of a card
Here are the main things you need to know about Drakkards in order to master their effects:
The name of the card can tell you a lot about its usage
Name of the arsenal:
An arsenal is made up of several cards whose effects complement one another. The small hexagons under the name of the arsenal indicate the number of cards in it.
For Equipment, the costs of the different levels are analogous (in this case 5, 5 and 4 for levels 1, 2, and 3 respectively).
They represent the card’s type, its category, and its family. Hereditary cards cannot be played except by a single class of Drako. The level of the card must be less than or equal to that of your Drako in order to be played.
Card type and characteristics:
There are 5 card types: Equipment - Upgrade - Spells - Fury - Interruption.
There are four categories of Equipment: Weapon - Armor - Fury - Tactical.
Equipment cards have several levels with cumulative effects.
Each illustration is original and specially produced for the game.
If a collaboration, the first name designates the user.
Cards can be: Common - Rare - Super rare - Legendary
The rarer the card, the more powerful it is.
Expansion pack number:
Complementing the card number, the expansion pack number indicates the EP in which the card was issued.
Quick and precise Drako positioning is crucial to winning duels.
The movement circles shown below will help you master moving your Drako.
The Drako card has been reoriented to face a different direction. Movement cost is 0 Mana.
The Drako moves within its movement zone; costs 1 Mana.
The Drako moves outside its movement zone by running; costs 2 Mana.
Distance and cost:
The Drako doesn’t change the direction it faces, but swiftly closes the distance to its opponent: this is called charging. An opponent who is charged is Stunned and may not attack (with Weapon or Fury) during their next turn. Charges can be combined with flank or rear attacks.
The flank attack :
The Drako moved to face the opponent’s side: this is a flank attack. The player gains a +100 attack bonus (Weapon or Fury), but the opponent also gains a +100 Fury bonus.
The rear attack :
The Drako moved to be behind the opponent: this is a rear attack.
The player gains a +200 attack bonus (Weapon or Fury).
The Drako runs away from its opponent: this is a retreat. The player gains a +100 Armor bonus and loose 100 Fury.
Attack ranges vary by attack type. Weapon attacks have a 1 unit range (3 cm or 1 in). Fury attack ranges are usually between 1 and 2 units but can be higher if the Drako has a range bonus.
Abilities that contradict basic game rules take precedence over those rules. Abilities applied to a card affect all the effects on that card; abilities applied to an equipment rank apply only to the effects of that rank.
Abilities tied to effects or attacks apply only to the specific effect or attack.
|Double Attack||The type of attack specified occurs twice.||Attack|
|Piercing||The attack ignores opponent Armor.||Attack|
|Indestructible||This equipment rank cannot be downgraded.||Rank|
|Unique||Decks may include only one copy of this card.||Card|
|Arcane||Opponents may not play Interruptions against this card.||Card|
|Resistant||Armor is not affected by piercing abilities.||Rank|
|Haste||Card effects are resolved before those of Interruption cards.||Card|
|Destroyer||Downgrades one Indestructible equipment rank.||Effect|
|Redundant||The card is not discarded after being played. Instead, it returns to the player’s hand unless an Interruption is played.||Card|
States temporarily affect a Drako’s abilities in game.
|Furious||Drako unleashes its Fury.|
|Mimetic||Drako gains access to the opponent Drako’s racial ability as well as its own.|
|Ethereal||Drako vanishes from the arena and may not be targeted by cards or attacks. Its equipments are also immune.
The Drako may reappear anywhere in the arena (but does not have a movement phase)
|Eclipsing||Drako teleports instead of moving normally.|
|Immune||Mana is used to soak up damage: one Mana point used per 100 points of damage soaked.
If the Drako is out of Mana, damage cannot be soaked and is taken normally.
|Brutal||The Drako also attacks with its Weapon if it is Furious.|
|Bloodthirsty||Drako uses HP to fuel the Mana required for action (100 HP for 1 Mana).|
|Resurrection||The Drako comes back to life at the start of its next turn.|
|Calm||The Drako may not use its Fury.|
|Snared||The Drako may not move, but may attack if in range. Drakerz may play cards.|
|Slowed||The Drako may move only inside the bounds of its initial walking zone.|
|Stunned||The Drako may not make Weapon or Fury attacks. Drakerz may play cards.|
|Silenced||Drakoneer may not play cards.|
|Pacified||Drako may not make Weapon attacks.|
When a card is played, its effects are immediately resolved except if an Interruption is played; in that case, the Interruption is resolved first.
When resolving any type of card effect, all applicable effects are calculated one after the other.
A given effect of a specific card may only be counted once when calculating combined effects.
Effects are resolved in order of appearance on the card.
If an event unleashes the effects of more than one card, in what order would they take place?
Interruptions played by the passive player are resolved before all other cards
For Equipments, effects are triggered in ascending equipment ranks.
A closer look at
the recovery phase
The recovery phase is the first phase of a player’s turn. The various pools are updated based on the Drako’s class, any Spells and Equipments in play, and so on.
of each phase
Each phase of the game has a different duration. These durations are counted down by the central timer.
|First draw||45 seconds.|
|First placement||30 seconds|
|Card placement||30 seconds|
Refer to the glossary to learn the different terms used in play.