Armor

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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 "Armor" 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.
 
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 "Armor" 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.
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<!--PL comment: an image showing a hand of armors and an cool arrow for the proc sequence would be great here!-->
  
 
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.
 
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.
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<!--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...-->
  
 
===General Strategy===
 
===General Strategy===
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*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.
 
*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.
 
*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.
 
*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.
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<!--PL comment: recommend a small section for hard counters, ie, dissolve armor, shredding strike. Thoughts ?-->
  
 
[[Category:Basic Guide]]
 
[[Category:Basic Guide]]

Revision as of 21:03, 21 March 2013

(This article describes the use of 'Armor' as a card instruction, for Armor as type (color) of card see Category:Armor_Card.)


  • In-Game Text: "Triggers on damage and prevents <x> points of that damage."

Game Effect

  • When a character would take damage, reduce the amount of that damage by the number indicated.

Armor works as a reaction that triggers after the game has determined that a character will take damage but before the total is calculated. The number following the "Armor" 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.


Many cards with the Armor keyword also roll for Chance before reducing damage, and some may have special rules that only protect against certain types of damage. Some damaging cards may have rules (such as Penetrating) that allow them to ignore Armor.


General Strategy

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.

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.

When facing an opponent who uses Armor, several possible strategies apply.

  • Use attacks with the Penetrating keyword, or attacks with a damage type against which the armor does not trigger.
  • Use powerful attacks and/or card combinations that do more damage than the opponent can mitigate.
  • Equip your own deck(s) with cards that allow you to force a discard. Some cards target 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.
  • 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.
      
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