Cards

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''<big>! Work in progress.</big>''
 
 
 
 
'''You want Cards.'''
 
'''You want Cards.'''
 
<br/>'''You need Cards.'''
 
<br/>'''You need Cards.'''
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Every ability your party has, every action you can take, every sword swung and every spell cast...
+
Every ability your party has, every action you take, every sword swung and every spell cast...
<br>... is on a card.
+
<br/>... is on a card.
<br/>You literally won't get anywhere without using your cards. Movement is a card, too.
+
<br/>You literally won't get anywhere without using your cards. Movement is on 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?
+
'''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 of your own 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?
  
  
 
==Card Origins==
 
==Card Origins==
 
:''see also: [[Items]]''
 
:''see also: [[Items]]''
Each of your characters has a deck of 36 cards, plus a special one called the Default Move Card. For a party of three, that's a total of 111 cards that you have to play with. (In the very early going for new players, while some gameplay mechanics are still being introduced, your characters may have fewer cards than that. But they grow up fast.) How do they get them? Cards come from the [[Items]] that your characters equip: each item bestows certain abilities that translate into cards for your deck. For example, the item known as {{I|Puppeteer's Headband}} includes two copies of the {{C|Teleport Other}} card and one copy of {{C|Maze of the Mind}}. Those three cards are shuffled along with the other 33 cards, and if you draw Teleport Other or Maze of the Mind during play you will have an opportunity to cast a powerful magic spell. If your luck is such that you don't draw the cards, then you can't use the abilities of your Puppeteer's Headband. Of course, using other items can give you very different cards instead.
+
Each of your characters has a deck of 36 cards, plus a special one called the Default Move Card. For a party of three, that's a total of 111 cards to play with. (In the very early game for new players, while some game mechanics are being introduced, your characters may have fewer cards than that. But they grow up fast.) How do you get all those cards? Cards come from the [[Items]] that your characters equip: each item bestows certain abilities that translate into cards for your deck. For example, the item known as {{I|Puppeteer's Headband}} includes two copies of the {{C|Teleport Other}} card and one copy of {{C|Maze of the Mind}}. Those three cards are shuffled along with the other 33 cards, and if you draw Teleport Other or Maze of the Mind during play you will have an opportunity to cast a powerful magic spell. If your luck is such that you don't draw the cards, then you can't use the abilities of your Puppeteer's Headband. Of course, equipping other items can give you very different cards instead.
  
Using no items at all will instead give you "default" cards, representing the sort of abilities that you have if you go into battle without any weapons and not wearing any armor. Those are some shameful, weak cards. But it does mean that you never need to worry about counting to see if you have a legal deck size. By equipping any item onto your character, you substitute that item's associated cards for an equal number of cards you will no longer be using, and the total size of your deck doesn't change.
+
Using no items at all will instead give you "default" cards, representing the sort of abilities that you have if you go into battle without any weapons and not wearing any armor. Those are some shameful, weak cards. But it does mean that you never need to worry about counting to see whether you have a legal deck size. By equipping any item onto your character, you substitute that item's associated cards for an equal number of cards you will no longer be using, and the total size of your deck doesn't change.
 
====Default Move Card====
 
====Default Move Card====
The 36 cards in your regular deck all come from items, but the Default Move Card has a unique origin. This card is assigned according to your character's [[Charcaters#Race|Race]]: human, elf, or dwarf. The DMC is not shuffled into the regular deck with your other cards, rather, you get a new copy during the [[draw phase]] at the start of each round of play. (If you choose not to use the DMC in one round, you still get another copy in the next round.)
+
The 36 cards in your regular deck come from items, but the Default Move Card has a unique origin. This card is assigned according to your character's [[Charcaters#Race|Race]]: human, elf, or dwarf. The DMC is not shuffled into the regular deck with your other cards: rather, you get a new copy during the [[draw phase]] at the start of each round of play. (If you choose not to use the DMC in one round, you still get another copy in the next round.)

Revision as of 15:53, 30 October 2012

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 take, every sword swung and every spell cast...
... is on a card.
You literally won't get anywhere without using your cards. Movement is on 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 of your own 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?


Card Origins

see also: Items

Each of your characters has a deck of 36 cards, plus a special one called the Default Move Card. For a party of three, that's a total of 111 cards to play with. (In the very early game for new players, while some game mechanics are being introduced, your characters may have fewer cards than that. But they grow up fast.) How do you get all those cards? Cards come from the Items that your characters equip: each item bestows certain abilities that translate into cards for your deck. For example, the item known as Puppeteer's Headband includes two copies of the Teleport Other card and one copy of Maze of the Mind. Those three cards are shuffled along with the other 33 cards, and if you draw Teleport Other or Maze of the Mind during play you will have an opportunity to cast a powerful magic spell. If your luck is such that you don't draw the cards, then you can't use the abilities of your Puppeteer's Headband. Of course, equipping other items can give you very different cards instead.

Using no items at all will instead give you "default" cards, representing the sort of abilities that you have if you go into battle without any weapons and not wearing any armor. Those are some shameful, weak cards. But it does mean that you never need to worry about counting to see whether you have a legal deck size. By equipping any item onto your character, you substitute that item's associated cards for an equal number of cards you will no longer be using, and the total size of your deck doesn't change.

Default Move Card

The 36 cards in your regular deck come from items, but the Default Move Card has a unique origin. This card is assigned according to your character's Race: human, elf, or dwarf. The DMC is not shuffled into the regular deck with your other cards: rather, you get a new copy during the draw phase at the start of each round of play. (If you choose not to use the DMC in one round, you still get another copy in the next round.)

      
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