ChaosMAX1268

Barrenia card and effect types

Jul 11th, 2021 (edited)
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  1. Types of effects
  2. [P](LACED): When placed on the field.
  3. [U](SED): Effects that are activated from the field.
  4. [C](ONTINUOUS): Always applied on the field. Rear Cards always have [C] effects.
  5. [R](ESPOND): Can only be used on the opponent’s turn in response to their placing of cards, effects, and abilities.
  6. [E]NERGIZED: Applies if this card was used to put energy tokens in the stock during the Energize Stage. This includes both beneficial effects and penalties. Often, a lot of high-Size multi-colored cards will prevent you from using cards that do not match any of their own colors.
  7. [A](TTACHMENT): Activates when an Armor Card is attached itself to a Soldier.
  8. [L](OADED)/[/P,/U,/C, or /R]: Effects given to a UniteR Soldier from its Load
  9. [T](RUE)[/P,/U,/C,/R]: Effects exclusive if a Chimera Soldier is in True Chimera Form (all the component's names match up)
  10. Effect Writing
  11. [Effect Type in brackets] Cost(if any) -- (Effect, including when it activates)
  12.  
  13. Card Types (all card types listed here, except Flash Cards, have Timebreak subvariants)
  14. Soldier Cards: They are the most important cards in the game because they are used for fighting in the Clash Stage. These cards are characters. There are (so far) Normal Soldiers, Retaliation Soldiers, Timebreak Soldiers, UniteR Soldiers, Portal Makers,
  15. Rear Cards: Cards with lingering effects that affect the user and/or their opponent. They can either be machines used by the armies, support characters, or even events in the lore. Locations are a special subtype of Rear Cards that represent locations, a player can only control 1 Location Rear Card.
  16. Flash Cards: Cards that get sent to the Grave Pile after use from the hand. They never touch the field and are only usable during the Clash Stage. They are either be physical items or weapons, attacks, or gomagical techniques.
  17. Armor Cards: Sideways cards equipped to Soldiers (placed under Soldier cards). They remain until a card effect forces them to the Grave Pile or if the equipped Soldier leaves the field. They represent the Creators’ technology that the soldiers use to power themselves up.
  18. Incarnation Cards: Powerful spirits (NOT Soldiers). Details below.
  19.  
  20. Retaliation Soldiers and Retaliation Effects:
  21. [Retaliation (Name)]: When this card is drawn and revealed in Clash Reaction (Effect)
  22. Soldiers with size of 1, that have 1 of 7 icons on their top right corner; you can only have 1 of each symbol in your Decks. If they are drawn and revealed during the Clash Reaction, apply the following effect based on the symbol before applying the damage. Later variants appear that have an altered effect. + variants provide a stronger effect, but the Soldier is sent to The Beyond instead of being kept to the hand. Q variants are weaker in terms of effects but get sent to the bottom deck allowing easier reuse. + and Q versions count as their normal variants when deck building.
  23.  
  24. Recharge (Battery): Discard 1 card, except a card with Retaliation, put energy tokens into the Stock equal to the card's Size.
  25. Recharge +: Vaporize 1 card in your hand, except a card with Retaliation, put energy tokens into the Stock equal to double the vaporized card's Size.
  26. Q Recharge: Vaporize 1 card in your Grave Pile, put energy tokens into the Stock equal to the card's size.
  27. Reload (Card): Draw 1 card.
  28. Reload +: Draw 2 cards, discard 1 card.
  29. Q Reload: Draw 1 card, discard 1 card.
  30. Revive (Tombstone): Revive 1 Normal Soldier from your Grave Pile with the same color as this revealed card in Resting Stance.
  31. Revive+: Revive 1 Normal Soldier from either Grave Pile with the same color as this revealed card in Battle Stance.
  32. Q Revive: Revive 1 Normal Soldier from your Grave Pile in Battle Stance but destroy it during the End Stage.
  33. Detonate (Grenade): Destroy 1 card on the field.
  34. Detonate +: Destroy 1 card on the field and make your opponent discard 1 card.
  35. Q Detonate: Destroy 1 card on the field of both the Assaulter and the Target.
  36. Regenerate (Heart): Heal 1 life.
  37. Regenerate (+): Heal 2 life.
  38. Q Regenerate: if your Life is 2 or more but less than your opponent, heal 1 Life.
  39. Excavate (Shovel): Take 1 card in your Grave Pile, except a Retaliation Soldier, send it to your hand.
  40. Excavate (+): Take 1 card in either Grave Pile, send it to your hand.
  41. Q Excavate: Take 1 card in your Grave Pile, except a Retaliation Soldier, send it to your hand, then discard 1 card in your hand, except the added card.
  42. Clash Boost (CB!): Double the Clash Stats of 1 Soldier you control until the end of the Clash Stage.
  43. Clash Boost (+): Make the Clash Stats of 1 Soldier you control 10,000 until the end of the Clash Stage.
  44. Quick Clash Boost: Give 1 Soldier you control 100 in each Clash Stat until the end of the Clash Stage
  45.  
  46. Timebreak cards (adds new turn stage, turn count becomes an official mechanic)
  47. Timebreak (During the Timebreak Stage, you place this card on the field/use this effect)
  48. Timebreak Soldiers and effects can only be placed/used in the Time Break Stage. Timebreak Soldiers and effects do not consume actions.
  49. Instead of Size, they have Ohm. This is relevant for the Time Break Limit, where you can only place Timebreak cards until their combined Ohm is equal to the turn count. At the 13th turn, the Time Break Limit is locked at 13 for the rest of the game. Timebreak cards can be very powerful. Lore-wise they represent Soldiers and events that break the barrier of time.
  50.  
  51. UniteR Soldiers (adds new “Load” state, and introduces the first Multi Territory cards)
  52. Unite (List of Soldiers/Unite Criteria) (You can place this card on top of (List of Soldiers))
  53. Powerful Soldiers. While they can be Placed normally, they can also be Placed by staking them on top of soldiers who fit the Unite Criteria. Their size is irrelevant to the latter process.
  54. They have powerful abilities tied to the Soldiers underneath them (also known as Load). While loaded, they gain the clash stats and any “Loaded” effects of the Load underneath. Lore-wise these are Soldiers who harness the power of alternative realities or futures to gain new forms, many often getting the powers of another territory as a result.
  55.  
  56. Soldiers (Portal Maker)
  57. When placed to the Leftmost and Rightmost Soldier Zones, you can pay the cost to add additional Soldier Zones called Portal Zones. This is called Portal Making. This does not stack, so a player can only obtain 2 Portal Zones (one on the left and one on the right). These Portal Zones only exist if there is a Portal Maker “making” that zone, or if the Zone is occupied (even if the Portal Maker is gone).
  58.  
  59. Chimera Soldiers
  60. Soldiers that are uniquely horizontal in layout, similar to Armor cards. Their names have an indicator of Top, Middle, or Bottom. You can normally play individual Chimeras by paying the size cost, their only difference compared to other soldiers is that they have a single clash stat that is used for all clashes, known as the Chimera Stat.
  61.  
  62. However multiple Chimera Soldiers can be played together on a single Soldier Zone by playing two or more chimeras with different indicators, in which you only use pay the size of the topmost unit, (Top or Middle). Their Chimera stats become combined, and the Chimera Soldier has all the effects of the components, and it has the different names of all of the components as well. A Chimera has a unique Clash Emblem, Chimera Clash. While you can make Chimeras with multiple names, Chimeras are stronger when they have a single name. This state is called True Chimera. Certain effects (both in Chimera Soldiers and other cards) require True Chimeras.
  63.  
  64. Unlike Soldiers with the Gestalt Keyword, Chimera Soldiers do not prevent you from playing other Soldiers.
  65. Chimeras cannot be equipped with Armor cards. Chimeras are always in Battle Stance.
  66.  
  67. Incarnations (Adds new permanent Zone)
  68. THESE ARE NOT SOLDIER CARDS AT ALL!!!
  69. ... Also, they have a unique card layout.
  70. First, they are placed in the Incarnation Zone upside down so their Incarnation Text is upwards and readable. They cannot clash in this form. Incarnation Text details the condition to turn the Incarnation around in the Incarnation Zone so that its name is upwards. Upright Incarnations are sent to the Grave Pile, during the End Stage of the turn they were turned.
  71.  
  72. Dimensium
  73. New cards with a different layout. Dimensium cards go into the Main Deck and can be played in the D Gauge by fulfilling their Gauge Condition. They are Non-Territory cards and cannot be used to Energize. You can have up to 8 in a Deck and can put 1 Dimensium card into your D Gauge per turn. Several cards can use special effects based on the number of cards in the D Gauge. When you have all your Dimensium cards in the D Gauge, you can use a D-End effect of a card, which if all conditions are fulfilled successfully will win you the game there and then.
  74.  
  75. Card Elements (note artwork consumes the top half of the card, effect text is the second half, cards themselves are MTG and Pokemon TCG Size)
  76. Name: Name of card on the top edge of the card.
  77. Division: Underneath the Name, determine secondary classes the card is a part of. They are easily determined by the presence of bullet points.
  78. Territory: Territory of the card. Represented by the color of the card’s frame and a symbol underneath the size.
  79. Clash Emblem: Determines what opponent’s Soldier or Incarnation’s clash stat is used in the Clash Stage when this card is in
  80. a Battle Clash. Underneath Territory symbol.
  81. Retaliation Symbol: Only on Retaliation Soldiers, determines what effect is done. Top Right Corner
  82. Size/(Ohm in Timebreak cards): The number of cards in the Energy Pile that must be sent to the Spent Pile to play the card, is located at the top left corner of the card. For the case of Timebreak cards, they have Ohm instead (which ranges from 1 to 13), which represents the first turn they can be played in.
  83. Card Type: determines which card type it is. Inbetween artwork and effect box in its own box. Retaliation Soldiers are called R. Soldiers, UniteR Soldiers are called U. Soldiers, Chimera Soldiers are called C. Soldiers. Portal Makers are called Soldier (PM). Location Rear Cards are called L. Rear Card. Any Timebreak card, is called (Card Type) [Timebreak].
  84. Effects: self-explanatory
  85. Clash Stats: 3 clash stats that are used in the Clash Stage by Soldiers and Incarnations, bottom of the effect box
  86. Card ID code: 8 digit code that identifies duplicates (exact same code) patterned
  87. XXX-XX-XXX, characters (beyond dashes) can either be numbers or letters (usually a combination of both).
  88. Set ID code: 9 digit code patterned (XX) XXXX-XXX the second four characters are letters determining the product it came from, first 2 determine if it was from a Starter Deck (SD), Booster Pack (BP), Special Pack (SP), Pro deck (PD), etc. the last 3 digits are numbers that determine what card it is in the set.
  89.  
  90. Sideways cards (Armor and Chimera Soldiers)
  91. Size is in the Top Left Corner of the artwork. The territory emblem is at the top right. The name and division(S) is on the top of the Effect box. Card Type is on the bottom of the effect box. Class Emblem for Chimera Soldiers is at the bottom left corner of the artwork, with the Chimera Stat at the right of that. Card ID code and Set ID code are in the same place as vertical cards.
  92. Chimera Indicator: A bold word at the right of the name of the Chimera Soldier's name.
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