Cardistry
Cardistry is a magic card game within ALO. To play you'll need to collect cards for a deck.
obtaining cards aren't too hard. new card shops will be set up in towns, and they can be traded, bought, and even obtained as rare drops sometimes.
First about the cards.
there are three types of cards, Character cards, Effect cards, and Land cards.
each card also has an affiliation, as of ALO 2.2.1.0.0 there are three card affiliations.
Alfheim, Jotunheim, and Midgard.
let's start with character cards all cards of course have a rarities :
Basic, Common, Rare, legendary.
since they're characters they also have hp and atk.
as well as any unique effect a character might bring.
so following that the character cards have the following format :
Name - Rarity - Affiliation* if any
-Atk/Hp
*optional unique effect
effect cards are pretty simple
they do an effect once played, and then they disappear until the game is over.
the Format goes like:
Name - Rarity - Affiliation*if any
-Effect
Land Cards are the final one and they're the most rare type of card.
They change the Environment in which the game takes place, this can have many various effects on the game.
their format looks like the following :
Name - rarity - Affiliation * if any
-Effect
To Play Cardistry you of course need the Cardistry Skill Slot, however if you reach the Dueler Rank, you gain an additional Non battle Skill Slot.
GAMEPLAY
Basic requirements -
Long Version
Now Let's talk about how a game is Played in depth.
First, to play a game, a minimum of ten cards is needed but you can have up to thirty.
Here are some rules for making a Legal Deck:
If you want to use the same Card, you can only have this many depending on the rarity :
Basic : 5
Common : 3
Rare : 2
Legend : 1
Logically speaking you can have a deck with only two types of cards that are basic, if you so wished.
A game can be played with unequal numbers.
10 card deck VS 30 Card Deck.
Now that each player has that, the lowest level player goes first.
The starting hand is only 2 cards, if you don't like any of the cards you got for your starting hand, you may discard your hand and draw once more, only once, at the start of the game. Note- whenever you "draw" a card appears in front of you, the deck stays in your inventory.
On a turn you draw a card from your deck, Your deck will be labeled with numbers one through however many cards you have , so if you do RNG and get a 5 you will draw the card that is #5. in this logic you can only have up to #30 since you can have a max of thirty cards in your deck, and a lowest of #10.
On the First 5 Turns, no attacks may happen unless a card is played that says otherwise.
the first five turns are called prep turns in which the players prepare for the fight at the end.
Also note, whenever a card is played, that item does indeed materialize, so if you summon a dragon character, it will appear, and if you play a Volcano land card, the place will change into a volcano, etc etc.
during the prep turns players can put down one character per turn.
but on each turn you can only play characters that have a max stat total of however many turns it is by two times.
is simple terms that means if it is turn one.
you take the turn count 1 and multiply it by 2, so 1 x 2 = 2.
so on turn one you can only play monsters who have a total stat count of 2, on turn 2
2 x 2 = 4. turn 3 - 3 x 2 = 6.
up to turn 5 which is the last prep turn.
starting turn 6 its times three.
since it is now turn 6 it would be 6 x 3 = 18.
so you can play cards that have a stat total of up to 18.
next it would be turn 7. 7 x 3 = 21. so a 21 stat total.
this goes on endlessly until you can basically put down whatever card you wish.
On a players turn it goes up but only on THEIR turn.
meaning if you go first, and it is the second turn of the game, it is still only your second turn.
so the cost of summoning is 2 x 2 so 4, then it'll go to your opponents second turn Or the fourth turn of the game, their summoning cost is only 4 as well, then it'll go back to your turn, 3 x 2 = 6, etc etc.
once the five first turns have ended and it is a players sixth turn that player may attack.
during attacking if a character attacks another character they both take damage; another important note, Characters can only attack once a turn, and they cannot attack on the turn they are placed into play.
remember in the format attack is always first.
EX of attacking :
3/4 hits 1/7 = 3/3 and 1/4
the 3/4 character took one damage from the opposing character even though it was the one attacking.
on the other side, the 1/7 monster took 3 damage from the 3/4 monster.
attacks do not change when attacking, Hp does however.
When characters die they simply Vanish.
Effect cards can be played during prep turns or the attacking turns after.
you can play as many effect cards as you want on a turn, but you can only play one land card a turn.
if a player plays a land card when a land card is already in play the new one will take its place if it gets in the way, but if it does.
EX. a card that changes the place into a Different terrain, and a card that puts in a Building won't always get in the way of each other.
Stand Cards - These cards are like trap cards, as in they activate when you want them to, OR when a certain effect has been achieved.
when this happens just do whatever the card says. you can have a max of five stand cards in play at once.
The aim of the game is to make it so your opponent runs out of cards in his hand to use.
if at the start of your turn and you have no characters, you must play one.
if you cannot play one, you must use what cards you have left in your hand.
once you have used all cards you are allowed to use, then it us assumed you have an "Empty hand"
as in no cards left to play, and empty Playing field.
at this moment if it happens to you.
you lose the Game.
TIME OUT END.
Some games may have time limits.
In the event of a time out battle.
You will have to see who haa the most the following.
The following has a point value.
For each variabe you win you get a point and whoever gets the most points wins the game.
Most Land cards in play - 1 point
most total character Atk - 1 point
most total character Hp - 1 point
Most Characters in field - 1 point
Most cards left in hand - 2 points
Most cards left in deck - 3 points
OTHER MODES :
Hero Mode - both players also have Hp, the game only ends when one player runs out of Hp, characters can now attack the players to deal damage, spells however cannot unless it says so. AoE Spells do not hit players. Players by default have 50 Hp at the start of the game. Healing Spells work on Players. Their Hp cannot go over 50 unless a card or skill says otherwise.
ALO Battles - Cardistry cards can also be used to battle in the world of Alfheim if you have the Cardist Dueler class found on the mage page. Most Cards have a Unique effect on the battlefield. Cards with a battlefield effect are called Battle Effect Cards. BECs for short. The cards will have their Battle effects (BE) labeled on them.
RP FORMAT -
When you Start a game it is the same as starting a PvP duel.
one must send a invitation of battle to another player and then once all the Players have one for that battle, and accept it. the battle starts.
These are Requirements for playing Cardistry, each of your replies must contain the following.
at the start of your turn, you must say in some way that you drew a card.
Next, you have to list how many cards you have in hand.
Ex. : "Hand - 7"
now that you have both those done, you start playing cards.
whenever you play a card, you HAVE to put down the cards full info.
UNLESS
1.That card has already been previously played that game.
there is no need to repeat card info, if you or your opponent play the same card again.
once there are characters in the field, you will need to put a field check in each one of your posts in the following format.
Monster - 4/5
Monster - 4/2
-Building - 0/20
---Grass Field, Lake
Human - 2/2
Dragon - 10/10 - T
-item of War - 0/5
You'll put down the name of the card, followed by a dash which points its CURRENT stats out.
put down at LEAST three dashes to separate your field from your opponents field.
Yes, You have to list your opponents field too.
Land cards That are terrains have to go in the middle of the dash, there can be more than one if they fit.
Land cards that are player specific go on one side of the field, with a dash to represent a land card.
land cards that have hp may have a dash to point it to their stats
Cards that have Taunt should have a dash after its stats followed by a T to represent Taunt.
Of course you'll have to call out an attack or spell if you're using it and so on.
attacks can be done in a lot of ways aesthetically as long as the statistical outcome works out in the end.
if a Human has 1 ATK and a dragon attacks it, the dragon will lose 1 Hp even if physically it doesn't get attacked.
RANKS -
A battle in Cardistry is always ranked.
To become a cardistry Player You must go to a card shop buy a usuable deck of cards and then get a CT.
Cardistry tracker. This will track all of your battles. You start at 1,000 for power level.
Whenever you win you gain power depending on your opponents power.
100 for a win + however much they are higher tham you. In this sense a PL(power level) of 1k would gain 1.1k PL from a player with 2k PL. If you win to a lower PL player you onlt gain 100 PL.
If you lose, you subtract 100 PL and for every 500 PL they are under you, you also lose 100 PL. If you lose to a higher PL player you just lose 100 PL
If you happen to hit 0 PL, that CT wont work anymore, you must obtain a new one.
PL Ranking and rewards :
Time to think - Rare
-Draw 3 cards. can only be used once per turn.
BE - 50 Mp - Draw 3 Cards, Cooldown 60 seconds.
Swordsman - Rare
12/11
-Deals Twice as much damage to Non-Midgard Cards.
Be - 70 Mp - Summons a Swordsman
Hp - 1,100% Mspt
Atk, Spd - 1,200% Matk
Skills - Deals 50% more damage to non-human targets.
Swordswoman - Rare
11/12
-deals twice as much damage to Midgard Characters.
Be - 70 Mp - Summons a swordswoman
Hp - 1,200% Mspt
Atk, Spd - 1,100% Matk
Skills - Deals 50% more damage to human targets
Vanish - Rare
-return all Cards in play back to their owners hand.
If their hand has more than 10 cards.
Discard the lowest Stat Character, or a random Effect or Land Card.
Humility - Rare
-Makes all Characters Atk 1
BE - 50 Mp - throw this card at a target, Sets their Atk to 1 for 15 seconds.
Spellbook - Legend
1/1
-every time an effect is used, Give your opponent a Copy of that Card.
BE - 50 Mp - Summons a Spell Book on the ground, it stays there for 10 seconds. Every time you use a Card, add another copy to your hand, but it costs twice as much Mp to use.
Card Destroyer - Legend
50/50
-Discard both players hands
BE - 100 MP - Discard all Cardist's hands.
Card Maker - Legend -
1/1
-At the start of each turn, each player draws until they have 5 cards if they have less than five cards.
BE - Summons a card maker.
Hp - 100% Mspt
Atk, Spd - 100% Matk
Skills - When your turn starts, you may draw cards until you have 5 cards in your hand.
Also.
Whenever A Game Is won you Gain 100 Player Exp and 1,000 Yuld
Whenever A Game Is Lost you Lose 1,500 Yuld
Season Ranks -
these are ranks you have to play cardistry for each month to rank up, at the end of the month, you gain rewards depending on your rank, and then you lose 5 ranks when the season starts over. you start at rank 10 and work your way up to rank 1 and even past that Legend. to rank up you need to beat 3 players who are at minimum one rank below you.
10 - None
9 - one pack and 50,000 Yuld
8 - two packs and 100,000 Yuld
7 - three packs and 150,000 Yuld
6 - four packs and 200,000 Yuld
5 - five packs and 250,000 Yuld
4 - seven packs and 300,000 Yuld
3 - ten packs and 500,000 Yuld
2 - fifteen packs and 750,000 Yuld
1 - twenty packs and 1,000,000 Yuld
Legend - fifty packs and 5,000,000 Yuld and a God sandwich
RACE POWERS
All races get abilities and bonus's in a game and they vary a lot depending on what race you are, these can change if a card has a specific effect, but otherwise you will have these following basic ones. unless written otherwise, all powers can be activated once per turn.
Salamander - You can Summon two characters this turn, you may not summon any for the next two Turns. OR your player can have Taunt, activated at the end of your turn, can be turned off during your next turn.
Sylph - Spells have a 20% increase in their effect this turn, you may not cast any spells next turn. OR damage dealing spells towards players have twice as much effect.
Cait Sith - One of your Units may attack twice, it may not attack next turn. OR Your player has 30 Hp, Your Characters can attack other characters twice.
pooka - Draw a Spell, OR All spell cards can effect players.
Gnome - Draw a Land Card, you may not draw a card next turn : A Unit takes 2 less damage this turn. OR your starting Hp is 100
Leprechauns - Draw a Character, OR Your Player can equip Weapons.
Spriggans - Discard a Random Card, Draw Two cards OR your player has a 25% chance to dodge an attack.
Undine - Heal a unit by 5 Hp , OR Healing spells towards players heal three times the amount.
Imp - deal 10 damage to one your minions and one of your opponents OR character damage to players are increased by 25%
Card BACKS
On the backsides of your cards are of course the Cardistry Logo and design, but with other card backs, can come bonus's these however have to be earned in one way or another, this is a list of Card Backs and how to obtain them, as well as what they do if any.
you can change your card backs in the options menu at any time except during battles.
-Original Card back : the one everyone has at the start...it looks pretty dope. specifically, it has a staff and a sword crossed over a pile of cards on the back.
-Custom Guild Logo : this is obtained when you make one designed for your guild, any guild can make one, but it is usually made for expert cardistry guilds to recognize each other. This card back boosts exp gain from Cardistry games by 500%. (total 500 EXP) only when played with members in your guild, or other guild's
-Tournament Mastery : Obtained when you win 3 cardistry tournaments at 1st place, the design is a flag crossed against another flag, animated so that it waves in the wind. This card back lets you characters have +1 Hp in battle.
-Explorer : obtained when you play 10 different Players in cardistry, has a map on the back of the card to no particular thing, in gameplay your characters get +1 attack unless they have zero attack.
-Artist : Obtained when you reached the rank Artist, design wise it has a paint brush painting a card on its back. Gameplay wise, the money you earn after a cardistry game is fixed at 10,000 Yuld.
-Card Maker : Obtained from reaching the Card Maker Rank, design wise, your cards are now animated and glow a majestic color of whatever you desire. Gameplay wise, you now gain a thousand exp and 20k Yuld for winning Cardistry games.
CARD LIST
- remember you can only buy basic cards at the Card store, otherwise you'll have to buy PACKS.
packs are very simple to use, each one contains 5 cards, you RNG for each card.
Common is 80% Rare is 18% and legend is 2%
doing an RNG of 1-100
on basic the number next to it is how much it costs, on other cards, its how much they're worth.
NOTE things sell for 1/4 when sold to NPCs. 1,000 Yuld cards sell for 250 Yuld to an npc. but that's only basic cards.
Pack cards themselves lose a lot of value if they're common or Rare, they only sell for 1/10 its original price. But Legend cards are so are that they sell for 1/3, half of what they're worth to NPC's.
For every pack you get 1 out of 5 cards will be 100% a Rare card or higher, meaning the rates for the final card in a pack are :
Rare 98% and Legend 2%.
Legends are the most difficult cards to get as their rates never get higher. in terms of math a legend card will drop at a good chance around every 30 packs or so, due to sheer numbers and chance. Buying 20 packs of any kind at once will Gain you 1 extra pack of your choice.
Packs - 5,000 Yuld - used to get cards for Cardistry
Premium Packs - 25,000 Yuld - used to get cards for cardistry, has Better adjusted rates as well as rarer cards.
Rates : common - 75% : Rare - 20% : Legend - 5%.
Collaboration Packs : limited time only - 10,000 Yuld - used to get cards for cardistry, rates vary per pack.
obtaining cards aren't too hard. new card shops will be set up in towns, and they can be traded, bought, and even obtained as rare drops sometimes.
First about the cards.
there are three types of cards, Character cards, Effect cards, and Land cards.
each card also has an affiliation, as of ALO 2.2.1.0.0 there are three card affiliations.
Alfheim, Jotunheim, and Midgard.
let's start with character cards all cards of course have a rarities :
Basic, Common, Rare, legendary.
since they're characters they also have hp and atk.
as well as any unique effect a character might bring.
so following that the character cards have the following format :
Name - Rarity - Affiliation* if any
-Atk/Hp
*optional unique effect
effect cards are pretty simple
they do an effect once played, and then they disappear until the game is over.
the Format goes like:
Name - Rarity - Affiliation*if any
-Effect
Land Cards are the final one and they're the most rare type of card.
They change the Environment in which the game takes place, this can have many various effects on the game.
their format looks like the following :
Name - rarity - Affiliation * if any
-Effect
To Play Cardistry you of course need the Cardistry Skill Slot, however if you reach the Dueler Rank, you gain an additional Non battle Skill Slot.
GAMEPLAY
Basic requirements -
- Deck per player - 10 to 30 cards
- Cardistry tracker Device per player
- lower level goes first
- draw a card.
- prep turns for first five turns of game, you cannot call an attack on prep turns.
- you can summon one character a turn within your summoning limit(limit increases as turns goes on)
- you can use as many effect and land cards during your turn as you want.
- you must always have a character in play during non-prep turns.
- no characters = play a card(s)
- if you cannot play a card AND have no characters in play, you lose.
Long Version
Now Let's talk about how a game is Played in depth.
First, to play a game, a minimum of ten cards is needed but you can have up to thirty.
Here are some rules for making a Legal Deck:
If you want to use the same Card, you can only have this many depending on the rarity :
Basic : 5
Common : 3
Rare : 2
Legend : 1
Logically speaking you can have a deck with only two types of cards that are basic, if you so wished.
A game can be played with unequal numbers.
10 card deck VS 30 Card Deck.
Now that each player has that, the lowest level player goes first.
The starting hand is only 2 cards, if you don't like any of the cards you got for your starting hand, you may discard your hand and draw once more, only once, at the start of the game. Note- whenever you "draw" a card appears in front of you, the deck stays in your inventory.
On a turn you draw a card from your deck, Your deck will be labeled with numbers one through however many cards you have , so if you do RNG and get a 5 you will draw the card that is #5. in this logic you can only have up to #30 since you can have a max of thirty cards in your deck, and a lowest of #10.
On the First 5 Turns, no attacks may happen unless a card is played that says otherwise.
the first five turns are called prep turns in which the players prepare for the fight at the end.
Also note, whenever a card is played, that item does indeed materialize, so if you summon a dragon character, it will appear, and if you play a Volcano land card, the place will change into a volcano, etc etc.
during the prep turns players can put down one character per turn.
but on each turn you can only play characters that have a max stat total of however many turns it is by two times.
is simple terms that means if it is turn one.
you take the turn count 1 and multiply it by 2, so 1 x 2 = 2.
so on turn one you can only play monsters who have a total stat count of 2, on turn 2
2 x 2 = 4. turn 3 - 3 x 2 = 6.
up to turn 5 which is the last prep turn.
starting turn 6 its times three.
since it is now turn 6 it would be 6 x 3 = 18.
so you can play cards that have a stat total of up to 18.
next it would be turn 7. 7 x 3 = 21. so a 21 stat total.
this goes on endlessly until you can basically put down whatever card you wish.
On a players turn it goes up but only on THEIR turn.
meaning if you go first, and it is the second turn of the game, it is still only your second turn.
so the cost of summoning is 2 x 2 so 4, then it'll go to your opponents second turn Or the fourth turn of the game, their summoning cost is only 4 as well, then it'll go back to your turn, 3 x 2 = 6, etc etc.
once the five first turns have ended and it is a players sixth turn that player may attack.
during attacking if a character attacks another character they both take damage; another important note, Characters can only attack once a turn, and they cannot attack on the turn they are placed into play.
remember in the format attack is always first.
EX of attacking :
3/4 hits 1/7 = 3/3 and 1/4
the 3/4 character took one damage from the opposing character even though it was the one attacking.
on the other side, the 1/7 monster took 3 damage from the 3/4 monster.
attacks do not change when attacking, Hp does however.
When characters die they simply Vanish.
Effect cards can be played during prep turns or the attacking turns after.
you can play as many effect cards as you want on a turn, but you can only play one land card a turn.
if a player plays a land card when a land card is already in play the new one will take its place if it gets in the way, but if it does.
EX. a card that changes the place into a Different terrain, and a card that puts in a Building won't always get in the way of each other.
Stand Cards - These cards are like trap cards, as in they activate when you want them to, OR when a certain effect has been achieved.
when this happens just do whatever the card says. you can have a max of five stand cards in play at once.
The aim of the game is to make it so your opponent runs out of cards in his hand to use.
if at the start of your turn and you have no characters, you must play one.
if you cannot play one, you must use what cards you have left in your hand.
once you have used all cards you are allowed to use, then it us assumed you have an "Empty hand"
as in no cards left to play, and empty Playing field.
at this moment if it happens to you.
you lose the Game.
TIME OUT END.
Some games may have time limits.
In the event of a time out battle.
You will have to see who haa the most the following.
The following has a point value.
For each variabe you win you get a point and whoever gets the most points wins the game.
Most Land cards in play - 1 point
most total character Atk - 1 point
most total character Hp - 1 point
Most Characters in field - 1 point
Most cards left in hand - 2 points
Most cards left in deck - 3 points
OTHER MODES :
Hero Mode - both players also have Hp, the game only ends when one player runs out of Hp, characters can now attack the players to deal damage, spells however cannot unless it says so. AoE Spells do not hit players. Players by default have 50 Hp at the start of the game. Healing Spells work on Players. Their Hp cannot go over 50 unless a card or skill says otherwise.
ALO Battles - Cardistry cards can also be used to battle in the world of Alfheim if you have the Cardist Dueler class found on the mage page. Most Cards have a Unique effect on the battlefield. Cards with a battlefield effect are called Battle Effect Cards. BECs for short. The cards will have their Battle effects (BE) labeled on them.
RP FORMAT -
When you Start a game it is the same as starting a PvP duel.
one must send a invitation of battle to another player and then once all the Players have one for that battle, and accept it. the battle starts.
These are Requirements for playing Cardistry, each of your replies must contain the following.
at the start of your turn, you must say in some way that you drew a card.
Next, you have to list how many cards you have in hand.
Ex. : "Hand - 7"
now that you have both those done, you start playing cards.
whenever you play a card, you HAVE to put down the cards full info.
UNLESS
1.That card has already been previously played that game.
there is no need to repeat card info, if you or your opponent play the same card again.
once there are characters in the field, you will need to put a field check in each one of your posts in the following format.
Monster - 4/5
Monster - 4/2
-Building - 0/20
---Grass Field, Lake
Human - 2/2
Dragon - 10/10 - T
-item of War - 0/5
You'll put down the name of the card, followed by a dash which points its CURRENT stats out.
put down at LEAST three dashes to separate your field from your opponents field.
Yes, You have to list your opponents field too.
Land cards That are terrains have to go in the middle of the dash, there can be more than one if they fit.
Land cards that are player specific go on one side of the field, with a dash to represent a land card.
land cards that have hp may have a dash to point it to their stats
Cards that have Taunt should have a dash after its stats followed by a T to represent Taunt.
Of course you'll have to call out an attack or spell if you're using it and so on.
attacks can be done in a lot of ways aesthetically as long as the statistical outcome works out in the end.
if a Human has 1 ATK and a dragon attacks it, the dragon will lose 1 Hp even if physically it doesn't get attacked.
RANKS -
A battle in Cardistry is always ranked.
To become a cardistry Player You must go to a card shop buy a usuable deck of cards and then get a CT.
Cardistry tracker. This will track all of your battles. You start at 1,000 for power level.
Whenever you win you gain power depending on your opponents power.
100 for a win + however much they are higher tham you. In this sense a PL(power level) of 1k would gain 1.1k PL from a player with 2k PL. If you win to a lower PL player you onlt gain 100 PL.
If you lose, you subtract 100 PL and for every 500 PL they are under you, you also lose 100 PL. If you lose to a higher PL player you just lose 100 PL
If you happen to hit 0 PL, that CT wont work anymore, you must obtain a new one.
PL Ranking and rewards :
- 100 - Zombie
- 500 - challenger
- 1,000 - rookie
- 1,100 - trainee
Time to think - Rare
-Draw 3 cards. can only be used once per turn.
BE - 50 Mp - Draw 3 Cards, Cooldown 60 seconds.
- 2,000 - Dueler
Swordsman - Rare
12/11
-Deals Twice as much damage to Non-Midgard Cards.
Be - 70 Mp - Summons a Swordsman
Hp - 1,100% Mspt
Atk, Spd - 1,200% Matk
Skills - Deals 50% more damage to non-human targets.
Swordswoman - Rare
11/12
-deals twice as much damage to Midgard Characters.
Be - 70 Mp - Summons a swordswoman
Hp - 1,200% Mspt
Atk, Spd - 1,100% Matk
Skills - Deals 50% more damage to human targets
- 3,000 - Artist
Vanish - Rare
-return all Cards in play back to their owners hand.
If their hand has more than 10 cards.
Discard the lowest Stat Character, or a random Effect or Land Card.
- 5,000 - Master Artist
Humility - Rare
-Makes all Characters Atk 1
BE - 50 Mp - throw this card at a target, Sets their Atk to 1 for 15 seconds.
- 7,500 - grand Master Artist
Spellbook - Legend
1/1
-every time an effect is used, Give your opponent a Copy of that Card.
BE - 50 Mp - Summons a Spell Book on the ground, it stays there for 10 seconds. Every time you use a Card, add another copy to your hand, but it costs twice as much Mp to use.
- 10,000 - Cardist
Card Destroyer - Legend
50/50
-Discard both players hands
BE - 100 MP - Discard all Cardist's hands.
Card Maker - Legend -
1/1
-At the start of each turn, each player draws until they have 5 cards if they have less than five cards.
BE - Summons a card maker.
Hp - 100% Mspt
Atk, Spd - 100% Matk
Skills - When your turn starts, you may draw cards until you have 5 cards in your hand.
Also.
Whenever A Game Is won you Gain 100 Player Exp and 1,000 Yuld
Whenever A Game Is Lost you Lose 1,500 Yuld
Season Ranks -
these are ranks you have to play cardistry for each month to rank up, at the end of the month, you gain rewards depending on your rank, and then you lose 5 ranks when the season starts over. you start at rank 10 and work your way up to rank 1 and even past that Legend. to rank up you need to beat 3 players who are at minimum one rank below you.
10 - None
9 - one pack and 50,000 Yuld
8 - two packs and 100,000 Yuld
7 - three packs and 150,000 Yuld
6 - four packs and 200,000 Yuld
5 - five packs and 250,000 Yuld
4 - seven packs and 300,000 Yuld
3 - ten packs and 500,000 Yuld
2 - fifteen packs and 750,000 Yuld
1 - twenty packs and 1,000,000 Yuld
Legend - fifty packs and 5,000,000 Yuld and a God sandwich
RACE POWERS
All races get abilities and bonus's in a game and they vary a lot depending on what race you are, these can change if a card has a specific effect, but otherwise you will have these following basic ones. unless written otherwise, all powers can be activated once per turn.
Salamander - You can Summon two characters this turn, you may not summon any for the next two Turns. OR your player can have Taunt, activated at the end of your turn, can be turned off during your next turn.
Sylph - Spells have a 20% increase in their effect this turn, you may not cast any spells next turn. OR damage dealing spells towards players have twice as much effect.
Cait Sith - One of your Units may attack twice, it may not attack next turn. OR Your player has 30 Hp, Your Characters can attack other characters twice.
pooka - Draw a Spell, OR All spell cards can effect players.
Gnome - Draw a Land Card, you may not draw a card next turn : A Unit takes 2 less damage this turn. OR your starting Hp is 100
Leprechauns - Draw a Character, OR Your Player can equip Weapons.
Spriggans - Discard a Random Card, Draw Two cards OR your player has a 25% chance to dodge an attack.
Undine - Heal a unit by 5 Hp , OR Healing spells towards players heal three times the amount.
Imp - deal 10 damage to one your minions and one of your opponents OR character damage to players are increased by 25%
Card BACKS
On the backsides of your cards are of course the Cardistry Logo and design, but with other card backs, can come bonus's these however have to be earned in one way or another, this is a list of Card Backs and how to obtain them, as well as what they do if any.
you can change your card backs in the options menu at any time except during battles.
-Original Card back : the one everyone has at the start...it looks pretty dope. specifically, it has a staff and a sword crossed over a pile of cards on the back.
-Custom Guild Logo : this is obtained when you make one designed for your guild, any guild can make one, but it is usually made for expert cardistry guilds to recognize each other. This card back boosts exp gain from Cardistry games by 500%. (total 500 EXP) only when played with members in your guild, or other guild's
-Tournament Mastery : Obtained when you win 3 cardistry tournaments at 1st place, the design is a flag crossed against another flag, animated so that it waves in the wind. This card back lets you characters have +1 Hp in battle.
-Explorer : obtained when you play 10 different Players in cardistry, has a map on the back of the card to no particular thing, in gameplay your characters get +1 attack unless they have zero attack.
-Artist : Obtained when you reached the rank Artist, design wise it has a paint brush painting a card on its back. Gameplay wise, the money you earn after a cardistry game is fixed at 10,000 Yuld.
-Card Maker : Obtained from reaching the Card Maker Rank, design wise, your cards are now animated and glow a majestic color of whatever you desire. Gameplay wise, you now gain a thousand exp and 20k Yuld for winning Cardistry games.
CARD LIST
- remember you can only buy basic cards at the Card store, otherwise you'll have to buy PACKS.
packs are very simple to use, each one contains 5 cards, you RNG for each card.
Common is 80% Rare is 18% and legend is 2%
doing an RNG of 1-100
- 1-2 = legend
- 3-18 = Rare
- 19-100 = Common
on basic the number next to it is how much it costs, on other cards, its how much they're worth.
NOTE things sell for 1/4 when sold to NPCs. 1,000 Yuld cards sell for 250 Yuld to an npc. but that's only basic cards.
Pack cards themselves lose a lot of value if they're common or Rare, they only sell for 1/10 its original price. But Legend cards are so are that they sell for 1/3, half of what they're worth to NPC's.
For every pack you get 1 out of 5 cards will be 100% a Rare card or higher, meaning the rates for the final card in a pack are :
Rare 98% and Legend 2%.
Legends are the most difficult cards to get as their rates never get higher. in terms of math a legend card will drop at a good chance around every 30 packs or so, due to sheer numbers and chance. Buying 20 packs of any kind at once will Gain you 1 extra pack of your choice.
Packs - 5,000 Yuld - used to get cards for Cardistry
- -Original Pack
- -Midgard pack
- -Jotunheim pack
- -Alfheim pack
- -Dragon pack
- -Demon pack
- -Dank Pack
Premium Packs - 25,000 Yuld - used to get cards for cardistry, has Better adjusted rates as well as rarer cards.
Rates : common - 75% : Rare - 20% : Legend - 5%.
- -Leaders and Icons
- Card Master's Expansion
Collaboration Packs : limited time only - 10,000 Yuld - used to get cards for cardistry, rates vary per pack.
- Fate/Stay Grand Order