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Update script to include updating the filename if previous was .

dot

Replace document in support docs

Create folder for story in db

add script to folder, make sure build is set to none in properties

add call to script to post-deployment -> script.postdeployment.sql

update service irisOutputService... and IrisArchiveService all 3 references to .dotx within the xml
element

PRINT 'Updating lkp_OutputDocuments, Doc 196 XML Tags'

UPDATE dbo.lkp_OutputDocuments

SET otd_tXMLFieldTags = '<?xml version="1.0" encoding="utf-


8"?><body><anaddress/><annuitantfullname/><annuitantname/><docdate/><quotenum/><signoff/
></body>',

otd_tDocumentName = '196.dotx'

WHERE otd_lId = 196

PAS Filter 2059071 for 448

224.dotx -> passes

303.dotx -> where is the bookmark update? cnst_Regulation and cnst_legalfooter???

448.dotx -> footer keeps breaking FIXED

098.dotx -> passes

297.dotx -> passes

348.dotx -> passes

392.dotx -> passes

729.dotx -> passes

PRINT 'Updating lkp_OutputDocuments, Doc 196 XML Tags'

UPDATE dbo.lkp_OutputDocuments
SET otd_tXMLFieldTags = '<?xml version="1.0" encoding="utf-
8"?><body><anaddress/><annuitantfullname/><annuitantname/><docdate/><quotenum/><signoff/
></body>'

If clause(,

otd_tDocumentName = '196.dotx')

WHERE otd_lId = 196

Idea, player's main is trying to gain support. Ammases an army, striken by events, the player's two
forces face off.

Normal - Effects everything, but isn't as cost efficient as the elements that specifically target
something.

Fire - Destroys support quickly, stopping the opponent from upgrading their main. Generally has 2-3
levels per Main tree, wins by keeping the opponent a low level.

Ice - Negates key plays of the opponent to slow the opponent down, particularly effects of support
and abilities. E.g. opponent cannot place support for 1 turn.

Lightning - Focuses on destroying events.

Wind - ?

Clear - Focuses on powerful abilities to recruit basic support and events and to hamper the
opponent's main. Mind warp, reality warp etc...

Holy - Builds support quickly, levelling the main very quickly to high levels to win. Main tree has

Shadow - Focuses on events to win, particularly disasters. Gets extremely powerful, very difficult to
directly counter.

Abilities Activation Conditions depend on level of Main and currently Event, has the minimum level
requirement to activate

Support Activation Conditions are generally none, sometimes need to be activated by another
support card

Event Activation Conditions either activated by a Main/Ability or need a previous event to have
occured

Events can be normal, e.g. "Thanksgiving, both players draw 1 ability card"

Lightning destroying event cards can lead to them activating out of sync.

Support turns into the gem of their element. E.g, a Fire support becomes the ruby needed to
upgrade a Squire into a knight.
1. Main Cards

1.1 Normal

1.1.1 Examples

Squire

Level: 1

Element: Normal

Type: Warrior

Power: 100

Condition: You can only control 1 "Squire" Main when starting the game.

Effect: None

Units: 3/5 (Starts with 3 General Units, max of 5 units of any kind)

Knight

Level: 2

Element: Normal

Type: Warrior

Power: 140

Condition: Warrior + No Elemental Support.

Effect: Once, if this card would lose a support unit because of an effect - it is not lost.

Units: 4/6 (Requires 4 Support Units to Summon, max of 6)

1.1.2 Benifits

- Less power but more versitility for later upgrades. Can upgrade into any Element later.

- Cannot be upgraded into by an elemental main.

- Elemental mains can be reversed into them using abilities or events(?)

1.2 Mono-Element

1.2.1 Examples

Gale Squire

Level: 1
Element: Wind

Type: Warrior

Power: 110

Condition: You can only control 1 "Squire" Main when starting the game.

Effect: None

Units: 3/5 (Starts with 3 plain Wind Units, max of 5 units of any kind)

Flame Squire

Level: 1

Element: Fire

Type: Warrior

Power: 110

Condition: You can only control 1 "Squire" Main when starting the game.

Effect: None

Units: 3/5 (Starts with 3 Fire Units , max of 5)

Gale Knight

Level: 2

Element: Wind

Power: 160

Condition: Warrior + 1 Wind Support

Effect: You can use this card as a Wind support unit when upgradeding this card, but it cannot be
removed to activate any effect.

Units: 5/8 (Requires 5 Support Units to Summon, max of 7, one must be Wind because of condition)

Flame Knight

Level: 2

Element: Fire

Power: 180

Condition: Warrior + 1 Fire Support


Effect: When this card inflicts damage to an opponent through battle against a Main whose level is
equal to or higher than this card, you may remove 1 Fire Units attached to this card to destroy 1 Unit
attached to the Main this card battled.

Units: 5/8

Knight's Templar

Level: 2

Element: Holy

Power: 220

Condition: Warrior + 2 Holy Support

Effect: If this is your highest level Main, your opponent must attack this card. Once, when this card is
attacked, you may remove 2 Holy units and attach 1 support unit from the card that attacked.

Units: 6/8

Zephyr Slayer

Level: 3

ELement: Wind

Power: 240

Condition: Warrior + 3 Wind Support

Effect: When this card is placed you can remove 1 Support unit to add 1 Level 3 Wind ability from
your deck to your hand.

Units: 7/9

Spark Slayer

Level: 3

ELement: Fire & Lightning

Power: 280

Condition: Warrior + 2 Fire Support + 2 Lightning Support

Effect: When this card attacks, you can remove 1 Fire unit to have this card gain 20 power. This is not
limited to once per turn. If this card inflicts damage to your opponent after activating the first effect,
you can remove 1 Lightning unit to destroy a face-up event in your opponent's long lasting event
zone.

Units: 8/10
D-Evil Slayer

Level: 3

Element: Holy and Clear

Power: 280

Condition: Warrior + 2 Holy Support + 2 Clear Support

Effect: While this card has a Holy Support Unit, it gains 30 power for each opposing Dark Main on the
board. You can remove 1 Holy and 1 Clear Unit from this card to destroy a Dark Living Support
attached to a Dark Main.

Units: 8/10

Clear (Resonance)

1.2.2 Benifits

- More powerful but less versatility.

1.3. Poly-Element

1.3.1 Examples

Tempest Knight

Level: 2

Element: Lightning and Wind

Strength: 200

Condition: Warrior + 1 Lightning + 1 Wind

Effect: When this card is placed, return the current event to the top of the owner's event deck.

Units: 6/7 (Requires 6 Support Units to Summon, max of 7)

Flame Storm Champion

Level: 3

Element: Fire and Wind

Strength: 270

Condition: Warrior + 2 Fire + 2 Wind


Effect: When this card is placed, destroy 2 Support Cards on the field and return them to the top of
the owner's deck.

Units: 7/9

1.3.2 Benifits

- Element-wise, others similar versatility to Normal.

- Can be summoned from a Main of one of it's elements, or a Normal.

- Can be used to summon a Main of it's exact combination of elements of strictly 1.

Magician

Level: 1

Element: Normal

Strength: 80

Condition: You can only control 1 "Magician" Main when starting the game.

Effect: None

Units: 4/5

Mage

Level: 2

Element: Normal

Strength: 110

Condition: Magician + No Elemental Support.

Effect: Once, you can attach 1 General-types or Magician-types Support card from either player's
used pile to this card.

Units: 4/6

Ice Magician

Level: 1

Element: Ice

Strength: 90

Condition: You can only control 1 "Magician" Main when starting the game.

Effect: None
Units: 4/5

Thunder Magician

Level: 1

Element: Lightning

Strength: 90

Condition: You can only control 1 "Magician" Main when starting the game.

Effect: None

Units: 4/5

Ice Mage

Level: 2

Element: Ice

Strength: 150

Condition: "Magician" + ! Ice Support Unit

Effect: Once, when your opponent activates a Main effect that involves destruction, remove 1 Ice
support unit from this card and negate that effect, then decrease the power of that card by 20.

Units: 5/7

Thunder Mage

Level: 2

Element: Lightning

Strength: 170

Condition: Magician + 1 Lightning Support Unit

Effect: During your battle phase, instead of attacking, you may remove 1 Lightning support unit from
this card to destroy a face-up Long-lasting Event.

Units: 5/7

Clairvoyant

Level: 2

Element: Clear and Holy

Strength: 200
Condition: Magician + 1 Clear + 1 Holy

Effect: Once, you can attach 1 General-types or Magician-types Support card from either player's
used pile to this card.

Units: 6/8

Thunder Sorcerer

Level: 3

Element: Lightning

Strength: 220

Condition: Magician + 3 Lightning Support

Effect: When this card is placed, destroy up to as many event cards in the event track as this card has
Lightning Support Units halved (rounded down).

Units: 7/9

Necromancer

Level: 4

Element: Dark

Strength: 300

Condition: Magician + 5 Dark

Effect: Once per turn, you may target 1 Being-type Support card in either player's used pile and place
it in your Support Zone. It cannot be attached to this card as a Support Unit during the turn it is
placed.

Units: 8/11

Long-Night Sorcerer

Level: 3

Element: Dark and Ice

Strength: 240

Condition: Magician + 2 Shadow Support + 2 Ice Support

Effect: When this card is placed, destroy up to as many event cards in the event track as this card has
Lightning Support Units.

Units: 6/8
Dragon

Level: 1

Element: None

Strength: 160

Condition: You can only control 1 of this card at the start of the game, and may only play Fire, Wind,
Ice and Lightning support under this card and all it's upgrades.

Effect: None

Units: 1/5

Fire Dragon

Level: 2

Element: Fire

Power: 260

Condition: Dragon + 2 Fire

Effect: When your opponent places a support unit other than from the hand - you can pay 1 Fire unit
on this card to destroy it, then deal x damage to your opponent.

Units: 5/9

Ice Dragon

Level: 2

Element: Fire

Power: 230

Condition: Dragon + 2 Ice

Effect: If your opponent would select any Ice-type card as the target of an effect, you can remove 1
Ice support and negate it.

Units: 5/9

Gale Dragon

Level: 2

Element: Fire

Power: 240

Condition: Dragon + 2 Wind


Effect: Once per turn, you may move 2 wind units from this card to another Wind main you control,
then upgrade it immediately afterward. If you cannot, then send those units to the used pile instead.

Units: 5/9

Thunder Dragon

Level: 2

Element: Fire

Power: 260

Condition: Dragon + 2 Lightning

Effect: When this card is placed, you can remove Lightning units (max 3) to destroy as many events
in your opponent's event track.

Units: 5/9

Volcanic Rampaging Dragon

Level: 3

Element: Fire

Power: 320

Condition: Dragon + 4 Fire

Effect: When this card inflicts damage to an opponent through battle, you can remove least 2 Fire
units to destroy all support in each of the support zones of the Main this card battled. This card
cannot attack if it does not have any Fire units.

Units: 8/12

Tempest Dragon

Level: 3

Element: Wind and Lightning

Power: 350

Condition: Dragon + 2 Wind + 2 Lightning

Effect: When this card is placed - Destroy all face-up in your opponent's Long and Short lasting event
zones, then deal damage for each card destroyed this way.

Units: 9/12

Blizzard Dragon
Level: 3

Element: Wind and Ice

Power: 340

Condition: Dragon + 2 Wind + 2 Ice

Effect: When your activates a card that would destroy a card you control - You can remove 2 Ice
Units to negate the effects of all cards of the same type.

Units: 9/12

Doom Dragon

Level: 3

Element: Dragon

Power: 330

Condition: Dragon + 4 Dark

Effect: When this card is placed, destroy non-disaster events in every player's long-lasting event
zone, then place up to as many disaster events from your deck to those zones and activate their
abilities as if this were the event phase.

Units: 8/12

Notus, Dragon of Ever-burning Flames

Level: 4

Element: FIre, Wind, Ice, Lightning

Power: 400

Condition: Destroy support unit somehow.

Effect: Remove 1 of each element to nuke shit.

Units: 12/15

Holy Black Harmovic Dragon

Level: 4

Element: Dark, Holy, Clear

Power: 400

Condition: Dragon +

Effect: Remove 1 of each element to nuke shit.


Units: 12/15

Delinquent

Level: 1

Element: Dark

Strength: 80

Condition: You can only start the game with 1 "Delinquent".

Effect: Unaffected by Disasters. During your first event phase, you can place "Night" on top of your
event deck.

Units: 2/5

Rogue

Level: 2

Element: Dark

Strength: 130

Condition: Delinquent + 3 Dark

Effect: Unaffected by Disasters. Remove 2 Dark support units from this card to add a Level 2 or lower
Dark ability card to your hand.

Units: 5/8

Agent

Level: 3

Element: Dark

Strength: 280

Condition: Rogue + 4 Dark

Effect: Unaffected by Disasters. You can remove 2 support units from this card and send 1 event card
from your hand or in your event track to the used pile to add a Disaster to your hand.

Units: 7/10

Grifter

Level: 3

Element: Dark/Clear
Strength: 200

Condition: Roque + 2 Clear

Effect: Unaffected by Disasters. If a disaster card is in play, your opponent takes 10 damage for every
Living support in their support zones or attached to a main they control, and they cannot be
attached to a Main or sent to the used pile to activate effects or abilities.

Units: 8/10

Assassin - Shadow

Level: 3

Element: Dark/Clear

Strength: 260

Condition: Roque + 2 Clear

Effect: Unaffected by Disasters. If a disaster is in play, once during an opponent's turn you can send 1
Living support card in their support zone to the used pile. If "Night" is on the board, this card gains
60 power when attacking.

Units: 10/12

Warrior - Fire, Ice, Lightning, Wind

Wizard - Ice, Lightning

Dragon - Fire, Ice, Lightning, Wind

Believer - Dark, Holy,

Rogue - Dark, Clear

2. Support Cards

2.1 Types

Beings

Items

2.2 Examples

2.2.1 Beings

King's Soldier - Human

+20
King's Guard - Human/Living

Advent's Foot Soldier - Human/Living

Calvelier - Human/Living

Horse - Horse/Living

2.2.2 Items

Flame Saber - Weapon/Item

+20 Power to Warrior Mains, +10 additional if of Fire Element.

Twin Ice Swords Weapon/Item

+20 Power to Warrior Mains,

Lightning Javelin Weapon/Item

+20 Power to Warrior Mains, may destroy 1 Event card if of Lightning Main.

Flame Pendant Jewelry/Item

3. Ability Cards

3.1 Normal

3.1.1 Examples

Cancel

Remove a normal support unit from your main to negate an opponent's ability.

Counter

Negates an ability, does damage but costs more to activate.


Hard Counter

Can't be responded to.

3.2 Type

3.2.1

Edge

Warrior-only.

3.2 Elemental

3.2.1 Examples

Flame Edge

???

Ice Breath

???

Flamethrower

???

4. Event Cards

4.1 Normal

4.1.1 Examples

4.2 Elemental

4.2.1 Examples

Nightfall (Dark, non-Dark Human support is negated this turn)

Daybreak (Holy)

Summer (Fire)

Winter (Aqua)

Spring (Lightning)

Autumn (Wind)
Midnight (Dark)

Noon (Holy)

Heatwave (Fire)

Blizzard (Aqua)

Thunder (Lightning)

Storm (Wind)

4.3 Disasters

Rise of Zombies (Dark)

Pilaging (Dark)

Fear-Mongering (Dark, cripples Human Support)

Forest Fire (Fire)

Flood (Aqua)

Invasion (Normal)

5. Playmat

Half the event track (vertically)

Used events pile to left side of the track

1 Character Card-only zone central

2 Support/Ability zones either side of the Character Card zone

2 Ability-only zones next to the Suppoer/Ability zones

Used Support/Ability zone to right of event track

6. Phases

Draw Phase

Event Phase

Main Phase

Battle Phase

Closing Phase

Fire/Lightning cards - Destruction


Ice - Prevention and Negation

Wind - Momentum but how?

Clear - Powerful abilities

Holy - Gathers (living) support

Support powers up and upgrades main to deal damage

Abilities hamper everything, need ones to downgrade as well

events deal damage too

Blade's Genesis

6 Main cards

10 Events

15 Skills

15 Support

First set -

6 Main cards

10 Events

15 Skills

15 Support

Squire 3/5

Knight 4/6

Slayer 5/7

Flame Squire 3/5

Blaze Knight 5/7

Fire Slayer 7/9

Ice Squire 3/5

Frost Knight 5/7

Blizzard Slayer 8/10

Lightning Squire 3/5


Tempest Knight 6/8

Lightning Slayer 7/9

Magician Lv 1 Magician - 4/5

Mage Lv 2 - 4/6 Magician + General

Mindreader Lv 2 - 5/7 Magician + Clear

Showboater Lv 3 - 6/8 Magician + 2 Clear

Divine Embassedor Lv 3 (This card is dual type, Spellcaster and Cleric) - 7/9 Spellcaster/Devout + 2
Holy + 2 Lightning, should be extremely powerful for a lv 3

Pyromancer Fire & Holy

Events

- Shortlasting and Longlasting

Thanksgiving, Shortlasting - Turn player may select 1 Ability in the opponent's hand and exchange it
with one of their own.

Tax Day, Shortlasting - Turn player loses 1 Support unit per level.

Summer, Longlasting - Increase the Power of Fire main's by 300.

Summer Solstice, Shortlasting - This turn, the level requirement for Fire ability's is reduced by 1.

Heatwave, Longlasting - At the start of each player's turn, if they do not control a Fire main deal
damage equal to 20x the level of that main.

Winter, Longlasting - The turns it would take non-Ice support to attach is increased by 1.

Winter Solstice, Shortlasting - This turn, the level requirement of Ice ability's is reduced by 1.

Blizzard, Longlasting - ???

Spring, Longlasting -

Spring Equinox, Shortlasting -

Thunder Storm, Longlasting -

Autumn, Longlasting -

Autumn Equinox, Shortlasting -

Hurricane - Longlasting -

Inheritance - Turn player selects 1 Support card from their Deck and places it facedown next to their
Deck. After 2 turns, either place it in a Support Zone or return it to the deck.
Overslept - Turn player loses 1 Living Support Unit and skips his battle phase.

Forecasting - When this card is turned over, the player who placed it may replace this card with a
level 1 elemental event from his/her event deck.

Birthday -

Wedding -

Robbed -

Mass Pilaging, Dark, Disaster, Long-Lasting -

Flood, Ice, Disaster, Long-lasting -

Seeing the Light, Holy,

King's Birthday -

Suspecion

Arrest

Conviction

Celebration

Mutiny, Disaster - The turn player's Main loses support units equal to the difference between it's
level and number of Living Support.

One on One - Turn player selects 1 Main from each player, and the difference in strength is dealt to
the player whose main has the lowest strength.

True Colors, Long lasting - Holy become Dark and vice-versa.

Abilities

Normal

Unit Draw - Remove 1 unit from any of your mains and draw 1 support unit.

Focus -

Edge -

Counter

Chant, Magician

Clear
Time-Reverse, Clear Level 2+ - Downgrade your opponent's Main. Any extra support units are sent to
the used pile.

Timeskip, Clear Level 2+ - In the next event phase, send the first event to the used pile.

Hypnosis, Clear Level, Magician 3+ - For the rest of this turn, your opponent cannot attack or attach
support units to their Main.

Psychosis, Clear Level 2+ - Your opponent's Main loses 1 Living support per it's level.

Mind-Break, Clear Level 2, Magician - Negate a face-up ability. Can't be used in response to an ability
being activated.

Mind-Read

Dream

Vision

Clarvoyance

Amnesia,

Weak-link, Clear Level 2 - Your opponent takes damage equal to the difference in power between his
strongest and weakest main, and for the rest of the turn neither can attack.

Dark

Snatch Lv 1 - Select an item support unit from one of your opponent's main and place it under this
card

Grand Larsony Lv 2 - Remove a support unit from this card, then when resolving this card remove 1
Item support unit from each of your opponent's mains and place it under any combination of yours,
but send to the used pile any that cannot be placed.

Fear-Monger Lv 2- Place a disaster from your deck anywhere in the event track.

Stalk

Omen Magician Lv2 - Select any event in the event

Sudden Death

Jinx

Night-vision

Holy

Purge

Purify

Sermon
Pray

Condemn

Heal

Intervention

Wind

Windcutter, Warrior

Gale

Silence

Echo

Reverb

Dragon

Ancient Roar

Claw

Support

Class type for support is what it can support, element is what it counts as under support or when
targetted by something.

Maiden, Normal, 2 turns - When this card is placed, gain some life.

Physician, Normal,

Horse, normal, 1 turns, Warrior, 1+ - No effect

King's Soldier, Warrior - You can attach this card to a Warrior main after 3 turns

King's Guard, Warrior - Once, you take no battle damage from a battle involving a Warrior this card
supports.

King's Knight, Warrior - Add 1 Level 2 Knight from your deck to your hand.

Twin Ice Blades, Ice, 0 turns, Warrior - When this card is placed, you can attach this card immediately
to a Warrior Main this card supports. You cannot upgrade a Main this card supports to Fire.

Long Sword of Fire, Fire, 0, turns, Warrior - When this card is placed, you can attach this card
immediately to a Warrior Main this card supports. You cannot upgrade a Main this card supports to
Ice.
Red Amulet, Fire, 0 turns -

Blue Amulet, Ice, 0 turns -

Magician's Assistant, Normal, 1 turn, Magician -

Zombie, Dark, 3 turns

Updated to 3 Main sones, 4 support zones and 3 ability zones.

Main

Warrior -> Upgrade at normal pace, good strength

Deviant -> Upgrade at normal pace, low strength but main cards abuse events

Spellcaster -> Upgrade fast to use powerful abilities, low strength

Devout -> Gain Support quickly to use power Main effects

Dragon -> Upgrade slow, powerful abilities and high strength, always start off as a normal dragon

General element mains

Wind -> Wind Whisperer/Whistler

Fire -> Fire Fighter (Pun on Fire Fighter who fights fire, so literally appears as a fighter of fire)

Ice -> Water Walker

Lightning -> Thunder Talker

Normal - General effects for all elements to use

Fire - Tends to target support cards

Ice - Tends to negate abilities

Lightning - Tends to target events

Wind - Helps the type build momentum, generally repeat effects of the main etc

Clear - Powerful abilities that effect other main and players

Holy -

Dark - Disaster event cards e.g. (If the current event is a disaster, gain another ability)

Main - 12 Max

Support + Abilities = 50+


Event = 25+

Starter

Fire

- 1x Squire

- 1x Flame Knight

- 2x Flame-talker lv 1

- 2x Flame-talker lv 2

- 5x Normal Abilities

- 10x Fire Abilities

- 5x Normal Support

- 5x Fire Support

= 5x Normal Events

- 5x Fire Events

Ice

- 1x Squire

- 1x Ice Knight

- 2x Ice-talker lv 1

- 2x Ice-talker lv 2

- 5x Normal Abilities

- 10x Ice Abilities

- 5x Normal Support

- 5x Ice Support

= 5x Normal Events

- 5x Ice Events

Booster Sets

- (Knight's Genesis) Squire, Flame Knight, Ice Knight, Flame Champion, Blizzard Knight, Talkers lv 1-2

- (Magical ) Magicians

- (Elements)Flame Squire, Ice Squire, high levels

- (Beginning )Knight, Magician,


- (Awakening)Dragons Introduced to round up elemental support

- Further Dragon Support

- Faith

- Black Raider

Details on Cards

Main

- Name

- Level

- Element

- Class

- Power

- Condition

- Effect

- Units

Support

- Name

- Type

- Element (Element of Unit it counts as under a Main)

- Condition (Any other condition)

- Effect

- Duration

- Units (Units it counts as under Main)

King's Soldier

- Level (Can only support a Main of equal or more level)

- Element: None

- Class (Type of main it can support)

- Condition (Any other condition)

- Effect
- Units (Units it counts as under Main)

King's Guardsman

- Level (Can only support a Main of equal or more level)

- Element (Element of Unit it counts as under a Main)

- Class (Type of main it can support)

- Condition (Any other condition)

- Effect

- Units (Units it counts as under Main)

Knight of the Round

- Level (Can only support a Main of equal or more level)

- Element (Element of Unit it counts as under a Main)

- Class (Type of main it can support)

- Condition (Any other condition)

- Effect

- Units (Units it counts as under Main)

Marlin

- Level (Can only support a Main of equal or more level)

- Element (Element of Unit it counts as under a Main)

- Class (Type of main it can support)

- Condition (Any other condition)

- Effect

- Units (Units it counts as under Main)

Gweneth

- Level (Can only support a Main of equal or more level)

- Element (Element of Unit it counts as under a Main)

- Class (Type of main it can support)

- Condition (Any other condition)


- Effect

- Units (Units it counts as under Main)

King Arthor

- Level (Can only support a Main of equal or more level)

- Element (Element of Unit it counts as under a Main)

- Class (Type of main it can support)

- Condition (Any other condition)

- Effect

- Units (Units it counts as under Main)

Lancelot

- Level (Can only support a Main of equal or more level)

- Element (Element of Unit it counts as under a Main)

- Class (Type of main it can support)

- Condition (Any other condition)

- Effect

- Units (Units it counts as under Main)

Excalibur

- Element: Holy

- Condition: Knight+

- Effect: The Main this card is under gains 40 power and is unaffected by Dark Abilities.

- Duration: 2

- Units: 2

Red Hare

- Element: Fire

- Type: Horse/Living

- Condition: Squire+

- Effect: ???
- Duration: 1

- Units: 1

Sword brarer

- Element: None

- Type: Human/Living

- Condition: Knight+

- Effect: When this card is placed to support a Knight/Slayer (etc), you can place 1 Sword type item
from your deck in it's other support zone, but increase it's duration by 1.

- Duration: 3

- Units: 2

Ruby Sword

- Element: Fire

- Type: Sword/Item

- Condition: Squire

- Effect: Once, when the Main requipped to this card battles, you can increase it's power by 20, then
send this equipped card to the used pile.

- Duration: 0

- Units: 1

Emerald Sword

- Element: Wind

- Type: Sword/Item

- Condition: Squire

- Effect: When this card is equipped, the Main it's equipped to may remove 1 other Wind Unit to add
1 Wind Ablity of the same level from the deck to the hand.

- Duration: 0

- Units: 1

Greatsword of Lightning

- Element: Lightning
- Type: Sword/Item

- Condition: Knight

- Effect: If the main this card is equipped to is Lightning - it may remove 2 other Lightning unit to
destroy 1 Event in the opponent's hand.

- Duration: 1

- Units: 2 Lightning

Twin Swords of the Tempest

- Element: Wind

- Type: Sword/Item

- Condition: Knight

- Effect: The main this card is equipped to gains 30 power. Once, when it would lose 1 or more
support units - it loses 1 less.

- Duration: 1

- Units: 2 Wind

Black Armor of Ashes

- Level (Can only support a Main of equal or more level)

- Element: Fire

- Class: ???

- Condition (Any other condition)

- Effect: The main

- Units: 1

Ability

- Name

- Level (Can only support a Main of equal or more level)

- Element (Element of Unit it counts as under a Main)

- Class (Type of main it can support)

- Condition (Any other condition)

- Effect
Black Fang

Poison Fang

Shadow Step

Event

- Name

- Element

- Duration (Short-lasting, Long-lasting)

- Type (Event, Disaster)

- Condition

- Effect

Summer

- Element: Fire

- Duration: Long-lasting

- Type: Event

- Condition: None

- Effect: Lower the level requirement for Fire abilities by 1. Increase the power of Fire mains by 50.

Autumn

- Element: Wind

- Duration: Long-lasting

- Type: Event

- Condition: None

- Effect: Lower the level requirement for wind abilities by 1. Increase the power of Wind mains by 50.

Winter

- Element: Winter

- Duration: Long-lasting

- Type: Event
- Condition: None

- Effect: Lower the level requirement for Ice abilities by 1. Increase the power of Ice mains by 50.

Spring

- Element: Lightning

- Duration: Long-lasting

- Type: Event

- Condition: None

- Effect: Lower the level requirement for Lightning abilities by 1. Increase the power of Lightning
mains by 50.

Night

- Element: Dark

- Duration: Long-Lasting

- Type: Event

- Condition: None

- Effect: Lower the level requirement for Dark abilities by 1. Increase the power of Dark mains by 50.

Heatwave

- Element: Fire

- Duration: Long-lasting

- Type: Disaster

- Condition: Fire event active.

- Effect: Destroy non-Fire items when they are placed in a support zone. This effect is negated if you
don't control the most Fire mains.

Hurricane

- Element: Wind

- Duration: Long-lasting

- Type: Disaster

- Condition: Autumn is active.


- Effect: Increase the level requirement for non-wind abilities by 1. This effect is negated if you don't
control the most Wind mains.

Blizzard

- Element: Ice

- Duration: Long-lasting

- Type: Disaster

- Condition: Winter is active.

- Effect: Non-Ice Living support take 1 additional turn to attach. This effect is negated if you don't
control the most Ice mains.

ThunderStorm

- Element: Lightning

- Duration: Long-lasting

- Type: Disaster

- Condition: Spring is active.

- Effect: During the event phase, look at the first event of the opponent who controls the least
Lightning-Mains.

Summer Solstice

- Element: Fire

- Duration: Short-lasting

- Type: Event

- Condition: Summer is active.

- Effect: If you control more Fire mains, destroy non-Fire support cards or units equal to the
difference between the number of your Fire Mains and an opponent. Increase the power of Fire
Mains by 30.

Autumn Equinox

- Element: Wind

- Duration: Short-lasting

- Type: Event

- Condition: Autumn is active.


- Effect: Lower the level requirement for your Wind abilities by 1. Increase the power of Wind Mains
by 30.

Winter Solstice, Shortlasting - This turn, the level requirement of Ice ability's is reduced by 1.

- Element: Winter

- Duration: Short-lasting

- Type: Event

- Condition: Winter is active.

- Effect: Negate the effects of all non-Ice mains on the board. Increase the power of Ice Mains by 30.

Spring Equinox

- Element: Lightning

- Duration: Short-lasting

- Type: Event

- Condition: Spring is active.

- Effect: Negate the effects of non-Lightning events on the board. Increase the power of Lightning
Mains by 30.

Thanksgiving

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None.

- Effect: Reveal 1 ability in your hand. Your opponent reveals his hand, and you may exchange your
revealed ability with one ability in his hand.

Tax Day

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None.

- Effect: Each player's mains lose 1 support unit per their level.
Inheritance

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None.

- Effect: Select 1 Support card from your Deck and places it facedown next to your Deck. After 2
turns, either place it in a Support Zone or shuffle it back into the deck.

Overslept

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None.

- Effect: During your opponent's Event phase, he loses 1 Living support unit in a support zone he
controls and skips his next battle phase.

Hangover

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None.

- Effect: ???

Forecasting

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None.

- Effect: Replace this card with any non-conditional elemental event.

Birthday
- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None.

- Effect: Add an Item support card to your hand.

Wedding

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None.

- Effect: Replace this card with any first stage elemental event.

Robbed

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None.

- Effect: During your opponent's next event phase, place 1 Item support unit of theirs into your
support zone.

Mass Pilaging

- Element: Dark

- Duration: Long-Lasting

- Type: Disaster

- Condition: Night

- Effect: For each Living Dark support card you control, select and attach Item Support units attached
to an opponent's main and attach them to a Dark main you control.

Breaking the Dam

- Element: Dark

- Duration: Short-lasting
- Type: Event

- Condition: Night

- Effect: Place a "Flood" event card from your hand or deck 1st in your event track.

Great Flood

- Element: Aqua

- Duration: Long-Lasting

- Type: Disaster

- Condition: Summer is not on the field.

- Effect: All living support cards and units are destroyed, except Holy, and each player takes 10
damage per card destroyed. Fire mains lose 30 power.

Drought

- Element: Fire

- Duration: Long-Lasting

- Type: Disaster

- Condition: Summer

- Effect: Negate the effects of all living support cards in the support zones.

Mutiny, Disaster

- Element: Dark

- Duration: Long-Lasting

- Type: Disaster

- Condition: ???

- Effect: During each Event phase, the turn player selects 1 Main and loses living support units equal
to the difference between it's level and number of Living Support in his support zones.

One on One

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: ???
- Effect: Select 1 Main from each player, and the difference in strength is dealt to the player whose
main has the lowest strength.

True Colors, Long lasting - Holy become Dark and vice-versa.

- Element: None

- Duration: Long-lasting

- Type: Event

- Condition: ???

- Effect: Change the attribute of all Holy mains to Dark.

Season Changing

- Element: None

- Duration: Short-lasting

- Type: Event

- Condition: None

- EffectL Send the current long-lasting events with no condition to the used pile, then place 1 with a
different name in your long-lasting event zone.

Inflation

- Element: None

- Duration: Long-Lasting

- Type: Disaster

- Condition: None

- Effect: While this card is on the board, Item support units count as -1 their supprot unit worth.

Tyranny

- Element: Dark

- Duration: Long-Lasting

- Type: Disaster

- Condition: None

- Effect: The effect of the highest level Main is negated and gains 60 power. Only it may be attacked.
When this effect no longer applies to that card, destroy this card.
Dragon Festival

- Element: None

- Duration: Long-Lasting

- Type: Event

- Condition:

- Effect: Decrease the number of Units to place a Dragon main by 1. The effects of Dragon Support
cannot be negated.

Dragonic Awakening

- Element: Dark

- Duration: Short-Lasting

- Type: Disaster

- Condition: Dragon Festival is face-up

- Effect: For this turn, Mains you control are treated as "Dragon" class.

Earthquake

- Element: None

- Duration: Long-Lasting

- Type: Event

- Condition: Dragon Festival is face-up

- Effect:

Apocolypse

- Element: Dark

- Duration: Long-Lasting

- Type: Disaster

- Condition: ???

- Effect: Powerful

Eclipse
- Element: Clear

- Duration: Long-Lasting

- Type: Event

- Condition: ???

- Effect:

Lunar Eclipse

- Element: Clear

- Duration: Long-Lasting

- Type: Event

- Condition: ???

- Effect:

Harmonic Convergence

- Element: Clear

- Duration: Long-Lasting

- Type: Event

- Condition: ???

- Effect:

Advent

- Element: Holy

- Duration: Long-Lasting

- Type: Event

- Condition: Dragon Festival is face-up

- Effect:

Easter

- Element: Holy

- Duration: Long-Lasting

- Type: Event
- Condition: Dragon Festival is face-up

- Effect:

Lent

- Element: Holy

- Duration: Long-Lasting

- Type: Event

- Condition: Dragon Festival is face-up

- Effect:

Passover

- Element: Holy

- Duration: Short-Lasting

- Type: Event

- Condition: Lent

- Effect:

The Rapture

- Element: Holy

- Duration: Long-Lasting

- Type: Disaster

- Condition: ???

- Effect: Powerful

Knighting

- Element: None

- Duration: Short-Lasting

- Type: Event

- Condition: ???

- Effect: If a Squire you control has 4 units, you may place this card under it as an element of your
choice, then place a "knight" on it according to it's condition. If you cannot, then this card is sent to
the used pile instead.
Sword in the Stone

- Element: Holy

- Duration: Short-Lasting

- Type: Event

- Condition: Knight

- Effect: Select 1 Level 2 or higher Squire tree Main you control and place "Excalibur" in one of it's
support zones. For this turn, swords placed in it's support zone take 1 less turn to equip.

Surprise!

- Element: None

- Duration: Short-Lasting

- Type: Event

- Condition: Knight

- Effect: If this card in your event track is destr

Black Backlash

- Element: Dark

- Duration: Short-Lasting

- Type: Event

- Condition:

- Effect: Dark mains you control gain 30 power this turn. If this card is destroyed by your opponent's
main or ability, select that main and destroy 2 units under it, and it cannot attack or upgrade for 2
turns.

Seeing the Light, Holy,

King's Birthday -

Suspecion

Arrest

Conviction

Celebration

Seduced
Main - A specific hero.

Support - People or items. Soldiers, commoers, helpers, rulers, zombies, horses. Pendants, books,
swords, shields.

Abilities - Techniques, attacks, barriers etc

Events - Things that happen. Birthdays, seasons, natural disasters, oversleeping

Squire - Fire, Aqua, Holy

Magician - Wind, Lightning, Clear

Cleric - Holy, Fire, Lightning

Delinquent - Dark, Clear,

Dragon - Fire, Aqua, Lightning, Wind

Fire - Destroy support. Destroy more support.

Ice - Negate destruction and effects

Wind - Gain momentum, pace, use high level abilities quickly. No Lv1 abilities, bad lv2, good lv3

Lightning - Destroy events, dominates event track.

Clear - Use powerful abilities, idea is to be like a time, mindreading element.

Holy - Steal living support, ???

Shadow - Steal items, capitalize on and cause disasters.

Fire & Lightning -> Destruction

Wind & Clear -> Abilities

Ice -> Negation

Dark -> Disasters

Holy -> ?

Fire > Wind

Wind > Ice

Ice > Fire & Lightning

Lightning > Dark


Clear?

Holy gain support from deck

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