Infinity Wars
Feb 16, 2014 14:34:11 GMT
Post by Mip on Feb 16, 2014 14:34:11 GMT
Hello everyone,
I'm making a thread about a different digital tcg that some of us are also playing at the moment: infinity wars.
The game has simultaneous turns, you and your opponent plan the turn at the same time. Once you're both finished planning the turn, the turn will be resolved depending on the speed of cards. One of the players has the initiative for that turn (it switches every turn) meaning actions of a similar speed of his will go first. For cards of the same speed, the order the player plays them in determines the order they resolve.
Speeds:
1. Summoning of creatures and moving of creatures.
2. Pre-emptive spells
3. Activated character abilities and normall spells
4. Attacks
5. End of turn effects
Characters that are summoned appear exhausted in the support zone (unless haste/vigilance/charge). Unexhausted characters can be moved from the support zone to the attack or defense zone. Combat is resolved by the first attacker attacking the first defender, then the second attacker hitting the first still living defender (can be defender 1 or defender 2) until every attacker has attacked once. Damage on characters is persistent through the game. Any hits not on defenders damage the fortress, reaching 0 fortress health loses you the game.
When characters die, you lose their "morale value", which is independent from the cost to summon them. So cards are balanced on both the cost to summon and the cost when ou lose them. You start the game with 100 morale, getting to 0 morale loses you the game. There are ofcourse cards to restore fortress health and morale.
The game also has the Trading Post. Here you can spend resources for draw/deck manipulation. During the first turn, you can perform a mulligan here. After the first turn, you can pay 3 resources to shuffle a card from hand into deck and draw a card, pay 5 just to draw a card, or pay 9 to get a extra resource.
Both players start the game with 1 resource and will gain an extra addditional resource up to 10 free resources. Additional resources can be bought at trading post or gained through characters/spells.
Reasons to go above the 10 free resources:
Units with unstoppable get a bonus attack when they kill an ally (and yes, everytime they kill an ally )
Next to the 3 zones, assault, defense, support there is a fourth zone. The command zone. During deck construction you can choose 3 characters as commanders, these will appear in the command zone at the start of game. Their passive abilities are active from command zone, they can activate their active abilities from turn 1 (if you have the resources) and if you have the cost to play them, you can immediately play them into assault or defense even if they have no haste. This way you can give your deck some early game consistency or just ensure that certain options are always available to use active abilities. Units in command zone can be damaged/killed by spells.
The three commanders also limit the type of cards you can put in deck. There are 7 factions in IW, each card belonging to a faction has a purity 1, 2 or 3. The purity is the amount of commanders from that faction you need in order for the card to be legal. Any mixing and matching among then 3 commanders is allowed, such as 1-1-1, 3, 2-1. There are also factionless cards which fit in any deck.
Some are plus:
- animated card art
- player to player trading
- free to play
- daily login/daily 3 games/quests for extra cards, plus rewards from games played for boosters.
People playing:
Danny
Geckt
Mip
Zhou (invite code: CAF49)
I'm making a thread about a different digital tcg that some of us are also playing at the moment: infinity wars.
The game has simultaneous turns, you and your opponent plan the turn at the same time. Once you're both finished planning the turn, the turn will be resolved depending on the speed of cards. One of the players has the initiative for that turn (it switches every turn) meaning actions of a similar speed of his will go first. For cards of the same speed, the order the player plays them in determines the order they resolve.
Speeds:
1. Summoning of creatures and moving of creatures.
2. Pre-emptive spells
3. Activated character abilities and normall spells
4. Attacks
5. End of turn effects
Characters that are summoned appear exhausted in the support zone (unless haste/vigilance/charge). Unexhausted characters can be moved from the support zone to the attack or defense zone. Combat is resolved by the first attacker attacking the first defender, then the second attacker hitting the first still living defender (can be defender 1 or defender 2) until every attacker has attacked once. Damage on characters is persistent through the game. Any hits not on defenders damage the fortress, reaching 0 fortress health loses you the game.
When characters die, you lose their "morale value", which is independent from the cost to summon them. So cards are balanced on both the cost to summon and the cost when ou lose them. You start the game with 100 morale, getting to 0 morale loses you the game. There are ofcourse cards to restore fortress health and morale.
The game also has the Trading Post. Here you can spend resources for draw/deck manipulation. During the first turn, you can perform a mulligan here. After the first turn, you can pay 3 resources to shuffle a card from hand into deck and draw a card, pay 5 just to draw a card, or pay 9 to get a extra resource.
Both players start the game with 1 resource and will gain an extra addditional resource up to 10 free resources. Additional resources can be bought at trading post or gained through characters/spells.
Reasons to go above the 10 free resources:
Units with unstoppable get a bonus attack when they kill an ally (and yes, everytime they kill an ally )
Next to the 3 zones, assault, defense, support there is a fourth zone. The command zone. During deck construction you can choose 3 characters as commanders, these will appear in the command zone at the start of game. Their passive abilities are active from command zone, they can activate their active abilities from turn 1 (if you have the resources) and if you have the cost to play them, you can immediately play them into assault or defense even if they have no haste. This way you can give your deck some early game consistency or just ensure that certain options are always available to use active abilities. Units in command zone can be damaged/killed by spells.
The three commanders also limit the type of cards you can put in deck. There are 7 factions in IW, each card belonging to a faction has a purity 1, 2 or 3. The purity is the amount of commanders from that faction you need in order for the card to be legal. Any mixing and matching among then 3 commanders is allowed, such as 1-1-1, 3, 2-1. There are also factionless cards which fit in any deck.
Some are plus:
- animated card art
- player to player trading
- free to play
- daily login/daily 3 games/quests for extra cards, plus rewards from games played for boosters.
People playing:
Danny
Geckt
Mip
Zhou (invite code: CAF49)