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Tutorial 3: List and Explaination to Special Mechanics/Keywords
Welcome to third tutorial of Gundam War Comet. This time, we would look at the keyword mechanics of Gundam War. First I would type out the full rule text and then...do a little explaination.
**UPDATE 3/9/2008 to add Set 20 mechanics**
1枚制限 – Restriction to 1
(Auto B): Except the Type, when this card with the same name is already on the field, it is not possible to play another one with same name nor play it to the field.
** Restriction to 1/Self: Counted as your card
** Restriction to 1/Nations: You can only put 1 of those in your Nations.
プリベント(X) – Prevent (X)
(Auto B): When the card is in "when playing mode", add X to the total cost of opponent’s Command Card target this card. When 2 of this effect is on a card, the value of X is added together.
**"When Playing mode" does NOT means after this card comes into play.
クイック – Quick
(Auto B): This card can be play as the timing of any “(Normal)” Command Cards. The rule of “You can only play one G, one Unit, one Character, and one Operation” doesn’t apply.
PS装甲 – PS Armor
(Auto B): This card comes into play in Reroll position
(Auto D): During the turn this card goes into Battle Zone, at the last thing of “effect that activate at End Phase”, return it to the original controller’s hand. When this effect is affect by “Supplement” effect, or, (only apply to cards with “PS Armor (X)”) the number of the same type of Nation Power as the require one in the card is X or above, that effect is invalid.
強襲 – Raid
(Auto A): When this card's detachment is composed of all Units with "Raid", and it's the attacking detachment, the battle damages done by that detachment, after dealing to the battling opponent's detachment, would deal the remaining to opponent's Nation.
速攻 – Swift Strike
(Auto A): All damages done by all of the Unit that have “Swift Strike” would be done to the unit team without “Swift Strike” first. If both side have a Unit with “Swift Strike”, normal damage calculation would apply.
**If the Unit with Swift Strike would destroy an Unit without Swift Strike, the Unit that got destroyed would NOT deal damages to the Unit with Swift Strike.
バルチャー – Vulture
(Auto D): When this card is sorties in a detachment composed with all Units with "Vulture", or, if this card's detachment composed with all Units with "Vulture", until the end of the turn, you gains Vulture Points for each Unit destroy and abolish in the Battle Area where that detachment sorties or composed in equal to that Unit's TNP cost. This effect cannot be repeat.
**If there's Units without "Vulture" move to the detachment after the detachment is determined (by effect or whatever), the "Vulture" effect would not become invalid.
VULTURE POINTS:
(Auto D): At the end of the turn, the player that have "Vulture Points" would following the following rule and move one card from Junkyard into your hand.
G - 2 points or more
Units, Characters - 5 points or more
Command, Operation - 8 points or more
All "Vulture Points" would become 0 at the moment of end of the turn.
宙間戦闘 (X) – Space Battle (X)
(Auto A): When this card's detachment is in Space Area and composed with Units with "Space Battle", all opponent's Units battling with this card without "Space Battle", gets -Y/±0/±0. The value Y is equal to lowest X in this card's detachment. This effect cannot be repeat.
**If an Unit have two or more "Space Battle", the value X would combined
**If two Units in your detachment with "Space Battle(2)" and "Space Battle(1)", the "Space Battle(1)" would count, and the Y value become 1. For the second part, it means when an Unit have "Space Battle(2)" AND "Space Battle(1)" (by Character, Operation, etc.), the Space Battle value would become 3.
大気圏突入 – Atmosphere Invasion
(Defense Step):<<0>> When this card is in the Space Area, move this card to the Earth Area. If so, all unresolved effects that target this card would negate targeting this card.
範囲兵器 (X) - Area Weapon (X)
(Damage Calculation Step): <<0>>Destroy all Units battling with this card with defense strength of X or less.
*NOTE: The damages already done to the Unit would not affect the defense strength of the Unit. Also, using 2 times of "Area Weapon(2)" cannot destroy Unit(s) with defense strength of 4
サイコミュ(X) - Psycommu (X)
(Defense Step): <<0>>Deal X damages to an opponent Unit battling with this card. However, if this card is in Disposition Area, deal X damages to an opponent Unit in a Battle Area that is same as the Terrain this card is in. This effect can only be use after the designated effect of Defense Step when there is your character with "Feature: NT" in the same area as this card.
**Errata'd in Set 20 rule**
高機動 – High Mobility
(Auto A): If the detachment is make up of all Units with "High Mobile", the opponent player cannot deploy Units without "High Mobile" to that Battle Area.
砂漠 - Desert
(Auto C): At the beginning of DCS, when this card is in Earth Area, and this card's detachment is composed of all Units with "Desert", roll the front Unit of opponent's detachment battling with this card. However this effect is negate if all Units in opponent's detachment have "Desert".
**The Unit rolled can be in any order in the detachment as long as it is in the detachment.
水 - Water
(Auto A): When this card's detachment is composed with all Units with "Water" and in Earth Area, opponent cannot sorites Units with "Stronghold" to this card's area. Also, negate the text of all opponent's Units battling with this card without "Water".
変形 - Transform
(Battle Phase): <<0>> This card is change to "Normal Position" to "Transform Position", or, return from "Transform position" to "Normal position". This effect can only be resolve when the card is in Reroll position.
** The "Transform Mode" is the stats that was flipped upside down.
**The Unit in "Transform Mode" would change back to "Normal Position" at the end of the turn, if the Unit is rolled, this effect would be negate
**The effect in [ ] in both Normal and Transform mode can be use no matter which mode the Unit is in.
特殊シールド(X)- Special Shield(X)
(Battle Phase): <<0>> When this card is in the Battle Area, the damages deal by unresolved "effect that deals damages" outside of Battle damages (and damages by "Psycommu") is reduced by X
**This effect cannot be use in: Battle damages, Psycomm damages, and when the effect of Area Weapon activate
サポート - Support
(Auto A): This card have the following effects.
- This card must deploy in a detachment that do not have Units with "Supporter", or else this card cannot be deploy.
- This card does not get the Character battle modifications
拠点 - Stronghold
(Auto A): This card have the following effects.
- Cannot be deploy for attack
- Can only play one per Battle Area
- Can set any numbers of Character
- Does not get the battle modifications from Character
艦船 - Cruiser
(Auto A): This Unit can set any number of Character on it. But the battle modification of the Characters cannot be change, but the effects of the Characters can be activate.
(Auto B): This card's can only be play into your Disposition Area, but the restriction rule of "1 Unit per turn" does not affect this type of cards.
**If the character have "Cruiser Use modification" effect, it WOULD affect the battle strengths of the Unit card with "Cruiser".
補給 - Supplement
(Return Step):<<0>> This effect can only be use on units in this card's detachment that are in Reroll position and do not have "Cruiser" or "Stronghold". Up to X of those Units can be prevent from Rolled from the rule text of Return Step.
**Cannot Reroll units that are already rolled (by effect or whatever) before Return Step
**It just means, that Unit would not be rolled.
[
セット/X]- [Set/X]
(Set/Ch):
(Auto B): This card does not necessary have to set on Unit cards. This card can also set on Character cards. Also, when this card is set on a Unit without "Cruiser" or "Colony", you may set on a Character card that is play later also. At this time, this card is move to set onto the Character directly. When this card is set onto a Character, the Battle Modification would be added to the seted character. Also, when this card is set onto a pilot, the limit of 1 character per Unit is disregard.
(Set/G):
(Auto B): This card can also set onto a Basic G. At this time, this card's battle modifications is negate.
(Auto B): When this card is set onto a G, when that G is treated as cards other than G cards, trash this card. When "Set/Character" is also on this card, it would shown as "Set/Character.G".
家名 – Family Name
NO special effect other than a keyword for other comboing effects
艦船用修正 (X/Y/Z) – Cruiser Use Modification (X/Y/Z)
(Auto A): When this card is set onto a Unit with "Cruiser", the values X/Y/Z would added as battle modification to that Unit.
代替コスト>〔B〕: A – Substitute Cost>[B]: A
(Auto B): When this card is use, if the requirement in A can be fulfill, the effect text in B could be use. At this time, after paying the Resource (with effect of B) at the top right hand corner, the cost "A" would then have to be pay. The resource cannot be below 0 in modifiling it.
(If B is "*", it means that B does not have any special effects.)
マルチプル>A – Multiple>A
(Battle Phase): <<0 Each>>Resolve the effect of A. When this effect is play, as cost, remove a card that have the same name as this card from the game from your hand or Junkyard.
**Basically, you must remove a card with same name from hand/deck from the game in order to activate the effect "A".
追加コスト>A- Extra Cost>A
(Auto B): When this card is play, after paying the "Normal Cost" at the upper right hand corner, if the Cost "A" cannot be fulfill or pay, that card cannot be use.
換装 (A) - Change (A)
(Auto B): During opponent's Attack Step, if this card is in hand, this card and one of your Unit with "Name: A" would can exchange position. If so, you can reroll this card. However, this card and your Unit with "Name: A", or, the card with the same name as this card cannot exchange. The effect of "Change" can only be use once per turn for each player.
**Exchange position = The new card would substitute in place of the old card, or, all characters/Operations set onto that card would be still set, all damages done to that card would still being done, etc.
**Errata'd from Set 20 rule**
汚染コイン - Pollutant Token
Pollutant Tokens are different than the Normal Tokens/Counters. "Pollutant Token" is not to cards on the field, but to the player. When the card produces those "Pollutant Tokens" leaves the field, the "Pollutant Tokens" produced would still stay on the field. When a player have more than 10 Pollutant Tokens, no matter how many cards are left in the Nation, that player lose the game at the end of that turn.
専用機 - Custom Machine
For the card text of "(Custom Machine)", or "(~Machine)", etc. For the cards that have the Character with that specific name set on it, have that card's name mode. ("Custom Machine Set" satisfaction)
ハンガー – Hangar
The Hangar is a place you and your opponent place card in. It is not count as part of "in the field". The cards are place in Hangar are shown face-up, and cards in Hangar are play as through they're in your hand.
チーム>(A)B - Team>[A]B
(Auto A): All Units with "Team>[A]" that were in the same area as this card gains the effect or battle modification of B.
**Sometimes there's nothing in "B". That just means, the card have "Team[A]".
解体 - Dismantle
(Self Disposition Phase): <<0>>Put a Dismantle Coin on an Unit with "Dismantle", this would be treated as playing a G card. The battle modifications and effects of the Units with Dismantle Coin are negate, and this Unit would become a G card instead of an Unit, and gain one point of NP that the designate NP of that Unit have. This effect cannot be negate.
MF - MF (Mobile Fighter)
(Auto A): This card can only be set by characters with "GF".
タイヤ, コロニー, 流派: - Tire, Colony, Sect:
No special effect, just a keyword for other effects
x/y strengths:
The battle strength of the card with "x/y" would be left (x) if not set by character, and when set the right side (y) would be treated as the original strength.
Ring Area:
Ring Area is the 3rd Battle Area outisde of Space Area and Earth Area. Ring Area would add the following rule in sortie.
- During Attack Step, the attacking side can declare sortie with an Unit that have rule text "MF".
- Only if the attacking side have an Unit sortie to Ring Area,in defend step, the defending side can sortie an Unit.
- Ring Area does not care about the Terrain (Space/Earth) when sortie
- Ring Area, other than usual sortie that target Ring Area as object or effect, cannot be use in other methods.
In addition, all Units in Ring Area would applied the following rules:
- The Unit in that set Group cannot be target of effect except the effects of card(s) in Ring Area or with text "affect Ring Area".
- The following text is added:
(Auto D): <<[0.3]>>If there's (one or more) opponent's Unit, and after the designate rule of Defense Step resolved, if there's no opponent's Unit in the Ring Area, opponent player randomly discard a card from his/her hand or Hangar.
ヴァリアブル(X): Variable(X)
(Auto B):
<<[0.X]>>During your Disposition Phase, if this card is in your hand or hangar, you can put this card into your Disposition Area in Reroll position. If so, afterward, this card becomes a special G, and all descriptions are negate outside of the second text. This effect is treated as play of a G.
*Cards put to field by this effect is put upside-down. Also, the second text does not apply if this effect is not in use.
戦闘配備: Battle Deployment
(Auto B): When this card is play to the field, put it in Reroll position.
**NEW with Set 20 rule**
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