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Mechanics There are 6 different types of
mechanics: Combat, Non-Combat, General, Passive, Modifying, and
Movement. Combat Mechanics
Power Attack X - A Standard Attack with damage +X. Abilities that modify Standard Attacks also modify Power Attacks Redirect - Changes the intended target of an attack to one of the unit's controller's choosing. The target must be legal, but can belong to any player. The new target does not participate in the encounter Wound X - An attack that deals X damage Non-Combat
Mechanics Mine X - Add X gold to your treasury Salvage X - The unit recovers X amount of equipment cards from their current Location, equipping them to other units in that Location Sneak - Hiding in the shadows. Cannot be targeted while sneaking. Lasts until the unit Rests or attacks Upgrade: "Unit A" to "Unit B" - Unit A is replaced by Unit B. Any equipment, scrolls, or enhancements played on Unit A are played on Unit B. Can only be used in the player's empire location, and Unit B cards come into play in the same card position as the Unit A card General Mechanics Freeze - A unit targeted and affected by Freeze changes its position; units in the Rested Position change to the Action Position, and units in the Action Position change to the Ultimate Action Position. Units already in the Ultimate Action Position are not affected by Freeze. Flying units affected by Freeze are targetable by melee attacks. Heal X - Recovers X lost Vitality of a unit Rage X - Increases a unit's damage by X until the end of the turn or until it attacks, whichever comes first Passive Mechanics Destiny: "Unit Name" - As an additional cost to play a unit with Destiny, the named unit must be sacrificed. Similar to the Upgrade mechanic, the sacrificed unit is essentially upgraded into the unit with Destiny. As such, all equipment, scrolls, and enhancements played on the sacrificed unit are moved to the unit with Destiny. The card with Destiny is played to whichever location the sacrificed unit was in, as well as the same card position. The new unit is the same culture of the sacrificed unit as well. Dual Wield - Allows two one-handed weapons to be equipped simultaneously, one as a Main Hand weapon, and the other as an Off Hand weapon. All normal Actions (activated with "[action]") use the Main Hand weapon, all Chains (activated with "[chain]") use the Off Hand, and all Ultimate Actions (activated with "[ultimate]") use both. Dual Wield also grants the unit the ability of "[chain] -- Standard Attack". If only one one-handed is equipped, it cannot be used in the Off Hand. Main Hand and Off Hand weapons can be swapped only during the Build Phase Elusive - The unit cannot be targeted by ranged or long range abilities Endurance - When the unit is at full Vitality, a single, fatal attack reduces the unit to 1 Vitality instead Flying - The unit can only be target by ranged actions, other units with flying, or by melee units retaliating to a melee attack by the flying unit. The unit can pass by Rested non-flying units in the Battleground, but can also be passed by non-flying units. Flying units affected by Freeze are targetable by melee attacks. "Card Type" Mastery X - The card type named by the Mastery Mechanic receives +X to all non-zero stats(e.g. Melee Weapon Mastery, Horse Mastery) Infiltrate - The unit can attack units hiding inside of structures Modifying Mechanics Critical - 50% chance on damaging attack to deal double damage Crushing - A Physical damage type modifier. Like Siege, it ignores Structures' ability to reduce physical damage against them to 1. Crushing damage does 50% more damage to units, and 50% less damage to structures. The increase in damage occurs before damage prevention. Curse X - The opposing unit becomes cursed by the attack, receiving the effects of the attack repeatedly for the next X Rest Phases. The duplicated attacks occur automatically and are not reactivated by the unit that performed the attack. Deflection - While a melee weapon is equipped, the attack negates any Ranged attack on the unit Disarm - The attack steals the weapon of an opposing unit, equipping it to the unit performing the disarm. Drain - Heals the unit by X, where X is the damage they deal to a unit Element - The ability is of a specific element, dealing double damage to weaker elements, and half damage to stronger elements. Fire is strong against Nature and Shadow. Light is strong against Fire and Shadow. Nature is strong against Light and Water. Shadow is strong against Nature and Water. Water is strong against Fire and Light. Metal is neither strong nor weak against any element. This change in damage occurs after any damage prevention the opposing unit may have Fear - Targeted unit cannot retaliate against the attack Instant - The ability resolves as soon as it is declared Intercept - Intercept abilities may also be used during an encounter the unit is not currently participating in Lifestealing - Equips a slain unit as an Enhancement. They receive +1 to all stats for each slain unit Enhancement Long Range - The action can target a card one location away Luck X - Roll an X sided die. Increases the ability's effect by X Magic - The ability's damage is of the Magical damage type Parry - While a melee weapon is equipped, the attack negates any Melee attack on the unit Physical - The ability's damage is of the Physical damage type Pillage X - While in an opponent's Empire, the unit steals gold from unused Gold Cards the opponent controls up to X and adds it to it's controller's Treasury Quick Draw - The ability resolves before non-Quick Draw abilities. Attacks made with Two-Handed melee weapons resolve as if they were non-Quick Draw attacks Rally X - All other units in the same location where the Rally action is used gain an extra X damage that Combat Phase Ranged - The ability is ranged, and can therefore target flying units, and deals its damage first against melee abilities that resolve at the same time as the ranged ability. Against Quick Draw melee actions, however, the ranged attack resolves afterwards, just like other non-Quick Draw actions. Can only target cards in the same location Rift X - Damage is divided evenly among up to X targets. If it cannot be, then the initial target receives the excess damage Siege - Siege damage is not reduced to 1 against structures, and instead deals the full amount against structures Soulstealing - Equips a slain unit as an Enhancement. They receive the card abilities of the slain unit Enhancements Movement Mechanics Flurry - The unit uses its unused movement action to gain Quick Draw on its next action Rush - The unit uses its unused movement action to switch the targeted unit into the Action Position Swiftness - The unit gains one extra movement action Hero Mechanics
Execute - The attack will kill the targeted unit if it is a lower level than the Hero Intimidate X - The unit cannot be made the target of actions by opposing units of level X or less Regen X - Passive Mechanic. Recovers X Vitality every Rest Phase Resilience X - This Heroic Mechanic reduces damage to the Hero by X when dealt damage by a unit whose level is less than the Hero's. This reduction cannot be bypassed by modifiers like Piercing. Valor - Movement Mechanic. Spend an unused movement action to make a Standard Attack with the main hand |
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