This damage may be mitigated by {{K|Armor}}. See the [[Attachment]] page for general information on that mechanic.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Burning is a fairly straightforward effect. Use it to cause damage over time.&lt;br /&gt;
&lt;br /&gt;
*Strongly consider leaving weak enemies to burn to death unless they pose a grave threat to one of your characters. Don't pile unnecessary damage on an enemy that won't last.&lt;br /&gt;
&lt;br /&gt;
*Like all attachments, using another copy of a card replaces the one already attached, in effect preventing the damage Burning would have done. This applies to cards by name, not to similar quantities of burning.&lt;br /&gt;
&lt;br /&gt;
*Check [[Attachment]] for more advice.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Burst</id>
		<title>Burst</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Burst"/>
				<updated>2013-03-25T19:03:21Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Affects all characters with &amp;lt;x&amp;gt; of the target square.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*Copy the effects of this card to all characters or tiles within the given radius of the target, unless blocked by terrain.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Burst creates an area of effect counted outward from the target square in all directions to any square within the given distance ''X'' that has [[Line of Sight|line of sight]] with the target square. The area of effect is shown with a yellow overlay on the game board at the time a Burst card is played.  &lt;br /&gt;
Within the area of effect, the card's instructions are performed on every character and/or tile as if a number of identical copies were played to each one individually. The exact order in which the copies take effect is determined by the game engine; effects that target characters are processed before effects that target terrain if both are present on the same card.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Burst may include squares not in sight of the character who uses the card, or squares beyond the listed range of the card. This means that even though the central square must meet the normal criteria, a burst card may reach squares a character could not normally target.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Use burst effects to target multiple characters at one time. Try to find a placement with the many targets in order to increase the power of your card. You may want to save your card until the enemy has moved into a suitable configuration.&lt;br /&gt;
&lt;br /&gt;
*By default, the burst includes all characters, including yours. Avoid collateral damage unless you're sure the payoff is worth the pain.&lt;br /&gt;
&lt;br /&gt;
*Burst works on line of sight, so areas with [[Game Terrain#Blocked Terrain|Blocked terrain]] hinder the effectiveness of these cards.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Burst:====&lt;br /&gt;
*Use distance and blocked terrain so that your characters cannot be targeted simultaneously. Be prepared, however, because you might be separating them to a degree that hampers the ability of your characters to support each other on the battlefield.&lt;br /&gt;
&lt;br /&gt;
*Most burst cards are used at long range. Equip cards with ranged abilities of your own, or move so close that the enemy is struck by their own effects.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Block</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Block"/>
				<updated>2013-03-25T18:12:57Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
''(This article describes the use of 'Block' as a card instruction, for Block as class (color) of card see [[:Category:Block_Card]].) ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text&lt;br /&gt;
:Block any: &amp;quot;When an enemy plays a card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Magic: &amp;quot;When an enemy plays a Magic card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Melee: &amp;quot;When an enemy plays a Melee card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Projectile: &amp;quot;When an enemy plays a Projectile card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character is the target of an enemy card [[Line of Sight|''that they can see'']], cancel the effect of that card on this character and discard that card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Block works as a [[Reaction|reaction]] that triggers when two conditions are met: (1) a character is the target of a card played by an enemy character, and (2) the enemy playing such a card is in the forward [[Line of Sight|line of sight]] of its target character. The four sub-classes of Block describe various [[Card Types#Attack Types|types of attack]] in the game. It is not necessary that the card being blocked do damage or otherwise be an attack in the normal sense, only that it is controlled by an enemy. Nearly all Blocks roll for [[Chance]] before taking effect. If successful, it completely nullifies the card that triggers it, canceling all effects and attachments before they reach the targeted character. When a character holds more than one Block card, they activate in sequence from newest to oldest (left to right) until one is successful or all have failed.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the case of cards with multiple targets, each target defends itself individually. Successful blocks do not cancel card effects for other characters.&lt;br /&gt;
&lt;br /&gt;
Blocks do not protect against placing terrain attachments: targeting terrain is treated separately from targeting a character even when the character is standing on the affected tile.&lt;br /&gt;
&lt;br /&gt;
Blocks do not protect against cards that are already attached to a character or terrain, only to newly played cards.&lt;br /&gt;
&lt;br /&gt;
=====Minions and Blocks=====&lt;br /&gt;
Each Block triggers only once per actively played card, a rule that makes little difference to individual characters but does affect minion groups of monsters. The first minion targeted by an attack (as determined by the game engine) can use any Block cards in its hand until it succeeds or runs through them all. Other targets who share the same hand can only use Blocks, if any, that have not yet triggered on the current play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Block cards allow you to nullify enemy cards, a powerful ability. But to use them well you must keep in mind the [[Line of Sight|line of sight]] limitation. Blocks only protect against attacks in front of your character, so try to keep your characters facing your most dangerous enemies. You can mouse over every figure on the board to check its line of sight. Blocks will trigger for incoming cards from the brighter green area but NOT the darker green. You may be able to minimize the dark green area by placing a character next to a wall or similar obstruction. You can change your character's facing with [[:Category:Movement Card|Movement cards]] or by using any card that turns you toward your target.&lt;br /&gt;
&lt;br /&gt;
*If you know what type of attacks your enemy favors, equip Block sub-classes that are appropriate to the situation. Between Blocks that protect against the same threat, those with a higher [[Chance]] percentage are generally more valuable than those less likely to succeed.&lt;br /&gt;
&lt;br /&gt;
*Many Blocks have special instructions that modify the basic rules discussed above. Read them carefully to understand their trigger conditions.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use Blocks:====&lt;br /&gt;
*Try to attack from behind, where blocks will never trigger. Check your enemies' line of sight if you're not sure about facing. When attacking from behind, lead with your most powerful card or combination, before it turns to face you.&lt;br /&gt;
&lt;br /&gt;
*A character's facing changes when it turns toward the latest attack. By placing your characters on opposite sides of an enemy, you may keep it spinning in place and constantly exposing the vulnerable backside.&lt;br /&gt;
&lt;br /&gt;
*If you cannot get behind an enemy, use your lesser cards to trigger a block, forcing the enemy to spend it and discard it. Cards with multiple targets can take out multiple blocks in one turn.&lt;br /&gt;
&lt;br /&gt;
*Again, read the cards to understand their triggers. You may have cards that will not be blocked at all. Remember that blocks do not work against terrain attachments. And some cards have special instructions that take effect &amp;quot;immediately,&amp;quot; before a block can trigger. ''(See also: [[Hard to Block]])&lt;br /&gt;
&lt;br /&gt;
*Just like any card that uses [[Chance]], sometimes you can simply attack in hope of seeing the enemy fail its die roll. The better the percentage for the enemy, the worse it is for you. This is multiplied when the enemy holds more than one Block: the more of them, the less likely all will fail. Save your better cards for when the odds are most in your favor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Attachment</id>
		<title>Attachment</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Attachment"/>
				<updated>2013-03-25T18:08:07Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &amp;quot;includeonly&amp;quot; is copied to Keywords page. &amp;quot;noinclude&amp;quot; shows on this page. --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;*In-Game Text: N/A&lt;br /&gt;
&lt;br /&gt;
Attach is an instruction to create &amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Attachments are cards that create &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
a game effect that repeats over a set period of time. Cards that attach to a target character appear as miniature cards displayed at the base of the figurine. Cards that attach to the terrain appear as an overlay on top of the basic tile. Both kinds of attachment can be zoomed to see the card instructions. While attached, the card triggers a [[Reaction|reaction]] whenever the conditions described in its instructions occur. Common conditions include when a certain [[Card Colors|color]] or [[Card Types|type]] of card is played, or at the start of each round of play. Any sort of game effect can be part of attachment instructions.&lt;br /&gt;
&lt;br /&gt;
Every attachment has a Duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By rule, no character or tile may have more than one copy of a card attached at a time. If another copy of the same card is attached, the older copy is discarded and the new copy applies with a new duration counter. This rule applies to individual cards, by name, and not to the effect in the instructions.&lt;br /&gt;
&lt;br /&gt;
By rule, no character may have more than three total attachments at any one time. No terrain tile may have more than one attachment at a time. If either limit is exceeded, the oldest attachment is discarded and the new card is applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*There are some cards in the game that allow you to increase the duration of attachments, remove attachments, or cause attachments to activate when their trigger condition is not normally met. Such cards give you some control over attachment behavior.&lt;br /&gt;
&lt;br /&gt;
*You can use the limits on number and repetition to replace attachments on a character or tile with something more convenient to you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Armor"/>
				<updated>2013-03-25T18:05:27Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: minor changes to keep format consistent&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(This article describes the use of 'Armor' as a card instruction, for Armor as class (color) of card see [[:Category:Armor_Card]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Triggers on damage and prevents &amp;lt;x&amp;gt; points of that damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character would take damage, reduce the amount of that damage by the number indicated.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Armor works as a [[Reaction|reaction]] that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the &amp;quot;Armor&amp;quot; keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PL comment: an image showing a hand of armors and an cool arrow for the proc sequence would be great here!--&amp;gt;&lt;br /&gt;
&amp;lt;!--mm comment: left to right is a rule throughout the game, we might need to mock up a multipurpose image for every time we mention it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*You use cards with the Armor instruction only when taking damage: it may be preferable to avoid damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.&lt;br /&gt;
&lt;br /&gt;
*You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Holding multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
*Armor protects against any damage if it can, even when caused by your own actions.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who uses Armor:====&lt;br /&gt;
*Use attacks with the [[Penetrating]] keyword, or attacks with a [[Card Types#Damage Types|damage type]] against which the armor does not trigger.&lt;br /&gt;
*Use powerful attacks and/or card combinations that do more total damage than the opponent can mitigate.&lt;br /&gt;
*Equip your own deck(s) with cards that allow you to force a discard. Some cards target [[:Category:Armor_Card|Armor Cards]] specifically, while others are a more general discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.&lt;br /&gt;
*Armor is revealed when it reacts, so cards that have instructions about revealed cards may be useful as well as cards that mention Armor.&lt;br /&gt;
*Against Armor that rolls for Chance, you can expect that the die roll fails some of the time. The odds become worse against you when the Armor has a high success rate and when the opponent holds multiple Armor cards, so you must assess whether you are better off attacking now or waiting for a possible discard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Block</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Block"/>
				<updated>2013-03-25T16:43:50Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
''(This article describes the use of 'Block' as a card instruction, for Block as class (color) of card see [[:Category:Block_Card]].) ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text&lt;br /&gt;
:Block any: &amp;quot;When an enemy plays a card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Magic: &amp;quot;When an enemy plays a Magic card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Melee: &amp;quot;When an enemy plays a Melee card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Projectile: &amp;quot;When an enemy plays a Projectile card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character is the target of an enemy card [[Line of Sight|''that they can see'']], cancel the effect of that card on this character and discard that card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Block works as a [[Reaction|reaction]] that triggers when two conditions are met: (1) a character is the target of a card played by an enemy character, and (2) the enemy playing such a card is in the forward [[Line of Sight|line of sight]] of its target character. The four sub-classes of Block describe various [[Card Types#Attack Types|types of attack]] in the game. It is not necessary that the card being blocked do damage or otherwise be an attack in the normal sense, only that it is controlled by an enemy. Nearly all Blocks roll for [[Chance]] before taking effect. If successful, it completely nullifies the card that triggers it, canceling all effects and attachments before they reach the targeted character. When a character holds more than one Block card, they activate in sequence from newest to oldest (left to right) until one is successful or all have failed.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the case of cards with multiple targets, each target defends itself individually. Successful blocks do not cancel card effects for other characters.&lt;br /&gt;
&lt;br /&gt;
Blocks do not protect against placing terrain attachments: targeting terrain is treated separately from targeting a character even when the character is standing on the affected tile.&lt;br /&gt;
&lt;br /&gt;
Blocks do not protect against cards that are already attached to a character or terrain, only to newly played cards.&lt;br /&gt;
&lt;br /&gt;
=====Minions and Blocks=====&lt;br /&gt;
Each Block triggers only once per actively played card, a rule that makes little difference to individual characters but does affect minion groups of monsters. The first minion targeted by an attack (as determined by the game engine) can use any Block cards in its hand until it succeeds or runs through them all. Other targets who share the same hand can only use Blocks, if any, that have not yet triggered on the current play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Block cards allow you to nullify enemy cards, a powerful ability. But to use them well you must keep in mind the [[Line of Sight|line of sight]] limitation. Blocks only protect against attacks in front of your character, so try to keep your characters facing your most dangerous enemies. You can mouse over every figure on the board to check its line of sight. Blocks will trigger for incoming cards from the brighter green area but NOT the darker green. You may be able to minimize the dark green area by placing a character next to a wall or similar obstruction.&lt;br /&gt;
&lt;br /&gt;
*If you know what type of attacks your enemy favors, equip Blocks that are appropriate to the situation. Between Blocks that protect against the same threat, those with a higher [[Chance]] percentage are generally more valuable than those less likely to succeed.&lt;br /&gt;
&lt;br /&gt;
*Many Blocks have special instructions that modify the basic rules discussed above. Read them carefully to understand their trigger conditions.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use blocks:====&lt;br /&gt;
*Try to attack from behind, where Blocks will never trigger. Check your enemies' line of sight if you're not sure about facing. When attacking from behind, lead with your most powerful card or combination, before it turns to face you.&lt;br /&gt;
&lt;br /&gt;
*A character's facing changes when it turns toward the latest attack. By placing your characters on opposite sides of an enemy, you may keep it spinning in place and constantly exposing the vulnerable backside.&lt;br /&gt;
&lt;br /&gt;
*If you cannot get behind an enemy, use your lesser cards to trigger a block, forcing the enemy to spend it and discard it. Cards with multiple targets can take out multiple blocks in one turn.&lt;br /&gt;
&lt;br /&gt;
*Again, read the cards to understand their triggers. You may have cards that will not be blocked at all. Remember that Blocks do not work against terrain attachments. And some cards have special instructions that take effect &amp;quot;immediately,&amp;quot; before a block can trigger. ''(See also: [[Hard to Block]])&lt;br /&gt;
&lt;br /&gt;
*You can sometimes use cards that force a discard or cards that target revealed cards against blocks; however unless used from behind these cards may themselves be blocked. Practicing the techniques of attacking from behind and forcing out blocks with lesser cards is a more reliable counter.&lt;br /&gt;
&lt;br /&gt;
*Just like any card that uses [[Chance]], sometimes you can simply attack in hope of seeing the enemy fail its die roll. The better the percentage for the enemy, the worse it is for you. This is multiplied when the enemy holds more than one Block: the more of them, the less likely all will fail. Save your better cards for when the odds are most in your favor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Block</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Block"/>
				<updated>2013-03-25T16:39:55Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
''(This article describes the use of 'Block' as a card instruction, for Block as class (color) of card see [[:Category:Block_Card]].) ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text&lt;br /&gt;
:Block any: &amp;quot;When an enemy plays a card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Magic: &amp;quot;When an enemy plays a Magic card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Melee: &amp;quot;When an enemy plays a Melee card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Projectile: &amp;quot;When an enemy plays a Projectile card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character is the target of an enemy card [[Line of Sight|''that they can see'']], cancel the effect of that card on this character and discard that card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Block works as a [[Reaction|reaction]] that triggers when two conditions are met: (1) a character is the target of a card played by an enemy character, and (2) the enemy playing such a card is in the forward [[Line of Sight|line of sight]] of its target character. The four sub-classes of Block describe various [[Card Types#Attack Types|types of attack]] in the game. It is not necessary that the card being blocked do damage or otherwise be an attack in the normal sense, only that it is controlled by an enemy. Nearly all Blocks roll for [[Chance]] before taking effect. If successful, it completely nullifies the card that triggers it, canceling all effects and attachments before they reach the targeted character. When a character holds more than one Block card, they activate in sequence from newest to oldest (left to right) until one is successful or all have failed.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the case of cards with multiple targets, each target defends itself individually. Successful blocks do not cancel card effects for other characters.&lt;br /&gt;
&lt;br /&gt;
Blocks do not protect against placing terrain attachments: targeting terrain is treated separately from targeting a character even when the character is standing on the affected tile.&lt;br /&gt;
&lt;br /&gt;
Blocks do not protect against cards that are already attached to a character or terrain, only to newly played cards.&lt;br /&gt;
&lt;br /&gt;
=====Minions and Blocks=====&lt;br /&gt;
Each Block triggers only once per actively played card, a rule that makes little difference to individual characters but does affect minion groups of monsters. The first minion targeted by an attack (as determined by the game engine) can use any Block cards in its hand until it succeeds or runs through them all. Other targets who share the same hand can only use Blocks, if any, that have not yet triggered on the current play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Block cards allow you to nullify enemy cards, a powerful ability. But to use them well you must keep in mind the [[Line of Sight|line of sight]] limitation. Blocks only protect against attacks in front of your character, so try to keep your characters facing your most dangerous enemies. You can mouse over every figure on the board to check its line of sight. Blocks will trigger for incoming cards from the brighter green area but NOT the darker green. You may be able to minimize the dark green area by placing a character next to a wall or similar obstruction.&lt;br /&gt;
&lt;br /&gt;
*If you know what type of attacks your enemy favors, equip Blocks that are appropriate to the situation. Between Blocks that protect against the same threat, those with a higher [[Chance]] percentage are generally more valuable than those less likely to succeed.&lt;br /&gt;
&lt;br /&gt;
*Many Blocks have special instructions that modify the basic rules discussed above. Read them carefully to understand their trigger conditions.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use blocks:====&lt;br /&gt;
*Try to attack from behind, where Blocks will never trigger. Check your enemies' line of sight if you're not sure about facing. When attacking from behind, lead with your most powerful card or combination, before it turns to face you.&lt;br /&gt;
&lt;br /&gt;
*A character's facing changes when it turns toward the latest attack. By placing your characters on opposite sides of an enemy, you may keep it spinning in place and constantly exposing the vulnerable backside.&lt;br /&gt;
&lt;br /&gt;
*If you cannot get behind an enemy, use your lesser cards to trigger a block, forcing the enemy to spend it and discard it. Cards with multiple targets can take out multiple blocks in one turn.&lt;br /&gt;
&lt;br /&gt;
*Again, read the cards to understand their triggers. You may have cards that will not be blocked at all. Remember that Blocks do not work against terrain attachments. And some cards have special instructions that take effect &amp;quot;immediately,&amp;quot; before a block can trigger. ''(See also: [[Hard to Block]])&lt;br /&gt;
&lt;br /&gt;
*You can sometimes use cards that force a discard or cards that target revealed cards against blocks; however unless used from behind these cards may themselves be blocked. Practicing the techniques of attacking from behind and forcing out blocks with lesser cards is a more reliable counter.&lt;br /&gt;
&lt;br /&gt;
*Just like any card that uses [[Chance]], sometimes you can simply attack in hope of seeing the enemy fail its die roll. The better the percentage for the enemy, the worse it is for you. This is multiplied when the enemy holds multiple Blocks: the more of them, the less likely all will fail. Save your better cards for when the odds are most in your favor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Block</id>
		<title>Block</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Block"/>
				<updated>2013-03-25T16:37:59Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
''(This article describes the use of 'Block' as a card instruction, for Block as class (color) of card see [[:Category:Armor_Card]].) ''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text&lt;br /&gt;
:Block any: &amp;quot;When an enemy plays a card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Magic: &amp;quot;When an enemy plays a Magic card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Melee: &amp;quot;When an enemy plays a Melee card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
:Block Projectile: &amp;quot;When an enemy plays a Projectile card targeting you, cancel that card.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character is the target of an enemy card [[Line of Sight|''that they can see'']], cancel the effect of that card on this character and discard that card.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;Block works as a [[Reaction|reaction]] that triggers when two conditions are met: (1) a character is the target of a card played by an enemy character, and (2) the enemy playing such a card is in the forward [[Line of Sight|line of sight]] of its target character. The four sub-classes of Block describe various [[Card Types#Attack Types|types of attack]] in the game. It is not necessary that the card being blocked do damage or otherwise be an attack in the normal sense, only that it is controlled by an enemy. Nearly all Blocks roll for [[Chance]] before taking effect. If successful, it completely nullifies the card that triggers it, canceling all effects and attachments before they reach the targeted character. When a character holds more than one Block card, they activate in sequence from newest to oldest (left to right) until one is successful or all have failed.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In the case of cards with multiple targets, each target defends itself individually. Successful blocks do not cancel card effects for other characters.&lt;br /&gt;
&lt;br /&gt;
Blocks do not protect against placing terrain attachments: targeting terrain is treated separately from targeting a character even when the character is standing on the affected tile.&lt;br /&gt;
&lt;br /&gt;
Blocks do not protect against cards that are already attached to a character or terrain, only to newly played cards.&lt;br /&gt;
&lt;br /&gt;
=====Minions and Blocks=====&lt;br /&gt;
Each Block triggers only once per actively played card, a rule that makes little difference to individual characters but does affect minion groups of monsters. The first minion targeted by an attack (as determined by the game engine) can use any Block cards in its hand until it succeeds or runs through them all. Other targets who share the same hand can only use Blocks, if any, that have not yet triggered on the current play.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Block cards allow you to nullify enemy cards, a powerful ability. But to use them well you must keep in mind the [[Line of Sight|line of sight]] limitation. Blocks only protect against attacks in front of your character, so try to keep your characters facing your most dangerous enemies. You can mouse over every figure on the board to check its line of sight. Blocks will trigger for incoming cards from the brighter green area but NOT the darker green. You may be able to minimize the dark green area by placing a character next to a wall or similar obstruction.&lt;br /&gt;
&lt;br /&gt;
*If you know what type of attacks your enemy favors, equip Blocks that are appropriate to the situation. Between Blocks that protect against the same threat, those with a higher [[Chance]] percentage are generally more valuable than those less likely to succeed.&lt;br /&gt;
&lt;br /&gt;
*Many Blocks have special instructions that modify the basic rules discussed above. Read them carefully to understand their trigger conditions.&lt;br /&gt;
&lt;br /&gt;
====Against opponents who use blocks:====&lt;br /&gt;
*Try to attack from behind, where Blocks will never trigger. Check your enemies' line of sight if you're not sure about facing. When attacking from behind, lead with your most powerful card or combination, before it turns to face you.&lt;br /&gt;
&lt;br /&gt;
*A character's facing changes when it turns toward the latest attack. By placing your characters on opposite sides of an enemy, you may keep it spinning in place and constantly exposing the vulnerable backside.&lt;br /&gt;
&lt;br /&gt;
*If you cannot get behind an enemy, use your lesser cards to trigger a block, forcing the enemy to spend it and discard it. Cards with multiple targets can take out multiple blocks in one turn.&lt;br /&gt;
&lt;br /&gt;
*Again, read the cards to understand their triggers. You may have cards that will not be blocked at all. Remember that Blocks do not work against terrain attachments. And some cards have special instructions that take effect &amp;quot;immediately,&amp;quot; before a block can trigger. ''(See also: [[Hard to Block]])&lt;br /&gt;
&lt;br /&gt;
*You can sometimes use cards that force a discard or cards that target revealed cards against blocks; however unless used from behind these cards may themselves be blocked. Practicing the techniques of attacking from behind and forcing out blocks with lesser cards is a more reliable counter.&lt;br /&gt;
&lt;br /&gt;
*Just like any card that uses [[Chance]], sometimes you can simply attack in hope of seeing the enemy fail its die roll. The better the percentage for the enemy, the worse it is for you. This is multiplied when the enemy holds multiple Blocks: the more of them, the less likely all will fail. Save your better cards for when the odds are most in your favor.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Armor"/>
				<updated>2013-03-25T13:40:56Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(This article describes the use of 'Armor' as a card instruction, for Armor as class (color) of card see [[:Category:Armor_Card]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Triggers on damage and prevents &amp;lt;x&amp;gt; points of that damage.&amp;quot;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character would take damage, reduce the amount of that damage by the number indicated.&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor works as a [[Reaction|reaction]] that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the &amp;quot;Armor&amp;quot; keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PL comment: an image showing a hand of armors and an cool arrow for the proc sequence would be great here!--&amp;gt;&lt;br /&gt;
&amp;lt;!--mm comment: left to right is a rule throughout the game, we might need to mock up a multipurpose image for every time we mention it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You use cards with the Armor instruction only when taking damage: it is no substitute for avoiding damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.&lt;br /&gt;
&lt;br /&gt;
You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Holding multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
Armor protects against any damage if it can, even when caused by your own actions.&lt;br /&gt;
&lt;br /&gt;
When facing an opponent who uses Armor, several possible strategies apply.&lt;br /&gt;
*Use attacks with the [[Penetrating]] keyword, or attacks with a [[Card Types#Damage Types|damage type]] against which the armor does not trigger.&lt;br /&gt;
*Use powerful attacks and/or card combinations that do more total damage than the opponent can mitigate.&lt;br /&gt;
*Equip your own deck(s) with cards that allow you to force a discard. Some cards target [[:Category:Armor_Card|Armor Cards]] specifically, while others are a more general discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.&lt;br /&gt;
*Armor is revealed when it reacts, so cards that have instructions about revealed cards may be useful as well as cards that mention Armor.&lt;br /&gt;
*Against Armor that rolls for Chance, you can expect that the die roll fails some of the time. The odds become worse against you when the Armor has a high success rate and when the opponent holds multiple Armor cards, so you must assess whether you are better off attacking now or waiting for a possible discard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Attachment</id>
		<title>Attachment</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Attachment"/>
				<updated>2013-03-25T13:29:18Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &amp;quot;includeonly&amp;quot; is copied to Keywords page. &amp;quot;noinclude&amp;quot; shows on this page. --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;*In-Game Text: N/A&lt;br /&gt;
&lt;br /&gt;
Attach is an instruction to create &amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;Attachments are cards that create &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
a game effect that repeats over a set period of time. Cards that attach to a target character appear as miniature cards displayed at the base of the figurine. Cards that attach to the terrain appear as an overlay on top of the basic tile. Both kinds of attachment can be zoomed to see the card instructions. While attached, the card triggers a [[Reaction|reaction]] whenever the conditions described in its instructions occur. Common conditions include when a certain [[Card Colors|color]] or [[Card Types|type]] of card is played, or at the start of each round of play. Any sort of game effect can be part of attachment instructions.&lt;br /&gt;
&lt;br /&gt;
Every attachment has a Duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By rule, no character or tile may have more than one copy of a card attached at a time. If another copy of the same card is attached, the older copy is discarded and the new copy applies with a new duration counter. This rule applies to individual cards, by name, and not to the effect in the instructions.&lt;br /&gt;
&lt;br /&gt;
By rule, no character may have more than three total attachments at any one time. No terrain tile may have more than one attachment at a time. If either limit is exceeded, the oldest attachment is discarded and the new card is applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some cards in the game that allow you to increase the duration of attachments, remove attachments, or cause attachments to activate when their trigger condition is not normally met. Such cards give you some control over attachment behavior.&lt;br /&gt;
&lt;br /&gt;
You can use the limits on number and repetition to replace attachments on a character or tile with something more convenient to you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Attachment</id>
		<title>Attachment</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Attachment"/>
				<updated>2013-03-25T13:26:35Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: created page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- &amp;quot;includeonly&amp;quot; is copied to Keywords page. &amp;quot;noinclude&amp;quot; shows on this page. --&amp;gt;&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;*In-Game Text: N/A&lt;br /&gt;
&lt;br /&gt;
Attach is an instruction to create &amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;Attachments are cards that create &amp;lt;/noinclude&amp;gt;&lt;br /&gt;
a game effect that repeats over a set period of time. Cards that attach to a target character appear as miniature cards displayed at the base of the figurine. Cards that attach to the terrain appear as an overlay on top of the basic tile. Both kinds of attachment can be zoomed to see the card instructions. While attached, the card triggers a [[Reaction|reaction]] whenever the conditions described in its instructions occur. Common conditions include when a certain [[Card Colors|color]] or [[Card Types|type]] of card is played, or at the start of each round of play. Any sort of game effect can be part of attachment instructions.&lt;br /&gt;
&lt;br /&gt;
Every attachment has a Duration measured in rounds that it remains in play. The current duration appears as a number inside a small circle in the upper right corner when zoomed in to an attached card. During the start of the round before players draw new cards, this number is reduced by one to reflect the age of the attachment; when the counter is reduced to zero the attachment is removed from the field of play and discarded.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
By rule, no character or tile may have more than one copy of a card attached at a time. If another copy of the same card is attached, the older copy is discarded and the new copy applies with a new duration counter. This rule applies to individual cards, by name, and not to the effect in the instructions.&lt;br /&gt;
&lt;br /&gt;
By rule, no character may have more than three total attachments at any one time. No terrain tile may have more than one attachment at a time. If either limit is exceeded, the oldest attachment is discarded and the new card is applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There are some cards in the game that allow you to increase the duration of attachments, remove attachments, or cause attachments to activate when their trigger condition is not normally met. Such cards give you some control over attachment behavior.&lt;br /&gt;
&lt;br /&gt;
You can use the limits on number and repetition to replace attachments on a character or tile with something more convenient to you.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Armor"/>
				<updated>2013-03-25T12:25:11Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: switching up the inclusion tags; removing comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(This article describes the use of 'Armor' as a card instruction, for Armor as class (color) of card see [[:Category:Armor_Card]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;onlyinclude&amp;gt;*In-Game Text: &amp;quot;Triggers on damage and prevents &amp;lt;x&amp;gt; points of that damage.&amp;quot;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*When a character would take damage, reduce the amount of that damage by the number indicated.&amp;lt;includeonly&amp;gt; ''[[Armor|(more info...)]]''&amp;lt;/includeonly&amp;gt;&amp;lt;onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor works as a [[Reaction|reaction]] that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the &amp;quot;Armor&amp;quot; keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used.&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PL comment: an image showing a hand of armors and an cool arrow for the proc sequence would be great here!--&amp;gt;&lt;br /&gt;
&amp;lt;!--mm comment: left to right is a rule throughout the game, we might need to mock up a multipurpose image for every time we mention it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You use cards with the Armor instruction only when taking damage: it is no substitute for avoiding damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.&lt;br /&gt;
&lt;br /&gt;
You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Holding multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
Armor protects against any damage if it can, even when caused by your own actions.&lt;br /&gt;
&lt;br /&gt;
When facing an opponent who uses Armor, several possible strategies apply.&lt;br /&gt;
*Use attacks with the [[Penetrating]] keyword, or attacks with a [[Card Types#Damage Types|damage type]] against which the armor does not trigger.&lt;br /&gt;
*Use powerful attacks and/or card combinations that do more total damage than the opponent can mitigate.&lt;br /&gt;
*Equip your own deck(s) with cards that allow you to force a discard. Some cards target [[:Category:Armor_Card|Armor Cards]] specifically, while others are a more general discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.&lt;br /&gt;
*Armor is revealed when it reacts, so cards that have instructions about revealed cards may be useful as well as cards that mention Armor.&lt;br /&gt;
*Against Armor that rolls for Chance, you can expect that the die roll fails some of the time. The odds become worse against you when the Armor has a high success rate and when the opponent holds multiple Armor cards, so you must assess whether you are better off attacking now or waiting for a possible discard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Armor"/>
				<updated>2013-03-22T13:48:31Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: some adds and responding to PL's comments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(This article describes the use of 'Armor' as a card instruction, for Armor as type (color) of card see [[:Category:Armor_Card]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In-Game Text: &amp;quot;Triggers on damage and prevents &amp;lt;x&amp;gt; points of that damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;'''Armor:''' &amp;lt;/includeonly&amp;gt;When a character would take damage, reduce the amount of that damage by the number indicated.&amp;lt;includeonly&amp;gt; ''[[Armor|(more info...)]]''&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor works as a [[Reaction|reaction]] that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the &amp;quot;Armor&amp;quot; keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PL comment: an image showing a hand of armors and an cool arrow for the proc sequence would be great here!--&amp;gt;&lt;br /&gt;
&amp;lt;!--mm comment: left to right is a rule throughout the game, we might need to mock up a multipurpose image for every time we mention it.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PL comment: well well well, seems like I need to have semantics built in for cards. That would allow you to pull sample card images into article straightaway. Hmm...--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&amp;lt;!-- CONTRIBUTORS: this section is intended for advice that applies throughout the whole game; avoid discussing particular cards or scenarios here. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You use cards with the Armor instruction only when taking damage: it is no substitute for avoiding damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.&lt;br /&gt;
&lt;br /&gt;
You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Holding multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
Armor protects against any damage if it can, even when caused by your own actions.&lt;br /&gt;
&lt;br /&gt;
When facing an opponent who uses Armor, several possible strategies apply.&lt;br /&gt;
*Use attacks with the [[Penetrating]] keyword, or attacks with a [[Card Types#Damage Types|damage type]] against which the armor does not trigger.&lt;br /&gt;
*Use powerful attacks and/or card combinations that do more damage than the opponent can mitigate.&lt;br /&gt;
*Equip your own deck(s) with cards that allow you to force a discard. Some cards target [[:Category:Armor_Card|Armor Cards]] specifically, while others are a more general discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.&lt;br /&gt;
*Armor is revealed when it reacts, so cards that have instructions about revealed cards may be useful as well as cards that mention Armor.&lt;br /&gt;
*Against Armor that rolls for Chance, you can expect that the die roll fails some of the time. The odds become worse against you when the Armor has a high success rate and when the opponent holds multiple Armor cards, so you must assess whether you are better off attacking now or waiting for a possible discard.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--PL comment: recommend a small section for hard counters, ie, dissolve armor, shredding strike. Thoughts ?--&amp;gt;&lt;br /&gt;
&amp;lt;!--mm comment: Hadn't even crossed my mind, to be honest. To find the right tone for &amp;quot;general&amp;quot; information I was trying very hard to avoid thinking of specific cards. I don't want to say &amp;quot;Use this&amp;quot; but rather make suggestions that a player can apply to his/her unique character set, item library, and drawn hand. If a semantic search can pull in ALL hard counters that would be one thing, but I feel an incomplete list could be a bit of a disservice.--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Armor"/>
				<updated>2013-03-22T03:04:07Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(This article describes the use of 'Armor' as a card instruction, for Armor as type (color) of card see [[:Category:Armor_Card]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In-Game Text: &amp;quot;Triggers on damage and prevents &amp;lt;x&amp;gt; points of that damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;'''Armor:''' &amp;lt;/includeonly&amp;gt;When a character would take damage, reduce the amount of that damage by the number indicated.&amp;lt;includeonly&amp;gt; ''[[Armor|(more info...)]]''&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor works as a [[Reaction|reaction]] that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the &amp;quot;Armor&amp;quot; keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used.&lt;br /&gt;
&lt;br /&gt;
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&lt;br /&gt;
You use cards with the Armor instruction only when taking damage: it is no substitute for avoiding damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.&lt;br /&gt;
&lt;br /&gt;
You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Having multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
When facing an opponent who uses Armor, several possible strategies apply.&lt;br /&gt;
*Use attacks with the [[Penetrating]] keyword, or attacks with a [[Card Types#Damage Types|damage type]] against which the armor does not trigger.&lt;br /&gt;
*Use powerful attacks and/or card combinations that do more damage than the opponent can mitigate.&lt;br /&gt;
*Equip your own deck(s) with cards that allow you to force a discard. Some cards target [[:Category:Armor_Card|Armor Cards]] specifically, while others are a more general discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.&lt;br /&gt;
*Against Armor that rolls for chance, you can expect that the die roll fails some of the time. The odds become worse against you when the armor has a high success rate and when the opponent holds multiple cards, so you must assess whether you are better off attacking now or waiting for a possible discard.&lt;br /&gt;
&lt;br /&gt;
[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Armor</id>
		<title>Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Armor"/>
				<updated>2013-03-22T02:56:49Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: Detailed keyword explanation with summary line that can be included on other pages. Start of project to do these for all keywords&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''(This article describes the use of 'Armor' as a card instruction, for Armor as type (color) of card see [[:Category:Armor_Card]].)''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*In-Game Text: &amp;quot;Triggers on damage and prevents &amp;lt;x&amp;gt; points of that damage.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Game Effect===&lt;br /&gt;
*&amp;lt;onlyinclude&amp;gt;&amp;lt;includeonly&amp;gt;'''Armor:''' &amp;lt;/includeonly&amp;gt;When a character would take damage, reduce the amount of that damage by the number indicated.&amp;lt;includeonly&amp;gt;''[[Armor|(more info...)]]''&amp;lt;/includeonly&amp;gt;&amp;lt;/onlyinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Armor works as a [[Reaction|reaction]] that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the &amp;quot;Armor&amp;quot; keyword is the amount of damage against which the card protects. If the triggering card would do damage less than or equal to the Armor rating, then that damage is reduced to zero. If the triggering card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. When a character holds multiple cards with this instruction, they activate in sequence from newest to oldest (left to right) until all damage is mitigated or all armor cards are used.&lt;br /&gt;
&lt;br /&gt;
Many cards with the Armor keyword also roll for [[Chance]] before reducing damage, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules (such as [[Penetrating]]) that allow them to ignore Armor.&lt;br /&gt;
&lt;br /&gt;
===General Strategy===&lt;br /&gt;
&lt;br /&gt;
You use cards with the Armor instruction only when taking damage: it is no substitute for avoiding damage in the first place. When damage cannot be avoided, Armor effects extend the amount of time your characters can stay in battle.&lt;br /&gt;
&lt;br /&gt;
You can calculate an average value of protection to expect by multiplying the Armor number with the Chance percentage. Cards that have the [[Keep]] keyword in the same instruction box are more valuable because they can be used many times in a battle. Having multiple armor cards in a character's hand adds even more protection. Remember, though, nothing that uses Chance is guaranteed.&lt;br /&gt;
&lt;br /&gt;
When facing an opponent who uses Armor, several possible strategies apply.&lt;br /&gt;
*Use attacks with the [[Penetrating]] keyword, or attacks with a [[Card Types#Damage Types|damage type]] against which the armor does not trigger.&lt;br /&gt;
*Use powerful attacks and/or card combinations that do more damage than the opponent can mitigate.&lt;br /&gt;
*Equip your own deck(s) with cards that allow you to force a discard. Some cards target [[:Category:Armor_Card|Armor Cards]] specifically, while others are a more general discard. You may also try to entice the enemy into discarding armor at the end of the round by leaving more than two cards in the opponent's hand.&lt;br /&gt;
*Against Armor that rolls for chance, you can expect that the die roll fails some of the time. The odds become worse against you when the armor has a high success rate and when the opponent holds multiple cards, so you must assess whether you are better off attacking now or waiting for a possible discard.&lt;br /&gt;
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[[Category:Basic Guide]]&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

	<entry>
		<id>http://wiki.cardhuntria.com/wiki/Card_Colors</id>
		<title>Card Colors</title>
		<link rel="alternate" type="text/html" href="http://wiki.cardhuntria.com/wiki/Card_Colors"/>
				<updated>2013-01-31T23:55:08Z</updated>
		
		<summary type="html">&lt;p&gt;Mightymushroom: changed links to point to category pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;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.&lt;br /&gt;
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====Grey Cards====&lt;br /&gt;
Grey cards are '''[[:Category:Armor Cards|Armor cards]]'''. These cards reduce the amount of {{K|Damage|damage}} suffered by the chracter who holds the card.  The strength of the Armor is shown by the {{K|Armor|Armor ''X''}} 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 {{K|Chance}} 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 {{K|Keep}} keyword, which if present allows them to stay in the character's hand to defend against further attacks.&lt;br /&gt;
&lt;br /&gt;
====Red Cards====&lt;br /&gt;
Red cards are '''[[:Category:Attack Cards|Attack cards]]'''. These cards harm a target in some way. Usually this means doing {{K|Damage|damage}} 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.&lt;br /&gt;
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====Green Cards====&lt;br /&gt;
Green cards are '''[[:Category:Block Cards|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 {{K|Attach|attached}} 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 {{K|Chance}} 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.&lt;br /&gt;
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====Orange Cards====&lt;br /&gt;
Orange cards are '''[[:Category:Boost Cards|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. &lt;br /&gt;
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====Black Cards====&lt;br /&gt;
Black cards are '''[[:Category:Handicap Cards|Drawback cards]]''', also known as '''Handicap Cards'''. These cards harm the character that holds them, the opposite of [[#Orange Cards|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 {{K|Trait|Traits}} 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.&lt;br /&gt;
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====White Cards====&lt;br /&gt;
White cards are '''[[:Category:Assist Cards|Assist cards]]'''. These cards aid a target in some fashion. Many offer restoration of health, with the amount described by the {{K|Heal|Heal ''X''}} 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 [[#Orange Cards|Boost]] cards, Buff cards cannot target the character who holds them unless they have the {{K|May Self Target}} keyword. By default Assists only target allies except when the card has a hybrid background with different rules.&lt;br /&gt;
&lt;br /&gt;
====Blue Cards====&lt;br /&gt;
Blue cards are '''[[:Category:Movement Cards|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.&lt;br /&gt;
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====Purple Cards====&lt;br /&gt;
Purple cards are '''[[:Category:Utility Cards|Utility cards]]'''. These cards include effects that cannot be easily classified as harmful or helpful. So, unlike [[#Red Cards|Attacks]] or [[#White Cards|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.&lt;/div&gt;</summary>
		<author><name>Mightymushroom</name></author>	</entry>

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