In deck construction, a hero can only include cards from the 2 classes it leads with no exception. Because of this, the game immediately ends if a Strikethrough zombie defeats the plant hero, even if there is a plant in the same lane with Strikethrough that is about to finish off the zombie hero.ĭetermines the hero(es) that can play the card. In the "Fight!" phase, zombie fighters attack first, then plant fighters attack afterwards (even if the plant fighter has its health down to 0 after being attacked). Destroyed/used cards are removed and the turn order starts over from the beginning. The zombies' fighter turn comes first, followed by the plants' combined turn, followed in turn by the zombies' trick turn, after which the "Fight!" phase occurs during which fighters engage in combat against the opposing side. Note that there are also examples of fighters within main tribes outside of the class, such as Fume-Shroom being a mushroom plant in the Solar class, and Disco-Tron being a science zombie in the Crazy class. An example of a plant synergy is Buff-Shroom boosting Shroom for Two, both part of the mushroom tribe, the main tribe of the Kabloom class, and an example of a zombie synergy is Zombot Drone Engineer boosting Space Cadet, both part of the science tribe, the main tribe of the Brainy class. Each class has a main tribe, as well as a number of cards that can form synergy with the main tribe of the class. Zombies have two separate phases, the first exclusive to fighters and the second for tricks and environments, before the "Fight!" phase occurs.Įach side has unique tribes that can allow cards to create synergies. Plants can play fighter, trick, and environment cards all at the same time since they only have one play turn before the "Fight!" phase occurs. Once the card is played, the player's currency stockpile balance is decreased by an amount equal to the card's cost. Superpowers do not count to the deck's total number of cards, bringing this technical number to 44.Ī card can be played providing that the card's cost does not exceed the player's currency stockpile balance, and that there are valid targets (for trick cards) or lanes (for fighter cards) for the card. Therefore, it is very important to consider what cards are needed. The player that exhausts their card supply first loses the game.ĭecks are required to have forty cards, and four of a single type of card can be put in at most. Each player can only have ten cards in their hand at once before the game stops giving them cards. The player also draws a card from their deck starting from the second turn, and there are certain abilities that can give the player additional cards, either from or outside the deck. Each player is also given a random superpower card from the player's list of available cards, which cannot be replaced. Finally, an environment card is played similar to a trick card that affects a selected ground lane and all compatible fighters on it while it is present, and is overridden and removed once another environment card is played on the same lane.Įach card also has a set of attributes, such as cost ( / ), strength ( ), health ( ), class, and tribe - one of which is a superpower, a special kind of card that is costs 1 only, is gained at the start of the game and every time the hero successfully blocks an attack, unless otherwise specified.Īt the start of the game, each player is given four cards to their hand, and is also given the chance to replace each card once with another random one taken from the player's deck. After the ability ends, the trick card is automatically removed for the match. A trick card can do a variety of things when it is played, ranging from making additional friendly fighters, modifying their attributes or destroying enemy fighters, to gaining or adding cards from or into the player's deck. A fighter card spawns a friendly fighter on the field when it is played, which in most cases attack enemy fighters or the opposing hero, and is destroyed and removed once its health reaches 0. Cards are divided into three major categories: fighter cards, trick cards, and environment cards.
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