FANDOM


(Created page with "Zones are the different areas that a player's cards can be during the game. The "Changing Zones" Puzzles explore some of the mechanics of cards moving between zones. == ...")
 
(Terms for Changing Zones)
 
(10 intermediate revisions by 2 users not shown)
Line 1: Line 1:
Zones are the different areas that a player's cards can be during the game.
+
Zones are the different areas that a player's cards can be during a game.
   
 
The "Changing Zones" [[Puzzles]] explore some of the mechanics of cards moving between zones.
 
The "Changing Zones" [[Puzzles]] explore some of the mechanics of cards moving between zones.
   
 
== The Zones ==
 
== The Zones ==
[[File:Praxis Outlaw.png|thumb|Praxis Outlaw has an ability that triggers when it is in the deck.]]
 
   
 
=== The Deck ===
 
=== The Deck ===
This is the set cards that have not yet been drawn. These are drawn into the hand each turn, as well as by spells and abilities.
+
[[File:Praxis Outlaw.png|thumb|Praxis Outlaw has an ability that triggers while it is in the deck.]]
  +
Decks are the cards that players have not yet drawn. A card is drawn into the hand at the start of each turn, and more may be drawn as the effect of spells and abilities.
   
In general, cards in the deck have no effect on the game until they are drawn, but some cards such as [[Praxis Outlaw]] have abilities that can be triggered while they are in the deck.
+
Generally, cards in the deck have no effect on the game until they are drawn, but some cards have abilities that can be triggered while they are in the deck, and {{KeywordHover|Warp}} allows the top card of a deck to be played.
  +
  +
The deck's cards can be effected by many of ''Eternal's'' mechanics. Their stats may be changed (such as by {{KeywordHover|Warcry}} or {{CardHover|Nostrix, Lord of Visions|text=Nostrix}}), they may be {{CardHover|Rain of Frogs|text=transformed into new cards}}, and they may be {{CardHover|Iceberg Mason|text=moved around the deck}}.
   
 
=== The Hand ===
 
=== The Hand ===
These are cards available to play. They are drawn from the deck and are discarded to the void, through effects or if the player has too many cards (more than 9 at the end of the turn, or more than 12 at any time).
+
Cards in players' hands are available to play. They usually are drawn from the deck, but some effects let cards be {{CardHover|Dark Return|text=obtained from other zones}} or {{CardHover|Twinning Ritual|text=even be newly created}}.
   
=== Play ===
+
Cards in the hand can be discarded to the void, through effects or if the player has too many cards. Players may only keep 9 cards at the end of any turn, and there is a hard limit of 12 cards at any time—cards drawn in excess are immediately discarded.
Cards that are in play include units on the battlefield, as well as relics, weapons, or curses on these units or the players. In general, text on cards will only be active when the card is in play.
 
   
=== [[The Void]] ===
+
=== The Playmat===
These are cards that have been killed or discarded, and spells that have been played. Some cards such as [[Ephemeral Wisp]] have abilities that can be activated while they are in the void.
+
Cards on the playmat include [[units]] and [[sites]] that have been played, as well as [[attachments]] on units and players. In general, text on cards will only be active when the card is in play.
[[File:Jennev Merchant.png|thumb|Merchants allow access to the Market.]]
 
   
=== [[Market|The Market]] ===
+
=== The Void ===
The Market is only available to a player with at least one [[:Category:Merchant|Merchant]] in their deck. It consists of up to five cards chosen when building the deck. During the game, these can be swapped with cards in the hand when a merchant is played. Currently, merchants are the only cards that can interact with the Market.
+
The void is where cards are sent when killed or discarded, and where spells that have been played go as their effects resolve. Some cards (such as {{CardHover|Ephemeral Wisp}}) have abilities that can be activated while they are in the void.
  +
  +
=== The Market ===
  +
[[File:Jennev Merchant.png|thumb|Merchants allow access to the Market.]]
  +
The {{kh|Market}} is only available to players with at least one [[:Category:Merchant|Merchant]] or {{kh|Bargain}} card in their deck. It consists of up to five cards chosen when building the deck. During the game, cards in the hand may be swapped for from the Market by Merchants, played directly with Bargain conditions, or interacted with by cards like {{CardHover|Ponysnatcher}}.
   
 
=== Power ===
 
=== Power ===
Power cards that have been played can be viewed by clicking the power total. There is currently no way to interact with these cards once they have been played.
+
[[Power]] cards that have been played can be viewed by clicking the player's power indicator. There is currently no way to interact with these cards once they have been played.
   
 
== Changing Zones ==
 
== Changing Zones ==
 
When cards move between zones, they will retain some of the changes that have been made to them while others are lost or reset.
 
When cards move between zones, they will retain some of the changes that have been made to them while others are lost or reset.
[[File:Predator's Instinct.png|thumb|A unit that is given Killer will retain it if they are killed, and can use it again if they re-enter play.]]
 
   
=== What stays the same ===
+
=== What Stays the Same ===
Any permanent changes to the attack, health, cost, and text of a card will remain. This does not include ongoing effects from other cards in play such as [[Xenan Obelisk]].
+
Any permanent changes to the {{i|strength}} strength, {{i|health}} health, cost, and text of a card will remain. This does not include ongoing effects from other cards in play such as {{CardHover|Xenan Obelisk}}, or temporary effects such as {{CardHover|Finest Hour}}.
   
Armor added to a relic weapon will remain if it leaves play.
+
{{i|armor}} Armor added to a [[relic weapon]] will remain if it leaves play.
   
=== What is lost ===
+
=== What is Lost ===
 
If a unit with any attachments leaves play, the attachments are "killed" and go to their owners' voids.
 
If a unit with any attachments leaves play, the attachments are "killed" and go to their owners' voids.
   
=== What is reset ===
+
=== What is Reset ===
Skills and keywords that have a single use are reset if a card leaves and re-enters play. This includes the battle skills Aegis, Berserk and Killer, and the keywords Ally, Infiltrate, and Ultimate. Revenge is not reset, as the skill is lost after the first activation.
+
[[File:Predator's Instinct.png|thumb|A unit given Killer will retain it when killed. The ability can be used again if the card is replayed.]]
  +
Skills and keywords that have a single use are reset if a card leaves and re-enters play. This includes the battle skills {{KeywordHover|Aegis}}, {{KeywordHover|Berserk}} and {{KeywordHover|Killer}}, and the keywords {{KeywordHover|Ally}}, {{KeywordHover|Infiltrate}}, and {{KeywordHover|Ultimate}}. {{KeywordHover|Revenge}} is not reset, as the skill is lost after the first activation.
   
The armor of a relic weapon that was lost through taking damage is restored when it leaves play.
+
The armor of a [[Relics#Relic Weapons|relic weapon]] that was lost through taking damage is restored when it leaves play.
   
=== Terms for changing zones ===
+
=== Terms for Changing Zones ===
There are effects that can trigger if a card is drawn, discarded, played, or killed - when these trigger is related to the zones the card is moving between.
+
Some effects are triggered if a card is ''drawn'', ''discarded'', ''played'', or ''killed''—these terms are distinguished by the zones a card is moved between.
   
A card is "drawn" if it goes to the hand from the deck, void, or market. Cards put in the hand from play are not considered drawn, and will not trigger effects such as {{KeywordHover|Echo}} or {{KeywordHover|Fate}}.
+
*A card is ''"drawn"'' as it enters the hand from a deck, void, or market. Cards put into the hand from play are not considered drawn, and will not trigger effects such as {{KeywordHover|Echo}} or {{KeywordHover|Fate}}.
   
A card is "discarded" if it goes to the void from the deck or hand, with the exception of spells being played.
+
*A card is ''"discarded"'' as it goes to the void from a deck or hand, with the exception of spells being played.
   
A card is "played" if it enters play from any other zone. Note that cards played directly from the deck or void are not considered to be drawn.
+
*A card is ''"played"'' if it enters play from any other zone. Note that cards played directly from the deck or void, such as with {{kh|Warp}}, are not considered to be drawn.
   
A card is "killed" if it goes to the void from play.
+
*A card is ''"killed"'' if it goes to the void from play.
  +
[[Category:Mechanics]]

Latest revision as of 00:17, December 28, 2019

Zones are the different areas that a player's cards can be during a game.

The "Changing Zones" Puzzles explore some of the mechanics of cards moving between zones.

The Zones Edit

The Deck Edit

Praxis Outlaw

Praxis Outlaw has an ability that triggers while it is in the deck.

Decks are the cards that players have not yet drawn. A card is drawn into the hand at the start of each turn, and more may be drawn as the effect of spells and abilities.

Generally, cards in the deck have no effect on the game until they are drawn, but some cards have abilities that can be triggered while they are in the deck, and Warp allows the top card of a deck to be played.

The deck's cards can be effected by many of Eternal's mechanics. Their stats may be changed (such as by Warcry or Nostrix), they may be transformed into new cards, and they may be moved around the deck.

The Hand Edit

Cards in players' hands are available to play. They usually are drawn from the deck, but some effects let cards be obtained from other zones or even be newly created.

Cards in the hand can be discarded to the void, through effects or if the player has too many cards. Players may only keep 9 cards at the end of any turn, and there is a hard limit of 12 cards at any time—cards drawn in excess are immediately discarded.

The PlaymatEdit

Cards on the playmat include units and sites that have been played, as well as attachments on units and players. In general, text on cards will only be active when the card is in play.

The Void Edit

The void is where cards are sent when killed or discarded, and where spells that have been played go as their effects resolve. Some cards (such as Ephemeral Wisp) have abilities that can be activated while they are in the void.

The Market Edit

Jennev Merchant

Merchants allow access to the Market.

The Market is only available to players with at least one Merchant or Bargain card in their deck. It consists of up to five cards chosen when building the deck. During the game, cards in the hand may be swapped for from the Market by Merchants, played directly with Bargain conditions, or interacted with by cards like Ponysnatcher.

Power Edit

Power cards that have been played can be viewed by clicking the player's power indicator. There is currently no way to interact with these cards once they have been played.

Changing Zones Edit

When cards move between zones, they will retain some of the changes that have been made to them while others are lost or reset.

What Stays the Same Edit

Any permanent changes to the Strength icon strength, Health icon health, cost, and text of a card will remain. This does not include ongoing effects from other cards in play such as Xenan Obelisk, or temporary effects such as Finest Hour.

Armor icon Armor added to a relic weapon will remain if it leaves play.

What is Lost Edit

If a unit with any attachments leaves play, the attachments are "killed" and go to their owners' voids.

What is Reset Edit

Predator's Instinct

A unit given Killer will retain it when killed. The ability can be used again if the card is replayed.

Skills and keywords that have a single use are reset if a card leaves and re-enters play. This includes the battle skills Aegis, Berserk and Killer, and the keywords Ally, Infiltrate, and Ultimate. Revenge is not reset, as the skill is lost after the first activation.

The armor of a relic weapon that was lost through taking damage is restored when it leaves play.

Terms for Changing Zones Edit

Some effects are triggered if a card is drawn, discarded, played, or killed—these terms are distinguished by the zones a card is moved between.

  • A card is "drawn" as it enters the hand from a deck, void, or market. Cards put into the hand from play are not considered drawn, and will not trigger effects such as Echo or Fate.
  • A card is "discarded" as it goes to the void from a deck or hand, with the exception of spells being played.
  • A card is "played" if it enters play from any other zone. Note that cards played directly from the deck or void, such as with Warp, are not considered to be drawn.
  • A card is "killed" if it goes to the void from play.
Community content is available under CC-BY-SA unless otherwise noted.