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

    Card Qualities / Card Value

    Cards are given a quality rating which affects its card value for determining item levels and power token cost. A card’s quality is identified by the color of card’s title bar. Each quality rating has an associated base value. The quality ratings and base card values are:
    • Tar, -3
    • Paper, 0
    • Bronze, 3
    • Silver, 6
    • Gold, 9
    • Emerald, 12
    • Amethyst, 15
    Additionally, certain cards have one point added or subtracted to their base card quality value to differentiate their value from other cards of the same quality level. Lastly, a few cards are actually valued at a different quality level entirely when on certain items. These final two modifications to card value are not indicated in game, and can only be known by referencing the current cards file.
     
  2. Scarponi

    Scarponi Moderator

    Doom

    If Doom's duration is at 1 and Accelerate Time is played, Doom will activate killing its target character.

    If a character is affected by both Negative Energy Being and Doom, when Doom activates the character will heal to full health.
     
    Sir Veza, Stexe, Jarmo and 1 other person like this.
  3. Scarponi

    Scarponi Moderator

    Make Invisible

    This card prevents all targeting of the character including assist cards that target (e.g. Light Heal, etc.). It does not prevent this character from being affected by cards that do not target characters such as area of effect or global effect cards (see Targeting Types).
     
    Jarmo likes this.
  4. Scarponi

    Scarponi Moderator

    Unbuffable

    The unbuffable keyword prevents damage from being modified (higher or lower) by cards affecting the caster (e.g. Righteous Frenzy, Arcane Aura, Wimpy, etc.). It does not prevent damage from being modified by cards affecting the target (e.g. Vulnerable, Raging Strike, etc.).
     
    Jarmo likes this.
  5. Scarponi

    Scarponi Moderator

    Jarmo likes this.
  6. Scarponi

    Scarponi Moderator

    Battle Rage

    This card provides an armor effect but is not an armor card and will not be affected by cards that target armor.
     
    trrst and Jarmo like this.
  7. Scarponi

    Scarponi Moderator

    Jarmo and Potatus like this.
  8. Scarponi

    Scarponi Moderator

    Psychokinetic Mending

    This card will apply healing to the character with the lowest total health, even if that character has full health. If two characters tie for lowest health and distance from the caster, ties are then resolved in party order.
     
    Last edited: May 28, 2016
    Jarmo, Pawndawan and Stexe like this.
  9. Scarponi

    Scarponi Moderator

    Create

    A created card (e.g. from Mimetic Armor, Block, Soldier!, etc.) does not come from any player's deck but is temporarily added to the game. After it is used, or if it is discarded at the end of a round, it is destroyed. That is to say, it is removed from the game, it does not go into any player's deck.
     
    Last edited: Jun 27, 2017
  10. Scarponi

    Scarponi Moderator

    Destroy

    If a card is destroyed it is removed from the game, it does not go into any player's deck.
     
  11. Scarponi

    Scarponi Moderator

    Base Damage

    The base damage of a card, if it has any, is only the damage listed next to the damage symbol in the small box on the card (e.g. upload_2016-5-27_17-6-1.png ). It does not include any damage from the general card text.
     
    Last edited: May 27, 2016
  12. Scarponi

    Scarponi Moderator

    Last edited: May 29, 2016
  13. Scarponi

    Scarponi Moderator

    Squeamish

    This card only affects the playing of cards that directly target characters; therefore it will not prevent the playing of Area of Effect, or Global Effect cards (see Targeting Types).

    Squeamish does not take into account damage modifiers, but only looks at base damage.
     
  14. Scarponi

    Scarponi Moderator

    Festering Guts

    When Festering Guts is triggered, the order of damage dealt and potential victory conditions based on character deaths are as follows:
    1. Lethal damage applied to character w/Festering Guts attached.
      1. The character with Festering Guts dies (but is not yet removed from the board, no victory points awarded yet).
      2. Festering Guts triggers.
      3. Festering Guts applies damage to applicable inactive player's characters, in party order, one at a time (this could potentially trigger cascading Festering Guts occurrences).
        1. For each character, when damage is applied if it results in character death:
          1. Character is removed from board.
          2. Victory points (stars) awarded.
          3. The game checks to see if all the characters of either team (or both teams*) are dead, if so the game ends immediately.
          4. The game checks if either player has won by total victory points, if so, the game ends immediately.
      4. Festering Guts applies damage to applicable active player's characters, in party order, one at a time (this could potentially trigger cascading Festering Guts occurrences).
        1. For each character, when damage is applied if it results in character death:
          1. Character is removed from board.
          2. Victory points (stars) awarded.
          3. The game checks to see if all the characters of either team (or both teams*) are dead, if so the game ends immediately.
          4. The game checks if either player has won by total victory points, if so, the game ends immediately.
    2. The original killed character which had Festering Guts attached is now removed from the board.
      1. Its victory points (stars) are now awarded.
      2. The game checks to see if all the characters of either team are dead, if so the game ends immediately.
      3. The game checks if either player has won by total victory points, if so, the game ends immediately.

    *The original character with Festering Guts that is killed is dead, but is not removed from the board until Festering Guts resolves. Because the game only checks for defeat by total team death when a character is removed from the board, if this was the last character alive for a player, that player will not be given a defeat until either a subsequent character dies and is removed from the board, or until Festering Guts resolves and the original character is removed (step 2.2 above), whichever comes first. With the former possibility, it would result in a double defeat if both players had only 1 character left.
     
    Last edited: May 28, 2016
    Sir Veza, gurel2, Killer74 and 2 others like this.
  15. Scarponi

    Scarponi Moderator

    Mad Dog

    When Mad Dog is triggered, the order of damage dealt and potential victory conditions based on character deaths are as follows:
    1. Lethal damage applied to character w/Mad Dog attached.
      1. The character with Mad Dog dies (but is not yet removed from the board, no victory points awarded yet).
      2. Mad Dog triggers.
      3. Mad Dog applies damage to applicable inactive player's characters, in party order, one at a time (this could potentially trigger cascading Mad Dog occurrences).
        1. For each character, when damage is applied if it results in character death:
          1. Character is removed from board.
          2. Victory points (stars) awarded.
          3. The game checks to see if all the characters of either team (or both teams*) are dead, if so the game ends immediately.
          4. The game checks if either player has won by total victory points, if so, the game ends immediately.
      4. Mad Dog applies damage to applicable active player's characters, in party order, one at a time (this could potentially trigger cascading Mad Dog occurrences).
        1. For each character, when damage is applied if it results in character death:
          1. Character is removed from board.
          2. Victory points (stars) awarded.
          3. The game checks to see if all the characters of either team (or both teams*) are dead, if so the game ends immediately.
          4. The game checks if either player has won by total victory points, if so, the game ends immediately.
    2. The original killed character which had Mad Dog attached is now removed from the board.
      1. Its victory points (stars) are now awarded.
      2. The game checks to see if all the characters of either team are dead, if so the game ends immediately.
      3. The game checks if either player has won by total victory points, if so, the game ends immediately.

    *The original character with Mad Dog that is killed is dead, but is not removed from the board until Mad Dog resolves. Because the game only checks for defeat by total team death when a character is removed from the board, if this was the last character alive for a player, that player will not be given a defeat until either a subsequent character dies and is removed from the board, or until Mad Dog resolves and the original character is removed (step 2.2 above), whichever comes first. With the former possibility, it would result in a double defeat if both players had only 1 character left.
     
    Last edited: May 28, 2016
    Sir Veza, ParodyKnaveBob and Stexe like this.
  16. Scarponi

    Scarponi Moderator

    Order of Effects

    Below is a general summarized version of the order of effects for certain events. You may find more detailed explanations under specific entries concerning certain cards, card types, or game events. Additionally there may be certain cards that are exceptions to the general rules below.
    • Armor Cards: Left to right in character's hand.
    • Order of Events Within an Attack, see Attacks > Anatomy of an Attack
    • Multi-target Cards: Order of target selection.
    • Area of Effect Cards: Effect specific, see burst, cone, linear.
    • Global Effect Cards:
      • Attack Cards - party order of enemy characters followed by party order of ally characters. (e.g. Firestorm)
      • Assist Cards - party order of ally characters followed by party order of enemy characters. (e.g. Inspiring Presence)
      • Movement Cards - party order, enemies first, then allies. (Notable exceptions: Elvish Scamper and Team Walk.)
    • Character Attachments: Attachments trigger left to right on a character, characters are affected in party order.
    • Terrain Attachments: Terrain attachments are checked from the southwest corner of the board up to the northeast corner, traveling a row at a time west to east and then proceeding up to the next row to do the same.
    • Terrain Attachments with Global Effects: Beginning in the southwest corner of the affected area, moving up to the northeast corner resolving a north-south column at a time from south to north. (e.g. Laser Beacon)
     
    Last edited: May 28, 2016
    Force.ofWill and Stexe like this.
  17. Scarponi

    Scarponi Moderator

    Party Order

    The order in which the characters' hands are displayed on screen from left to right. This can refer to either ally party order or enemy party order.
     
    winner likes this.
  18. Scarponi

    Scarponi Moderator

    Repeated Targeting

    Some cards permit targeting the same character multiple times in one action (i.e. Jim's Magic Missile).

    Blocking Repeat Targeting
    If a target blocks, it will block all attempted targets of that character with the single successful block, even if targeted multiple times. (Blocks cancel all effects of an action from affecting a character.)

    Repeat Targeting and Armor/Other Damage Modifiers
    The damage applied from repeat targeting is applied sequentially for each time the character is targeted, not in one total sum; therefore, armor and other eligible damage modifiers will be applied for each application of damage.
     
    Last edited: Jun 8, 2016
    Sir Veza likes this.
  19. Scarponi

    Scarponi Moderator

    Negative Energy Being

    This card converts the final applied damage (after all modifiers) to healing which is not further modified, or it converts the final applied healing (after all modifiers) to damage which is not further modified.

    Therefore initial damage can be reduced by armor or other effects that modify damage before being converted into healing.
    Likewise, initial healing is modified by healing modifiers (e.g. Healing Spirit), but not damage modifiers such as armor; as before, when this total is converted (to damage) no further modifiers will be applied nor will things which prevent damage (e.g. Impenetrable Nimbus) prevent the damage from being taken.
     
    Last edited: Aug 10, 2017
    winner and Sir Veza like this.
Thread Status:
Not open for further replies.

Share This Page