Comprehensive Card Hunter FAQ and Glossary

Discussion in 'Card Hunter General Chat' started by Scarponi, Jan 28, 2015.

Thread Status:
Not open for further replies.
  1. Scarponi

    Scarponi Moderator



    Quests are additional challenges that unlock after completing the Level 17 adventure Cardstock II Secret Preview. These challenges consist in replaying both Standard Adventures and Treasure Hunts under certain restrictions that make the game harder. While they become available in general after completing Cardstock II, they will not be available for a given adventure until after the regular play-through of that adventure has been completed the first time.

    Do quests give experience points to my characters?
    No. Experience points are only gained through the regular adventure.

    What are the rewards for completing quests?
    The final battle of a quest will give 2 rare or better items and 2 uncommon or better items.

    How many times can I play quests?
    Quests are a one-time challenge. You may attempt quests as many times as it takes to complete them, but once completed, a quest is no longer playable. However, you can play quests again through co-op mode if the team leader has not yet completed the quest.

    What percentage of quests have I completed?
    See "Neoncat Tools" for a nifty widget to answer this question.

    What are the different quest restrictions?
    Unlike regular adventures that allow 2 defeats, all quests require a successful playthrough of all battles for the quest without defeat. Any defeat will require a restart from the beginning of the adventure or 15 gold to continue from the current point. Additionally, quests come in five general challenges:
    • No party deaths
      • In these quests any member of your party dying will immediately register a defeat.
    • Party has one health
      • In these quests all characters begin with, and have a maximum of only 1 health point. In most cases these are the most challenging quests.
    • Equip only items with a Handicap card
      • Here, players’ only choice is to equip items that contain Handicap Cards or to leave slots itemless (empty). Players can find their items that qualify quickly by typing “Handicap$” in the item search bar.
    • All your levels are reduced to X
      • Here character levels will be reduced to the adventure level minus 8.
    • Use only ______ (Elves, Human Priests, etc.)
      • These quests require only certain classes or races (or a specific combination).
    Last edited: Sep 5, 2015
  2. Scarponi

    Scarponi Moderator


    After playing a card with cantrip, instead of allowing your opponent a chance to play, it remains your turn. You are free to play another card (even another cantrip), or pass.

    Using Cantrip to gain first turn initiative for the following round

    A round ends when both players pass in succession, without playing cards in between. The new round's priority goes to whomever passed first. If a player has passed and their opponent plays a card with cantrip, and then passes, the round does not end because the two passes were not in succession, but separated by the cantrip action. If the original player now passes again, the round ends due to two successive passes, but the opponent by playing the cantrip card had the chance to pass first, right after its use, and would go first in the next round. This is the necessary result of needing to allow the first player an opportunity to respond to the cantrip action if they so desire.
    Last edited: Apr 28, 2016
  3. Scarponi

    Scarponi Moderator


    Cards are the building block of CH. Each card initiates an action in game. Most cards when they are played have their effect and then are discarded. Cards with the keep keyword however are not discarded but remain in a character’s hand after triggering, other cards are attached to a character(s) or terrain tile(s) for a specified duration (see "Character Attachments" and "Terrain Attachments").

    Card Types
    A card’s type is identified by the background color of the card. Some cards only interact with, or are triggered by, certain card types. A card may have up to two different types, in which case its artwork border shows the colors of both types. A card that interacts with a certain card type will interact with a card that has a dual card type as long as one of the types would trigger that card. The card types and respective background colors are:

    Armor - Grey
    Assist - White
    Attack - Red
    Block - Green
    Boost - Orange
    Handicap - Black
    Move - Blue
    Utility - Purple

    See also: Card Qualities and Card Values
    Last edited: Jul 31, 2015
  4. Scarponi

    Scarponi Moderator


    The four directions expanding out from a character that result in straight paths following map columns or rows, that is, paths traveling due north, east, south and west.
    Last edited: Feb 24, 2015
  5. Scarponi

    Scarponi Moderator

    Centurion Challenge

    A custom scenario that is part of the meta game for only the most serious CH players. A perfect score requires surviving 100 rounds of Quick Draw against the AI.
  6. Scarponi

    Scarponi Moderator


    Chance appears as an icon that looks like a die in the left-hand icon box of certain cards. The number of pips (spots) displayed on the icon shows what number, or greater, must be rolled on a six-sided die before that card's effects will activate (alternately see “Saving Roll”). If the Chance roll fails, the card is marked as revealed and returned to the player's hand. If the Chance roll succeeds, all effects in the associated instructions take effect. In the case that cards have two sets of instructions, Chance must be specified for both; any set of instructions without a Chance icon always takes effect.
    Last edited: Jan 28, 2015
  7. Scarponi

    Scarponi Moderator

    Character Attachments

    Character attachments are cards that when played attach to one or more characters causing either an extended or delayed effect. Attachments are ordered on a character from left to right in the order that they were attached (oldest to newest) regardless of the character’s facing. Each character can have at most 3 attachments at one time. If a character already has 3 attachments and a new attachment is played, the oldest attachment will be discarded to make room for the new one. Additionally, characters cannot have duplicates of the same card attached. If a card of the same name is already attached to a character, it will be discarded when the new one is attached. When a character dies all attachments on that character are discarded.

    Attachments remain on the character for a specified number of rounds and then are discarded. The number of rounds remaining is always indicated by the duration counter in the upper right corner of an attachment and can be seen by zooming the card(s) (right-click).


    If a card will be attached to multiple characters, one or more copies of that card are temporarily created to attach to the additional characters. When an attachment is removed from a character the card returns to the deck from which it originated, when a copy is removed, it is destroyed.

    When multiple attachments on a single character are triggered by the same event (an attack, taking damage, beginning of a new round, etc.) they will resolve from oldest to newest.

    When attachments are triggered on multiple characters of the same team by a single event, they will be resolved character by character in the order that character’s hands-of-cards are displayed at the top or bottom of the screen, beginning with the character having the left-most hand and ending with the right-most.

    At the beginning of a new round, the team whose character’s attachments trigger first is the team who had the first turn in the previous round.
    Last edited: Jun 27, 2017
    ParodyKnaveBob likes this.
  8. Scarponi

    Scarponi Moderator


    Each figure on the board represents a Character. In the majority of CH you control three Characters, though in custom scenarios and Mauve Manticores you can control more or fewer.

    Player-Owned Characters
    In standard campaign play, ranked multiplayer and some leagues, a player uses his own characters. Player-owned characters can be purchased individually at Taverns or in groups in Premade Parties. There is no limit to the number of characters a player can own, but it takes 27 characters to own every possible combination of race and class for a 3 character party. The same player-owned characters are used for both the Campaign and Multiplayer. While at any time the Campaign and Multiplayer have different active parties, every player-owned character can be used interchangeably in both game modes. The characters in the active party for either game mode can be changed in Keep on the Hinterlands or the Multiplayer Keep respectively.

    Character Names and Skins
    Characters can be named when they are purchased, they can also be renamed by clicking the pencil symbol next to their name in the Keep. Different skins can be unlocked for characters as well. These can be purchased as premium content at Cuthbert's Costumes or won through certain game events. To access unlocked skins, visit Cuthbert's Costumes and drag the desired skin onto an owned character of the same race and class. Changing a character's name or skin will change it for all game modes and in all saved parties using that character.

    What happens to my characters if they die?
    When a character dies in-game they are removed from game play for the remainder of that battle (typically). The character is not permanently lost, and will be usable in the very next battle. If a character is set to earn XP from a battle and dies, that character will still earn their full XP if the battle is won.
    Last edited: Jul 12, 2015
  9. Scarponi

    Scarponi Moderator


    See also: “Loot
    Items in chests are always arranged from lowest to highest rarity. Some chests give random items, other chests guarantee items of a certain rarity or higher. The color of a chest does not consistently identify the number or rarity of items it contains.

    Chest Shops
    Chest shops allow players to purchase loot chests for gold or pizza. Purchased chests will remain in the shop until opened. Expansion specific chest shops will provide items from the appropriate expansion, while loot from the other chest shops can provide items from the base set or the expansions randomly in any combination. Once a chest has been opened the items must be taken to enter a player’s collection. If a player leaves a shop after opening a chest without taking the items, those items will remain at that specific shop until the player returns and claims them.

    Chest Prizes
    Chests awarded as prizes must be claimed at a chest shop. There is no time limit for claiming and opening chests. Expansion specific chests will only be able to be claimed at their respective chest shops, other chests can be claimed at any non-expansion chest shop.
    Last edited: Jul 12, 2015
  10. Scarponi

    Scarponi Moderator


    Class is a designation for character type, not to be confused with Race. A character’s class can be seen in-game by hovering over the character. Below the character’s name will be listed the character’s race and class like so: (Race Class). Currently there are three player ownable character classes in CH: Warrior, Priest and Wizard. There occasionally has been some loose discussion about expanding the number of classes sometime in the distant future but there are no current plans to do so.
    Last edited: Jan 29, 2015
  11. Scarponi

    Scarponi Moderator

    Club Membership

    The club membership is a premium feature that gives an additional item to the member every time they win battle loot. They do not get additional items from chests opened at chest shops (or from level 1 adventures). Club membership can be purchased in various increments ranging from 7 to 360 days. If a club membership is purchased while a previously purchased membership is still active, the current membership will be extended by the length of time purchased (this is true even if purchasing membership days with a bundle).

    Club membership can be purchased at any time and becomes active immediately. This means if a player is not a club member and sees a loot item they want in the club slot, if they purchase the club membership before they take their items (by clicking the red + symbol next to the club membership flag), the item will be unlocked immediately and will go into the player’s collection when they take their items.

    Club Item Rarity
    The item given through club membership is guaranteed to be of a rarity at least as high as the highest guaranteed rarity item from the loot chest. It is NOT guaranteed to be equal to the highest rarity item that happens to fall in that chest. Thus a chest guaranteeing an epic or better item (e.g. completing a treasure hunt for the first time) would also give a membership item which is at least epic in rarity. But if the that chest happened to drop a legendary item in place of the epic minimum, the club item could still just be an epic item.
    Last edited: Apr 9, 2016
  12. Scarponi

    Scarponi Moderator


    The game console allows for advanced game commands. To access the console press F1 twice, F1 a third time will close the console. For a list of console commands, after opening the console type “cls” and hit ENTER to clear the console, and then type “help” followed by ENTER. Many commands require administrator clearance, but others can be used by all players.
  13. Scarponi

    Scarponi Moderator


    There is no crafting of new items in the game and no plans to implement crafting at this time. Card Hunters hunt for their cards rather than build them.
  14. Scarponi

    Scarponi Moderator

    Cuthbert’s Costumes

    At Cuthbert’s you can purchase different skins for your characters as premium content or access previously purchased skins and skins won through certain game events. To access unlocked skins, visit Cuthberts Costumes and drag the desired skin onto an owned character of the same race and class. Some skins can only be gained through game events and certain holiday skins are available for purchase at only certain times of the year.
  15. Scarponi

    Scarponi Moderator

    Damage Type

    Damage is classified into different types. If a card has a damage type it will usually be listed after the attack type (if there is one) on the info bar between the card's illustration and text box; however, it can also appear in the card text. Certain cards will only interact with certain types of damage. Damage types include, but may not be limited to:
    • Acid
    • Arcane
    • Cold
    • Crushing
    • Electrical
    • Fire
    • Holy
    • Laser
    • Piercing
    • Poison
    • Psychic
    • Radiation
    • Slashing
    • Sonic
    • Unholy
    Last edited: Jul 12, 2015
  16. Scarponi

    Scarponi Moderator


    A deck is comprised of all cards available for play for each character. Decks are shuffled at the beginning of play and drawn from to form a hand. If a deck is exhausted and 1 or more cards need to be drawn, the discard pile is shuffled and recycled to form the deck. In CH most characters have their own deck but monsters that comprise minion groups share their decks within the group.

    In standard play, player controlled characters’ decks are made up of all the cards from items currently equipped on that character. Typically these decks will have 36 cards though they may have less on very low level characters. Monsters and certain leagues have fixed decks that do not come from items. These decks can vary in size. Quick Draw drafts a 7 card deck at the beginning of the game from a pool of individual cards which can be from any items that could possibly be equipped on the respective character.

    Default racial move cards are never part of a character’s deck, they are drawn from outside the deck and are not placed in the discard pile when played or discarded.
    Last edited: Jul 12, 2015
  17. Scarponi

    Scarponi Moderator

    Default (Racial) Move Card

    At the beginning of every turn a default move card is created for each character or minion group from outside of their deck based on their race. When played or discarded this card is destroyed, it never enters a character’s deck.

    A few monster groups create a non-move card (e.g. a trait, or armor card) as their default "move" card.
    Last edited: May 27, 2016
  18. Scarponi

    Scarponi Moderator

    Defender’s Block (DB)

    Defender’s Block will trigger provided that:
    1. An ally within 3 squares of the targeted character bears DB in his hand (or the targeted character himself does)
    2. The card to be blocked is played by an enemy character that the character holding DB is facing
    On a successful block, the targeted character draws a card.

    Defender's Block and Multiple Targets
    If an enemy's card that would trigger DB will affect multiple characters, even if DB is within range to trigger for more than one character, the block will trigger for only one. Even if the die roll is unsuccessful it will not trigger again for subsequent characters affected by the same enemy card.

    The character for which DB will trigger in this situation is the same character which would be first affected by the enemy card. This process is determined differently depending on if the enemy card identifies specific targets (e.g. Gusts Of War), or if it has an area effect (e.g. burst or linear effects), or if it is more global in nature (e.g. Flash Of Agony).

    When multiple DBs are in play, they will successively trigger for what would be the first affected character until one is successful (or until all have failed), at which point if any more DBs have yet to trigger they will be triggered for the next potentially affected target and so on down the line.
    Last edited: Feb 23, 2015
  19. Scarponi

    Scarponi Moderator

    Last edited: Feb 24, 2015
  20. Scarponi

    Scarponi Moderator

    Disconnecting from the game

    One of the side effects of a browser based game is occasionally everyone loses connection. If you’re disconnecting frequently it may be a bug, or a problem on the user end.

    Mid-game disconnects may not be readily apparent especially if it’s the opponent’s turn. It is even possible to see your opponent’s timer ticking away and be disconnected, though a frozen timer is a sure sign of a disconnect. If you believe you’ve disconnected you can usually confirm this one way or the other by attempting to get a response in world chat. If you have disconnected, the only thing to do is refresh your browser. If you are able to reload the game before you have been inactive for 150 seconds (or 10 minutes for campaign play) you will be given an option to rejoin the battle. If you do not rejoin, or are unable to do so in time you will lose the battle due to timeout.

    Intentionally disconnecting from a multiplayer game (such as by closing one’s browser) is considered extremely poor sportsmanship and is a reportable offense. If you wish to leave a game before its completion resigning the battle through the game menu is the appropriate way to do it.
    Last edited: Jan 28, 2015
Thread Status:
Not open for further replies.

Share This Page