STATISTICS (STATS)

HEALTH

The Health stat is represented by the green gems on cards and has the acronym of HP. The total Health of a card determines how many damage counters a unit can have on it at the same time. If a unit in play would have damage counters on it equal or greater than its total Health, that unit receives Lethal Damage.

ATTACK

The Attack stat is represented by the red gems on cards and has the acronym of AT. The attack stat determines the base damage that will be dealt to an attacked unit before applying other modifiers (for example Critical Damage and Resist).

LUCK

The Luck stat is represented by the purple gems on cards and has the acronym of LK. The Luck stat has 2 functions. Rolling for Luck with card effects and rolling for Critical Damage when attacking or dealing damage with card effects. Rolling for Luck or Critical Damage will use a D6 (6 sided die).

When rolling for Luck or when rolling for Critical Damage, the unit that is rolling for a result must roll a result equal to or less than their total Luck to succeed. If the result is higher than their total Luck, that roll fails.

If a unit attacks another unit in play, at the start of damage calculation, the attacking unit will roll for Critical Damage. If the roll succeeds, ignore the Resist of the attacked card during damage calculation. If the roll fails, continue damage calculation as normal. Apply these same rules when dealing damage with card effects.

If a unit has a total Luck exceeding 6, if that unit deals damage with an attack, send cards from the top of the Deck of the attacked card’s controller to the Discard Pile equal to the total Luck of the unit that is dealing the damage minus 6. For example, if a unit with 8 Luck deals damage to another unit, send 2 cards from the Deck to the Discard Pile (8 - 6 = 2),

RESIST

The Resist stat is represented by the yellow gems on cards and has the acronym of RS. The Resist stat has 2 functions. Reducing the base damage that would be received from attacks or card effects and rolling for Resist when being inflicted with a Status. Rolling for Resist will use a D6 (6 sided die).

If a unit is receiving Critical Damage, its Resist is not applied during damage calculation. If a unit is receiving damage from a card effect that is specifically “ignoring” Resist, its Resist is not applied during damage calculation. If a unit is being inflicted with a Status from a card effect that is “ignoring” Resist, it will not roll for Resist.

If a unit in play is attacked and the attacking unit fails when rolling for Critical Damage at the start of damage calculation, the total amount of Attack damage that would be dealt is reduced equal to the total Resist of the attacked unit. If a unit in play would receive damage from a card effect and that card effect fails when rolling for Critical Damage at the start of damage calculation, the total amount of damage the would be dealt from that card effect is reduced equal to the total Resist of the unit receiving that damage.

If a unit in play is being inflicted with a Status, before applying the mechanics of that Status, the unit being inflicted rolls for Resist. If the result of that roll is equal to or lower than the total Resist of the unit being inflicted, do not apply the mechanics of that Status. If the result of that roll is higher than the total Resist of the unit being inflicted, apply the mechanics of that Status as normal.

At the end of each of your turns, after all effects that could resolve have finished resolving, before players draw a card for the end of the turn, you may roll for Resist for each unit you have in play that has Status counters on it once each. When rolling for Resist this way, declare which unit is currently rolling for Resist. If the roll is successful, that unit can remove all counters of 1 type of Status from that unit. Repeat this process until you have rolled for Resist with all appropriate cards of your choice. When this process is completed, each player may draw their card for the end of the turn.