Card Types

Raka Warrior

Warriors

This card is your avatar, which represents you as the warrior in this game. Each time you knock out a Raka warrior you collect a Raka rock

Base hp for your Raka warrior is 5 hp and hp is added when your warrior ascends

Raka warrior is hit when the attacking warriors hp is equal or greater

Raka warriors take 2 hits before getting knocked-out.

A Raka warrior is tapped when they take the first hit

A Raka warrior is placed facedown when they take the second hit and/or knocked-out

 

How does a Raka warrior ascend

Once per turn you can place an impermanence card of the same suit and/or type as your Raka warrior to the right in the tapped position face up.

Add +5 hp each card placed up to a max of 3 cards. These are permanent and can only be removed by effect

 

How is your Raka warrior is chosen

When you draw your seven cards, select one impermanence card and this becomes your Raka warrior for the rest of the game. If you don’t draw an impermanence card first then mulligan and draw six cards. If you don’t then have an impermanence card, draw out cards from the deck until you draw an impermanence card. When playing with one deck all players must have an impermanence card to start

Armament

Armament

These are attached to the Raka warrior and are placed in the armament zone, they can increase a warriors hp, protect a warrior from attacks or allow a warrior to attack more then once. Armament cards can be replaced by the owner. Replaced armaments are discarded.

Number 2

Lil Weapon

Adds +5 hit points to a warrior

Number 3

Big Weapon

Adds +10 hit points to a warrior

Number 4

Armor

Stops one attack and when it stops an attack it is tapped to indicate so. Players can reset their armor when it’s their turn again

Number 5

Gauntlet

Allows your Raka warrior to perform two attacks in one turn

Utility

Defense Action

These cards are used to change the tides of the game helping you during the battle or before combat starts. Some utility cards need to be set before they can be activated.

Number 6

Lighting Strike

Pop 1 of your opponent’s back row card

Number 7

Acid barrel

Remove Armament from a warrior on the field

Number 8

Energy Boost

Can be played or set if it’s set then it can only be activated during the battle phase

Increase hit points by +10 until end of battle, if set, your opponent can chain another energy in response. Can be chained in response to Swift Counter

Number 9

Smoke bomb

Must be set and can only be activated during the battle phase

When your opponent attacks, you can change its target or stop the attack completely. Can be chained in response to Swift Counter

Number 10

Swift Counter

Must be set and can only be activated during the battle phase

Invade an incoming attack, adds +10 hp to your warrior and attacks a warrior on the field.

Impermanence

Impermanence

Impermanence cards are played in the Impermanence zone; these are support warriors that have abilities which can be activated once per turn per card played, players can play one impermanence card per turn. They only leave the field when their ability is activated twice or if the player switches them out, this indicated by the card been tapped as the first activation and removed upon the second. They are played in the preparation phase.

Jack

Ability: Defender

Once per turn stop a normal attack from any Raka warrior. (activates when a Raka warrior is being attacked)

Queen

Ability: Healer

Once per turn heal a Raka warrior on the field (can activate in the preparation phase and if a Raka warrior has damage)

King

Ability: Heavy hammer

Remove Armament from a warrior on the field

Ace

Ability: Scrap master

Add one non impermanence card from your discard pile to your hand

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