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MORE INFO & UPDATED DETAILS, COMING SOON.

THE HERO CARD IS YOU, THE PLAYER. IF YOUR HERO CARD GETS DEFEATED YOU LOST THE GAME. EACH HERO HAS THEIR OWN "PLAY STYLE" WITH THEIR OWN UNIQUE ABILITIES/STRATEGIES.

ACTIONS ARE BASICALLY ACTIONS/ABILITIES YOUR HERO IS DOING (EXCEPT FROM ATTACKING).
DEPENDING ON THE ACTION CARD, THESE TAKE EFFECT BEFORE OR AFTER YOUR TURN IS PLAYED.

ARTIFACTS ARE THE EQUIPMENT OF HERO CARDS, EACH HERO HAVE AT LEAST 2 OF THESE (ONLY 2 ARTIFACTS CAN BE PLAYED IN A GAME).
ARTIFACTS CAN BE USED AS WARDEN CARDS OR CHARGE IF YOU'RE IN A PINCH, BUT YOU WILL LOSE THE PASSIVE ABILITY SAID ARTIFACT PROVIDES.

CHARACTERS ARE YOUR MAIN DAMAGE DEALERS (DEPENDING ON YOUR DECK BUILD AND HERO).
MUCH LIKE ACTIONS, SOME CHARACTERS HAVE THEIR OWN ABILITIES THAT ARE TRIGGERED WHEN THE CARD IS PLAYED IF SAID OTHERWISE.

EACH CARD COST AN AMOUNT OF CHARGES, INDICATED BY THE NUMBER NEXT TO THEIR NAME.
EACH CARD DOES ALSO HAVE A "CHARGE WORTH" THAT IS DISPLAYED AS 6 CHARGE ICONS ON THE CARD.
ANY CARD CAN BE USED AS "FUEL" FOR OTHER CARDS, THESE USED CARDS WILL GO BACK INTO THE DECK INSTEAD OF THE GRAVEYARDS.

WARDEN CARDS ARE SHIELDS, THESE CARD MUST BE DEFEATED BEFORE THE OPPONENT CAN ATTACK YOUR HERO CARD.

TRAP CARDS WORK SIMILAR TO ACTION CARDS.
BUT UNLIKE ACTION CARDS, YOUR OPPONENT CAN'T SEE WHAT TRAP CARD YOU PLAY, AND TRAP CARDS ARE TRIGGERED BY ACTIONS MADE BY YOUR OPPONENT AND WILL REMAIN IN PLAY UNTIL TRIGGERED.







































