Re: Undefined Project
5. Key Terms
Anything written in the text box of an entity card is an ability. There are many kinds of abilities on cards: activated ability, static ability, and triggered ability. Cards in the element zone generally don't have ability unless it says so.
An entity has an activated ability if you see the colon ":" in the text box. That means that if you fulfill the conditions before the colon, the ability will occur (after the colon). Activated abilities are tactic-speed unless stated otherwise.
The basic unit of currency in this card game. You have to have a certain amount of energy to play any spell. There are currently 6 types of energies: shamanism, animism, sorcery, alchemy, necromancy, and dreamweaver. Void energy is a special subtype of energy. [Refer to void energy]
An entity is anything that exists on the field, no matter which zone it happens to be in.
The field is a broad term that allows you to put stuff there to stay (i.e. entities). There are a number of zones on the field itself: element zone, base zone, and attack zone.
A spell is anything that is currently being played. If you are not putting something into the element zone, you are playing a spell.
A static ability on an entity just happens all the time.
Turning an entity sideways to show that it has been "used up". Many abilities require you to stress something first, and also attacking with allies also requires you to stress that ally. Playing spells also require you to stress cards in the element zone.
It says "target" to denote that it targets. When you are targeting something with a spell or ability, you must announce your targets as soon as you play the spell or ability.
Cards will have "when" or "whenever" for triggered abilities. This means that if the conditions for "when" or "whenever" happens, then the rest of the line (the ability itself) will occur.
If it is on a spell/ability, void energy can be paid with any kind of energy. If you are making it, you can only use Void energy to pay void costs of a particular spell/ability.
6. Card Types
These guys can only be cast onto a base you control. Once a turn, you can move an ally from one base to another (including an opponent's base). If you have an ally at an opponent's base, you can attack the occupant of the base directly, giving your opponent the opportunity to block your attacks. For more information, see combat.
These are powerful friends to have and come with a lot of their own rules. First, no two companions can have the same subtype. If there are ones of the same subtype, all of them go to the go to the crypt. Second, they come with their own bases, so you have to decide how to split your allies to defend you and your companions. If a companion is destroyed, their (unoccupied) base remains as long as there are cards there, but will disappear once there are no cards in there. Only 1 companion can occupy a base at a time, but you can cast a companion spell and have that companion occupied an unoccupied base that you control.
Can only be placed in the element zone for production of energies.
A card type that goes onto a base. However, there may be special spellbound cards that attach to certain cards. In which case, they are in the same zone as the card they are attached to.
These cards are played, have an effect, and then are placed into the crypt. They also define the speed of how things are played, which is only when there are no cards being played and only during main phases. All cards are strategy-speed unless stated otherwise.
These cards are played, have an effect, and then are placed into the crypt. They can be played at any time, and are the only cards that can chain.
Last edited by Kenny_C.002; 02-23-2011 at 11:49 PM.