Each card has useful statistical information that will help you create your own strategy to defeat the enemy.
The name of the card.
The value represents your initiative counter. Initiative determines the numbers of turns that must pass before the card can attack. Counter will reset after an attack has been made.
An image of the card.
The colored border indicates which faction the card belongs to. Faction color determines which enemy factions are vulnerable to your card.
The values on the card that directly impact gameplay.
The amount of damage done when attacking.
The amount of damage the card can take before being killed.
Some cards have special abilities that can be applied during combat. Abilities have their own turn counters, which decrease with reached played turn.
Leader abilities are passive abilities that affect your entire gang.
Only leader cards and Friend cards apply these abilities during combat.
Communicates a card's rarity and relative power.
Each card is associated with a faction color, which determines which cards it has advantages against and which it is vulnerable to.
RED: x1.5 damage against Green, x0.5 damage against Blue.
GREEN: x1.5 against Blue, x0.5 against Red.
BLUE: x1.5 against Red, x0.5 against Green.
YELLOW: x1.5 against Purple.
PURPLE: x1.5 against Yellow.
You may assign one card as your Leader, which provides you the effects of its Leader Ability. Choose this card based on which Leader Ability you wish to use. The Leader Card appears at the top of your deck in combat.
One card is considered your Friend Card. The benefit of a Friend Card is that it also gives you access to its Leader Ability. Choose this card based on which Friends are available and what abilities you wish to use. Only Friends on your friends list (and not Allies) provide you their leader ability.
Many cards have abilities. Each ability has its own counter, which indicates the number of turns required to pass before it can be used. Once the ability has been used it needs that number of turns to recharge again.
Leader Abilities are passive and do not need to be activated. Leader abilities stops working if a leader card has been incapacitated.
Each game is made up of several Waves, which is comprised of a set of enemies. Once a Wave is defeated, a new Wave begins. At the start of a new Wave, all Counters are reset to their original values.
Combat consists of a number of turns. Each turn, the player chooses actions for their cards then plays their turn. After these actions are taken, the enemy selects actions for their cards and plays their turn. After all actions are taken and combat is resolved, card counters are reduced by one and the player takes their next turn.
Once players have advanced through early combat, initiative is applied to combat. At the start of each wave the sum total of each side's counters are added up. The side with the lower value will go first.
Enemy cards can be targeted by selecting card, selecting Attack, then selecting an enemy card to target. To target a different card, simply perform these actions again and select a different enemy card.
When a card's HP reaches zero it is Incapacitated and can no longer be used for the remainder of combat. Incapacitated cards can be resurrected by some Abilities but otherwise do not return. Leader Abilities remain active even if the Leader card is incapacitated.
Each turn, a player can select one of three actions for each card.
By attacking, the Card deals its ATK value as damage to his target. Once the attack is completed, the card's counter will reset the next turn.
Cover reduces incoming damage by 35%.
Support has different benefits based on what action the supported card is taking.
Support increases damage by 10% of the target Card's ATK.
Support reduces damage taken in cover further by spreading the damage between supporting cards
If a card is not taking an action and has a counter that is one or higher, you may support it to reduce its counter. The counter will be reduced by 1 for each supporting card. Multiple Cards may support a single card."