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Definitions

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Armor Level: The Armor level or (AL) of your creature is their ability to resist getting Hit in battle. This value is the total your opponent must beat during their Hit Roll. Max AL can never exceed 12, even with AL buffs.

 

Speed: The speed or (SPD) of your creature decides which creature attacks first during battle. There is no max limit to speed. Tied speed stats require a dice roll to determine who goes first in each battle.

 

Health Points: The health points or (HP) is amount of damage your creature can sustain before being sent to the cemetery. Creatures cannot be healed above their original HP value, unless specifically mentioned by a card. There is no limit to max HP.

 

Anchoring Effect: Limited Summons are held on the field by an “Anchoring effect”. Anchoring effects come in many different forms, such as magic card effects and creature card effects. Anchoring effects are the effect that is holding the Limited Summoned creature, or in rare situations the primary creature on the field.

 

Limited Summon: Limited Summons are any creature(s) that are summoned to the field while you have a primary creature already on the field.

 

Magic Card: Ward magic cards have a blue tablet background and are supplementary cards that vary greatly and have a variety of effects. These cards are played to the magic section slots on the battlefield.

 

Creature Card: Ward creature cards have a brownish parchment background and are the driving force behind Ward battles. Creatures are summoned during your turn and used to battle and destroy your opponent’s creatures.

 

Hit Roll: The process of rolling two dice to determine if you have successfully beaten the armor level of the target.

 

Attack Roll: The process to determine how much damage is performed on the target.

 

Draw Phase: The beginning of the player turn cycle. During this turn the player draws 1 card.

 

Summoning: Process of bringing creatures to the field.

 

Sacrifice: The process of discarding a creature from the field and/or your hand to the cemetery to bring a stronger creature to the field.

 

Damage over time: Damage that occurs over the course of multiple turn cycles.

 

Healing over time: Healing that occurs over multiple turn cycles.

 

Turn Cycle: Is 1 full revolution of the game from any specific time. Consisting of both players turns.

 

Turn: A turn cycle consists of both players completing all 1-4 phases of play (Draw, Magic/Summing, Combat, Wrap-up).

 

Critical Hit: During your Hit Roll, rolling two 6’s (Boxcars). This is a critical hit and the final damage result is multiplied by 2. This can be overruled by creature and magic effects.

 

Critical Miss: During your Hit Roll, rolling two 1’s (Snake Eyes). This is a critical miss, and you miss your target regardless if the value of that roll was higher than or equal to the AL of the targeted creature. After rolling two 1’s the player who rolled the attack will roll 1 dice of damage against the creature who attacked. This can be overruled by creature and magic effects.

 

Banned Cards: These cards are game breaking and are not allowed in your deck at any time during official game play.

 

Limited Cards: These cards only allow one copy of that particular card in your deck at a time during official game play.

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