Keywords

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'''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.
  
This page is the target of links from a template that include anchor references auto-created by section headings.  When adding new Keywords, use the format:
 
 
===Keyword===
 
descriptive text
 
----  <horizontal line>
 
 
to help to ensure efficient navigation and keep the page neat.
 
 
-->
 
 
'''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|Stealthy}}. 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, and quite a few cards do write the full rules when space permits.
 
 
__TOC__
 
__TOC__
  
  
===Arcane===
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<div id="Armor"></div>
:''This paragraph describes the use of 'Arcane' as a keyword, for other uses see [[:Category:Arcane items]].''
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===Armor ''X''===
Arcane describes a type of {{K|Magic}} associated with manipulating the state or layout of the board, for example, moving a character using {{K|Teleport|teleportation}}. This keyword may also be used for magic that cannot be categorized as any other type.
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:''This paragraph describes the use of 'Armor' as a keyword, for other uses see [[Card Colors#Grey Cards|Armor Cards]].''
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Armor is a [[Reaction|reaction effect]] that prevents or mitigates {{K|Damage|damage}} done to a character's [[health]]. The number ''X'' is the amount of damage against which the card protects. If another card would do less or equal damage than the Armor rating, then that damage is reduced to zero. If another 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. Many cards with the Armor keyword also roll for {{K|Chance}} before taking effect, and some may have special rules that only protect against certain [[Card Types#Damage Types|types]] of damage. Some damaging cards may have rules that allow them to ignore Armor.
 
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===Armor===
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===Attach===
:''This paragraph describes the use of 'Armor' as a keyword, for other uses see [[:Category:Armor cards]].''
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Attach is an instruction to create a lasting effect that repeats over a 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 regular square. Both kinds of attachment can be zoomed to see the card instructions.
Armor describes a card effect that prevents or mitigates {{K|Damage|damage}} done to a character's [[Hit points]]. It is always followed by a number representing the amount of damage against which the card protects. If another card would do less or equal damage than the Armor rating, then that damage is reduced to zero. If another card would do greater damage than the Armor rating, then that damage is reduced by the same amount as the rating. Note, however, that many cards with the Armor keyword also roll for {{K|Chance}} before the Armor will activate, and some may have special rules that only protect against certain types of damage.  Some damaging cards may have rules that allow them to ignore Armor.
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Every attachment has a {{K|Duration}} measured in rounds. While attached, the card activates as a [[Reaction|reaction]] whenever the conditions described in the reaction instructions occurThis is generally either when a certain [[Card Colors|color]] or [[Card Types|type]] of card is played, or at the start of each new round of play.
===Attach===
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:''This paragrpah describes the use of 'Attach' as a keyword, for other uses see [[Attachment]].''
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Attach describes a card effect that remains in play over a period of time (see [[Attachment]] for more details). This keyword is paired with a number indicating {{K|Duration}}, measured in rounds. The rules text following the Attach keyword may include one or more effects. If an effect is continuous, such as preventing [[Movement]] then the effect begins when the card is playedIf the effect is instantaneous, such as dealing damage, then it is activated once at the start of each round. If the effect is a [[Reaction]], such as drawing a card when a charcter takes damage, it takes effect every time the reaction condition is fulfilled.
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<div id="Block any"></div><div id="Block Melee"></div><div id="Block Projectile"></div><div id="Block Magic"></div>
 
===Block===
 
===Block===
:''This paragraph describes the use of 'Block' as a keyword, for other uses, see [[:Category:Block cards]]
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:''This paragraph describes the use of 'Block' as a keyword, for other uses, see [[Card Colors#Green Cards|Block Cards]]
Block describes a [[Reaction|reaction]] that prevents another card from taking effect. Every Block card has a second keyword describing what other types of cards trigger the block; "Block Any" can stop all types of cards. When a card is Blocked, both that card and the Block are discarded. In the case a card affects multiple targets, the Block protects only the character holding it unless otherwise specified. Blocks do not trigger (nor are revealed) by cards played by characters [[Facing|behind]] the card holder or by cards played by allies. Many cards with the Block keyword also roll for {{K|Chance}} before the Block effect activates.
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Block is a [[Reaction|reaction effect]] that prevents another card from taking effect. Many cards with the Block keyword also roll for {{K|Chance}} before the Block succeeds. When a card is Blocked, the triggering card is completely nullified and both cards discarded; in the case of a card affecting multiple targets, Block protects only the character holding it (while other chracters may have their own reactions). When a character holds multiple cards with this instruction they activate in sequence from newest to oldest (left to right) until the triggering card is successfully  blocked or there are no more Blocks to try. Characters may only use Block to nullify cards played by characters in front of their current [[facing]]. Block can never stop a card played by an ally.  
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=====Types of Blocks=====
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*'''Block any''' protects against all types and colors of cards.
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*'''Block Magic''' protects specifically against cards that use the [[Card Types#Attack Types|Magic Attack type]] (even if they don't do damage).
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*'''Block Melee''' protects specifically against cards that use the [[Card Types#Attack Types|Melee Attack type]].
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*'''Block Projectile''' protects specifically against cards that use the [[Card Types#Attack Types|Projectile Attack type]].
 
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===Block any===
 
Block any: When an enemy plays a card targeting you, cancel that card.
 
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<div id="Burst"></div>
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===Burst ''X''===
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Burst describes a card that copies its effect to all squares in a given radius around the target location; the number ''X'' describes the distance that the Burst may reach. Burst is counted outward from the ''target square'' in all directions to any square within the given distance 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. The Burst can include the square of the character that plays the card. Additionally it may include squares not in sight of the character who uses the card, or squares beyond the listed {{K|Range|range}} of the card. This means a Burst card may reach squares a character could not normally target.
  
===Block Melee===
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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.
Block Melee: When an enemy plays a Melee card targeting you, cancel that card.
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===Block Magic===
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<div id="Burning"></div>
Block Magic: When an enemy plays a Magic card targeting you, cancel that card.
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===Burning ''X''===
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Burning describes a damaging effect that {{K|Attach|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 {{T|Fire}} type damage performed by the card. Burning cannot be {{K|Block|blocked}} after it is attached but may be reduced by {{K|Armor|armor}}.
 
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===Block Projectile===
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Block Projectile: When an enemy plays a Projectile card targeting you, cancel that card.
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===Burst===
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Burst describes a card that copies its effect to all squares of a given distance around the target location; this keyword is always paired with a number showing the distance the Burst may reach. In case a Burst effect includes an [[Attachment]], temporary cards are created for each affected square or character. Only the original card is discarded normally when it expires, the others simply vanish.
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Burst is counted outward from the ''target'' in all directions, including diagonals, to any square in the given distance that has [[Line of Sight|line of sight]] with the targeted square. Unless otherwise specified, Burst is independent of the sight of the character who played the card. The area of effect may also exceed the {{K|Range|range}} of the card (which is used to find valid targets). This means a Burst card may reach squares a character could not normally target.
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===Burning===
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Burning: Attach to target. At the start of each turn, target takes <x> points of Fire damage.
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===Cantrip===
 
===Cantrip===
Cantrip: Take another turn after playing this card.
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Cantrip is an instruction that the player using this card may immediately take another turn; the opponent has no chance to play.
 
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===Chance===
 
===Chance===
Chance is rarely written out as a keyword, but it appears on many cards as an icon that looks like a die. 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|revealed]] but NOT discarded. Chance is often found on [[:Category:Block cards|Blocks]], [[:Category:Armor cards|Armors]], and other defensive cards.
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Chance is rarely written out as a keyword, but it appears on many cards as an icon that looks like a die. 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|revealed]] but NOT discarded. Chance is often found on [[Card Colors#Grey Cards|Block cards]], [[Card Colors#Green Cards|Armor cards]], and other [[Reaction|reactions]]. Some card instructions modify the die roll, changing the number rolled upward or downward in order to alter the probability of success.
 
:{|
 
:{|
!Chance # !! &ensp; &frasl; !! align="left" | &ensp; Probability of success
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!Chance # !! &ensp; &frasl; !! align="left" | &ensp; Unmodified probability of success
 
|-
 
|-
 
| align="center" | 1+ || || &ensp; 6/6, or every time
 
| align="center" | 1+ || || &ensp; 6/6, or every time
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===Cone===
 
===Cone===
Cone affects all characters or squares in forward arc.
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Cone describes an area of effect that becomes progressively wider with distance from the character who uses it. When a character plays this card, he or she may {{K|Pivot|pivot}} to choose the direction of the cone. The {{K|Range}} number 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, [[Blocked terrain]] stops the cone, so only squares within the character's [[Line of Sight|line of sight]] may be targeted.
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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.
 
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===Crushing===
 
Crushing describes a type of {{K|Damage|damage}} associated with blunt or rounded weapons and projectiles.
 
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===Damage===
 
===Damage===
Damage describes a card effect that reduces one or more character's [[Hit Points]]. This keyword is often represented by an icon, especially on [[:Category:Attack cards|Attack cards]]. Damage is always paired with a number showing the size of the Hit Point reduction. Some cards will also have another keyword to differentiate types of damage, e.g. {{K|Crushing}} or {{K|Poison}}.
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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).
 
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===Duration===
 
===Duration===
Duration describes how many rounds a card effect remains in play as an [[Attachment]], unless interrupted or removed by another card. This keyword may be implied rather than written out, as in the instruction "Attach 3" where "3" is the Duration. During the attachment check at the starrt of each [[Round]], the time for an attachemnt to remain is reduced by 1. When the time remaining counter reaches zero, the attachment expires and the card is discarded.
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Duration describes how many rounds a card effect remains in play as an {{K|Attach|Attachment}}, unless interrupted or removed by another card. At the start of each round, before drawing any new cards, each attached card in play is checked for a beginning-of-round effect (activating the card if it does) and its time remaining is reduced by 1. When the time remaining counter reaches zero, the attachment expires and the card is discarded.
 
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===Electrical===
 
Electrical describes a type of {{K|Damage|damage}} usually associated with {{K|Magic|magical}} lightning attacks.
 
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<div id="Encumber"></div>
===Encumber===
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===Encumber ''X''===
Encumber: Whenever you move, subtract <x> move points from that move.
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Encumber is a [[Reaction|reaction]] that activates when a character holding an Encumber card or who has an Encumber {{K|Attach|attached}} plays a [[Card Colors#Blue Cards|Movement card]]. The effect is to reduce the total length of the move by the number ''X'', to a minimum move of zero. More than one Encumber can activate on a single move, resulting in multiple deductions.
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===Fire===
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Fire describes a type of {{K|Damage|damage}} usually associated with rapid exothermic oxidation. And, sometimes, dragons.
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===Fly===
 
===Fly===
Fly describes a type of movement that travels without contacting the ground. This keyword is paired with a number designating the length of the movement. Flying allows a character to ignore all terrain costs and stops, and to move over other characters. Impassable terrain blocks movement according the the usual rules (see [[Movement]]). The destination cannot be impassable or occupied by another character.
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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. Impassable terrain blocks movement according the the usual rules (see [[Movement]]). The destination cannot be impassable or occupied by another character.
 
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===Free Move===
 
===Free Move===
Free Move describes a type of movement that ignores terrain costs and stops. The character making this move must go around impassable terrain and other characters as usual (see [[Movement]]).
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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).
 
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===Frenzy===
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<div id="Frenzy"></div>
Frenzy: Attach to target. Target adds <x> damage to any Melee attacks they play.
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===Frenzy ''X''===
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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}}).
 
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===Halt===
 
===Halt===
Halt describes an attachment that prevents a character from playing [[Movement]] cards.
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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.
 
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===Hard to Block===
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<div id="Hard to Block"></div>
Hard to Block: Subtract <x> when rolling to block this card.
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===Hard to Block ''X''===
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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.
 
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===Heal===
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<div id="Heal"></div>
Heal describes a card effect that adds to the [[Hit Points]] of one or more characters. This keyword is always paired with a number showing the size of the increase. Unless specially noted, Healing may not raise a character's hit points beyond their original number.
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===Heal ''X''===
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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.
 
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===Holy===
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Holy describes a type of {{K|Magic}} associated with {{K|Heal|healing}} and blessings, bestowed through the power of gods or similar entities.
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<div id="Return to Hand"></div>
 
<div id="Return to Hand"></div>
 
===Keep===
 
===Keep===
Keep describes a special circumstance in which a card returns to your hand instead of going to the discard pile after playing it. If a card has more than one set of instructions, Keep will be specified separately for each use. Keep does not prevent the card from being discarded during a forced discard or at the end of a round.
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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.
 
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===Linear===
 
===Linear===
Linear affects all characters or squares in a line to the target square.
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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.
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===Magic===
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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.  
:''This paragraph describes the use 'Magic' as a keyword. For other uses, see [[Magic]].''
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Magic describes card effects that are non-physical or supernatural, such as a {{K|Heal|healing}} or {{K|Teleport|teleportation}}. Most cards will have another keyword to differentiate types of magic.
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<div id="Target Self"></div>
 
<div id="Target Self"></div>
 
===May Self Target===
 
===May Self Target===
Self Target describes a card that may be used for an effect on the character that plays it. This keyword is most often used when an effect on the holder is possible but not apparent from the card's other instructions.
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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.
*A card that does not list {{K|Range}} can only target its holder or holder's square, so this keyword is usually omitted.
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*Some cards may designate an area ({{Keywords|Burst}}) or group target ("all party members") that includes the card's holder without explicitly writing this keyword.
*Some cards may designate an area ({{K|Burst}}) or group target ("all party members") that includes the holder without explicitly writing this keyword.
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===Melee===
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<div id="Move"></div>
Melee describes a type of physical [[:Category:Attack cards|attack]], usually at short {{K|Range|range}}. However, some melee cards may actually have a long Range, because [[Card Hunter]] mainly uses this keyword to ditinguish physical effects from {{K|Magic|Magical}}. Most cards will have another keyword to differentiate between different types of {{K|Damage|damage}}.
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===Move ''X''===
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===Move===
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:''This paragraph describes the use of 'Move' as a keyword, for more information see [[Movement]].
 
:''This paragraph describes the use of 'Move' as a keyword, for more information see [[Movement]].
Move describes the ability of a character to travel on the game board. This keyword is always paired with a number designating 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.
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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.
 
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===Penetrating===
 
===Penetrating===
Penetrating: Ignore Armor when applying damage unless that Armor prevents all damage.
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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]].
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===Piercing===
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Piercing describes a type of {{K|Damage|damage}} usually associated with pointed weapons or projectiles.
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===Pivot===
 
===Pivot===
Pivot describes a state where the character may change facing but may not move.
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Pivot is an instruction that the character may change its facing to any of the four cardinal directions, without moving from its current square.
 
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===Poison===
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<div id="Poison"></div>
Poison describes an [[Attachment]] that does {{K|Damage}} over time. This keyword is paired with a number that designates how much damage a character takes at the start of each round while the Poison remains in effect. Poison damage ignores {{K|Armor}}.
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===Poison ''X''===
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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}}.
 
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===Push===
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<div id="Push"></div>
Push: Move target character <x>.
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===Push ''X''===
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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.)
 
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===Range===
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<div id="Range"></div>
Range may be written or displayed as an icon, 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. Unless otherwise specified, Range may be counted in all directions including diagonals to any square that has [[Line of Sight|line of sight]] with the character's square. Range is always paired with a number showing how many squares to count; by convention cards with a Range of zero omit this keyword. Zero range cards can only target the character or the character's square.
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===Range ''X''===
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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.
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By convention cards with a Range of zero omit this information. Zero range cards can only target the character or the character's square.
 
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===Single Use===
 
===Single Use===
Single Use: This card is destroyed after being played.
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When a character plays a card with the Single Use property, that card may not be used again for the remainder of the battle.
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===Slashing===
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Slashing describes a type of {{K|Damage|damage}} usually associated with swinging bladed weapons.
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===Slide===
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<div id="Slide"></div>
Slide: Move target character <x>. Do not change its facing.
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===Slide ''X''===
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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.)
 
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===Slide Back===
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<div id="Slide Back"></div>
Slide Back: Move target character <x> away from you. Do not change its facing.
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===Slide Back ''X''===
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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.
 
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===Stealthy===
 
===Stealthy===
Stealthy describes a card that does not make a target turn toward the character that played the card. See [[Facing]] for more details.
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When playing a card with the Stealthy propery, the target does not turn to face the character that played the card.
 
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===Step===
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<div id="Step"></div>
Step describes a card that gives a character some movement before another effect takes place. This keyword is paired with a number showing the size of the move.  
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===Step ''X''===
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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.  
 
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===Stop===
 
===Stop===
Stop describes a difficult terrain type or obstacle that forces a character to end [[Movement]] when entering that square, even if that character has movement points remaining.
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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.
 
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===Stun===
 
===Stun===
Stun describes a type of [[Attachment]] that prevents a character from playing any card type other than [[Movement]] and certain {{K|Trait|Traits}}.
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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]].
 
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===Teleport===
 
===Teleport===
Teleport describes a type of movement accomplished by arcane [[Magic]]. When counting squares, teleportation ignores all terrain costs or stops, although the destination cannot be an impassable square or a square already occupied by another character. In addition the card instructions may specify certain line of sight rules instead of the usual movement around objects (see [[Movement]]).
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Teleport describes a type of movement accomplished by arcane magic. When counting squares, Teleportation ignores all terrain costs or stops, although the destination cannot be an impassable square or a square already occupied by another character. In addition the card instructions may specify certain [[Line of Sight|line of sight]] rules instead of the usual movement around objects (see [[Movement]]).
 
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===Trait===
 
===Trait===
Trait describes a card that uses special rules for play. Traits are either [[:Category:Boost cards|Boosts]] or [[:Category:Drawback cards|Drawbacks]]
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Trait is an instruction that includes several special rules for playing a card:
 
#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.)
 
#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.)
 
#A player cannot pass while holding a Trait card.
 
#A player cannot pass while holding a Trait card.
 
#When a Trait card is played, draw another card.
 
#When a Trait card is played, draw another card.
 
#Playing a Trait card does not end the player's turn.
 
#Playing a Trait card does not end the player's turn.
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===Unholy===
 
Unholy describes a type of {{K|Magic}} associated with curses and {{K|Damage|damage}}, activated with the power of malicious supernatural beings.
 
 
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Revision as of 20:31, 21 January 2013

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 Keep or 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 also provides a helpful tooltip on mouseover.

Contents


Armor X

This paragraph describes the use of 'Armor' as a keyword, for other uses see Armor Cards.

Armor is a reaction effect that prevents or mitigates damage done to a character's health. The number X is the amount of damage against which the card protects. If another card would do less or equal damage than the Armor rating, then that damage is reduced to zero. If another 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. Many cards with the Armor keyword also roll for Chance before taking effect, and some may have special rules that only protect against certain types of damage. Some damaging cards may have rules that allow them to ignore Armor.



Attach

Attach is an instruction to create a lasting effect that repeats over a 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 regular square. Both kinds of attachment can be zoomed to see the card instructions.

Every attachment has a Duration measured in rounds. While attached, the card activates as a reaction whenever the conditions described in the reaction instructions occur. This is generally either when a certain color or type of card is played, or at the start of each new round of play.



Block

This paragraph describes the use of 'Block' as a keyword, for other uses, see Block Cards

Block is a reaction effect that prevents another card from taking effect. Many cards with the Block keyword also roll for Chance before the Block succeeds. When a card is Blocked, the triggering card is completely nullified and both cards discarded; in the case of a card affecting multiple targets, Block protects only the character holding it (while other chracters may have their own reactions). When a character holds multiple cards with this instruction they activate in sequence from newest to oldest (left to right) until the triggering card is successfully blocked or there are no more Blocks to try. Characters may only use Block to nullify cards played by characters in front of their current facing. Block can never stop a card played by an ally.

Types of Blocks
  • Block any protects against all types and colors of cards.
  • Block Magic protects specifically against cards that use the Magic Attack type (even if they don't do damage).
  • Block Melee protects specifically against cards that use the Melee Attack type.
  • Block Projectile protects specifically against cards that use the Projectile Attack type.


Burst X

Burst describes a card that copies its effect to all squares in a given radius around the target location; the number X describes the distance that the Burst may reach. Burst is counted outward from the target square in all directions to any square within the given distance that has 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. The Burst can include the square of the character that plays the card. Additionally it may include squares not in sight of the character who uses the card, or squares beyond the listed range of the card. This means a Burst card may reach squares a character could not normally target.

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.



Burning X

Burning describes a damaging effect that attaches to a character and activates at the start of each round for the duration of the attachment. The number X is the amount of Fire type damage performed by the card. Burning cannot be blocked after it is attached but may be reduced by armor.



Cantrip

Cantrip is an instruction that the player using this card may immediately take another turn; the opponent has no chance to play.



Chance

Chance is rarely written out as a keyword, but it appears on many cards as an icon that looks like a die. 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 but NOT discarded. Chance is often found on Block cards, Armor cards, and other reactions. Some card instructions modify the die roll, changing the number rolled upward or downward in order to alter the probability of success.

Chance #   ⁄   Unmodified probability of success
1+   6/6, or every time
2+   5/6, or around 83%
3+   4/6, or not quite 67%
4+   3/6, or exactly 50%
5+   2/6, or slightly over 33%
6+   1/6, or a little less than 17%


Cone

Cone describes an area of effect that becomes progressively wider with distance from the character who uses it. When a character plays this card, he or she may pivot to choose the direction of the cone. The Range number 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, Blocked terrain stops the cone, so only squares within the character's line of sight may be targeted.

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.



Damage

Damage reduces the health points of one or more characters by a given number. It is not unusual for reaction cards to increase or decrease the amount of damage after the initial card is played. Damage may be listed in an Icon Box, or be included in a card's instructions either expressly or as part of another keyword. There are many types of damage, and every card that does damage should have a Damage Type listed in the Information Bar, card instructions, or as part of another keyword (for example, Burning always does Fire damage).



Duration

Duration describes how many rounds a card effect remains in play as an Attachment, unless interrupted or removed by another card. At the start of each round, before drawing any new cards, each attached card in play is checked for a beginning-of-round effect (activating the card if it does) and its time remaining is reduced by 1. When the time remaining counter reaches zero, the attachment expires and the card is discarded.



Encumber X

Encumber is a reaction that activates when a character holding an Encumber card or who has an Encumber attached plays a Movement card. The effect is to reduce the total length of the move by the number X, to a minimum move of zero. More than one Encumber can activate on a single move, resulting in multiple deductions.



Fly

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 stops, and to move over occupied squares. Impassable terrain blocks movement according the the usual rules (see Movement). The destination cannot be impassable or occupied by another character.



Free Move

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).



Frenzy X

Frenzy is an instruction that this card attaches to a character, and while attached Frenzy adds X amount of damage to any Melee type card a character uses if that card already does some damage. The card remains attached until its duration expires (implied Keep).



Halt

Halt is an instruction that this card attaches to a character and for its duration prevents a character from playing Movement cards.



Hard to Block X

Hard to Block affects Chance by subtracting the number X from the number rolled, making it less likely that damaging cards can be counteracted with Block Cards. This property does not change die rolls for any other type or color of card.



Heal X

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.



Keep

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 attached cards to remain attached after reacting during play. If a card has more than one set of 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.



Linear

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 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.

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.



May Self Target

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 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.

  • Some cards may designate an area (Burst) or group target ("all party members") that includes the card's holder without explicitly writing this keyword.


Move X

This paragraph describes the use of 'Move' as a keyword, for more information see Movement.

Move is an instruction for a character to travel on the game board. It may appear in an Icon Box, or be included in a card's instructions either expressly or as part of another keyword (such as 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.



Penetrating

When a card with the Penetrating property is played, it prevents reactions by Armor cards unless that card has special instructions to always prevent damage of a given type.



Pivot

Pivot is an instruction that the character may change its facing to any of the four cardinal directions, without moving from its current square.



Poison X

Poison describes a damaging effect that attaches to a character and activates at the start of each round for the duration of the attachment. The number X is the amount of damage performed by the card in each round. Once attached, Poison cannot be blocked or reduced by armor.



Push X

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.)



Range X

Range may be written but is usually displayed in an 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 with the target square.

By convention cards with a Range of zero omit this information. Zero range cards can only target the character or the character's square.



Single Use

When a character plays a card with the Single Use property, that card may not be used again for the remainder of the battle.



Slide X

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.)



Slide Back X

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.



Stealthy

When playing a card with the Stealthy propery, the target does not turn to face the character that played the card.



Step X

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.



Stop

Stop describes a terrain Attachment that creates difficult terrain, that is, it forces a character to end ground Movement when entering that square.



Stun

Stun describes a type of Attachment that prevents a character from playing any card type other than Movement cards.



Teleport

Teleport describes a type of movement accomplished by arcane magic. When counting squares, Teleportation ignores all terrain costs or stops, although the destination cannot be an impassable square or a square already occupied by another character. In addition the card instructions may specify certain line of sight rules instead of the usual movement around objects (see Movement).



Trait

Trait is an instruction that includes several special rules for playing a card:

  1. 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.)
  2. A player cannot pass while holding a Trait card.
  3. When a Trait card is played, draw another card.
  4. Playing a Trait card does not end the player's turn.

      
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