2026-01-05 15:49:43
Auto-battler strategy card game
The Beast-borne Prophecy whispers through time:
“Every decade, the Twelve elemental clans summon their fiercest champions to the sacred arena. Power clashes. Legends awaken. And when the moment comes, one will rise—chosen by fate—to restore unity long-lost to war and magic.”
Heroes aren’t born. They’re forged in fire and sacrifice. Will you stand among the legends? Step into the arena. Seize the throne. Join the clash now.
AniMagica is an auto-battler strategy card game. It is free to play with no pay-to-win. It intends to offer an accessible yet rich game experience that is fun and challenging to master.
It borrows some proven and successful concepts like
The game brings some new twists to the genre:
Many of the metas can be ignored and the game can be played without any knowledge of these mechanics.
Of course, experienced players will use and stack these mechanics to their advantage.
A player’s game ends when they’re eliminated or become the last one standing.
After each turn, players are ranked in the game ladder based on their 💚 Vitality. If 2 players have the same amount of 💚 Vitality, the one with more units is ranked first. If they have the same unit count, then the one with the most total attack power is ranked first. If they have the same attack power, then the one with the most total health points is ranked first.
👤 Players will be able to purchase vanities like skin and such. The game will never have pay-to-win features as it usually ruins the experience of many players.
Each player has its own section of the ⚔️ Battlefield, which is structured into a 3x3 grid. There are 3 Vertical 🛣️ Lanes. Each 🛣️ Lane contains 3 rows: Front, Middle, and Back, giving you a total of 9 positions on your side of the ⚔️ Battlefield, mirrored by 9 on the opponent’s side. You can deploy one unit per position, giving you the possibility to engage up to 9 units per combat. 🛣️ Lane usually confines combats. Each terrain position can have buffs/debuffs applied to the occupying unit. Interactions between units usually happen within a 🛣️ Lane. Certain abilities might cross 🛣️ Lanes like flanking maneuvers, or area-based effects, but they are uncommon.
| Left lane | Centre lane | Right lane | |
|---|---|---|---|
| Front row | unit 1 | unit 2 | unit 3 |
| Middle row | unit 4 | unit 5 | unit 6 |
| Back row | unit 7 | unit 8 | unit 9 |
At the start of the game, the player has limited coins to buy units. For this reason, not all positions are available. The lanes open progressively based on the ⟳️ Turn number. The table below shows the ⟳️ Turn at which a position is open.
| Left lane | Centre lane | Right lane | |
|---|---|---|---|
| Front row | 2 | 1 | 3 |
| Middle row | 2 | 1 | 3 |
| Back row | 4 | 4 | 4 |
| ⟳️ Turn | 🪙 Income | Total Earned | Max 🐼 bought | Cumulative 🐼 | lanes X rows | Opened positions |
|---|---|---|---|---|---|---|
| 1 | 8 🪙 | 8 🪙 | 2 | 2 | 1 x 2 | 2 |
| 2 | 9 🪙 | 17 🪙 | 2 | 4 | 2 x 2 | 4 |
| 3 | 10 🪙 | 27 🪙 | 2 | 6 | 3 x 2 | 6 |
| 4 | 11 🪙 | 38 🪙 | 2 | 8 | 3 x 3 | 9 |
| 5 | 12 🪙 | 50 🪙 | 3 | 11 | 3 x 3 | 9 |
| 6 | 13 🪙 | 63 🪙 | 3 | 14 | 3 x 3 | 9 |
👤 Players group their units by vertical 🛣️ Lanes, with each unit assigned to one of 3 horizontal rows.
| Row | position name | Ideal unit | Protection | Role |
|---|---|---|---|---|
| 1 | Front row | 🗡 Melee | ❌ | Tank |
| 2 | Middle row | 🏹 Shooter | Medium | DPS |
| 3 | Back row | 🪄 Spellcaster | High | Support |
When staying in the refuge,
After staying for 1 ⟳️ Turn,
| Case | 💥 Damage | 💤 Fatigue | Close combat | 💤 Fatigue | 💤 Fatigue total |
|---|---|---|---|---|---|
| (1) | ❌ | ❌ | 0 | ||
| (2) | ❌ | ✅ | +1 | 1 | |
| (3) | ✅ | +1 | ❌ | 1 | |
| (4) | ✅ | +1 | ✅ | +1 | 2 |
| 💀 Death | ✅ | +5 | No importance | 5 |
Examples:
You can perform these actions:
The table below shows the number of cards offered by type.
| ⭐ Tier | 🗡 Melee | 🏹 Shooter | 🪄 Spellcaster | 🐼 Units | 🔮 Spells | Totals |
|---|---|---|---|---|---|---|
| 1 | 100% | ❌ | ❌ | 3 | 1 | 4 |
| 2 | 70% | 30% | ❌ | 4 | 1 | 5 |
| 3 | 60% | 40% | ❌ | 5 | 1 | 6 |
| 4 | 45% | 35% | 20% | 5 | 1 | 6 |
| 5 | 40% | 35% | 25% | 5 | 1 | 6 |
| 6 (max) | 35% | 35% | 30% | 5 | 1 | 6 |
The table below shows the cost of upgrading the 🧺 Marketplace.
| ⭐ Tier | Upgrade cost | Cumulative Total 🪙 Cost |
|---|---|---|
| 1 | 0 🪙 | 0 🪙 |
| 2 | 7 🪙 | 7 🪙 |
| 3 | 9 🪙 | 16 🪙 |
| 4 | 11 🪙 | 27 🪙 |
| 5 | 13 🪙 | 40 🪙 |
| 6 (max) | 15 🪙 | 55 🪙 |
| ⚙️️ Phase | 🏷️ Name | Automatic |
|---|---|---|
| 1 | 🧹️ Maintenance | ✅ |
| 2 | 🧰 Preparation | ❌ |
| 3 | ⚔️ Combat | ✅ |
You take strategic and tactical decisions to prepare for combat. A limited amount of time is given to this phase. It increases at each turn.
Each card has its own abilities. There are 🐼 Unit cards to fight and 🔮 Spell cards to boost your units.
By strategically placing them on the ⚔️ Battlefield, you create interactions, build traps and advantages.
After each duel:
A combat is a series of Rounds until all lanes are resolved. Per Round
💥 Damage - 🛡️ Defense| ☯ Element | 🗿 Clan | Associated animals | Metas | Environment |
|---|---|---|---|---|
| 🔥️ Fire | 🐓 Rooster | Chicken Peacock Ostrich Flamingo Pheasant Guinea Fowl | Farmlands, Wetlands, Coasts | |
| 🔥️ Fire | 🐱 Cat | Tiger Lion Hyena Leopard Jaguar Cheetah Puma Lynx | Eating units to improve | Jungle, forests |
| 🔥️ Fire | 🐉 Dragon | Griffon Bird of Prey Succubus Harpy Basilisk Hydra | Improving on wound | Mountain, Volcano |
| 💧 Water | 🐍 Cobra | Shark Octopus Python Moray Eel | Def–, Atk++ | Caverns, Mangroves |
| 💧 Water | 🐖 Pig | Bear Hippo Wild boar Rhino Tapir Capybara Warthog | Def++ | Grasslands, Swamps |
| 💧 Water | 🐸 Frog | Rat Toad Salamander Newt Mudskipper | Reproduce/Summon | Forests, wetlands, Coasts |
| 🌿️ Earth | 🐃 Buffalo | Elephant Cow Ox Yak Bison | Def++ | Savannas, scrublands, valleys |
| 🌿️ Earth | 🐼 Panda | Goat Sheep Ibex Markhor Tahr Chamois | Resting boost, Atk–, summon | Hillsides, Bamboo forests |
| 🌿️ Earth | 🐕 Dog | Wolf Fox Dingo Jackal | Forest, Tundra, Himalaya | |
| 🌪️️ Wind | 🐇 Rabbit | Mouse Hamster Squirrel Hare | Faster XP | Farms, Meadows |
| 🌪️️ Wind | 🦓 Zebra | Horse Donkey Mule Tapir Okapi Elk Camel Saiga | Speed, Extra cards, Atk–, Def– | Plains, Deserts, Steppes |
| 🌪️️ Wind | 🐒 Monkey | Gorilla Orangutan Chimpanzee Baboon Gibbon Capuchin | Def–, ❤️ Health–, Atk++ | Jungles, Tropical Rainforest |
| 🗿 Clan | 🔗 Shared 🧬 Traits | 🧬 Traits ++ | 🧬 Traits – | 🕯️ Enchantments |
|---|---|---|---|---|
| 🐓 Rooster | Egg layer, Dodge | Mating, intimidation | Lone fragility | |
| 🐱 Cat | Bloodlust | Cannibalism, Bleeding | ||
| 🐉 Dragon | Life steal, Soul reaper | Weakness, Doomed | ||
| 🐍 Cobra | Venomous | |||
| 🐖 Pig | Immaturity | Hibernation | ||
| 🐸 Frog | Egg layer | Curse*, Voodoo | Sickness | |
| 🐃 Buffalo | Social Herding, overflow/collateral dmg, def piercing | Regeneration | Half-life revival | |
| 🐼 Panda | Healing touch | Weakness, critical exhaustion | ||
| 🐕 Dog | Camouflage | Pack instinct | ||
| 🐇 Rabbit | 🎖️ Level/🏁 First strike | Immunity | Neurotic | |
| 🦓 Zebra | Social Herding, 🎖️ Level/🏁 First strike, Camouflage, SIM | Endurance, Dust kicker | ||
| 🐒 Monkey | Camouflage, Dodge, Deflection, SIM | Ricochet | Anxiety |
This is a proposed distribution of cards in the game.
| ⭐ Tier | 🗡 Melee | 🏹 Shooter | 🪄 Spellcaster | ◯️ Neutral units | 🐼 Units total |
|---|---|---|---|---|---|
| 1 | 6 | 0 | 0 | 6 | 12 |
| 2 | 3 | 2 | 0 | 6 | 23 |
| 3 | 3 | 2 | 0 | 6 | 34 |
| 4 | 3 | 2 | 3 | 6 | 48 |
| 5 | 3 | 2 | 3 | 6 | 62 |
| 6 | 3 | 2 | 3 | 6 | 76 |
| 1 clan | 21 | 10 | 9 | 36 | 76 |
| 4 clans | 84 | 40 | 36 | 36 | 196 |
| 12 clans | 252 | 120 | 108 | 36 | 516 |
| 🗿 Clans units | ◯️ Neutral units | 🔮 Spells total | 🃏 Cards total |
|---|---|---|---|
| 516 | 36 | 60 | 612 |
A unit is always associated with one of the 5 elements:
The table below shows which element reacts together.
| Vs | 🌿️ Earth | 💧 Water | 🔥️ Fire | 🌪️️ Wind | |
|---|---|---|---|---|---|
| 🌪️️ Wind | ✅ | ✅ | 🌪️️ Wind | ||
| 🌿️ Earth | ✅ | ✅ | 🌿️ Earth | ||
| 💧 Water | ✅ | ✅ | 💧 Water | ||
| 🔥️ Fire | ✅ | ✅ | 🔥️ Fire |
The table below shows which element dominates and receives the Boost.
| Vs | 🌿️ Earth | 💧 Water | 🔥️ Fire | 🌪️️ Wind | |
|---|---|---|---|---|---|
| 🌪️️ Wind | 🟢 | 🌪️️ Wind | |||
| 🌿️ Earth | 🟢 | 🌿️ Earth | |||
| 💧 Water | 🟢 | 💧 Water | |||
| 🔥️ Fire | 🟢 | 🔥️ Fire |
On the ⚔️ Battlefield in the same lane:
| lane | lane | Restrictions | |
|---|---|---|---|
| ◯️ Neutral | ✅ | ✅ | None, always allows all elements |
| 🌪️️ Wind | ✅ | ❌ | Forbids 🌿️ Earth & 🔥️ Fire |
| 💧 Water | ✅ | ❌ | Forbids 🌿️ Earth & 🔥️ Fire |
| 🌿️ Earth | ❌ | ✅ | Forbids 🌪️️ Wind & 💧 Water |
| 🔥️ Fire | ❌ | ✅ | Forbids 🌪️️ Wind & 💧 Water |
| ☯ Element | Vibe | 🧬 Traits |
|---|---|---|
| 🌿️ Earth | Grounded | Stability, endurance, nature, strength |
| 🔥️ Fire | Passionate | Power, transformation, destruction, intensity |
| 💧 Water | Fluid | Adaptability, healing, mystery, emotional |
| 🌪️️ Wind | Free | Speed, intellect, invisibility, cerebral |
There are 3 types of 🐼 Unit cards.
| 🧬 Type | 💪 Attack range | Selectable attack lane | Close combat penalty | 🛡️ Defense |
|---|---|---|---|---|
| 🗡 Melee | 1 | ❌ | ❌ | High |
| 🏹 Shooter | 2 | ✅ | 🔴 Disrupted attack | Medium |
| 🪄 Spellcaster | 3 | ✅ | 🔴 Disrupted attack | Low |
| 🔴 Disrupted defense |
A unit can only perform one action per round:
All of these actions are carried out automatically and in an optimal manner.
| 🧬 Type | 💪 Attack | ❤️ Health | 🛡️ Defense | Total |
|---|---|---|---|---|
| 🗡 Melee | +2 | +1 | +1 | +4 |
| 🏹 Shooter | +3 | +1 | ❌ | +4 |
| 🪄 Spellcaster | +4 | ❌ | ❌ | +4 |
A card can only be in one of these locations:
| 🚩 Location | When |
|---|---|
| 📦 Shoe | Before purchase |
| 🧺 Marketplace | Before purchase |
| 🏡 Refuge | After purchase |
| ⚔️ Battlefield | After purchase |
| 🪦️ Graveyard | After resale |
| 🖼️ Image | 🏷️ Name | ⭐ | X | 🕯️ Enchantment | 👥 |
|---|---|---|---|---|---|
| Twin Deployment | 4 | 0 | extra on deploy ⚡On purchase⏳-1 | ||
| Lottery Fair | 3 | 0 | get coins random ⚡On purchase | ||
| Delayed Gratification | 1 | 2 | get coins ⚡On next turn start | ||
| Delayed Gratification+ | 2 | 4 | get coins ⚡On next turn start | ||
| Delayed Gratification++ | 3 | 6 | get coins ⚡On next turn start | ||
| Delayed Gratification+++ | 4 | 8 | get coins ⚡On next turn start | ||
| 1 Gold coin | 1 | 1 | get coins ⚡On spell use | ||
| 2 Gold coins | 2 | 2 | get coins ⚡On spell use | ||
| 3 Gold coins | 3 | 3 | get coins ⚡On spell use | ||
| Awakening of a champion | 2 | 2 | get predominant clan unit tier x ⚡On purchase | ||
| Awakening of a champion+ | 4 | 4 | get predominant clan unit tier x ⚡On purchase | ||
| Awakening of a champion++ | 6 | 6 | get predominant clan unit tier x ⚡On purchase | ||
| Wild 🔮 Spell Invocation | 3 | 0 | get random spell tier mp ⚡On purchase | ||
| Unbound Mana Gift | 2 | 3 | get random spell tier x ⚡On purchase | ||
| Unbound Mana Gift+ | 4 | 6 | get random spell tier x ⚡On purchase | ||
| 🌪️️ Wind Summoning | 3 | 0 | get random unit in group tier mp ⚡On purchase | 🌪️️ Wind | |
| 🌿️ Earth Summoning | 3 | 0 | get random unit in group tier mp ⚡On purchase | 🌿 Earth | |
| 💧 Water Summoning | 3 | 0 | get random unit in group tier mp ⚡On purchase | 💧 Water | |
| 🔥️ Fire Summoning | 3 | 0 | get random unit in group tier mp ⚡On purchase | 🔥️ Fire | |
| Fortune’s Fountain | 3 | 1 | income+ ⚡On purchase | ||
| Summon of the 🗿 Clan Cycle | 5 | 0 | market card replace by clan ⚡On purchase⏳-1 | ||
| Eternal ☯ Element Rebirth | 4 | 0 | market card replace by element ⚡On purchase⏳-1 | ||
| 🔮 Spell Stream Infinity | 2 | 0 | market card replace by spell ⚡On purchase⏳-1 | ||
| Legion of the endless | 3 | 0 | market card replace by type ⚡On purchase⏳-1 | ||
| No mercy for the weak | 5 | 3 | market excludes cards below tier ⚡On purchase | ||
| Magician’s Gift | 2 | market refresh with spells ⚡On purchase | |||
| Renewal of Power | 3 | 0 | market refresh with units next tier ⚡On purchase | ||
| Renewal of 🌪️️ Wind | 4 | market refresh with units ⚡On purchase | 🌪️️ Wind | ||
| Renewal of 🌿️ Earth | 4 | market refresh with units ⚡On purchase | 🌿 Earth | ||
| Renewal of 💧 Water | 4 | market refresh with units ⚡On purchase | 💧 Water | ||
| Renewal of 🔥️ Fire | 4 | market refresh with units ⚡On purchase | 🔥️ Fire | ||
| Renewal of Neutrality | 4 | 0 | market refresh with units ⚡On purchase | ◯️ Neutral | |
| Feast on the Frail | 6 | 0 | prop eat lvp to group💪 Attack,❤️ Health,🛡️ Defense⚡On purchase | ||
| Survival of the Fittest | 2 | 0 | prop eat random by mvp💪 Attack,❤️ Health,🛡️ Defense⚡On purchase | ||
| Collective Ascension | 5 | 0 | prop+ by level to group💪 Attack,❤️ Health⚡On purchase | ||
| Lucky Lantern Market | 3 | 0 | prop+ by tier mp to group💪 Attack⚡On purchase | ||
| Unpredictable Empowerment | 1 | 3 | prop+ random💪 Attack,❤️ Health,🛡️ Defense⚡On spell use | ||
| Baker’s Bounty | 2 | 1 | prop+ to group💪 Attack,❤️ Health⚡On spell use | ||
| Strong and Proud | 3 | 4 | prop+ to group💪 Attack,❤️ Health⚡On spell use | ||
| Chosen by the sword | 2 | 8 | prop+ to random in group💪 Attack⚡On purchase | ||
| Bloom of Life | 1 | 3 | prop+❤️ Health⚡On spell use | ||
| Bloom of Life+ | 2 | 5 | prop+❤️ Health⚡On spell use | ||
| Bloom of Life++ | 3 | 8 | prop+❤️ Health⚡On spell use | ||
| 💤 Fatigue Cleansing | 2 | 3 | prop+💤 Fatigue⚡On spell use | ||
| 💤 Fatigue Cleansing+ | 4 | 6 | prop+💤 Fatigue⚡On spell use | ||
| Fireside Feast | 1 | 1 | prop+💪 Attack,❤️ Health,💤 Fatigue⚡On spell use | ||
| Fireside Feast+ | 2 | 2 | prop+💪 Attack,❤️ Health,💤 Fatigue⚡On spell use | ||
| Celestial Blade | 1 | 2 | prop+💪 Attack⚡On spell use | ||
| Celestial Blade+ | 2 | 4 | prop+💪 Attack⚡On spell use | ||
| Celestial Blade++ | 3 | 7 | prop+💪 Attack⚡On spell use | ||
| Shell of Serenity | 2 | 2 | prop+🛡️ Defense⚡On spell use | ||
| Shell of Serenity+ | 4 | 4 | prop+🛡️ Defense⚡On spell use | ||
| Shell of Serenity++ | 6 | 6 | prop+🛡️ Defense⚡On spell use | ||
| Echoes of 🪖 Experience | 2 | 1 | prop+🪖 Experience⚡On spell use | ||
| Echoes of 🪖 Experience+ | 4 | 2 | prop+🪖 Experience⚡On spell use | ||
| Echoes of 🪖 Experience++ | 6 | 3 | prop+🪖 Experience⚡On spell use | ||
| Protection from 🔥️ Fire | 3 | traits+ ⚡On purchase | |||
| Protection from 🌿️ Earth | 3 | traits+ ⚡On purchase | |||
| Protection from 💧 Water | 3 | traits+ ⚡On purchase | |||
| Protection from 🌪️️ Wind | 3 | traits+ ⚡On purchase |
| 🖼️ Image | 🏷️ Name | 🗿 Clan | ⭐ | 💪 | ❤️ | 🛡️ | 🧬 Traits | X | 🕯️ Enchantment | 👥 |
|---|---|---|---|---|---|---|---|---|---|---|
| Trade Oasis Keeper | ◯️ null | 1 | 1 | 3 | 0 | lifesteal | 0 | |||
| The Golden Gladiator | ◯️ null | 1 | 3 | 1 | 0 | camouflage | 0 | |||
| Skarn the Oasis Raider | ◯️ null | 1 | 2 | 4 | 0 | 💧protection | 0 | |||
| Sand Sentinel | ◯️ null | 2 | 5 | 3 | 0 | level strike | 0 | |||
| Al Zarah The Caravaner | ◯️ null | 2 | 5 | 5 | 0 | dodge | 0 | |||
| The Blackscale Warlord | ◯️ null | 3 | 8 | 8 | 0 | level strike | 0 | |||
| Crok Hellscale | ◯️ null | 4 | 9 | 11 | 0 | defense piercing | 0 | |||
| Simian Scout | 🌪️️ 🐒 Monkey | 1 | 3 | 3 | 0 | 0 | ||||
| Dozing Slacker | 🌪️️ 🐒 Monkey | 1 | 2 | 2 | 0 | anxiety | 2 | prop+💪 Attack,❤️ Health⚡On fatigue recovery⏳-1 | ||
| Sirocco Striker | 🌪️️ 🐒 Monkey | 1 | 1 | 1 | 1 | first strike | 2 | |||
| Hoopoe ravager | 🌪️️ 🐒 Monkey | 1 | 4 | 2 | 0 | anxiety | 2 | |||
| Pyrojack The Reluctant | 🌪️️ 🐒 Monkey | 1 | 3 | 1 | 0 | 🔥️protection | 2 | |||
| Banana Brute | 🌪️️ 🐒 Monkey | 2 | 6 | 1 | 2 | 0 | ||||
| Knucklegrunt | 🌪️️ 🐒 Monkey | 2 | 5 | 3 | 1 | 0 | ||||
| Bullseye Gunner | 🌪️️ 🐒 Monkey | 2 | 9 | 1 | 0 | 0 | ||||
| Simian Smogsmash | 🌪️️ 🐒 Monkey | 2 | 5 | 4 | 0 | camouflage | 0 | |||
| Tribal Martyr | 🌪️️ 🐒 Monkey | 3 | 25 | 10 | 0 | sacrifice | 6 | |||
| Brutus The Butcher | 🌪️️ 🐒 Monkey | 3 | 10 | 5 | 0 | defense piercing | 0 | |||
| Rusher King | 🌪️️ 🐒 Monkey | 4 | 10 | 8 | 0 | first strike | 5 | |||
| Ballrog Brawler | 🌪️️ 🐒 Monkey | 4 | 8 | 10 | 4 | anxiety | 1 | |||
| Bonker Basher | 🌪️️ 🐒 Monkey | 4 | 10 | 10 | 0 | overflow damage | 0 | |||
| Orangoon Twins | 🌪️️ 🐒 Monkey | 4 | 9 | 9 | 0 | 0 | summon ⚡On death🃏Simian Smogsmash | |||
| Gormilla The Unshaken | 🌪️️ 🐒 Monkey | 5 | 5 | 25 | 0 | camouflage | 0 | |||
| Endless Screamers | 🌪️️ 🐒 Monkey | 6 | 33 | 3 | 0 | 0 | summon ⚡On death🃏Orangoon Twins | |||
| Ivory Impaler | 🌱️ 🐃 Buffalo | 1 | 1 | 2 | 1 | 1 | prop+ to random in group🛡️ Defense⚡On purchase | ☯ UnitElement | ||
| Karrak the Watcher | 🌱️ 🐃 Buffalo | 1 | 1 | 2 | 1 | 0 | ||||
| Blacknok | 🌱️ 🐃 Buffalo | 1 | 2 | 2 | social herding | 1 | ||||
| Tharok the Stomper | 🌱️ 🐃 Buffalo | 2 | 1 | 3 | 4 | collateral damage | 4 | |||
| Gaj’Kar Kragspike | 🌱️ 🐃 Buffalo | 2 | 4 | 5 | 0 | defense piercing | 2 | prop+ to random in group🛡️ Defense⚡On purchase,On sale | ||
| Saffran Solwane | 🌱️ 🐃 Buffalo | 2 | 2 | 3 | 2 | 0 | ||||
| Thamur Hammer Tusk | 🌱️ 🐃 Buffalo | 3 | 11 | 2 | 3 | overflow damage | 0 | |||
| Clubadon Mastokar | 🌱️ 🐃 Buffalo | 3 | 4 | 4 | 3 | overflow damage | 0 | |||
| Kravok the Piercer | 🌱️ 🐃 Buffalo | 3 | 5 | 2 | 4 | defense piercing | 0 | |||
| Khan Whitehorn | 🌱️ 🐃 Buffalo | 4 | 9 | 6 | 2 | social herding | 2 | |||
| Klotch the Cleaver | 🌱️ 🐃 Buffalo | 4 | 12 | 2 | 4 | social herding | 3 | |||
| Cragmilker | 🌱️ 🐃 Buffalo | 4 | 11 | 5 | 2 | regeneration | 2 | |||
| Black Spire | 🌱️ 🐃 Buffalo | 5 | 10 | 15 | 0 | collateral damage | 6 | |||
| Arbitrator Proxacutor | 🌱️ 🐃 Buffalo | 5 | 8 | 8 | 8 | social herding | 3 | |||
| Merciless Golden Mane | 🌱️ 🐃 Buffalo | 6 | 10 | 14 | 6 | half-life revival | 4 | prop+ to units in row❤️ Health⚡On hit⏳-1 | ||
| Kumar The Nightcleaver | 🌱️ 🐃 Buffalo | 6 | 19 | 6 | 4 | defense piercing | 4 | prop+💪 Attack⚡On kill by ally⏳-1 | ||
| Vireya the Sylvan Riftwolf | 🌱️ 🐕 Dog | 1 | 2 | 2 | 0 | pack instinct | 1 | |||
| Tenebris Fang | 🌱️ 🐕 Dog | 1 | 3 | 1 | 0 | camouflage | 0 | |||
| Azurecoil Ambusher | 💧 🐍 Cobra | 1 | 1 | 1 | 0 | 0 | prop transfer to random💪 Attack⚡On death | |||
| Scorchcoil venom | 💧 🐍 Cobra | 1 | 1 | 1 | 0 | venomous | 0 | |||
| Ripple Channeler | 💧 🐍 Cobra | 2 | 1 | 2 | 2 | deflection | 0 | |||
| Orichal Wyrm | 💧 🐍 Cobra | 2 | 7 | 3 | 0 | 1 | get random spell tier x ⚡On combat surviving⏳-1 | |||
| Twisty Tempest Tongue | 💧 🐍 Cobra | 3 | 9 | 4 | 0 | venomous | 0 | |||
| Shallow Scourge Predator | 💧 🐍 Cobra | 3 | 5 | 10 | 0 | 0 | ||||
| Cavecoil Immortal | 💧 🐍 Cobra | 4 | 6 | 12 | 0 | venomous | 0 | |||
| Cluckopatra | 🔥️ 🐓 Rooster | 1 | 2 | 2 | mating | 1 | ||||
| 🏁 First Feather | 🔥️ 🐓 Rooster | 1 | 1 | 1 | 1 | get card ⚡On purchase🃏1 Gold coin | ||||
| Dormant egg | 🔥️ 🐓 Rooster | 1 | 0 | 3 | hatchable | 0 | ||||
| Developing egg | 🔥️ 🐓 Rooster | 1 | 0 | 2 | hatchable | 0 | ||||
| Hatching egg | 🔥️ 🐓 Rooster | 1 | 0 | 1 | hatchable | 0 | ||||
| Hatchling prodigy | 🔥️ 🐓 Rooster | 1 | 1 | 1 | 0 | prop+ by level💪 Attack,❤️ Health⚡On level up | ||||
| Fluffcano McBoom | 🔥️ 🐓 Rooster | 2 | 6 | 3 | egg layer | |||||
| Sir Squawkalot | 🔥️ 🐓 Rooster | 2 | 2 | 8 | 2 | lone fragility | ||||
| Bulwark Brisker | 🔥️ 🐓 Rooster | 3 | 8 | 3 | 2 | mating | 3 | prop+❤️ Health⚡On attack boost⏳-1 | ||
| Spiky Bantami | 🔥️ 🐓 Rooster | 3 | 11 | 2 | 2 | lone fragility | 0 | |||
| Golden order veteran | 🔥️ 🐓 Rooster | 3 | 4 | 3 | 2 | 0 | prop+ by level to random in group in refuge💪 Attack⚡On combat end | 🔥️ Fire | ||
| Embercluck | 🔥️ 🐓 Rooster | 4 | 13 | 6 | 2 | dodge | 0 | |||
| Brackenwood Guardian | 🔥️ 🐓 Rooster | 4 | 14 | 4 | 0 | get card ⚡On purchase🃏Protection from 🌿️ Earth | ||||
| Terrorcock | 🔥️ 🐓 Rooster | 5 | 10 | 10 | 4 | territorial intimidation | 0 | |||
| Talon The Cleaver | 🔥️ 🐓 Rooster | 6 | 20 | 5 | 3 | dodge |
| 🖼️ Image | 🏷️ Name | 🗿 Clan | ⭐ | 💪 | ❤️ | 🛡️ | 🧬 Traits | X | 🕯️ Enchantment | 👥 |
|---|---|---|---|---|---|---|---|---|---|---|
| Redscale Dunehunter | ◯️ null | 2 | 4 | 2 | 2 | 0 | ||||
| Sunslinger | ◯️ null | 2 | 7 | 3 | 0 | 🔥️protection | 0 | |||
| Dust Strangler | ◯️ null | 3 | 9 | 7 | 🌪️️protection | 0 | ||||
| Burning Sands Hunter | ◯️ null | 4 | 13 | 6 | 0 | |||||
| Sneaky Skirmisher | 🌪️️ 🐒 Monkey | 2 | 9 | 1 | 0 | level strike | 0 | |||
| Billy Bomber | 🌪️️ 🐒 Monkey | 2 | 6 | 2 | 0 | ricochet | 0 | |||
| 🌪️️ Wind Overseer | 🌪️️ 🐒 Monkey | 2 | 4 | 4 | 0 | first strike | 4 | |||
| BlueBack Bombardier | 🌪️️ 🐒 Monkey | 2 | 7 | 3 | 0 | 5 | prop+ to random in group💪 Attack⚡On deploy | ☯ UnitElement | ||
| Fast Slinger | 🌪️️ 🐒 Monkey | 3 | 7 | 3 | 0 | overflow damage | 0 | |||
| Crow’s Nest Calamity | 🌪️️ 🐒 Monkey | 3 | 12 | 2 | 0 | ricochet | 3 | prop+ to random in group💪 Attack⚡On hit⏳-1 | ||
| Captain Double Guns | 🌪️️ 🐒 Monkey | 3 | 7 | 7 | 0 | camouflage | 0 | |||
| Sneaky Sniper | 🌪️️ 🐒 Monkey | 4 | 12 | 1 | 0 | first strike | 2 | |||
| Bomboon Grenadoon | 🌪️️ 🐒 Monkey | 4 | 15 | 5 | 0 | deflection | 0 | |||
| Gorok | 🌪️️ 🐒 Monkey | 4 | 16 | 6 | 0 | 12 | prop+ to random in group💪 Attack⚡On deploy | ☯ UnitElement | ||
| Simian Sapper | 🌪️️ 🐒 Monkey | 5 | 13 | 9 | 0 | dodge | 0 | |||
| Zirfail Darksnout | 🌱️ 🐃 Buffalo | 2 | 4 | 3 | 1 | social herding | 1 | |||
| Arokh the Ivory Fang | 🌱️ 🐃 Buffalo | 3 | 5 | 8 | 2 | social herding | 1 | |||
| Hornshot Twinbolt | 🌱️ 🐃 Buffalo | 4 | 7 | 9 | 2 | half-life revival | 0 | |||
| Lagoon Shade Medic | 💧 🐍 Cobra | 2 | 8 | 1 | 0 | 2 | prop+ to units in lane❤️ Health⚡On kill⏳-1 | |||
| HydroSpire Healer | 💧 🐍 Cobra | 3 | 10 | 4 | 0 | 4 | prop+❤️ Health⚡On round end⏳-1 | |||
| Gravedigger Guardian | 💧 🐍 Cobra | 4 | 8 | 8 | 0 | venomous | 0 | |||
| Thunder Viper | 💧 🐍 Cobra | 5 | 16 | 8 | 0 | 0 | get random spell tier mp ⚡On lane won⏳-1 | |||
| Ruddy Biscuit | 🔥️ 🐓 Rooster | 2 | 5 | 3 | lone fragility | |||||
| Youngshot Fatwing | 🔥️ 🐓 Rooster | 2 | 3 | 4 | 0 | prop+ by level💪 Attack⚡On kill | ||||
| Galliard | 🔥️ 🐓 Rooster | 3 | 7 | 3 | territorial intimidation | 0 | ||||
| Luckywood Ranger | 🔥️ 🐓 Rooster | 3 | 6 | 4 | lone fragility | 0 | get card ⚡On purchase🃏1 Gold coin | |||
| Sir Boltfeather | 🔥️ 🐓 Rooster | 4 | 8 | 12 | 2 | 0 | get card ⚡On purchase🃏Renewal of 🔥️ Fire | |||
| MacFeather Swiftshot | 🔥️ 🐓 Rooster | 5 | 20 | 8 |
| 🖼️ Image | 🏷️ Name | 🗿 Clan | ⭐ | 💪 | ❤️ | 🛡️ | 🧬 Traits | X | 🕯️ Enchantment | 👥 |
|---|---|---|---|---|---|---|---|---|---|---|
| Instructor Magilysk | ◯️ null | 4 | 8 | 4 | 2 | get random unit in group tier x ⚡On purchase | ☯ UnitElement | |||
| Mojo Kong | 🌪️️ 🐒 Monkey | 5 | 8 | 18 | 0 | overflow damage | 4 | prop+ to group💪 Attack⚡On spell use by ally⏳-1 | ☯ UnitElement | |
| Koko Rokai | 🌪️️ 🐒 Monkey | 6 | 18 | 10 | 0 | ricochet | 3 | prop+ to group in refuge❤️ Health⚡On combat surviving⏳-1 | ||
| Elemantor The Protector | 🌪️️ 🐒 Monkey | 6 | 6 | 24 | 0 | 0 | traits+ random to random in group ⚡On turn end,On purchase🧬🌪️️protection,💧protection,🔥️protection,🌿protection⏳-1 | ☯ UnitElement | ||
| Krag’Ar The Protector | 🌱️ 🐃 Buffalo | 4 | 8 | 5 | 2 | 1 | prop+ to random in group in refuge🛡️ Defense⚡On hit⏳-1 | 🌿 Earth | ||
| Barzok Bustabull | 🌱️ 🐃 Buffalo | 4 | 3 | 7 | 0 | 1 | prop+ to random in group in refuge❤️ Health⚡On hit by ally⏳-1 | |||
| Hornseer of Fury | 🌱️ 🐃 Buffalo | 4 | 6 | 7 | 0 | 2 | prop+ to units in lane💪 Attack⚡On hit⏳-1 | |||
| Lorzok ThunderHoof | 🌱️ 🐃 Buffalo | 5 | 5 | 5 | 5 | 3 | prop+💪 Attack,❤️ Health,🛡️ Defense⚡On attack boost⏳-1 | |||
| Tuskwalker, living soil | 🌱️ 🐃 Buffalo | 6 | 6 | 12 | 6 | 5 | prop+ random to group in refuge💪 Attack,❤️ Health,🛡️ Defense⚡On combat surviving⏳-1 | 🌿 Earth | ||
| Thalassaryn | 💧 🐍 Cobra | 4 | 12 | 8 | 2 | prop+ to random in group💪 Attack⚡On kill by ally⏳-1 | 💧 Water | |||
| Venombra | 💧 🐍 Cobra | 5 | 20 | 4 | 0 | venomous | 0 | |||
| Shadowmend Broodmother | 💧 🐍 Cobra | 6 | 24 | 12 | 0 | 💧protection | 8 | prop+ to group❤️ Health⚡On round end⏳-1 | 💧 Water | |
| Magmingo Ignisquawk | 🔥️ 🐓 Rooster | 4 | 16 | 4 | 5 | prop+💪 Attack⚡On attack boost of ally⏳-1 | ☯ UnitElement | |||
| Magus Plumpheus | 🔥️ 🐓 Rooster | 4 | 12 | 5 | 2 | territorial intimidation | 0 | |||
| Brackenwood Druid | 🔥️ 🐓 Rooster | 4 | 9 | 7 | 🌿protection | 8 | prop+ to units in lane❤️ Health⚡On kill by ally | 🔥️ Fire | ||
| Flaminar Cindravius | 🔥️ 🐓 Rooster | 5 | 16 | 6 | 🔥️protection | 0 | ||||
| Marquise Aquina | 🔥️ 🐓 Rooster | 5 | 9 | 5 | 0 | traits+ to random in group ⚡On purchase,On kill by ally🧬💧protection⏳-1 | ☯ UnitElement | |||
| Magister Krotum | 🔥️ 🐓 Rooster | 6 | 20 | 12 | territorial intimidation | 2 | prop+ to group in refuge💪 Attack,❤️ Health⚡On kill⏳-1 | ☯ UnitElement |
The huge diversity of possible enchantments gives a significant depth to the game. Powerful strategies emerge when combining enchantments from different units.
🕯️ Enchantments parameterize an ✴️ Effect with
🕯️ Enchantments are further parameterized by the 🐼 Unit or 🔮 Spell with
| 🏷️ Name | ✴️ Effect 📝 Description |
|---|---|
| cast random spell tier mp | Cast on itself a random spell at the current market tier |
| extra on death ⏳-1 | Your future ‘ |
| extra on deploy ⚡On purchase⏳-1 | Your future ‘ |
| extra on turn end ⏳-1 | Your future ‘ |
| extra on turn start ⏳-1 | Your future ‘ |
| get card ⚡On purchase🃏1 Gold coin | Get 🃏 Card |
| get card ⚡On purchase🃏2 Gold coins | Get 🃏 Card |
| get card ⚡On purchase🃏3 Gold coins | Get 🃏 Card |
| get card ⚡On purchase🃏Protection from 🌿️ Earth | Get 🃏 Card |
| get card ⚡On purchase🃏Renewal of 🌿️ Earth | Get 🃏 Card |
| get card ⚡On purchase🃏Renewal of 🔥️ Fire | Get 🃏 Card |
| get card ⚡On purchase🃏Renewal of 💧 Water | Get 🃏 Card |
| get card ⚡On purchase🃏Renewal of 🌪️️ Wind | Get 🃏 Card |
| get coins random ⚡On purchase | Get a random amount of 🪙 between 2 to 6 |
| get coins ⚡On next turn start | Get 🔢 Value 🪙 |
| get coins ⚡On purchase | Get 🔢 Value 🪙 |
| get coins ⚡On spell use | Get 🔢 Value 🪙 |
| get predominant clan unit tier x | Get a random unit from tier 🔢 Value of your predominant clan |
| get predominant clan unit tier x ⚡On purchase | Get a random unit from tier 🔢 Value of your predominant clan |
| get random spell tier mp ⚡On lane won⏳-1 | Get a random spell at the current market tier |
| get random spell tier mp ⚡On purchase | Get a random spell at the current market tier |
| get random spell tier x ⚡On combat surviving⏳-1 | Get a random spell from tier 🔢 Value |
| get random spell tier x ⚡On purchase | Get a random spell from tier 🔢 Value |
| get random unit in group tier mp ⚡On purchase | Get a random 👥 Group unit at the current market tier |
| get random unit in group tier x ⚡On purchase | Get a random 👥 Group unit from tier 🔢 Value |
| income+ ⚡On purchase | Increase your income by 🔢 Value 🪙 |
| market card replace by clan ⚡On purchase⏳-1 | Whenever you purchase a unit, place a |
| market card replace by element ⚡On purchase⏳-1 | Whenever you purchase a unit, place a |
| market card replace by spell ⚡On purchase⏳-1 | Whenever you purchase a card, place a |
| market card replace by type ⚡On purchase⏳-1 | Whenever you purchase a unit, place a |
| market excludes cards below tier ⚡On purchase | Market does not offer cards below ⭐ Tier 🔢 Value |
| market free upgrade | Upgrade the marketplace for free |
| market reduce upgrade | Reduce cost by 🔢 Value of your next marketplace upgrade |
| market refresh with spells ⚡On purchase | Refresh the marketplace with spells |
| market refresh with units next tier ⚡On purchase | Refresh the marketplace with 👥 Group units of the next tier |
| market refresh with units ⚡On purchase | Refresh the marketplace with 👥 Group units |
| prop amplify spell❤️ Health | Your 📊 Properties spells increases by 🔢 Value |
| prop amplify spell💪 Attack | Your 📊 Properties spells increases by 🔢 Value |
| prop amplify spell💪 Attack,❤️ Health | Your 📊 Properties spells increases by 🔢 Value |
| prop amplify spell🛡️ Defense | Your 📊 Properties spells increases by 🔢 Value |
| prop eat lvp to group💪 Attack,❤️ Health,🛡️ Defense⚡On purchase | Your 👥 Group units eat your lowest health unit to gain its 📊 Properties |
| prop eat random by mvp💪 Attack,❤️ Health,🛡️ Defense⚡On purchase | Your highest 💪 Attack unit eats one of your unit randomly to gain its 📊 Properties |
| prop eat random in mp❤️ Health | Eat random unit from the marketplace to gain its 📊 Properties |
| prop eat random in mp💪 Attack | Eat random unit from the marketplace to gain its 📊 Properties |
| prop eat random in mp💪 Attack,❤️ Health | Eat random unit from the marketplace to gain its 📊 Properties |
| prop eat random in mp🛡️ Defense | Eat random unit from the marketplace to gain its 📊 Properties |
| prop eat random❤️ Health | Eat one of your unit randomly to gain its 📊 Properties |
| prop eat random💪 Attack | Eat one of your unit randomly to gain its 📊 Properties |
| prop eat random💪 Attack,❤️ Health | Eat one of your unit randomly to gain its 📊 Properties |
| prop eat random💪 Attack,❤️ Health | Eat one of your unit randomly to gain its 📊 Properties |
| prop eat random🛡️ Defense | Eat one of your unit randomly to gain its 📊 Properties |
| prop eat target❤️ Health | ($TARGET?Choose a unit:)Eat unit and Gain its 📊 Properties |
| prop eat target💪 Attack | ($TARGET?Choose a unit:)Eat unit and Gain its 📊 Properties |
| prop eat target💪 Attack,❤️ Health | ($TARGET?Choose a unit:)Eat unit and Gain its 📊 Properties |
| prop eat target🛡️ Defense | ($TARGET?Choose a unit:)Eat unit and Gain its 📊 Properties |
| prop equalize attack health | Set 💪 Attack and ❤️ Health to the highest value of both |
| prop give to random in group❤️ Health | Give its 📊 Properties to 🔢 Value random 👥 Group unit(s) |
| prop give to random in group💪 Attack | Give its 📊 Properties to 🔢 Value random 👥 Group unit(s) |
| prop give to random in group💪 Attack,❤️ Health | Give its 📊 Properties to 🔢 Value random 👥 Group unit(s) |
| prop give to random in group🛡️ Defense⚡On purchase,On sale | Give its 📊 Properties to 🔢 Value random 👥 Group unit(s) |
| prop transfer to random❤️ Health | Transfer its 📊 Properties to a random 👥 Group unit |
| prop transfer to random💪 Attack,❤️ Health | Transfer its 📊 Properties to a random 👥 Group unit |
| prop transfer to random💪 Attack⚡On death | Transfer its 📊 Properties to a random 👥 Group unit |
| prop transfer to random🛡️ Defense | Transfer its 📊 Properties to a random 👥 Group unit |
| prop+ by level to group💪 Attack,❤️ Health⚡On purchase | Give 📊 Properties +${LEVEL} (current unit level) to your 👥 Group units |
| prop+ by level to random in group in refuge💪 Attack⚡On combat end | Give 📊 Properties +${LEVEL} (current unit level) to a random 👥 Group unit in the refuge |
| prop+ by level❤️ Health | ($TARGET?Choose a unit:) 📊 Properties +${LEVEL} (current unit level) |
| prop+ by level💪 Attack,❤️ Health⚡On level up | ($TARGET?Choose a unit:) 📊 Properties +${LEVEL} (current unit level) |
| prop+ by level💪 Attack⚡On kill | ($TARGET?Choose a unit:) 📊 Properties +${LEVEL} (current unit level) |
| prop+ by level🛡️ Defense | ($TARGET?Choose a unit:) 📊 Properties +${LEVEL} (current unit level) |
| prop+ by tier mp to group💪 Attack⚡On purchase | Give 📊 Properties +${TIER} (current market tier) to your 👥 Group units |
| prop+ by tier mp❤️ Health | ($TARGET?Choose a unit:) 📊 Properties +${TIER} (current market tier) |
| prop+ by tier mp💪 Attack,❤️ Health⚡On combat surviving | ($TARGET?Choose a unit:) 📊 Properties +${TIER} (current market tier) |
| prop+ by tier mp💪 Attack⚡On purchase | ($TARGET?Choose a unit:) 📊 Properties +${TIER} (current market tier) |
| prop+ by tier mp🛡️ Defense | ($TARGET?Choose a unit:) 📊 Properties +${TIER} (current market tier) |
| prop+ random to group in refuge💪 Attack,❤️ Health,🛡️ Defense⚡On combat surviving⏳-1 | Give one of 📊 Properties + 🔢 Value to 👥 Group units in the refuge |
| prop+ random💪 Attack,❤️ Health,🛡️ Defense⚡On spell use | ($TARGET?Choose a unit:)one of 📊 Properties + 🔢 Value |
| prop+ to group in refuge❤️ Health⚡On combat surviving⏳-1 | Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge |
| prop+ to group in refuge💪 Attack | Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge |
| prop+ to group in refuge💪 Attack,❤️ Health⚡On kill⏳-1 | Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge |
| prop+ to group in refuge💪 Attack,❤️ Health⚡On purchase | Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge |
| prop+ to group in refuge🛡️ Defense | Give 📊 Properties + 🔢 Value to 👥 Group units in the refuge |
| prop+ to group❤️ Health⚡On round end⏳-1 | Give 📊 Properties + 🔢 Value to your 👥 Group units |
| prop+ to group💪 Attack,❤️ Health⚡On purchase | Give 📊 Properties + 🔢 Value to your 👥 Group units |
| prop+ to group💪 Attack,❤️ Health⚡On spell use | Give 📊 Properties + 🔢 Value to your 👥 Group units |
| prop+ to group💪 Attack⚡On spell use by ally⏳-1 | Give 📊 Properties + 🔢 Value to your 👥 Group units |
| prop+ to group🛡️ Defense | Give 📊 Properties + 🔢 Value to your 👥 Group units |
| prop+ to random in group in refuge❤️ Health⚡On hit by ally⏳-1 | Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge |
| prop+ to random in group in refuge💪 Attack | Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge |
| prop+ to random in group in refuge💪 Attack,❤️ Health | Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge |
| prop+ to random in group in refuge🛡️ Defense | Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge |
| prop+ to random in group in refuge🛡️ Defense⚡On hit⏳-1 | Give 📊 Properties + 🔢 Value to a random 👥 Group unit in the refuge |
| prop+ to random in group❤️ Health | Give 📊 Properties + 🔢 Value to a random 👥 Group unit |
| prop+ to random in group💪 Attack,❤️ Health | Give 📊 Properties + 🔢 Value to a random 👥 Group unit |
| prop+ to random in group💪 Attack⚡On deploy | Give 📊 Properties + 🔢 Value to a random 👥 Group unit |
| prop+ to random in group💪 Attack⚡On hit⏳-1 | Give 📊 Properties + 🔢 Value to a random 👥 Group unit |
| prop+ to random in group💪 Attack⚡On kill by ally⏳-1 | Give 📊 Properties + 🔢 Value to a random 👥 Group unit |
| prop+ to random in group💪 Attack⚡On purchase | Give 📊 Properties + 🔢 Value to a random 👥 Group unit |
| prop+ to random in group🛡️ Defense⚡On purchase | Give 📊 Properties + 🔢 Value to a random 👥 Group unit |
| prop+ to random in group🛡️ Defense⚡On purchase,On sale | Give 📊 Properties + 🔢 Value to a random 👥 Group unit |
| prop+ to target in group❤️ Health | ($TARGET?Choose a 👥 Group unit:) 📊 Properties + 🔢 Value |
| prop+ to target in group💪 Attack | ($TARGET?Choose a 👥 Group unit:) 📊 Properties + 🔢 Value |
| prop+ to target in group💪 Attack,❤️ Health | ($TARGET?Choose a 👥 Group unit:) 📊 Properties + 🔢 Value |
| prop+ to target in group🛡️ Defense | ($TARGET?Choose a 👥 Group unit:) 📊 Properties + 🔢 Value |
| prop+ to units in lane❤️ Health⚡On kill by ally | Give 📊 Properties + 🔢 Value to your units in the same vertical lane |
| prop+ to units in lane❤️ Health⚡On kill⏳-1 | Give 📊 Properties + 🔢 Value to your units in the same vertical lane |
| prop+ to units in lane💪 Attack,❤️ Health | Give 📊 Properties + 🔢 Value to your units in the same vertical lane |
| prop+ to units in lane💪 Attack⚡On hit⏳-1 | Give 📊 Properties + 🔢 Value to your units in the same vertical lane |
| prop+ to units in lane🛡️ Defense | Give 📊 Properties + 🔢 Value to your units in the same vertical lane |
| prop+ to units in row❤️ Health⚡On hit⏳-1 | Give 📊 Properties + 🔢 Value to your units in the same horizontal row |
| prop+ to units in row💪 Attack,❤️ Health | Give 📊 Properties + 🔢 Value to your units in the same horizontal row |
| prop+ to units in row💪 Attack⚡On hit⏳-1 | Give 📊 Properties + 🔢 Value to your units in the same horizontal row |
| prop+ to units in row🛡️ Defense | Give 📊 Properties + 🔢 Value to your units in the same horizontal row |
| prop+❤️ Health⚡On attack boost⏳-1 | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+❤️ Health⚡On purchase | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+❤️ Health⚡On round end⏳-1 | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+❤️ Health⚡On spell use | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💤 Fatigue⚡On purchase | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💤 Fatigue⚡On spell use | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack,❤️ Health,💤 Fatigue⚡On purchase | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack,❤️ Health,💤 Fatigue⚡On spell use | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack,❤️ Health,🛡️ Defense⚡On attack boost⏳-1 | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack,❤️ Health,🛡️ Defense⚡On purchase | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack,❤️ Health⚡On fatigue recovery⏳-1 | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack,❤️ Health⚡On purchase | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack,❤️ Health⚡On spell use | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack⚡On attack boost of ally⏳-1 | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack⚡On kill by ally⏳-1 | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack⚡On purchase | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+💪 Attack⚡On spell use | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+🛡️ Defense⚡On purchase | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+🛡️ Defense⚡On spell use | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+🪖 Experience⚡On purchase | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| prop+🪖 Experience⚡On spell use | ($TARGET?Choose a unit:) 📊 Properties + 🔢 Value |
| summon ⚡On death🃏Orangoon Twins | Summon 🃏 Card to replace this |
| summon ⚡On death🃏Simian Smogsmash | Summon 🃏 Card to replace this |
| traits+ random to random in group ⚡On turn end,On purchase🧬🌪️️protection,💧protection,🔥️protection,🌿protection⏳-1 | Give one of 🧬 Traits to a random 👥 Group unit |
| traits+ to random in group ⚡On purchase,On kill by ally🧬💧protection⏳-1 | Give 🧬 Traits to a random 👥 Group unit |
| traits+ to random in group ⚡On turn end🧬🌿protection,🔥️protection,💧protection,🌪️️protection⏳-1 | Give 🧬 Traits to a random 👥 Group unit |
| traits+ ⚡On purchase | ($TARGET?Choose a unit:)Gain 🧬 Traits |
| traits+ ⚡On spell use | ($TARGET?Choose a unit:)Gain 🧬 Traits |
A computed value from a percentage is always rounded down, with a minimum value of 1
✴️ Effects support the following parameters below:
| Parameter | Data type | Model | 📝 Description |
|---|---|---|---|
| PROPERTIES | set of 📌 enum | IEnchantment | set of PropertyType: 💪 Attack, ❤️ Health, 🛡️ Defense, 💤 Fatigue, 🪖 Experience |
| PROPERTY | 📌 enum | IEnchantment | PropertyType: 💪 Attack, ❤️ Health, 🛡️ Defense, 💤 Fatigue, 🪖 Experience |
| TRAITS | set of 📌 enum | IEnchantment | TraitType |
| CARD | 🃏 ICard | IEnchantment | a card |
| GROUP | 📌 enum | 🃏 ICard | GroupType: null, UnitElement, 5 elements, UnitType, 3 unit types |
| VALUE | number | 🃏 ICard | any number |
| 🏷️ Name | 🎯 Target | 📝 Description |
|---|---|---|
| cast random spell tier mp | Cast on itself a random spell at the current market tier | |
| cast random spell tier x | Cast on itself a random spell from tier ${VALUE} | |
| cast spell | Cast ${CARD} on itself | |
| cast spell on group | Cast ${CARD} on each of your ${GROUP} units | |
| cast spell on random in group | Cast ${CARD} on a random ${GROUP} unit | |
| cast spell on target | ✅ | ($TARGET?Choose a unit:)Cast ${CARD} |
| extra on death | Your future ‘ |
|
| extra on deploy | Your future ‘ |
|
| extra on turn end | Your future ‘ |
|
| extra on turn start | Your future ‘ |
|
| get card | Get ${CARD} | |
| get coins | Get ${VALUE} 🪙 | |
| get coins random | Get a random amount of 🪙 between 2 to 6 | |
| get predominant clan unit tier x | Get a random unit from tier ${VALUE} of your predominant clan | |
| get random spell tier mp | Get a random spell at the current market tier | |
| get random spell tier x | Get a random spell from tier ${VALUE} | |
| get random unit in group tier mp | Get a random ${GROUP} unit at the current market tier | |
| get random unit in group tier x | Get a random ${GROUP} unit from tier ${VALUE} | |
| income+ | Increase your income by ${VALUE} 🪙 | |
| market card replace by clan | Whenever you purchase a unit, place a |
|
| market card replace by element | Whenever you purchase a unit, place a |
|
| market card replace by spell | Whenever you purchase a card, place a |
|
| market card replace by type | Whenever you purchase a unit, place a |
|
| market excludes cards below tier | Market does not offer cards below ⭐ Tier ${VALUE} | |
| market free upgrade | Upgrade the marketplace for free | |
| market reduce next spell cost | Reduce cost by ${VALUE} of your next spell | |
| market reduce next unit cost | Reduce cost by ${VALUE} of your next unit | |
| market reduce upgrade | Reduce cost by ${VALUE} of your next marketplace upgrade | |
| market refresh with spells | Refresh the marketplace with spells | |
| market refresh with units | Refresh the marketplace with ${GROUP} units | |
| market refresh with units next tier | Refresh the marketplace with ${GROUP} units of the next tier | |
| prop amplify spell | Your ${PROPERTIES} spells increases by ${VALUE} | |
| prop eat lvp to group | Your ${GROUP} units eat your lowest health unit to gain its ${PROPERTIES} | |
| prop eat random | Eat one of your unit randomly to gain its ${PROPERTIES} | |
| prop eat random by mvp | Your highest 💪 Attack unit eats one of your unit randomly to gain its ${PROPERTIES} | |
| prop eat random in mp | Eat random unit from the marketplace to gain its ${PROPERTIES} | |
| prop eat target | ✅ | ($TARGET?Choose a unit:)Eat unit and Gain its ${PROPERTIES} |
| prop equalize attack health | Set 💪 Attack and ❤️ Health to the highest value of both | |
| prop give to random in group | Give its ${PROPERTIES} to ${VALUE} random ${GROUP} unit(s) | |
| prop transfer to random | Transfer its ${PROPERTIES} to a random ${GROUP} unit | |
| prop+ | ✅ | ($TARGET?Choose a unit:)${PROPERTIES} +${VALUE} |
| prop+ by level | ✅ | ($TARGET?Choose a unit:)${PROPERTIES} +${LEVEL} (current unit level) |
| prop+ by level to group | Give ${PROPERTIES} +${LEVEL} (current unit level) to your ${GROUP} units | |
| prop+ by level to group in refuge | Give ${PROPERTIES} +${LEVEL} (current unit level) to ${GROUP} units in the refuge | |
| prop+ by level to random in group | Give ${PROPERTIES} +${LEVEL} (current unit level) to a random ${GROUP} unit | |
| prop+ by level to random in group in refuge | Give ${PROPERTIES} +${LEVEL} (current unit level) to a random ${GROUP} unit in the refuge | |
| prop+ by level to target in group | ✅ | ($TARGET?Choose a ${GROUP} unit:)${PROPERTIES} +${LEVEL} (current unit level) |
| prop+ by level to units in lane | Give ${PROPERTIES} +${LEVEL} (current unit level) to your units in the same vertical lane | |
| prop+ by level to units in row | Give ${PROPERTIES} +${LEVEL} (current unit level) to your units in the same horizontal row | |
| prop+ by tier mp | ✅ | ($TARGET?Choose a unit:)${PROPERTIES} +${TIER} (current market tier) |
| prop+ by tier mp to group | Give ${PROPERTIES} +${TIER} (current market tier) to your ${GROUP} units | |
| prop+ by tier mp to group in refuge | Give ${PROPERTIES} +${TIER} (current market tier)to ${GROUP} units in the refuge | |
| prop+ by tier mp to random in group | Give ${PROPERTIES} +${TIER} (current market tier) to a random ${GROUP} unit | |
| prop+ by tier mp to random in group in refuge | Give ${PROPERTIES} +${TIER} (current market tier) to a random ${GROUP} unit in the refuge | |
| prop+ by tier mp to target in group | ✅ | ($TARGET?Choose a ${GROUP} unit:)${PROPERTIES} +${TIER} (current market tier) |
| prop+ by tier mp to units in lane | Give ${PROPERTIES} +${TIER} (current market tier) to your units in the same vertical lane | |
| prop+ by tier mp to units in row | Give ${PROPERTIES} +${TIER} (current market tier) to your units in the same horizontal row | |
| prop+ random | ✅ | ($TARGET?Choose a unit:)one of ${PROPERTIES} +${VALUE} |
| prop+ random by level | ✅ | ($TARGET?Choose a unit:)one of ${PROPERTIES} +${LEVEL} (current unit level) |
| prop+ random by tier mp | ✅ | ($TARGET?Choose a unit:)one of ${PROPERTIES} +${TIER} (current market tier) |
| prop+ random to group | Give one of ${PROPERTIES} +${VALUE} to your ${GROUP} units | |
| prop+ random to group in refuge | Give one of ${PROPERTIES} +${VALUE} to ${GROUP} units in the refuge | |
| prop+ random to random in group | Give one of ${PROPERTIES} +${VALUE} to a random ${GROUP} unit | |
| prop+ random to random in group in refuge | Give one of ${PROPERTIES} +${VALUE} to a random ${GROUP} unit in the refuge | |
| prop+ random to target in group | ✅ | ($TARGET?Choose a ${GROUP} unit:)one of ${PROPERTIES} +${VALUE} |
| prop+ random to units in lane | Give one of ${PROPERTIES} +${VALUE} to your units in the same vertical lane | |
| prop+ random to units in row | Give one of ${PROPERTIES} +${VALUE} to your units in the same horizontal row | |
| prop+ to group | Give ${PROPERTIES} +${VALUE} to your ${GROUP} units | |
| prop+ to group in refuge | Give ${PROPERTIES} +${VALUE} to ${GROUP} units in the refuge | |
| prop+ to random in group | Give ${PROPERTIES} +${VALUE} to a random ${GROUP} unit | |
| prop+ to random in group in refuge | Give ${PROPERTIES} +${VALUE} to a random ${GROUP} unit in the refuge | |
| prop+ to target in group | ✅ | ($TARGET?Choose a ${GROUP} unit:)${PROPERTIES} +${VALUE} |
| prop+ to units in lane | Give ${PROPERTIES} +${VALUE} to your units in the same vertical lane | |
| prop+ to units in row | Give ${PROPERTIES} +${VALUE} to your units in the same horizontal row | |
| prop- to mvp attack unit | Inflict ${VALUE} damage to the highest 💪 Attack enemy | |
| prop- to mvp health unit | Inflict ${VALUE} damage to the highest ❤️ Health enemy | |
| summon | Summon ${CARD} to replace this | |
| traits+ | ✅ | ($TARGET?Choose a unit:)Gain ${TRAITS} |
| traits+ random | ✅ | ($TARGET?Choose a unit:)Gain one of ${TRAITS} |
| traits+ random to group | Give one of ${TRAITS} to your ${GROUP} units | |
| traits+ random to group in refuge | Give one of ${TRAITS} to your ${GROUP} units in the refuge | |
| traits+ random to random in group | Give one of ${TRAITS} to a random ${GROUP} unit | |
| traits+ random to random in group in refuge | Give one of ${TRAITS} to a random ${GROUP} unit in the refuge | |
| traits+ random to target in group | ✅ | ($TARGET?Choose a ${GROUP} unit:)Gain one of ${TRAITS} |
| traits+ random to units in lane | Give one of ${TRAITS} to your units in the same vertical lane | |
| traits+ random to units in row | Give one of ${TRAITS} to your units in the same horizontal row | |
| traits+ to group | Give ${TRAITS} to your ${GROUP} units | |
| traits+ to group in refuge | Give ${TRAITS} to your ${GROUP} units in the refuge | |
| traits+ to random in group | Give ${TRAITS} to a random ${GROUP} unit | |
| traits+ to random in group in refuge | Give ${TRAITS} to a random ${GROUP} unit in the refuge | |
| traits+ to target in group | ✅ | ($TARGET?Choose a ${GROUP} unit:)Gain ${TRAITS} |
| traits+ to units in lane | Give ${TRAITS} to your units in the same vertical lane | |
| traits+ to units in row | Give ${TRAITS} to your units in the same horizontal row |
The table below shows the different triggers and which condition is required to activate them.
| 🏷️ Name | 📝 Condition | Manual |
|---|---|---|
| On combat surviving | when it survives a combat | |
| On first hit | when it deals damage, once per combat | |
| On first kill | when it kills its first enemy per combat | |
| On first wound | when it takes damage, once per combat | |
| On next turn start | when the next turn starts | |
| On round 2 | when the 2nd round starts | |
| On deploy | when it enters the ⚔️ Battlefield | ✅ |
| On deploy of ally | when another ${GROUP} unit enters the ⚔️ Battlefield | ✅ |
| On purchase | when you buy a card | ✅ |
| On purchase of ally | when you buy a ${GROUP} card | ✅ |
| On retirement | when it leaves the ⚔️ Battlefield with some fatigue | ✅ |
| On sale | when you sell it | ✅ |
| On sale of ally | when you sell a ${GROUP} unit | ✅ |
| On spell use | when you consume a spell | ✅ |
| On spell use by ally | when a spell is cast | ✅ |
| On attack boost | when it increases its 💪 Attack | |
| On attack boost of ally | when another ${GROUP} unit increases its 💪 Attack | |
| On combat end | when a combat ends | |
| On combat lost | if you lost your last combat | |
| On combat start | when a combat starts | |
| On death | when it dies | |
| On death of ally | when another ${GROUP} unit dies | |
| On defense boost | when it increases its 🛡️ Defense | |
| On defense boost of ally | when another ${GROUP} unit increases its 🛡️ Defense | |
| On fatigue increase | when it increases its 💤 Fatigue | |
| On fatigue recovery | when it removes some 💤 Fatigue | |
| On forward | when it moves forward | |
| On healing | when it recovers some lost ❤️ Health | |
| On healing of ally | when another ${GROUP} unit recovers some lost ❤️ Health | |
| On health boost | when it increases its ❤️ Health | |
| On health boost of ally | when another ${GROUP} unit increases its ❤️ Health | |
| On hit | when it deals damage | |
| On hit by ally | when another ${GROUP} unit deals damage | |
| On kill | when it kills an enemy | |
| On kill by ally | when another ${GROUP} unit kills an enemy | |
| On kill of melee | when it kills an enemy 🗡 Melee | |
| On kill of shooter | when it kills an enemy 🏹 Shooter | |
| On kill of spellcaster | when it kills an enemy 🪄 Spellcaster | |
| On lane lost | when you lose a 🛣️ Lane | |
| On lane won | when you win a 🛣️ Lane | |
| On level up | when it increases its 🎖️ Level | |
| On marketplace upgrade | when you upgrade the 🧺 Marketplace | |
| On refuge mating | when it spends a turn in the 🏡 Refuge with a mate | |
| On refuge staying | when it spends a turn in the 🏡 Refuge | |
| On retreat | when it moves backward | |
| On round end | when a round ends | |
| On round start | when a round starts | |
| On turn end | when a turn ends | |
| On turn start | when a turn starts | |
| On wound | when it takes damage | |
| On wound of ally | when another ${GROUP} unit takes damage |
| 🏷️ Name | 👁 | ± | 📝 Description | ⚡ Triggers |
|---|---|---|---|---|
| attack boost | ✅ | 🟢 | Increases its 💪 by its ❤️ | On round start |
| bloodlust | ✅ | 🟢 | 💪<+${VALUE}> | On hit |
| camouflage | ✅ | 🟢 | Avoid damage from first attack | On first wound |
| collateral damage | ✅ | 🟢 | Inflict to itself and to the closest enemy ${VALUE} damage | On round start |
| curse exhaustion | ✅ | 🟢 | Give «Critical exhaustion» to the enemy with the highest 💤 | On combat start |
| curse firstborn | ✅ | 🟢 | «Curse» the enemy with the highest 🎖️ Level | On combat start |
| curse frailty | ✅ | 🟢 | «Curse» the enemy with the lowest ❤️ | On combat start |
| damage redistribution | ✅ | 🟢 | Redirect damage evenly split to left and right units if available | On wound |
| defense piercing | ✅ | 🟢 | 💪 Attack ignores the defense | On hit |
| deflection | ✅ | 🟢 | Redirect damage to the unit behind if it is available | On wound |
| dodge | ✅ | 🟢 | 💥 Damage received in combat is reduced by 50% | On wound |
| dust kicker | ✅ | 🟢 | Nearest enemy suffers 💪<-25%> | On combat start |
| egg layer | ✅ | 🟢 | Give sometimes a card | On refuge staying |
| endurance | ✅ | 🟢 | 💤<-${VALUE}> | On combat end |
| first strike | ✅ | 🟢 | Inflict ${VALUE} damage to the closest enemy | On combat start |
| gifted learner | ✅ | 🟢 | 🪖<+1> | On combat surviving |
| hatchable | ✅ | 🟢 | Can hatch after several turns | On turn start |
| healing touch | ✅ | 🟢 | Remove negative effects from an allied unit | On round start |
| immunity | ✅ | 🟢 | Unaffected by enemies spells | |
| level strike | ✅ | 🟢 | Inflict damage equals to its level to the closest enemy | On combat start |
| lifesteal | ✅ | 🟢 | Restore 25% of inflicted damage to its ❤️ | On hit |
| mating | ✅ | 🟢 | Give sometimes a card | On refuge mating |
| overflow damage | ✅ | 🟢 | Unabsorbed damage goes to the next enemy | On hit |
| pack instinct | ✅ | 🟢 | 💪<+${VALUE}> for each other member of the pack | On combat start |
| pain absorption | ✅ | 🟢 | Increase 💪 by the damage taken | On wound |
| pain equalizer | ✅ | 🟢 | Set 💪 to the highest attack value that is inflicting you damage | On hit |
| regeneration | ✅ | 🟢 | Restore ❤️<+${VALUE}> | On round end |
| ricochet | ✅ | 🟢 | 💪 Attack also hits the next enemy with 50% of attack | On hit |
| social herding | ✅ | 🟢 | ❤️<+${VALUE}> for each other member of the clan | On combat start |
| soul reaper | ✅ | 🟢 | 💪<+25%> of the first killed unit | On first kill |
| strike in motion | ✅ | 🟢 | Can move and attack in the same round | |
| territorial intimidation | ✅ | 🟢 | Nearest enemy suffers 🛡️<-50%> | On combat start |
| venomous | ✅ | 🟢 | Poison any unit it damages, once per combat | On first hit |
| voodoo link | ✅ | 🟢 | Nearest enemy suffers 50% of this unit damage | On first wound |
| 🌪️️protection | ✅ | 🟢 | Negate 🌪️️damage once per combat | On first wound |
| 🌿protection | ✅ | 🟢 | Negate 🌿damage once per combat | On first wound |
| 💧protection | ✅ | 🟢 | Negate 💧damage once per combat | On first wound |
| 🔥️protection | ✅ | 🟢 | Negate 🔥️damage once per combat | On first wound |
| anxiety | ✅ | 🔴 | 💤<+${VALUE}> | On combat end |
| bleeding | ✅ | 🔴 | 💥<+${VALUE}> | On round start |
| cannibalism | ✅ | 🔴 | Eat the lowest health ally or lose half of its 💪, ❤️ | On turn start |
| critical exhaustion | ✅ | 🔴 | Must rest in the 🏡 Refuge because too tired to fight | |
| cursed | ✅ | 🔴 | 💥 Damage received is increased by 25% | On hit |
| doomed | ✅ | 🔴 | 🐼 Unit goes to the graveyard | On death |
| half-life revival | ✅ | 🔴 | if died last turn, resurrect with only half of its ❤️ Health | On turn start |
| hibernation | ✅ | 🔴 | Must stay ${VALUE} ⟳️ Turn(s) in refuge before deploying | |
| immaturity | ✅ | 🔴 | 🎖️ Level ${VALUE} required to deploy | On deploy |
| lone fragility | ✅ | 🔴 | ❤️<-25%> unless has adjacent clan member | On combat start |
| neurotic | ✅ | 🔴 | 💪<-25%> | On round 2 |
| poisoned | ✅ | 🔴 | ❤️<-50%> | On round end |
| sacrifice | ✅ | 🔴 | Dies | On round end |
| sickness | ✅ | 🔴 | ❤️<-${VALUE}> | On turn start |
| turnlock | ✅ | 🔴 | Deployment forbidden until ⟳️ Turn ${VALUE} | |
| weakness | ✅ | 🔴 | 💪<-${VALUE}> | On turn start |
| elemental surge | 🟢 | Increase 💪💪 Attack by its level | On hit | |
| scalable | 🟢 | 🕯️ Enchantment upgrades | On turn start | |
| disrupted attack | 🔴 | 💪 Attack is reduced by 50% in close combat | On hit | |
| disrupted defense | 🔴 | 💥 Damage received in close combat is doubled | On wound |
| 🏷️ Name | Used by | Data type | Attributes | 📝 Description |
|---|---|---|---|---|
| 🗝 Id | both | 🧾 string | unique | internal name (only UPPERCASE and ’_’ characters). It is used as the primary key for the DB. |
| 🏷️ Name | both | 🧾 string | non-null | name of the card displayed in the game. |
| 🧬 Type | both | 📌 enum | non-null | CardType defines if its a 🔮 Spell or which UnitType |
| 📝 Comment | both | 🧾 string | nullable | internal notes for discussions |
| 🖼️ Image | both | 🧮 integer | nullable | image illustrating the card |
| ⭐ Tier | both | 🧮 integer | 1-6 | tier at which the card becomes available in the 🧺 Marketplace |
| 🪙 Cost | both | 🧮 integer | default=4 | price of the card in coins. |
| 🕯️ Enchantment | both | IEnchantment | nullable | enchantment to apply |
| 🔢 Fx Value | both | 🧮 integer | nullable | Used by effect |
| 👥 Fx Group | both | 📌 enum | nullable | UnitGroupType: ELEMENT, CLAN, TYPE or null. Used by effect & trigger. |
| 🧬 Traits | both | set of 📌 enum | nullable | if card is a unit, traits that the unit has unless its enchantment gives traits. |
| 🗿 Clan | both | 📌 enum | nullable | ClanType, null for neutral units. A spell can use the clan to extract its element |
| 💪 Attack | unit | 🧮 integer | default=1 | damage inflicted to a unit when attacking. |
| ❤️ Health | unit | 🧮 integer | default=1 | each 💥 Damage point removes one health point, ❤️ Health points are fully restored after a combat. |
| 🛡️ Defense | unit | 🧮 integer | default=0 | blocks 💥 Damage until depleted, 🛡️ Defense points are permanently lost and not restored at the end of a combat. |
| 🏷️ Name | Used by | Data type | Attributes | 📝 Description |
|---|---|---|---|---|
| 🗝 Id | both | 🧾 string | unique | |
| ⟳️ Turn | both | 🧮 integer | non-null | turn at which the card has been bought |
| 🃏 Card | both | 🃏 ICard | non-null | reference to the immutable template |
| 🎮 Game | both | 🧮 integer | non-null | index of the game |
| 👤 Owner | both | 🧮 integer | non-null | index of the game player (0-7) |
| 🚩 Zone | both | 📌 enum | non-null | |
| 🔢️ Order | both | 🧮 integer | non-null | ordered position in zone |
| 💪 Cur Attack | unit | 🧮 integer | default=0 | current value |
| ❤️ Cur Health | unit | 🧮 integer | default=0 | current value |
| 🛡️ Cur Defense | unit | 🧮 integer | default=0 | current value |
| 💪 Max Attack | unit | 🧮 integer | default=0 | maximum value |
| ❤️ Max Health | unit | 🧮 integer | default=0 | maximum value |
| 🛡️ Max Defense | unit | 🧮 integer | default=0 | maximum value |
| 💤 Fatigue | unit | 🧮 integer | default=0 | decides if unit can be deployed in combat or not |
| 🪖 Experience | unit | 🧮 integer | default=0 | allows upgrading the unit level |
| Range | unit | 🧮 integer | default=1 | defines the range of the unit when attacking |
| 🎖️ Level | unit | 🧮 integer | non-null | defines the 💪 Attack boost applied when fighting a weaker ☯ Element |
| 🕯️ Enchantments | unit | list of MEnchantment | list of 🕯️ Enchantments applied to the unit | |
| 🔮 Spells | unit | list of 🃏 MCard | list of 🔮 Spells cast on the unit |
| 🏷️ Name | Data type | Attributes | 📝 Description |
|---|---|---|---|
| 🗝 Id | 🧾 string | unique | internal name (only UPPERCASE and ’_’ characters). It is used as the primary key for the DB. |
| 🏷️ Name | 🧾 string | non-null | name of the card displayed in the game. |
| ✴️ Effect | 📌 enum | non-null | EffectType applied |
| ⚡ Triggers | set of 📌 enum | nullable | decides when to trigger the effect. If none, it is applied instantly when used. |
| 📊 Properties | set of 📌 enum | nullable | define which properties from PropertyType to modify |
| ⏳ Duration | 🧮 integer | default=1 | optional, for how many turns the effect repeats (-1=infinite, 0=never, 1=default) |
| ⏰ Delay | 🧮 integer | default=0 | optional, number of times the triggers must activate (usually in turns) before the effect applies. |
| ⏳ Cooldown | 🧮 integer | default=0 | (CURRENTLY UNUSED) number of rounds to wait before the next usage. |
| 🃏 Card | 🃏 ICard | nullable | optional when the effect uses card |
| 🧬 Traits | set of 📌 enum | nullable | optional when the effect grants traits |
| 📝 Comment | 🧾 string | nullable | internal notes for discussions |
| 🏷️ Name | Data type | Attributes | 📝 Description |
|---|---|---|---|
| 🗝 Id | 🧾 string | unique | |
| ⟳️ Turn | 🧮 integer | non-null | turn at which the card has been bought |
| 🕯️ Enchantment | IEnchantment | non-null | reference to the immutable template |
| 🎮 Game | 🧮 integer | non-null | index of the game |
| 👤 Owner | 🧮 integer | non-null | index of the game player (0-7) |
| 🔢️ Order | 🧮 integer | non-null | ordered position at the unit |
| 🐼 Unit | nullable | tells on which game unit it has been cast | |
| 🏁 First Use | 🔘 boolean | default=true | tells if it is the first use in combat or not. |
| ⏳ Duration | 🧮 integer | default=0 | duration counter for the rounds already affected. |
| ⏰ Delay | 🧮 integer | default=0 | delay and cooldown Counter. |
| 📊 Property | Data type | Attributes | 📝 Description |
|---|---|---|---|
| 🗝 Id | 🧾 string | unique | database id |
| Label | 🧾 string | unique | EffectType name |
| 🏷️ Name | 🧾 string | unique | name displayed |
| 🧠 Logic | 🧾 string | nullable | describe code to execute. (use PROPERTY with iterator) |
| 📝 Description | 🧾 string | nullable | description shown to the user. (use PROPERTIES) |
| 📊 Property | Data type | Attributes | 📝 Description |
|---|---|---|---|
| 🗝 Id | 🧾 string | unique | database id |
| Label | 🧾 string | unique | TriggerType name |
| 🏷️ Name | 🧾 string | non-null | name displayed |
| 📝 Condition | 🧾 string | non-null | explains the card |
| Manual | 🔘 boolean | default=false | when true, the event results directly from a player’s action |
| 📊 Property | Data type | Attributes | 📝 Description |
|---|---|---|---|
| 🗝 Id | 🧾 string | unique | database id |
| Label | 🧾 string | unique | TraitType name |
| 🏷️ Name | 🧾 string | non-null | name displayed |
| Visible | 🔘 boolean | default=false | when true, shown to the player otherwise hidden/internal use |
| Positive | 🔘 boolean | default=true | when true, it benefits the player otherwise it harms it |
| 📝 Description | 🧾 string | nullable | description shown to the user. (use PROPERTIES) |
| ⚡ Triggers | set of 📌 enum | nullable | decides when to trigger the effect |
The game screen or board is composed of different “UI elements” that can be shown or hidden depending on the turn phase.
Due to the high number of graphics to create, the goal is to leverage the help of generative AI. It is now possible to generate high-quality images in high resolution that do adhere to the prompt requirement.
The following rules are based on experience using different generative tools.
All animals will have anthropomorphic sounds where a human mimics the animal sound in different languages (like Cocorico, …). We will favor the most ridiculous ones for fun.