Keywords
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 Armor or Holy . 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, and quite a few cards do write the full rules when space permits.
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Arcane
- This paragraph describes the use of 'Arcane' as a keyword, for other uses see Category:Arcane items.
Arcane describes a type of Magic associated with manipulating the state or layout of the board, for example, moving a character using teleportation. This keyword may also be used for magic that cannot be categorized as any other type.
Armor
- This paragraph describes the use of 'Armor' as a keyword, for other uses see Category:Armor cards.
Armor describes a card effect that prevents or mitigates 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 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.
Attach
- This paragrpah describes the use of 'Attach' as a keyword, for other uses see Attachment.
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 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 played. If 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.
Block
- This paragraph describes the use of 'Block' as a keyword, for other uses, see Category:Block cards
Block describes a reaction that prevents another card from taking effect. Eevry 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 behind the card holder or by cards played by allies. Many cards with the Block keyword also roll for Chance before the Block effect activates.
Burst
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.
Burst is counted outward from the target in all directions, including diagonals, to any square in the given distance that has 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 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.
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 Blocks, Armors, and other defensive cards.
Chance # ⁄ 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%
Crushing
Crushing decribes a type of damage associated with blunt or rounded weapons and projectiles. Often this keyword appears above a card's rules box and designates how other cards might interact with it, e.g. a card that increases damage when a Crushing card is played.
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 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. Crushing or Poison.
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.
Electrical
Electrical describes a type of Magic usually associated with damaging lightning attacks.
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.
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).
Halt
Halt describes an attachment that prevents a character from playing Movement cards.
Heal
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.
Holy
Holy describes a type of Magic associated with healing and blessings, usually through the intercession of good supernatural entities.
Magic
- This paragraph describes the use 'Magic' as a keyword. For other uses, see Magic.
Magic describes card effects that are non-physical or supernatural, such as a healing or teleportation. Most cards will have another keyword to differentiate types of magic. This keyword usually appears above a card's rules box and designates how other cards might interact with it, e.g. a card that forces a character to discard when a Magic card is played.
Move
- 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.
Piercing
- This section is under review pending a rules clarification.
Piercing describes a type of damage usually associated with pointed weapons or projectiles. Piercing damage generally ignores or reduces the effect of Armor, though not in all cases. This is calulated as a reduction to a defensive card's Armor rating, so that a card with Armor equal to or less than the Piercing damage is rendered completely ineffective. However in the case of multiple defensive cards, Piercing cannot reduce the cumulative Armor by an amount greater than the Piercing itself. This keyword may appear in a card's rules box or above it.
Poison
Poison describes an Attachment that does Damage over time. Thid keyword is paired with a number that designates how much damage a character takes at the strat of each round while the Poison remains in effect.
Range
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 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.
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.
- A card that does not list Range can only target its holder or holder's square, so this keyword is usually omitted.
- Some cards may designate an area (Burst) or type of target ("all party members") that includes the holder without explicitly writing this keyword.
Stop
Stop describes a difficult terrain type or obstacle that forces a character to end Movement in that square, even if that character has movement points remaining.
Stun
Stun describes a type of Attachment that prevents a character from playing any card type other than Movement and certain Traits.
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 describes a card that uses special rules for play. Traits are either Boosts or Drawbacks
- 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.