Eredan iTCG Keywords List
Eredan iTCG Keywords List by John_Snyder
This post will list all the keywords Eredan uses, and attempt to define them in easily-understandable english. If you see a term that is not listed here, please point it out and I’ll add it! Also, if you have any questions or comments, post them here. Again, this is mostly intended as a reference for new players, but I’m sure even veterans can benefit from it (and you can definitely help me make it the best FAQ it can be).
KEYWORDS
A “keyword” is a word that has a very specific meaning in Eredan. It may appear on many different cards – and any time you see it, it always means the same thing.
Keywords are a good way to fit complex meanings into a small amount of text (which can fit in a card’s text box!).
To get started, let’s talk about some keywords that define the state of the game in general.
Deck– This one should be easy! The cards you have not yet drawn make up your “Deck”.
Hand – The five cards that you can see and play are your “Hand”. Your opponent has a Hand as well.
Discard Pile – When you throw cards away, or when you play cards and they are completly resolved, they go into your “Discard Pile”.
Dead – When a character is reduced to 0 Health Points or lower, it is called “Dead”.
In Play – This keyword means “all the cards in the game that are not in a Deck, a player’s Hand, or a Discard Pile, and are not Dead.”
Round – Eredan’s gameplay is divided up into “Rounds”. You can tell which Round it is by the large orange crystal on the left-hand side of the gameboard. Each Round consists of:
– the Draw phase (each player draws until he has 5 cards in hand),
– the Selection phase (one player selects two characters to fight)
– the Play phase (players play one or two cards)
– the Battle phase (the card play is resolved)
– the Discard phase (players choose which cards to remove from their hand).
When all the phases have been completed, a new Round begins.
In Battle – This keyword means “the two characters that were chosen in the Selection phase”. These are the two characters shown facing off on the right hand side of the screen.
Opposing Character – This keyword means “the character In Battle that is controlled by your opponent”.
Opponent’s Characters – This keyword means “all of the characters on your opponent’s team, whether they are In Battle or not”.
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CARD TYPES
There are 5 card types, and these are actually keywords themselves! The card types are: Character, Spell, Theurgy, Action and Item.
Character cards have red borders. They fight your opponent’s characters. Marlok’s Golem is an example of a Character card.
Spell cards have blue borders. They can be played by Mages. Magic Attack is an example of a Spell card.
Theurgy cards have yellow borders. They can be played by Priests. Win Using Fervor is an example of a Theurgy card.
Action cards have purple borders. They can be played by anyone. Weapon Dance is an example of an Action card.
Item cards have brown borders. They can be played by anyone. Healing Balm is an example of an Item card.
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CHARACTER KEYWORDS
These keywords appear often on Character cards.
Order – appears on every Character card, followed by a number (or several numbers) and an effect. If a character is In Battle during a Round that matches one of his Order numbers, he will gain that Order’s listed effect.
Example A: Iro The Duelist has “Orders 2 and 5: Attack +1, Defense +1”. If Iro is In Battle during Round 2, he will gain Attack +1 and Defense +1 (because the Round matches one of his Order numbers)!
Example B: If Iro is In Battle during Round 3, he will not gain an Order benefit, because the Round does not match ANY of his Order numbers.
Score – Characters have 5 “Scores” that quantify their combat ability. Scores are often checked and modified by other cards. VERY often!
Spirit – A score that is commonly used to cast Spells and Theurgies, and to defend against them.
Basic Attack – A character will do at least this much damage when he attacks.
High Attack – A character *might* do up to this much damage when he attacks.
Defense – When this character is attacked, this score is subtracted from the damage done to him.
Health – When this score reaches 0 or lower, this character is Dead.
Mage, Marauder, Priest, Warrior – These keywords may appear in a character’s Class box. Other cards may require a character to have one of these keywords in order to be played.
Desert Nomad, Kotoba, Mercenary, Noz’Dingard, Zil Warrior – These keywords may appear in a character’s Clan box. Other cards may require a character to have one of these keywords in order to be played.
Guemelite – This is a keyword that may appear in a character’s Race box. If it does, it always appears with another keyword, and allows the character to cast Spells featuring that other keyword (regardless of their Class).
Example: Copying is a Shadow Spell. Silene is a Shadow Guemelite. Silene may cast Copying even though she is not a Mage.
Circus, Dragon Knight, Eclipse, The Pack, Tracker, Tsoutai, Witchblade – These keywords may appear in a character’s text box. Other cards may require a character to have one of these Keywords in order to be played.
Example: A character must have the “Tracker” keyword in his text box if he wishes to play Tracker’s Emblem.
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COMMON KEYWORDS
These keywords appear on many different card types.
Chain – This keyword means “Another card may be played after this one”. If there is no other text following the word “Chain”, then ANY other card may be played next. If there is other text following “Chain”, then ONLY that type of card may be played next.
Example A: Fight! says “Chain” with no additional text. If you play Fight! as your first card, you may play ANY other card right after it.
Example B: Camp says “Chain: Any action card”. If you play Camp as your first card, you may play another card right after it – but it must be an Action card!
Unique – This keyword means “you may only include one copy of this card in your deck”.
Permanent – This keyword means “Attach this card to the character you played it on. This card will remain in play and continue to provide its stated effect until the character it’s attached to is Dead.”
Printed – This keyword means “the original, unmodified value of a Score on a character card”. This is the value you would see if you were looking at the card in your Collection or the Marketplace. Scores are often modified through gameplay, but you can always hover your mouse over a Score to see its Printed value listed in a tooltip.
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SPELL KEYWORDS
These keywords appear often on Spell cards.
Spell – A Spell can be played by a Mage, and sometimes by a Guemelite (see above). When played by a Mage, a Spell can Chain to any other card.
When played by a Dual-Class character (for example, Moira the Witchblade is both a Mage AND a Warrior), a Spell can NOT Chain at all.
AOE, Area of Effect – AoE Spells have the potential to harm more than one of the opponent’s characters. AoE Spells cannot Chain to any other card.
Magic Damage – This is damage dealt by a Spell rather than by a character’s Attack.
Water, Fire, Earth, Thunder, Nature, Shadow, Dragon, Mental, War – These keywords are Spell ‘types’. They interact with other card effects (such as Guemelite and Immunity), but they have no effect on their own.
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THEURGY KEYWORDS
These keywords appear often on Theurgy cards.
Theurgy – A Theurgy can be played by any Priest, and can Chain to any other card.
Heal – this means your character will gain the stated amount of Health points, but his total will not go above his printed Health value.
Destiny, Divine Anger, Faith – These keywords are Theurgy ‘types’. They interact with other card effects, but have no effect on their own.
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ITEM KEYWORDS
These keywords appear often on Item cards.
Activates, Activation, Activated – When an Item “Activates”, it will perform the text listed after this keyword.
Example: Living Dagger is a Weapon, so it will activate at the end of the round in which it is played (see “Weapon” below). When it activates, it will heal the attached character 2 Health points.
Equipped – This keyword means “attached”. When an Item is Equipped, it remains Equipped until another card effect changes that status, or until the attached character is Dead.
While an Item is Equipped, it continues to provide its bonuses to the attached character.
Potion – This keyword means “Activates immediately”.
Jewel – This keyword means “Permanent, Activates immediately, and is Equipped immediately”.
Armor – This keyword means “Permanent, Activates at the end of the round, and is Equipped at the end of the Round”. Armors almost always give a bonus to Defense.
Weapon – This keyword means “Permanent, Activates at the end of the round, and is Equipped at the end of the Round”. Weapons almost always give a bonus to Attack, and are either One-handed or Two-handed.
One-handed – This keyword interacts with the Dual Wield keyword, and can allow the character to Equip an additional Weapon.
Two-handed – This keyword means the character may not equip any more Weapons.
Axe, Dagger, Flail, Shield, Spear, Staff, Sword – These are subtypes of Weapons and Armor. Some other cards will specifically reference these keywords in their text.
Dual Wield – This keyword means “may be Equipped on a character at the same time as another One-handed Weapon”.
If “Dual Wield” is followed by additional text, then the Dual Wield Weapon can only be combined with Weapons listed in that text.
Example A: Simple Dagger just says “Dual Wield”. This card can be Equipped to a character who already has a Weapon, as long as it is a One-Handed Weapon.
Example B: Simple Axe says “Dual Wield: Simple Axe”. This card can be Equipped to a character who already has a Weapon, but ONLY if it is another Simple Axe.
Example C: Katana says “Dual Wield: Wakizashi”. This card can be Equipped to a character who already has a Weapon, but ONLY if it is a Wakizashi.
Immunity – This keyword means “ignores all damage from a card with these keywords”.
Example: Crackling Crown has “Thunder Spell Immunity”. Once it is Equipped to a character, that character will ignore all damage from any card with both the “Thunder” and “Spell” keywords.
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