CardMaker

【CardMaker】【Quick help】Combat system

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Note: Quick help is mainly for freshman. Because of the frequent updates of game, the latest announcements are always prevailing if there is inconsistency between Quick help and actual data.


【Unique and family combat system】


QQ--20191225164856

CardMaker's combat system combines the essence of the conventional card game, and refines the rules of early quality game.

【Core Rules】

When either side falls in all the battles, the other side wins.
The whole battle can use 1 to 3 roles and 15 to 30 cards in a fixed number.
Among them, the role is the defensive unit, and the card is the attack unit.
Base Action Points (AP) for each battle are fixed at 3 points.
Playing will change AP .
Fighting is round system. Each round will reset AP to 3 points. Players can end their current round at any time and turn to enemy's turn.
The role are divided into front and back rows.
Te front-row roles have higher Hit Points (HP) and Defense (DEF), while the back-row roles are usually more vulnerable.
As long as the initial back-row roles survives, it will add an extra point each time. For example, there are three back-row roles and one dead in the middle.
When it comes to our turn, the AP are reset to 3 + 2 = 5.
When HP is zero, the role dies.
Defense is the natural armor of the role, which can counteract the damage and will not disappear.
Roles have one of the five attributes, apart from None-attribute, other attributes restrain each other. (Currently, restraint relationship is only the damage effect of cards to roles.)
AP consumption:
It affects whether the card can be played in this round. The higher AP consumption, the greater effect of the card.
Target classification:

When no front or back row or target is specified, the default is from the front row.
Element attributes:
Attributes can restrain each other.

Hurt:

The damage that a card can cause. Original Damage = Card Damage + Attack - Role Defense - Role Armor (integer)
Damage is divided into direct damage and sustained damage.
Direct one is: it takes effect in this round.
The other is that the card will take effect in multiple rounds after playing.
Treatment:

Cards can cause healing When meets the same attributes, it will result in an additional 50% treatment effect.
Shield:

The card can add shield to the role, each point of shield can offset 1 damage, and the armor can overlap.
The shield exists for two rounds. When our side release the shield, the enemy moves, and when it comes to our turn, all the shields will disappear automatically.

When multiple Element Shields exist, card damage takes effect over the same element first. For example, Fire damage takes effect over the fire shield.
If the same element shield absorbs the same amount of elemental damage at one time, it will convert 10% of the absorbed into damage enhancement. The damage enhancement effect will be added to the role with shield. Once the role falls, the damage enhancement effect will disappear.
For example: Role A has 50 layers of Fire element shield and 50 layers of Water element shield. At this time, if it is damaged by 60 Fire attributes, then it remains 0 layer of Fire element shield and 40 layers of Water and will get 5 layers of damage enhancement effect (damage + 5).
Damage enhancement effect lasts for 2 rounds. Like other effects, if it is achieved again within the duration, it can refresh and superimpose the effect.
Penetrating:

Ignore the enemy's armor, but can not penetrate the enemy's defense.
Dizziness:
Place several cards that cannot be played in the enemy's card group (the cards placed do not enter the discarded pile).
Switching:
Make the roles change the front or back positions, and the location attributes remain unchanged.
Resurrection:
Dead roles will re-enter the battle. The amount of resurrected blood depends on the strength of the card.
Continuous damage:

Continuous damage lasts for 3 rounds. Damage will be done before each enemy turn begins.
Continuous heal:

Continuous heal lasts for 8 rounds. Heal will be done before each enemy turn begins.
Continuous element heal doubles the effect of the corresponding role. Theeffect of the same element cannot be superimposed, but the maximum value can be refreshed.

Block:
Making the role not be hurt by the enemy lasts for 2 rounds.
Choosing card
Choose X cards from the library and X is the number of effects. When the library card is 0, it cannot be drawn.
Summon:
Summon a role to play. When the team is full, it cannot be summoned.
Life limit increasing:
Increases a role's life limit.
Resistance:
Resist role specific attacks.
Dispel:
Dispels bonus effects.
Dispel is a very flexible effect, can dispel the enemy's positive effects, such as shield, damage enhancement, etc. It also dispels negative effects, such as continuous damage. Every 1 point dispel value can have 1 effect.
Some effects cannot be dispelled.
In addition, dispel effects with element attributes can have additional effect.
Elemental dispel effect:

Elemental dispel after dispelling (our) negative effects, you can attach the corresponding number of levels of elemental to the target to continue healing.
Elemental dispel after dispelling (enemy) positive effects, you can attach the corresponding number of levels of elemental to my random target to continue healing.
Damage promotion:
Damage promotion lasts for 3 rounds. In 3 rounds, all direct damage of card will be increased.
The power of a direct damage card played over the 3 round will be increased.

Increases element damage by an additional 50% on direct damage of the same element.
Adding:
Adds a specific card to the draw or discard pile.
Round switching:
At the end of the round, all the cards go directly into the discarded pile. When the pile is exhausted, it will be shuffled from the discarded pile into the drawing pile by default, until the winner or loser is decided.
Card damage settlement process:
Achieve base card damage
Summary of damage for all roles
Deduction of target defense
Deduction of shield with the same element
Deduction of shield with different element
Computing the effect of attributes
Computing the integer
State effect settlement process:
Start with the left side of the status (Buff) and settle in sequence.
Card targets are highlighted in combat

This effect is now highlighted when the mouse or finger moves over the card.
role are marked as tombstones when they die.

Rules:

When either side falls in all the battles, the other side wins.

The whole battle can use 1 to 3 roles and 15 to 30 cards in a fixed number.

Among them, the role is the defensive unit, and the card is the attack unit.

Base Action Points (AP) for each battle are fixed at 3 points.

Playing will change AP .

Fighting is round system. Each round will reset AP to 3 points. Players can end their current round at any time and turn to enemy's turn.

The role are divided into front and back rows.

Te front-row roles have higher Hit Points (HP) and Defense (DEF), while the back-row roles are usually more vulnerable.

As long as the initial back-row roles survives, it will add an extra point each time. For example, there are three back-row roles and one dead in the middle.

When it comes to our turn, the AP are reset to 3 + 2 = 5.

When HP is zero, the role dies.

Defense is the natural armor of the role, which can counteract the damage and will not disappear.

Roles have one of the five attributes, apart from None-attribute, other attributes restrain each other. (Currently, restraint relationship is only the damage effect of cards to roles.)

AP consumption:

It affects whether the card can be played in this round. The higher AP consumption, the greater effect of the card.

Target classification:

no
enemy random
mine random
enemy all
mine all
enemy front all
my front all
enemy chosen
mine chosen
enemy
mine
enemy back random
mine back random

When no front or back row or target is specified, the default is from the front row.

Element attributes:

Attributes can restrain  each other.

Hurt:

The damage that a card can cause. Original Damage = Card Damage + Attack - Role Defense - Role Armor (integer)

Damage is divided into direct damage and sustained damage.

Direct one is: it takes effect in this round.

The other is that the card will take effect in multiple rounds after playing.

Treatment:

Cards can cause healing  When meets the same attributes, it will result in an additional 50% treatment effect.

Shield:

The card can add shield to the role, each point of shield can offset 1 damage, and the armor can overlap.

The shield exists for two rounds. When our side release the shield, the enemy moves, and when it comes to our turn, all the shields will disappear automatically.

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When multiple Element Shields exist, card damage takes effect over the same element first. For example, Fire damage takes effect over the fire shield.

If the same element shield absorbs the same amount of elemental damage at one time, it will convert 10% of the absorbed into damage enhancement. The damage enhancement effect will be added to the role with shield. Once the role falls, the damage enhancement effect will disappear.

For example: Role A has 50 layers of Fire element shield and 50 layers of Water element shield. At this time, if it is damaged by 60 Fire attributes, then it remains 0 layer of Fire element shield and 40 layers of Water and will get 5 layers of damage enhancement effect (damage + 5).

Damage enhancement effect lasts for 2 rounds. Like other effects, if it is achieved again within the duration, it can refresh and superimpose the effect.

Penetrating:

Ignore the enemy's armor, but can not penetrate the enemy's defense.

Dizziness:

Place several cards that cannot be played in the enemy's card group (the cards placed do not enter the discarded pile).

Switching:

Make the roles change the front or back positions, and the location attributes remain unchanged.

Resurrection:

Dead roles will re-enter the battle. The amount of resurrected blood depends on the strength of the card.

Continuous damage:

Continuous damage lasts for 3 rounds. Damage will be done before each enemy turn begins.

Continuous heal:

Continuous heal lasts for 8 rounds. Heal will be done before each enemy turn begins.

Continuous element heal doubles the effect of the corresponding role. Theeffect of the same element cannot be superimposed, but the maximum value can be refreshed.

Block:

Making the role not be hurt by the enemy lasts for 2 rounds.

Choosing card

Choose X cards from the library and X is the number of effects. When the library card is 0, it cannot be drawn.

Summon:

Summon a role to play. When the team is full, it cannot be summoned.

Life limit increasing:

Increases a role's life limit.

Resistance:

Resist role specific attacks.

Dispel:

Dispels bonus effects.

Dispel is a very flexible effect, can dispel the enemy's positive effects, such as shield, damage enhancement, etc. It also dispels negative effects, such as continuous damage. Every 1 point dispel value can have 1 effect.

Some effects cannot be dispelled.

In addition, dispel effects with element attributes can have additional effect.

Elemental dispel effect:

Elemental dispel after dispelling (our) negative effects, you can attach the corresponding number of levels of elemental to the target to continue healing.

Elemental dispel after dispelling (enemy) positive effects, you can attach the corresponding number of levels of elemental to my random target to continue healing.

Damage promotion:

Damage promotion lasts for 3 rounds. In 3 rounds, all direct damage of card  will be increased.

The power of a direct damage card played over the 3 round will be increased.

Increases element damage by an additional 50% on direct damage of the same element.

Adding:

Adds a specific card to the draw or discard pile.

Round switching:

At the end of the round, all the cards go directly into the discarded pile. When the pile is exhausted, it will be shuffled from the discarded pile into the drawing pile by default, until the winner or loser is decided.

Card damage settlement process:

Achieve base card damage

Summary of damage for all roles

Deduction of target defense

Deduction of shield with the same element

Deduction of shield with different element

Computing the effect of attributes

Computing the integer

State effect settlement process:

Start with the left side of the status (Buff) and settle in sequence.

Card targets are highlighted in combat

This effect is now highlighted when the mouse or finger moves over the card.

role are marked as tombstones when they die.

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