Movement

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==Basic Movement==
 
==Basic Movement==
  
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| STYLE="vertical-align: center; text-align:justify;" align="left" | A move comprises two components: move points and an orientation. Move points refer to the number of [[Game Terrain#Open terrain|open terrains]] that a character can move across. For example, [[Cards/Walk|walk]] contains two move points (denoted by the little boot icon and the number 2 in the lower left corner of the card). Any character that plays [[Cards/Walk|Walk]] is allowed to move across two [[Game Terrain#Open terrain|open terrains]], assuming no obstacles are in its way. The orientation of the character at the end of its move is determined by the direction of the move. Figure 2 shows a dwarf wizard with its [[Cards/Walk|Walk]] preview. The tiles with a blue overlay show the possible moves of the dwarf wizard if the player decides to play [[Cards/Walk|Walk]]. The arrows in blue show the orientation of the dwarf wizard if he so chooses to move to the tile. If the players chooses to move the dwarf left, it will orient itself facing leftwards at the end of its move. Therefore fleeing from enemies usually exposes your character's back towards your enemy.
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| [[File:Walk.jpeg|thumb|150px|Fig. 1: The Walk move card]]
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| [[File:Basic_walk.jpg|thumb|350px|Fig. 2: A dwarf wizard with walk preview]]
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==Zone of Control (ZoC)==
  
==Zone of Control==
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Zone of control refers to an in-game rule that forces opponents to stop when moving next to an enemy. This rule stops you from just using a single move card to whip behind an enemy. It helps tanks and other defensive characters “hold the line” and prevent enemies breaking through to your casters or healers behind. It also makes it hard for opponents to stab you in the back, where you can’t counter-attack or defend.
 
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Revision as of 00:00, 31 May 2013

Movements are a core element of strategic Card Hunter gameplay. In Card Hunter, you play move cards to move your characters. Without move cards in hand, even a party of hardcore warriors are reduced to nothing more than sitting ducks. This guide covers basic concepts of movement, a character's zone of control, default move cards and commonly encountered keywords associated with move cards. As moves are intricately tied with game terrains, readers are advised to browse the Game Terrain basic guide as a prelude.

Contents

Basic Movement

A move comprises two components: move points and an orientation. Move points refer to the number of open terrains that a character can move across. For example, walk contains two move points (denoted by the little boot icon and the number 2 in the lower left corner of the card). Any character that plays Walk is allowed to move across two open terrains, assuming no obstacles are in its way. The orientation of the character at the end of its move is determined by the direction of the move. Figure 2 shows a dwarf wizard with its Walk preview. The tiles with a blue overlay show the possible moves of the dwarf wizard if the player decides to play Walk. The arrows in blue show the orientation of the dwarf wizard if he so chooses to move to the tile. If the players chooses to move the dwarf left, it will orient itself facing leftwards at the end of its move. Therefore fleeing from enemies usually exposes your character's back towards your enemy.
Fig. 1: The Walk move card
Fig. 2: A dwarf wizard with walk preview

Zone of Control (ZoC)

Zone of control refers to an in-game rule that forces opponents to stop when moving next to an enemy. This rule stops you from just using a single move card to whip behind an enemy. It helps tanks and other defensive characters “hold the line” and prevent enemies breaking through to your casters or healers behind. It also makes it hard for opponents to stab you in the back, where you can’t counter-attack or defend.


The Default Move Card

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Common Keywords (associated with moves)

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