Working on the card tables

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If you have an idea for a card, a rule, or some other feedback (encouragement is greatly appreciated!) please let me know at 'kayneruse@gmail.com'.
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Card Name;Cost;Type;Effect / Reminder Text;Power;Durability
Acid Rain;;Command;Destroy one target Command on the battlefield.;;
Ada's Rally Cry;;Command;Attach this Command to a Pilot you control. Play with the top card of your deck revealed. If it's a Mecha, you may play it.;;
Ada, The Ingenious;;Pilot;A Mecha piloted by Ada, The Ingenious can't be targeted by your opponents.;+0;+2
Admiral Grace;;Pilot;Piloted Mechas you control gain +1 power.;+0;+0
Anti-Mecha Battery;1;Mecha;Sacrifice this Mecha: Cancel one target Mecha. (When a player tries to plays a Mecha, you may immediately sacrifice this Mecha to prevent and discard it.);0;4
Attack Orders;;Command;One target Mecha you control can attack an extra time this turn.;;
Autonomous Cockpit;0;Mecha;(No abilities.);0;2
Auto-Repairer;3;Mecha;After this Mecha is attacked, if it survived, it gains 1 durability.;3;3
Balloon Army;;Command;When a Mecha you control is attacked, before damage, you may return it to your hand. If you do, place this Command on that Mecha's space as the new target of the attack. While this Command is on the battlefield, it becomes a 0/1 Mecha with a cost of 0.;;
Battlefield Salvage;;Command;Sacrifice a Mecha you control. If you do, draw cards equal to it's durability.;;
Bear's Rally Cry;;Command;Return up to two Pilots with different names from your graveyard to your hand.;;
Bear, The Unbreakable;;Pilot;When a Mecha piloted by Bear, The Unbreakable is destroyed, return that Mecha to your hand.;+0;+2
Bomber;2;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). This Mecha can't attack units with Flight.;3;2
Bot-a-pult;2;Mecha;Reach (This unit may attack units with Flight). Sacrifice an adjacent Mecha you control: this Mecha gains Range 3 this turn (This unit may attack any target within three spaces this turn).;2;2
Bugzapper;2;Mecha;Haste (this Mecha can move and attack the same turn it's played). Reach (This unit may attack units with Flight).;3;1
Camouflage;;Command;Attach this Command to one target Mecha you control in your entry zone, then choose a name of a Mecha on the battlefield. The target Mecha's name becomes the name of your choice as long as this Command is attached.;;
Cap Gun;1;Mecha;Pierce (This unit ignores Armour counters when attacking). Reach (This unit may attack units with Flight).;1;1
Challenger Tank;3;Mecha;Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Pierce (This unit ignores Armour counters when attacking).;2;2
Chinashop Bull;2;Mecha;Haste (this Mecha can move and attack the same turn it's played). Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha must move and attack each turn. If it can't, destroy it.;3;3
Clocktower;;Tower;All Non-Basic Towers lose all abilities, except this ability (Non-Basic towers no longer provide bandwidth).;;5
Construction Crew;5;Mecha;When this Mecha enters the battlefield, search your deck for two Towers and put them into your hand. Then shuffle your deck.;3;3
Corvette;4;Mecha;Haste (this Mecha can move and attack the same turn it's played).;4;4
Cruise Missle;1;Mecha;Haste (this Mecha can move and attack the same turn it's played). Pierce (This unit ignores Armour counters when attacking). After this Mecha attacks, destroy it.;6;1
Cruiser;3;Mecha;Haste (this Mecha can move and attack the same turn it's played).;3;3
Demolisher;3;Mecha;This Mecha may attack units you control. This Mecha can't attack your opponents. When this Mecha destroys a unit, it gains 1 durability. This Mecha's power is equal to it's durability.;0;2
Dig For Answers;;Singleton Command;Draw three cards, then put two cards from your hand on top of your library.;;
Donna's Rally Cry;;Command;Attach this Command to a Pilot you control. All Pilots you control gain "The piloted Mecha gains +2 power".;;
Donna, The Swift;;Pilot;A Mecha piloted by Donna, The Swift has Speed 2.;+1;+0
Dragon Ship;4;Mecha;Armour 2 (This unit enters the battlefield with two Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn.;4;4
Drill Mole;2;Mecha;This Mecha can't be attacked by units that cost more than 2.;3;2
Drone Nest;;Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). When this Tower takes damage, you may search your deck for a Mecha with the word "Drone" in it's name and play it in your entry zone. If you do, shuffle your deck. Mechas you control with the word "Drone" in their name gain +1 power.;;2
Drone Swarm;3;Mecha;This Mecha's power is equal to the number of Mechas you control with the word "Drone" in their names.;0;1
Electric Bull;2;Mecha;Other Mechas with the word "Bull" in their names have +1 power.;1;1
EMP Blast;;Command;Destroy all Towers (including Mecha Towers).;;
Engineered Earthquake;;Command;Deal 2 damage to all Mechas without Flight.;;
Espionage;;Command;Look at one target player's hand, then draw a card.;;
Fallout Shelter;;Command;If this Command was put into your graveyard from your deck, shuffle your graveyard into your deck. Otherwise, draw a card (do this if you simply played this Command).;;
Floodlights;;Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). Adjacent Mechas you control gain Pierce (Those units ignore Armour counters when attacking).;;2
Frequency Modulator;2;Mecha;This Mecha's power is equal to your remaining bandwidth.;0;3
Gambit;;Command;Each player discards a card, then draws a card.;;
Gamble;;Command;Each player discards a card from their hand. Then, choose a player at random. That player draws a card for each card discarded this turn.;;
Ghost;2;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). If you have no cards in your hand, this Mecha gains +4 power.;0;1
Golden Key;;Command;Attach this Command to a Mecha you control in your entry zone. That Mecha loses all abilities, it's cost becomes 0, and it's name becomes "Wind-Up X", where "X"is it's base name.;;
Grace's Rally Cry;;Command;Search your deck for two Pilots with different names and put them into your hand. Then, shuffle your deck.;;
Grand Hurricane;;Command;Mechas can't move this turn.;;
Guard Dog;2;Mecha;Haste (this Mecha can move and attack the same turn it's played). Speed 2 (this Mecha may move up to two spaces each turn).;1;1
Gutshot;2;Mecha;When a player plays a Command, they must sacrifice one Tower they control.;2;2
Harmonic Chord;2;Mecha;When this Mecha enters the battlefield, gain control of all units you own.;0;5
Heavy Fire;;Trigger Command;Remove all Armour counters from one target unit.;;
Hidden Cache;;Command;This Command can't be played. If you discard this Command, draw three cards.;;
Illegal Bullet;;Command;Discard another card from your hand. If you do, one target Mecha you control gains Pierce this turn.;;
Infighting;;Command;Choose two target Pilots an opponent controls. That player sacrifices one Mecha they're attached to.;;
Insect Drone;2;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). Speed 2 (This Mecha may move up to two spaces each turn).;1;1
Interdiction;;Command;Cancel one target card. (When a player tries to play a card, you may immediately play this Command to prevent and discard it.);;
Ironhide;;Command;Put two Armour counters on one target Mecha you control in your entry zone (If a unit would take damage while it has any Armour counters, prevent that damage and remove an Armour counter).;;
Jaeger;6;Singleton Mecha;Armour 3 (This unit enters the battlefield with three Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). Reach (This unit may attack units with Flight).;6;6
Jason's Rally Cry;;Command;Attach this Command to a Pilot you don't control. That Pilot loses all abilities (including changes to cost and power).;;
Jason "The Looks" Brannan;;Pilot;All players play with their hands revealed.;+1;-1
Jury Rigging;;Trigger Command;You may place a Mecha that costs 2 or less from your hand in your entry zone (it can't move or attack this turn unless it has haste).;;
Kamin;2;Mecha;Sacrifice this Mecha and an adjacent Mecha named "Autonomous Cockpit": Search your hand, deck and graveyard for a card named "Manly Combined Kamin" and place it on this space. Then shuffle your deck. Attach any Pilots that you sacrificed this way to that Mecha.;2;3
Laser Cannon;4;Mecha;Range 3 (This unit may attack any target within three spaces). This Mecha may not attack and move in the same turn.;2;2
Longbow;2;Mecha;Pierce (This unit ignores Armour counters when attacking). Range 3 (This unit may attack any target within three spaces).;1;1
Longshot;;Singleton Command;Return two Commands from your graveyard to your hand.;;
Magpie Drone;3;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). When this Mecha attacks, the target must move next turn if possible.;1;1
Manly Combined Kamin;3;Mecha;This Mecha can't be played. You may attach up to two Pilots to this Mecha. You may skip your draw step to set this Mecha's durability to 6.;5;6
Marching Orders;;Command;One target Mecha you control can move an extra space this turn.;;
Mechanical Bull;2;Mecha;When this Mecha enters the battlefield, other Mechas with the word "Bull" in their names gain +1 durability.;1;1
Millennium Relic Fragment;;Command;Discard two other Commands named "Millennium Relic Fragment". If you do, search your deck for two cards and put them into your hand. Then, shuffle your deck.;;
Mineshaft;;Command;Play this Command on the battlefield with 2 time counters on it (Remove one time counter at the beginning of your turn). At the beginning of your draw phase, if there are no time counters on this Command, draw one additional card this turn.;;
Mod Bot;2;Mecha;Sacrifice an adjacent Mecha you control: add that unit's durability to this Mecha.;1;2
Nuclear Blast;;Singleton Command;Destroy all units (Mechas and Towers). Each player discards their hand. Put the top 5 cards of your deck into your graveyard.;;
Orbital Strike;;Trigger Command;Deal 2 damage to one target unit ("units" include Mechas and Towers).;;
Orbiter;1;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). This Mecha can only attack units with Flight.;1;2
Pack Cat;1;Mecha;This Mecha gains +1 power for each other Mecha you control with the word "Pack" in it's name.;1;1
Pack Dog;3;Mecha;This Mecha gains +1 power for each other Mecha you control with the word "Pack" in it's name.;1;3
Pack Wolf;5;Mecha;This Mecha gains +1 power for each other Mecha you control with the word "Pack" in it's name.;1;5
Phoenix;5;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). While this Mecha is in your graveyard, you may skip your draw step. If you do, return this Mecha from your graveyard to your hand.;3;3
Potshot;2;Mecha;When a Tower you control is destroyed, deal 1 damage to one target unit an opponent controls.;2;3
Preparations;;Command;One target Mecha you control gains haste this turn (that Mecha can move and attack as normal if you played it this turn).;;
Preplanning;;Command;Search you deck for 3 Towers, and place them on the battlefield. You can't play Towers for the rest of the game.;;
Radioless Carrier;0;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). Speed 2 (This Mecha may move up to two spaces each turn). This Mecha can't move or attack and loses Flight unless it's piloted.;2;2
Radio Relay;0;Mecha Tower;Play this Mecha Tower on any space with a Radio Tower you control, then sacrifice that Radio Tower. Provides 1u for each unit you control named "Radio Relay" (1 unit of bandwidth. Play only one Tower card each turn).;0;2
Radio Tower;;Basic Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn).;;2
Raining Cats And Dogs;;Command;Search you deck for a card with the word "Cat" in it's name. Then, search your deck for a card with the word "Dog" in it's name. Put those cards into your hand, then shuffle your deck.;;
Rampart;0;Mecha Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move. Adjacent Mechas you control can't be targeted by attacks.;0;2
Ramp Orders;;Command;One target Mecha you control gains Reach this turn (That unit may attack units with Flight).;;
Reconnaissance;;Command;Discard another card from your hand. If you do, one target Mecha you control gains Range 3 this turn.;;
Reparations;;Command;Play this Command only when a Mecha you control is destroyed. Destroy one target Mecha.;;
Resonant Chord;5;Mecha;Discard a Mecha with the same name as this Mecha: Gain control of all adjacent units.;5;3
Rigged to Blow;;Command;Attach this Command to one target Mecha you control in your entry zone. When that unit is destroyed, deal 2 damage to the Mecha that attacked it.;;
Road Works;;Command;Play this Command on the battlefield with 2 time counters on it (Remove one time counter at the beginning of each turn). At the beginning of your main phase, if there are no time counters on this Command, Mechas on or adjacent to this Command gain Speed 3 this turn (those units may move up to three spaces this turn).;;
Rocket Propulsion;;Command;Discard another card from your hand. If you do, one target Mecha you control gains Flight this turn.;;
Rumour Mill;;Command;While this Command is in your damage zone, you may play it once per turn by discarding two cards as a cost. Draw a card.;;
Sabotage;;Command;Sacrifice a Tower you control. Destroy one target Mecha.;;
Scissor Suit;3;Mecha;When this Mecha attacks and destroys a unit, put the top card of your deck into your damage zone (if you have five or more cards in your damage zone, you lose the game).;6;5
Scrapyard Salvage;;Command;Return up to two target Mechas from your graveyard to your hand.;;
Shiftformers, Mechas In Disguise;4;Mecha;Sacrifice this Mecha: place a Mecha from you hand that costs three or less on this Mecha's space.;2;4
Shortbow;1;Mecha;Pierce (This unit ignores Armour counters when attacking). Range 2 (This unit may attack any target within two spaces).;1;1
Siege Tower;;Tower;Provides 3u (3 units of bandwidth. Play only one Tower card each turn). Play this Tower only in an opponent's entry zone (it must still be played next to a Tower you control).;;2
Signal Blocker;3;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). The cost of adjacent Mechas is increased by 3.;1;1
Signal Booster;2;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). The cost of adjacent Mechas is decreased by 1 (a bandwidth cost can't be less than 0).;1;1
Signal Jamming;;Command;One target player discards their hand.;;
Skipper;2;Mecha;Haste (this Mecha can move and attack the same turn it's played).;2;2
Sky Whale;6;Singleton Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). Armour 2 (This unit enters the battlefield with two Armour counters. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter).;4;4
Snapshot;;Command;Return two Towers from your graveyard to the battlefield under your control.;;
Sore Tooth;;Trigger Command;If this Command triggers, discard your hand. Otherwise, target opponent discards their hand.;;
Space Lion;;Trigger Command;Return one target Mecha to it's owner's hand.;;
Spectre;2;Mecha;This Mecha's power and durability are reduced by the number of cards in your hand.;5;5
Spinning Top;3;Mecha;When this Mecha moves, shuffle all player's decks.;3;3
Stage 1;1;Mecha;(No abilities.);1;2
Stage 2;2;Mecha;You may play this Mecha on a space with a Mecha you control named "Stage 1". If you do, sacrifice that Mecha, and this Mecha gains durability equal to the sacrificed Mecha's durability.;2;2
Stage 3;3;Mecha;You may play this Mecha on a space with a Mecha you control named "Stage 2". If you do, sacrifice that Mecha, and this Mecha gains durability equal to the sacrificed Mecha's durability.;3;2
Stonewall;1;Mecha;This Mecha can't attack. When this Mecha moves, it can't move next turn.;0;6
Succubus;2;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). Pierce (This unit ignores Armour counters when attacking).;2;1
The Vise;3;Mecha;As long as this unit is in play, each player's maximum hand size is reduced by 2.;4;4
Thunder Bull;4;Mecha;This Mecha may attack twice per turn.;2;2
Timely Backup;3;Mecha;When this Mecha enters the battlefield, discard two cards. If you discard less than two cards this way, this Mecha gains 2 Armour counters.;3;2
Trench Rats;1;Mecha;When this Mecha enters the battlefield, you may place a Mecha named "Trench Rats" from your hand in your entry zone.;1;1
Tunnel Warfare;;Command;Discard another card from your hand. If you do, one target Mecha you control can move an extra space this turn.;;
Turn The Key;;Command;All Mechas you control with the word "Wind-Up" in their name gain +2 power and cost 1 less this turn (costs can't be less than 0).;;
Turret;0;Mecha Tower;Provides 1u (1 unit of bandwidth. Play only one Tower card each turn). This Mecha Tower can't move.;4;2
Turtle;2;Mecha;Armour 1 (This unit enters the battlefield with one Armour counter. If it would take damage while it has any Armour counters, prevent that damage and remove an Armour counter). This Mecha may not attack and move in the same turn.;2;3
Unemployment;;Command;Destroy one target Pilot.;;
Urban Ruins;;Command;Play this Command on the battlefield. At the beginning of each player's turn, Mechas that player controls that are on or adjacent to this Command gain 1 durability counter.;;
Virus;;Command;Sacrifice a Tower you control. If you do, one target Mecha an opponent controls can't attack this turn.;;
Wasp Drone;3;Mecha;Flight (This unit can't be attacked except by units with Flight or Reach). When this Mecha attacks, the target can't attack next turn.;1;1
Weapons Cache;;Trigger Command;Draw two cards.;;
Wind-Up Bull;3;Mecha;(No abilities.);4;4
Wind-Up Cat;1;Mecha;(No abilities.);2;2
Wind-Up Dog;2;Mecha;(No abilities.);3;3
Wind-Up Echidna;2;Mecha;(No abilities.);2;3
Wind-Up Kangaroo;2;Mecha;(No abilities.);3;2
Wind-Up Koala;1;Mecha;(No abilities.);1;2
Wind-Up Monkey;3;Mecha;(No abilities.);1;4
Wind-Up Mouse;0;Mecha;(No abilities.);1;1
Wind-Up Snake;3;Mecha;(No abilities.);4;1
Wind-Up Spider;4;Mecha;(No abilities.);5;5
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::: mobileOnly
<!-- toc -->
- [Basic Rules](#basic-rules)
* [Phases of a Turn](#phases-of-a-turn)
- [Types of Cards](#types-of-cards)
* [Towers](#towers)
* [Mechas](#mechas)
* [Commands](#commands)
* [Pilots](#pilots)
- [Types of Counters](#types-of-counters)
* [Durability](#durability)
* [Armour](#armour)
* [Time](#time)
- [List of Keyword Mechanics](#list-of-keyword-mechanics)
* [Armour X](#armour-x)
* [Pierce](#pierce)
* [Flight](#flight)
* [Reach](#reach)
* [Speed X](#speed-x)
* [Range X](#range-x)
* [Haste](#haste)
* [Provide Xu](#provide-xu)
- [Other Rules and Corner Case Rulings](#other-rules-and-corner-case-rulings)
* [Mulligans](#mulligans)
* [Maximum Hand Size](#maximum-hand-size)
* [Pilot Idiocy](#pilot-idiocy)
* [Duplicate Phase Skipping](#duplicate-phase-skipping)
<!-- tocstop -->
:::
Basic Rules
===
The goal of the game is to attack your opponent directly five times. Each time a player is attacked directly, they place the top card of their deck in the damage zone. Once there are five cards in a player's damage zone, that player loses the game.
The game takes place on a 5*7 grid (wider than it is long). Players start the game with a deck of at least 40 cards, with no more than 3 copies of any one card, except for Basics (no limit) and Singletons (maximum of 1). Players draw 5 cards, decide to mulligan or not (see [Mulligans](#Mulligans)), then take turns by placing certain cards on the closest row of the board, known as their entry zone. If there are no empty spaces in a player's entry zone, excluding movable units that player owns, then the player cannot play a new card and loses the game. A player also loses the game if they cannot draw a card from their deck.
When combat between units is initiated, the attacker's power is subtracted from the defender's durability. When a unit's durability reaches zero, it is destroyed and discarded.
A unit cannot move or attack in the same turn it was played, unless it has haste.
Phases of a Turn
---
* Start Phase (Do nothing unless told otherwise)
* Draw Phase (Draw a card)
* Main Phase (Play cards, move, attack, etc)
* End Phase (Do nothing unless told otherwise)
Types of Cards
===
Towers
---
Tower cards generally cannot move, but provide “bandwidth”, which can be used to play Mecha cards (Radio Tower is a Basic Tower, therefore it has no limit on the number of copies you can have in your deck). Towers may be placed anywhere in your entry zone, or in a free space next to an existing Tower you control. Radio Towers have a base durability of 2, so they can be destroyed as though they were any other unit.
Mechas
---
Mechas are cards which act as playing pieces. A Mecha card has three numbers down the side: their cost, their power and their durability. Players can play as many Mechas as they want, as long as their Mechas' total cost does not exceed that player's current bandwidth. If enough Towers are destroyed that the bandwidth drops below the current cost, then nothing special happens; the player simply can't play any more Mechas until enough bandwidth is available again. Mechas may only move one orthogonal space at a time. If a Mecha can move more than one space, such as with the “Speed” keyword, then they must move along each space one at a time, and they cannot pass through other Mechas or Towers.
Commands
---
Command cards are cards with miscellaneous abilities, and they can be played at any time, before being placed in the graveyard. Some Commands may have unique requirements to be played, such as being placed on the battlefield. If this is the case, they can occupy the same space as a unit, and they do not count as a unit.
Trigger Commands are a unique type of Command. If a Trigger Command is placed into a player's damage zone, it's ability takes effect as though it was played. Otherwise they can be played from a player's hand like any normal Command.
Pilots
---
Pilots are cards representing characters in the game's storyline. Pilots attach to Mechas, reducing that Mecha's bandwidth cost to zero, as well as granting various different abilities and power boosts. Pilots must be attached to a Mecha in your entry zone. Once this is done, a Pilot's power and durability modifiers are immediately applied to that Mecha, and remain for as long as the pilot is attached (durability doesn't change if the Pilot is removed). Each Mecha can have a maximum of one attached Pilot, and each Pilot can attach to only one Mecha at a time. Also, you may control at most one copy of each Pilot at any time. If you control more than one copy of a Pilot, you must sacrifice them one at a time, until only one is left.
Types of Counters
===
Various cards on the battlefield may have different types of “counters” on them. These counters mark various properties as listed below.
Durability
---
Durability counters represent how much damage a unit can take before being destroyed. When a unit enters the battlefield, they begin with a number of durability counters equal to their base durability. When another unit attacks with a power of X, then you remove X durability counters from this unit. When the number of durability counters on any unit drops to zero, the unit is destroyed and discarded. (Hint: Use six-sided dice to represent durability. Don't mark durability on a unit that hasn't been damaged yet; this reduces clutter on the board.)
Armour
---
Armour counters protect a unit's durability. Each time a unit is attacked, if it has armour counters, remove one armour counter instead of any durability counters. Therefore, a unit with two armour counters can be attacked twice before taking damage. (Hint: Use small coins to represent armour counters.)
Time
---
Time counters represent the amount of time remaining before some action takes place. If a permanent you control has time counters on it at the beginning of your turn, then remove one of those time counters. (Hint: Use six-sided dice to represent time counters.)
List of Keyword Mechanics
===
A keyword is a word or phrase listed below which appear on cards to indicate a commonly used game mechanic. Some keywords are followed by an “X”, which represents a number used by that mechanic. For example, Armour 2 means that the mecha enters the battlefield with 2 armour counters on it. Multiple instances of certain keywords stack.
Armour X
---
If a permanent has the Armour ability, then it enters the battlefield with X Armour counters. Remove one Armour counter each time that permanent is attacked rather than having that permanent take damage.
Pierce
---
Pierce is the opposite of Armour, allowing an attacker to ignore Armour counters. Instead of removing an Armour counter from the target of an attack, remove durability counters as normal.
Flight
---
Flight represents units with some kind of areal movement. They cannot be attacked by other units unless the attacker also has Flight or Reach.
Reach
---
Reach Allows you to attack units with Flight.
Speed X
---
Speed represents the distance a unit can move in one turn. All units normally have a movement speed of 1 but, for example, a unit with Speed 3 can move up to three spaces in one turn; they can also change direction mid-travel.
Range X
---
Range represents the distance that a unit can attack. Normally, a unit can only attack adjacent units, but an attacker with Range can attack up to X spaces away. When counting spaces for Range, count in orthogonal directions only; therefore attacking one space diagonally requires Range 2. Range allows a unit to fire "over the top of" friendly units, but not enemy units; do this by ignoring friendly units when counting the distance to a target.
Haste
---
A unit with haste can move and attack on the same turn that it was played.
Provide Xu
---
Not strictly a keyword, but Towers usually provide a number of units ('u' for short) towards your total bandwidth.
Other Rules and Corner Case Rulings
===
Mulligans
---
When you first draw five cards at the beginning of the game, you have the option to "mulligan", where you set aside your hand, draw five new cards, and shuffle your original hand into your deck. You can only do this once, if you are unhappy with your opening hand.
Maximum Hand Size
---
At the end of your turn, if you have more cards in hand than your maximum hand size, then you must discard cards, one at a time, until you are left with no more than your maximum hand size. The normal maximum hand size is 5.
Pilot Idiocy
---
Some Pilot abilities and durability modifiers may instantly destroy a Mecha as soon as it's attached. In this event, the Pilot's and Mecha's abilities take effect for a moment before the Mecha is destroyed. Therefore, in the case of Jason "The Looks" Brannan being attached to a Mecha with 1 durability, both players reveal their hands and allow their opponent to take notes as needed, then the Mecha is destroyed, and finally both players hide their hands again.
Duplicate Phase Skipping
---
Some abilities may require you to skip a phase of your turn, or your entire turn to activate. If you do, you cannot activate multiple abilities with a single action this way. Therefore, in the case of having multiple copies of Pheonix in your graveyard, you may only skip your draw steps one at a time, and return one Pheonix to your hand at a time.