Cards

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(You want Cards. You need Cards. Cards are power. Cards will bring you glory.)
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'''You want Cards.<br/>You need Cards.<br/>Cards are power.<br/>Cards will bring you glory.'''
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! Work in progress.
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'''You want Cards.
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<br/>You need Cards.
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<br/>Cards are power.
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<br/>Cards will bring you glory.'''
  
 
'''That's why you're a [[Card Hunter]].'''
 
'''That's why you're a [[Card Hunter]].'''

Revision as of 14:43, 30 October 2012

! Work in progress.

You want Cards.
You need Cards.
Cards are power.
Cards will bring you glory.

That's why you're a Card Hunter.


Every ability your party has, every action you can take, every sword swung and every spell cast...
... is on a card.
You literally won't get anywhere without using your cards. Movement is a card, too.


Cards are the basic unit of the Card Hunter combat game. When it's your turn, you get to play one of the cards that your adventurers have drawn out of a deck that represents their entire stock of abilities, strengths, and weaknesses. Yes, some cards can actually do bad things to you while your opponent chortles. But that will only make your eventual triumph all the more sweet. You are planning to win, aren't you?


Every character has a deck of 36 cards plus an extra called the Default Move Card. (In the very early going, while some gameplay mechanics are still being introduced, your characters may have fewer cards than that. But they grow up fast.) These 36 cards can do many different things. It helps to remember that characters have no intrinsic abilities or A Warrior's deck is likely to be full of attack cards and armor cards with which to wade into bloody melee; while a Priest or a Wizard will have cards that control weird supernatural powers that heal or harm from a distance. The game designers can make a card perform just about any action that they can imagine. You'll have to browse the whole catalogue of cards to get more information on each one. But there are some common elements.

      
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