Almost every card belongs to one of three classes: MATTER (red), ENERGY (green) or INFORMATION (blue)
These are the elements of which all things in our world consist.
When meeting in battle they behave like this: ![]() MATTER beats ENERGY
ENERGY beats INFORMATION INFORMATION beats MATTER Beyond that there are two special classes:
ATTACK, DEFENSE and SPEED In every round a battle will occur after both players played a card. The classes of these cards determine who will be the Attacker and who will Defender. For example, if you play a MATTER card and your opponent plays an ENERGY card, then you will be the Attacker. In the battle the Defense Value of the Defender is subtracted from the Attack Value of the Attacker. If the result is larger than zero, it is subtracted from the hit points of the Defender as damage. ![]() The Speed Value has a special role:
If two cards of the same class meet in battle, the Speed Value will determine which card gets to Attack first. For example, if both players play a MATTER card, then the Speed Values come into play. The card with the higher Speed Value will start the attack. However, unlike with normal battles, if this Attack is not successful and no damage is inflicted, the order is turned around and the Defender gets to strike back. It is also important to remember that if both cards have the same color and also the same Speed Value, the round is instantly ended with a Deadlock and no battle occurs. This will mostly happen when the same cards have been played, but some different cards may have the same values as well, so pay close attention. Finally, if any card has a Speed Value that is higher than 99 and has no Combo-Requirement (more on combos in a moment) it has a very special ability: A player may send one such card to his Backup Slot and use it later any time during the game to replace a card in battle. Every card has a ComboEvery card has a Combo-Indicator on the upper right corner. It consists of three hexagons that may be colored and defines the Combo-Requirement that must be fulfilled to play the card. ![]() ![]() When a panel in the Combo-Indicator is grey, it means that this panel does not need to be matched. For example, most cards have three grey panels, which indicates they can be played under any circumstances. Think of grey as a wildcard.
Take a look at some examples here. On the left you have the Combo-Indicators of three cards that can be played; the three cards on the right can not be played in this round. ![]() Every card has EffectsEvery card has two fields that define the special effects it can activate. The field on the left has a red border and holds an effect that will target your opponent. The effect panel on the right has a grey border and displays the effect that will target you. ![]() In general there are two types of effect:
Permanent effects:
Temporary effects:
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![]() Typical LOGOS datacard: The class of the card is INFORMATION Attack: 5.000 Defense: 20.000 Speed: 70 The card has one effect that will heal the player himself. The card has a combo requirement and can only be played if both the card from two rounds ago and from three rounds ago were INFORMATION |
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