exa-ρα

believe in mana

art work fills most of the card.

A is where the creatures name is displayed

B is where the creatures base stats are displayed. attack is on the left, speed is in the middle and def on the right.

C is where the evolved stats are. one set right side up and the other upside down. the art for evolved creatures is the same way, one right way up the other upside down.

the base stats

atk is the amount of damage a creature can inflict per turn

spd has two sub stats derived from one number. movement if a creature has 3 spd it can move three spaces per turn. priority if a creature has 3 spd it will attack before creatures with 2 or less spd and after those with 4 or more spd. if two creatures have the same spd is rotates every turn.

def when a creature is receiving damage the def is subtracted from the total damage being inflicted before it is taken from the creatures hp

the invisible stats

hp 

is chosen when the creature appears on the field.  you are given 6 hp to give to creatures as they appear. so you could summon a creature with 6 hp or 3 creatures with 2 hp each or any combination there of.

exp 

is received for using any of the stats. attacking, defending and moving all give exp. if you receive 3 damage you gain 3 exp, if you move two spaces you gain 2 exp and if you deal 5 damage you get 5 exp. when a creature has 6 exp they evolve to the second level. and after an additional 9 exp they progress to level 3.

evolving/devolving

as soon as a creature receives the final exp to evolve that creature does so. that means if a level 2 attacker is dealing 5 damage the level 1 defender, who has 2 def and 5 exp, will defend 2 dmg bringing the dmg to 3, get dealt 1 damage, received 1 exp and evolve mid attack so that their new def can absorb the rest of the atk.

the field is divided up into two main sections; the red outlines represent you opponent’s side and the blue represents your side. the row of solid blue outlines closest to the opponent is called “near” the row of blue dotted outlines closest to you is called “far”.  creatures can move in the near rows as many spaces as they have spd, however, getting into the far rows cost 2 movement to move the single space into the row. it thens costs the same to move sideways or back to the near row as it does in the near row.

fusion

level 1 monsters can only fuse with level 3 monsters but level 2 monsters can fuse with other level 2’s or level 3’s. and level 3 monters can fuse with anybody.

to fuse a creature with another simply place the creature ontop of the other so that both sets of stats are showing. this may be done anytime either creature could move.  when playing add their stats together to get the fused creature’s stats. this creature occupies one space on the board and has one turn per round, just like any other creature. the creatures can de-fuse whenever it has the chance to move.

abilities

creature’s abilities are based on their stats. every stat layout has 1 or more abilities for it. if it has more than one, the second ability is unlocked when it fuses with another creature. and the third when its fused with 2 creatures.

if the atk stat is highest

if the spd stat is highest

if the def stat is highest

when two are the same

when all three are the same

game phases 

phase 1: both players place one or more cards on the field at the same time to start the turn.

phase 2: the highest spd card gets the first go. once it has moved, attacked, defended, used its ability, gained exp and possibly evolved the next highest spd card goes. once all have gone the next turn begins.

repeat until either players looses all 6 hp.

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