He kinda trapped everyone and everything into cards, battle him to free everyone! (See inside) Rules Every Turn, you gain 1 Energy, you can hold 10 at a time, and every turn, the amount of energy you earn is increased by 1, this caps at 5. When it is your turn, you may draw a spirit card, or any card from your deck. After drawing a card, you may play as many as you have energy to play, whenever you are done, you may pass your turn to your opponent, and your cards will attack. Cards have 3 stats, Health (bottom right), Attack (Bottom left) and Cost (Top Right) Your goal is tip the Damage scale to your opponent, if you do so, you win. When building a deck, you have an energy cost cap of 75. Skull cards (the cards with the curly font) add half of their skull count to the energy cap Your spirit deck has 15 Spirits, you may choose what spirits are within with a 3 different type cap. Each spirit gets 5. For an example for making your deck, see inside and look for "Jeef's Personal Deck" you cannot add 0 cost cards to your deck, you may however add one to your side of the board for protection at the start of the game You start by drawing 1 random spirit, and 3 random cards from your deck. You may bring 1 item with you, and you may use it during your turn Whenever one of your cards die, you gain a Skull, which is used to play certain cards, any card that costs 5 or more gives 2 skulls. Skull cards have the Curly Font. Skulls cap at 10. The power meter is increased or decreased through the use of cards with certain perks. Power cards need the power meter to be at a certain level to be played, and die if it is lowered from that level. Power cards use the "Pixel" Font. Support cards are the only cards that can be played in the first lane. evolved cards are represented by a stick figure next to the cost, which is the cost to evolve said card. it takes a turn to evolve a card and the evolution goes on top, when defeated, the evolution is gone (and can't be used again) and the original card gets withdrawn. evolutions and support cards do not and I mean do not add to the cap of 75, but you're limited to 3 evolution cards, be them duplicates and 4 support cards. (evolution supports do not add to this total but you may not have duplicate evolved supports) Support cards have descriptions of their abilities on the card.
Card Perks Aim - Attack in whatever space you want. Armor Pierce - Ignore Armor Heal - Add 1 HP to any other card on the board upon being played and defeated. Health Aim - can only attack whichever enemy has the lowest or highest health. Armor - Reduces damage taken by 1 Move - Moves Left or Right to the next open space after attacking Vampiric - upon attacking an enemy, heals itself the same amount as the damage it dealt. Freeze - Upon Defeat, transform opposing card into an Iceblock (0 Damage, 5 HP) that releases the frozen card after defeat. If there is no card infront, make an empty iceblock there. Replace - Upon a friendly cards death, if this card is in your hand, get played there to replace them. Revive - Upon defeat, return to your hand. Rage - Upon being hurt, Gain 1 Damage Hunger - Upon defeating an enemy, gain 2 HP Dodge - upon being hit, Flip a coin, if it lands on heads, take no damage, if tails, take damage. Explode - Upon Defeat, Deal 10 damage to all cards surrounding this card Cancel - Cancels certain perks (Armor Pierce, Poison, Freeze) Spread - Attack in the spaces to the left, right, and the space in front of this card Fly - Ignore enemy in front, attack directly Fly Block - Cancels Fly Poison - Flip a coin, if it lands on heads, instantly defeat the attacked card Extreme Perks Weaken - Lower enemy damage by 1 Super Dodge - upon taking damage, flip two coins, if both land on tails, take damage, otherwise, do not. Flame - Deal 1 damage to enemies next to the one you hit, do not deal damage in those spaces if there is no enemy next to the one you hit. Clone - Make a copy of any card in your hand, reduce the clones hp to 1, and lower it's strength by 1 (unless it has 1 or 0 strength) cost and perks are unaffected. Double Strike - Can attack twice Damage Aim - Can only attack the enemy with the highest or lowest damage. Ball - places a Ball (1 Damage 1 Health) in every empty space on the entire board. DSTify - Turn an enemy into Bad DST (1 HP 1 Damage with the Annoy perk.) Annoy - Increase enemy damage by 1 Supreme Cancel - All negative perks are canceled upon use on this card Heavy Armor - Reduce all damage taken by 2 Parasitic - Upon defeating an enemy, if they have a higher stat total, transform into that enemy with restored health and perks, keep Parasitic. Static - Upon attacking, electrify the nearest enemy to the one you attacked for base damage -1, repeat until the damage reaches zero. Bomb Strap - Give the Explode perk to any card on the field upon being played Dream Demon - Trap an enemy in the nightmare realm, lowering their damage to 0, and they take 1 damage every turn until attacked, waking them up and restoring their damage. Bleed - Upon hitting someone, cause them to bleed over time, every turn they lose 1 health. Upgrade - Spend 2 Energy to boost the stats of the card by 1, can only be done if the card is on the field, and if you haven't upgraded any other cards with the perk. Thief - Steal half of your enemy's energy. Love Ya! - Increase the stats of friendly cards played after this one by 1. Skull Expansion Perks Rotting - Dies the next turn. Search - Draw a specific card from your deck upon this card being played. Diamond Armor - All damage taken is reduced by 3. Chase - Go in front of newly placed cards while in a lane. Charged Perks Moving Shield - Move in front of attackers to block their attacks, can only be done if the attacker does not have Fly (this does not matter if this card also has Fly Block), as well as if the attack is attacking an empty lane, otherwise, this card will stay still. Tentacles - Spawn Tentacles (1 Damage, 3 Health) in all empty friendly lanes. Teleport - Can choose to move to another lane every turn. Power Up - Increase Power meter by 1. Power Sap - Decrease Power merer by 1. Copy Damage - Copy Damage of the most recently played card, if this card also has trap, copy the damage of the card within and ignore other features of this perk. Trap - Place a card within this one, releases after being defeated. If played on top of another friendly card, put that friendly inside this card. Power Power - Stats of this card are increased by 1 Damage and 2 Health by every level of the Power Meter (this does not apply if the meter is on level 1), if the meter is decreased, so are the stats of this card. Cardiverse Perks oh god no - Squarehead is now kill you (when a card with this perk is played, all new cards played will die. This goes for both sides, unless a card with this perk is appeased through the use of 10 Energy, this will subdue it, and make the perk not effect the appeaser.) Infatuation - opposing cards lose all attack, and regain only half upon being hit by the card who made them lose all attack, and cannot regain all of their attack until this card is defeated. Capitalist Love: Spend 2 Energy while this card is out to gain a Slnc Clone in your hand. other perks in the "more stuff" sprite