Card Types
- Foundations - Cards which represent physical conditioning and training. These cards are "drained" to pay the cost for playing other cards. There are four different types of foundations: Conditioning, Experience, Fighting Spirit, and Knowledge.
- Techniques - Cards which symbolize different types of kicks, throws, and strikes. Technique cards feature both an attack and a defense value.
- Weapons - Relatively rare cards which depict a weapon of some type. Weapons confer a bonus on both offense and defense, and are reusable, but limit the type and number of other techniques which can be used. They can also break through use, requiring the player to win a game of rock paper scissors in order to continue to use it after each attack involving the weapon.
- Talismans - A mystical or lucky item which provides a minor bonus. Each player may have only one of a given type of talisman in play at a time.
- Armor - Cards which represent some form of protection or armor worn on the body, providing protection. As with talismans, each player may have only one of a given type of armor in play at a time.
- Advantages - Cards which are played on a technique during an attack in order to modify it. They apply only to that attack and are discarded after use.
- Actions - Cards which cause some immediate effect, such as forcing an opponent to discard or inflicting direct harm. They are played during the activity phase, but cannot be played during an actual attack.
- Movement - Represent the fighter moving in a given direction (e.g. forwards towards the opponent or away from the opponent). The direction of movement (of both the attacker and defender) influences the effectiveness of various attacks.
- Environments - Cards which change the nature of the fighting environment to something non-standard (e.g. in darkness or heavy rain). Only one can be in effect at once, and they automatically leave play after three turns.
Read more about this topic: Ultimate Combat!
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