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Section 4 Glossary

Journal Entry: Tue May 27, 2008, 5:35 AM
i don't think i'm going to add a complete glossary just yet but here are some Keywords definitions

some notes:
+ Team Keyword - each team has one special keyword that only their team has. a teams leader or representative should note either =SamuraiOfTheGrove or =josukeX to add they team keyword
+ these aren't all of the keywords more will be add
+some keywords may appear differently then on some cards; these written this way just for clarification of the abilities


Card Parts


General:
Cost - Not much in this world is free. as such mostly everything in this game must be paid for with a cost system- in this game it is done in "yen" or "ryn-an" pick either word which ever that you prefer.

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Duelist specifics

Loyalty - Since players are put in the position as mangers of the duelist, thus Dueler's loyalty act like health. If their loyalty is equal to zero the duelist is put into discard pile.

Power - how much damage a Duelist can deal to another

Guard - how much damage a Duelist can resist from another.

Speed - a determining factor during combat to see who strikes first.

Combo - Combos are directly related to how many available skill points an Duelist can to spend over the course of a duel. a duelist combo only recharges at the beginning of you turn.

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Abilities
Static Abilities
A static ability is text that is always true while that card is in play. You don’t play a static ability. It just does what it says.

Triggered Abilities
A triggered ability is text that happens when a specific event occurs in the
game.
- Each triggered ability starts with the word: when, whenever, or at. You don’t play a triggered ability.
- It automatically triggers whenever the first part of the ability happens.
- The ability goes on the stack just like a spell, and resolves just like a spell.
- If the ability triggers but then the permanent the ability came from leaves play, the ability will still resolve.
- You can’t choose to delay or ignore a triggered ability. If the ability has a
target, however, nothing happens if you can’t choose a legal target.

Activated Abilities
- An activated ability is an ability that you can play whenever you want.
- Each activated ability has a cost, then a colon (":"), then an effect. Playing one works exactly like playing an event card, except there’s no card to put on the stack. The ability goes on the stack just like a card, and resolves just like a card.
- If you play an activated ability but then the permanent the ability came from leaves play, the ability will still resolve.
Keyword Abilities
Some permanents have abilities that are shortened to a single word or
phrase. Most of these have reminder text that gives you a brief description
of the ability’s effect.
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Skill Points(SP)- ranges from 1 to 10.
- SP depends on the how powerful the skill card is. the only exception is when it a good skill with a low SP
- When using skill cards, SP is subtracted from the duelist's combo stat. Skill cards can't be used if the duelist's combo is 0 or the cost is great than the combo point as duelist has.
-there are two types of Skill cards - Passive and Activating. most skills are Activating which means each skill can be use at once during the turn. Passive skills are always activated on a duelist no matter what, so the SP will be subtracted from the duel as long as it stays on.

Keywords

Drunk # - is given when you use item with alcohol in them and the effect lasts for # of turns

Stun - causes the character to be unable to go into combat

Fee ### - General Keyword - [Name of Card]'s controller must pay ### or put [Name of Card] into the discard pile

Poison X - During your upkeep step this duelist gets -X loyalty

Sleep X- this duelist can't enter combat zone for X turns and can't be targeted by skill cards

Hide - you may play this card face down with no affinity and all status that equal 2. Flip this card over by pay 100 yen

Leadership - give +1 loyalty to all duelists with the same team affinity you control when a card with abilities comes into play.

Betrayal # - when this card comes in to play this card goes directly to your discard pile unless you put # of duelist(s) you control into the discard pile from play.

Solo - if <duelist name> is the only duelist in the combat zone on your side of the field +X to all stats where X equals each other duelist in the combat zone.

Berserker - this duelist must go into combat each turn if able

Run Away - discard one card from you hand, return this duelist to commons zone
Note: any combat damage this duelist would deal or be dealt is negated.


Team Keywords

Rising - Team Keyword(Black Lotus) - When in combat flip a coin. If the heads add stun to combat damage else deal damage as normal

Bonecrush - Team Keyword(Kamakiri-gumi) - target duelist your opponent controls get -X armor where X equals the number of Kamakiri-gumi duelist you control.


Event card Keywords

Twist - when you draw this card from your deck, you must play it immediately. if this card is in your opening hand, you must put it back in the deck and draw a new card.
(note: cards with the Twist keyword have no cost to play)


Rulebook links

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