User:Mightymushroom

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(transferred entire Keywords page so I can experiment with organization)
(updating my user page. :-))
 
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I'm also going to use this page for some experiments before transferring them to the main wiki.
 
I'm also going to use this page for some experiments before transferring them to the main wiki.
  
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[[Warriors]]
  
Current Experiment: reorganizing Keywords page
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[[Priests]]
  
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[[Wizards]]
<!--
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This page is the target of links from a template that include anchor references auto-created by section headings.  When adding new Keywords, use the format:
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===Keyword===
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descriptive text
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----  <horizontal line>
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to help to ensure efficient navigation and keep the page neat.
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-->
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'''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 {{K|Armor}} or {{K|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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__TOC__
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===Arcane===
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:''This paragraph describes the use of 'Arcane' as a keyword, for other uses see [[:Category:Arcane items]].''
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Arcane describes a type of {{K|Magic}} associated with manipulating the state or layout of the board, for example, moving a character using {{K|Teleport|teleportation}}.  This keyword may also be used for magic that cannot be categorized as any other type.
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===Armor===
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:''This paragraph describes the use of 'Armor' as a keyword, for other uses see [[:Category:Armor cards]].''
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Armor describes a card effect that prevents or mitigates {{K|Damage|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 {{K|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.
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===Attach===
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:''This paragrpah describes the use of 'Attach' as a keyword, for other uses see [[Attachment]].''
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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 {{K|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.
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===Block===
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:''This paragraph describes the use of 'Block' as a keyword, for other uses, see [[:Category:Block cards]]
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Block describes a [[Reaction|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 [[Facing|behind]] the card holder or by cards played by allies. Many cards with the Block keyword also roll for {{K|Chance}} before the Block effect activates.
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===Burst===
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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.
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Burst is counted outward from the ''target'' in all directions, including diagonals, to any square in the given distance that has [[Line of Sight|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 {{K|Range|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.
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===Chance===
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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|revealed]] but NOT discarded. Chance is often found on [[:Category:Block cards|Blocks]], [[:Category:Armor cards|Armors]], and other defensive cards.
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:{|
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!Chance # !! &ensp; &frasl; !! align="left" | &ensp; Probability of success
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| align="center" | 1+ || || &ensp; 6/6, or every time
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|-
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| align="center" | 2+ || || &ensp; 5/6, or around 83%
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|-
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| align="center" | 3+ || || &ensp; 4/6, or not quite 67%
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|-
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| align="center" | 4+ || || &ensp; 3/6, or exactly 50%
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|-
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| align="center" | 5+ || || &ensp; 2/6, or slightly over 33%
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|-
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| align="center" | 6+ || || &ensp; 1/6, or a little less than 17%
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|}
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===Crushing===
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Crushing decribes a type of {{K|Damage|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.
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===Damage===
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Damage describes a card effect that reduces one or more character's [[Hit Points]]. This keyword is often represented by an icon, especially on [[:Category:Attack cards|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. {{K|Crushing}} or {{K|Poison}}.
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===Duration===
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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.
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===Electrical===
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Electrical describes a type of {{K|Magic}} usually associated with {{K|Damage|damaging}} lightning attacks.
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===Fly===
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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.
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===Free Move===
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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]]).
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===Halt===
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Halt describes an attachment that prevents a character from playing [[Movement]] cards.
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===Heal===
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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.
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===Holy===
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Holy describes a type of {{K|Magic}} associated with {{K|Heal|healing}} and blessings, bestowed through the power of gods or similar entities.
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===Magic===
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:''This paragraph describes the use 'Magic' as a keyword. For other uses, see [[Magic]].''
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Magic describes card effects that are non-physical or supernatural, such as a {{K|Heal|healing}} or {{K|Teleport|teleportation}}. Most cards will have another keyword to differentiate types of magic.
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===Melee===
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Melee describes a type of physical [[:Category:Attack cards|attack]], usually at short {{K|Range|range}}. However, some melee cards may actually have a long Range, because [[Card Hunter]] mainly uses this keyword to ditinguish physical effects from {{K|Magic|Magical}}. Most cards will have another keyword to differentiate between different types of {{K|Damage|damage}}.
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===Move===
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:''This paragraph describes the use of 'Move' as a keyword, for more information see [[Movement]].
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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.
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===Piercing===
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:''This section is under review pending a rules clarification.''<br/>
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Piercing describes a type of {{K|Damage|damage}} usually associated with pointed weapons or projectiles. Piercing damage generally ignores or reduces the effect of {{K|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. <!-- In the case that an effect includes Piercing as a fractional portion of a Damage number (e.g. "Damage 5, Piercing 3"), the reduction to Armor is calculated first, then the total Damage is applied against the remaining Armor, if any. --> This keyword may appear in a card's rules box or above it.
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===Poison===
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Poison describes an [[Attachment]] that does {{K|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.
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===Range===
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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|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.
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<div id="Target Self"></div>
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===Self Target===
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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.
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*A card that does not list {{K|Range}} can only target its holder or holder's square, so this keyword is usually omitted.
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*Some cards may designate an area ({{K|Burst}}) or type of target ("all party members") that includes the holder without explicitly writing this keyword.
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===Slashing===
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Slashing describes a type of {{K|Damage|damage}} usually associated with swinging bladed weapons.
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===Stop===
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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.
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===Stun===
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Stun describes a type of [[Attachment]] that prevents a character from playing any card type other than [[Movement]] and certain {{K|Trait|Traits}}.
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===Teleport===
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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]]).
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===Trait===
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Trait describes a card that uses special rules for play. Traits are either [[:Category:Boost cards|Boosts]] or [[:Category:Drawback cards|Drawbacks]]
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#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.)
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#A player cannot pass while holding a Trait card.
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#When a Trait card is played, draw another card.
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#Playing a Trait card does not end the player's turn.
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Latest revision as of 10:22, 16 January 2013

Hi, around the internet I use the name 'mightymushroom'. I'm currently on the Card Hunter forums and a few other places.

For philosophical reasons, I usually sign my name with a small letter m, but it came out capitalized when I registered here.

-- mightymushroom (talk)



I'm also going to use this page for some experiments before transferring them to the main wiki.

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