Card Types
Raka Warrior
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
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
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 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