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. | '''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. | ||
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[[Category:Basic Guide]] | [[Category:Basic Guide]] |
Revision as of 19:58, 22 March 2013
Keywords Table of Contents |
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Armor X · Attach · Block · Burst X · Burning X · Cantrip · Chance · Cone · Damage · Duration · Encumber X · Fly · Form · Free Action · Free Card · Free Draw · Free Move · Frenzy X · Halt · Hard to Block X · Heal X · Immediately · Immune · Immunity · Keep · Keep Unless X · Linear · Linear Cardinal · Linear Diagonal · Major Erratic Damage · Mandatory Action · May Self Target · Melee Frenzy X · Minor Erratic Damage · Move X · Penetrating · Pivot · Poison X · Push X · Range X · Saving Roll · Single Use · Slide X · Slide Back X · Stealthy · Step X · Stop · Stun · Teleport · Trait · Unblockable · Unbuffable |
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.
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 reduces 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 (Penetrating) 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 characters 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. 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.
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.
Jump Back X
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.
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 unless other instructions also apply (See Movement for an explanation of movement rules.).
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, 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.)
Trait
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 player cannot pass while holding a Trait card.
- When a Trait card is played, draw another card.
- Playing a Trait card does not end the player's turn.