Lightmare Community Forums

The IW Community => Community Content => Guides => Topic started by: SDSakuragi on November 07, 2014, 10:03:07 PM

Title: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: SDSakuragi on November 07, 2014, 10:03:07 PM
Brought to you by the awesome folks at http://www.twitch.tv/nexustavern  8)

This is probably the best we're going to get until Poga and the Lightmare crew get done rewriting the Official Rulebook. Please leave any comments below. Let me know if I got any of my facts wrong and how it should be corrected.

You can find the guide here:

https://docs.google.com/document/d/1nMfdaPapOnBH-Hq29wPx6sN-G_a8RSagvchc9PsSR3c/edit?usp=sharing

WARNING: This guide is not meant to be a neophyte player’s guide to Infinity Wars. This guide assumes the reader has at least some level of familiarity with the game’s interface and will not touch upon subjects outside of rules and mechanics, such as the Store or how to browse your collection, etc. This is also not a strategy guide, it won’t tell you how to build powerful decks or which cards are strictly better than others. This guide is meant purely as a reference for novice to intermediate players to help them better understand rules, terminology and application of mechanics within Infinity Wars.

---News---
1/24/15 - Immolate changed to Flame Strike.
12/8/14 - Removed info regarding Champion of Ruin inconsistency due to Order rework.
12/5/14 - Added info about Mission cards and the Champion Keyword Ability.
11/20/14 - Added information regarding interaction of Two Lives with cards which remove Characters upon killing them.
11/16/14 - Added information regarding Characters with activated abilities dying before the resolution of their abilities.
11/15/14 - Added note about inconsistency on Champion of Ruin's written text versus how it actually  functions.
11/11/14 - Various minor edits for consistency of language and clarity.
11/8/14 - Added info regarding moving cards within the same zone in Planning Stage section. Added information regarding tokens.
11/7/14 - The first draft is now posted. I'll go over grammar and spelling later when my eyes aren't dried the puffy out. Made some changes as suggested by Pjoelj, Symphony and Foodanator.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: 3Sleeper on November 07, 2014, 10:15:29 PM
great work  :) ;) :D
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: Symphony on November 07, 2014, 11:31:06 PM
Hey Saku, that's some amazing work right there, mate! It's freaking well organized and it's a great read. This should be stickied and take over the official rulebook, imo :v

Still, there are a "few" notes I'd like to make (I couldn't find you online to send them through PM, so if you'd like me to delete this after you read to keep the thread clean, please lemme know :P) :


I guess that's it. Thanks a lot for making this great rulebook, Saku :3~
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: Adorabear on November 08, 2014, 12:29:52 AM
+1 Good job. Probably should be stickied!
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: BunnyStark on November 08, 2014, 12:48:43 AM
Neat guide!  8)
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: Pjoelj on November 08, 2014, 12:56:10 AM
Well, that was an interesting read with a lot of good information. Great job there! I'd say this deserves to be stickied.
Of course, being the kind of person I am, I have some nitpicks and suggestions:

* On page 6, while talking about resource costs, stating that it's the cost of "deploying the card" is slightly misleading as Ability cards are played, rather than deployed. I know, extremely small detail, but still, calling it the cost of "deploying or playing the card" would probably be better.

* Multiple references to "Deployment cost" throughout the guide should probably be "Resource cost", as the term "Resource cost" is used in the tutorial and when hovering over it on a card, while I can find no references to the term "Deployment cost" in-game.

* On page 12, what you referred to as "hybrid purity" is called "dual purity" and what you referred to as "mercenary" is called "hybrid purity", according to the deckbuilder.

Quote from: Page 15
Any abilities or effects Characters in the Command Zone may have can be activated or triggered.
Unless stated otherwise, that is. Which should probably go without saying, but there's no harm in being abundantly clear.

* In a comprehensive guide, it might be interesting to note that it is possible to lose health or morale after the game checks for losses, allowing a player to survive for a turn with 0 health or 0 morale. For example, when a Character dies to poison, the morale loss happens after the game checks for game losses.

* It may be worth noting that in the rare case that Charge and Vigilance are both present on the same card, the one stated last on the card appears to override the other one. It's a situation one probably won't encounter unless specifically trying to, but it's interesting none the less.

Quote from: Page 36
Haste allows Characters to be deployed to anywhere in the Deployed Zone.
As far as I know, when deployed from the hand, Characters with Haste can still only be deployed to Support (unless they also have Charge or Vigilance, in which case they're deployed to Assault or Defence). Not that this really matters, since they can instantly move to any of the other zones anyway.

Quote from: page 37
When a player’s Character with Infect kills another Character through combat
Infect triggers on non-combat kills too.
Puffy, it even used to trigger on walrus and consecrating angel killing artifacts and locations, but that's since been fixed.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: SDSakuragi on November 08, 2014, 06:15:29 AM
Okay, did some editing.

Fixed pretty much everything Pjoelj mentioned.

Fixed most of what Symphony pointed out. Somethings I may need to test more, so I removed mention of the whole Hunt/Untouchable interaction.

End of turn effects don't resolve simultaneously. This can be shown with how Hydra interacts with Poison. Hydra's 'damage check' resolves before Poison ticks are applied.

I just tested the Hydra's end of turn check last night by putting it into a zone with Shirazius, giving it Poison 3, and hitting it with 2 Lightning Blasts in the same turn. The 10/10 became 24/(10/24) by the start of the next turn. This was also tested with Tome of the Dead and CTA. It did not matter who had initiative, whatever Character was CTAed was still destroyed by my Tome at the end of the turn, because the return and destroy effects happens at once with no regard to Initiative.

As a few notes, removing an enraged character from play (i.e. CTA) will reset their enraged status, but will still allow you to enrage the character again and the character will keep any art changes (1/5 enraged dropbear :P)

Regarding the Enrage + CTA interactions I did write "Any activated abilities involving Enrage, can only be used once for as long as that Character remains in play." CTA removes the Character from play, thus the Character may be Enraged again.

You missed standard character abilities during resolution phase (between deployment/start of turn effects and preemptive abilities)

Not sure what you mean by standard character abilities. Could you give me an example?
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: Symphony on November 08, 2014, 10:40:18 AM
Oh, I kinda completely missread some of the info and missed out on the others. The CTA bit is indeed there and the characters abilities were also included. Blame it on the lack of sleep :P

Quote
I just tested the Hydra's end of turn check last night by putting it into a zone with Shirazius, giving it Poison 3, and hitting it with 2 Lightning Blasts in the same turn. The 10/10 became 24/(10/24) by the start of the next turn. This was also tested with Tome of the Dead and CTA. It did not matter who had initiative, whatever Character was CTAed was still destroyed by my Tome at the end of the turn, because the return and destroy effects happens at once with no regard to Initiative.
Upon retesting it, they did in fact change how it resolved. It's not on any patch I can find, as usual x.x"
Before this 'fix' not only did Shirazius only worked with the Hydra that was added later during deck building (as in literally added after the shirazius), but poison ticks and immolation resolved after the hydra's damage check. Glad it's fixed now :P
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: SDSakuragi on November 08, 2014, 05:28:35 PM
Lol ;D

I was also surprised by the changes. I'm actually very aware of how hyrdras used to work. I wrote a wall of text on it 3 months ago:

http://forum.lightmare.com.au/index.php?topic=62043.0
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: Teremus on November 09, 2014, 09:05:15 PM
It wasn't a fix with the card itself, it was altered by the way turns resolve. If there was a change, it was not one I was made aware of.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: DrayGon777 on November 10, 2014, 02:34:22 AM
I think it's a good change, though. Makes sense and helps Hydras to become useful again. They are still fairly easy to kill, but perhaps they can take something big down with them. XD
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: AAAAANNNTS on November 26, 2014, 02:00:01 AM
Wow, I was just about to sit down and write up a comprehensive rulebook for this game, thank god I found this.  Was the link to this in Rules always stickied?  If so, I'm not only late but also blind.  I'd never have thought to look in the Guides section for this.

Is LM really working on a rulebook of their own?

About this guide, though: so far, from what I've read over, this really is a godsend.  You guys at the tavern really know your stuff.  However, I've been itching to write up an extremely technical rulebook that defines every rules-relevant term (including "game," "player," "card," etc.) and tries to keep vocabulary as uniform as humanly possible.  Also, maybe it's just my in-progress legal education, or me being spoiled by MTG, but my idea of an ideal rulebook is one that's organized in numbered and lettered sections and subsections.  No matter what, I'm going to try making my version for my own personal enjoyment, but I was wondering if that was what you guys and Lightmare had in mind when talking about a rulebook.

We currently have some amazing player guides, but I won't be satisfied until the other side of the spectrum is represented just as well.  In addition, it might help clarify how LM goes about their implementation of card functions, which is why I wanted to include, and am overjoyed that you guys included, sections on irregular and inconsistent interactions and wordings.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: SDSakuragi on November 26, 2014, 05:19:34 AM
We tried to keep the working and vocabulary as consistent as possible not only within the guide itself but also with the official terminology based on the in game UI, tutorials, etc. Being one of the few players that has keeps an up to date copy of the 200 page+ comprehensive ruleset for MtG, I try to be as aware of the lexicon as possible. If you notice any inconsistencies let me know.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: KillerOrc on November 27, 2014, 07:37:42 PM
Great work Sakuragi.

Got as small addition which would be nice to have in the guide. If you have the info about master/apprentice and how it works it would be nice to put it in. I just tried to look it up to see how much more ip/xp you get and how it works.

I think it is full points even if you lose. and some bonus cards once in a while (don´t know the interval). Those bonus blister packs contains 2 commons/ 1 uncommon from the IWCore2013 set (Info from Clearbeard)
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: SDSakuragi on November 27, 2014, 08:48:42 PM
Great work Sakuragi.

Got as small addition which would be nice to have in the guide. If you have the info about master/apprentice and how it works it would be nice to put it in. I just tried to look it up to see how much more ip/xp you get and how it works.

I think it is full points even if you lose. and some bonus cards once in a while (don´t know the interval). Those bonus blister packs contains 2 commons/ 1 uncommon from the IWCore2013 set (Info from Clearbeard)

The interval is every 15 minutes of real time spent in a match.

Unfortunately, this guide is strictly just for gameplay rules and mechanics. It doesn't even go into IP or EXP at all and hence a section on the Master/Apprentice system has no place in it.

For more basic information about Infinity Wars, you can try this guide:

http://forum.lightmare.com.au/index.php?topic=62364.0

This has all the information about the various other features of Infinity Wars outside of the rules and mechanics. It goes over Master/Apprentice on page 12.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: goobypls on November 27, 2014, 10:10:14 PM
wow this is very, very useful. great work!
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: fmcpma on January 24, 2015, 05:51:38 PM
Great work and thanks, Sakuragi. It is just a pity that there isn't an official rulebook.

However, there is one keyword that I don't know what it does. It is "Flame Strike X", as in Kali, the Purifier. Is it the same as "immolate"?

Also, as someone new to the game, combat does not seem obvious to me. Suppose there are two characters on each side, each facing an opponent. Say the leftmost defending character kills its opponent and survives. Immediately the next attacking character shifts left, replacing the one just killed. Now it attacks. But its opponent is not in front of it anymore, since it (the attacker) moved left. But they fight like that anyway, in a diagonal. Am I getting this right? (Sometimes it's hard to tell, just by watching combat.) If I am right, wouldn't it be more logical to only shift characters after combat – unless, of course, the surviving one has Unstoppable and needs to kill more people :-) What I'm saying is that you could explain these mechanics in your guide.

Thanks again.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: CubicBerserker on January 24, 2015, 10:14:05 PM
Great work and thanks, Sakuragi. It is just a pity that there isn't an official rulebook.

However, there is one keyword that I don't know what it does. It is "Flame Strike X", as in Kali, the Purifier. Is it the same as "immolate"?

Also, as someone new to the game, combat does not seem obvious to me. Suppose there are two characters on each side, each facing an opponent. Say the leftmost defending character kills its opponent and survives. Immediately the next attacking character shifts left, replacing the one just killed. Now it attacks. But its opponent is not in front of it anymore, since it (the attacker) moved left. But they fight like that anyway, in a diagonal. Am I getting this right? (Sometimes it's hard to tell, just by watching combat.) If I am right, wouldn't it be more logical to only shift characters after combat – unless, of course, the surviving one has Unstoppable and needs to kill more people :-) What I'm saying is that you could explain these mechanics in your guide.

Thanks again.

I think you might have misunderstood how combat is supposed to happen. Characters have no designated opponents. An attacker will always attack the leftmost character that is able to block it. What character was or is "in front" of an attacker does not matter, only the order of defenders is relevant. They do not "face" an opponent, the defender who will block the attack (if any is available) is only decided once the character attacks and is always the first character in the defense zone that can block.

In the example you gave the second attacker will now attack the first defender(not the second one) since that defender survived and is still the leftmost character able to block. It will not attack the second defender unless the first attacker killed the first defender. Defenders do not block an opponent each, they block until they die and then the next one starts blocking.

This is explained in the section about the defense zone.

Flame Strike used to be called Immolate until not too long ago (though I don't know since when exactly, I just noticed it one day). I suppose it was changed to avoid confusion between Immolate and Immolated. I guess the guide hasn't been updated to reflect this yet.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: SDSakuragi on January 25, 2015, 06:12:44 AM
Been busy at work... barely played any recently. I'll update it soon.

Edit: Done
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: fmcpma on January 26, 2015, 04:31:35 AM
Ok, thanks for the explanation. I really haven't yet read this guide but I've downloaded it and will read it carefully. It's just that, if that is the way combat occurs, then it is not very intuitive. I mean: two rows of adversaries facing each other and, instead of each one engaging the nearest enemy, they just wait in line till they get to the leftmost side, which is the only spot where combat is allowed. Anyway, I'll try to get used to it ;-)
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: CubicBerserker on January 26, 2015, 06:15:51 AM
Ok, thanks for the explanation. I really haven't yet read this guide but I've downloaded it and will read it carefully. It's just that, if that is the way combat occurs, then it is not very intuitive. I mean: two rows of adversaries facing each other and, instead of each one engaging the nearest enemy, they just wait in line till they get to the leftmost side, which is the only spot where combat is allowed. Anyway, I'll try to get used to it ;-)

Well if it did work that way then we'd probably have slots to place characters in right? Like in Spectromancer for example. Characters stop lining up when there's more than a few anyway. You could think of it as a layered defense rather than a single line. You'll probably get used to it quickly.

Note that the character blocking could be a different one in the case of flyers attacking. In that case the leftmost character with flying or reach will block. There's also Kills By Leaping, which ignores the first defender.

I just realized I have no clue what happens if you give Kills By Leaping flying somehow. I might need to test that one of these days.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: DrayGon777 on January 26, 2015, 02:37:41 PM
I think he might be used to most of those automated card games where the characters are all played in a line and face off against those across from them. I've played a few, but they aren't very interactive since all you do is build a deck and hope for good RNG. :P
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: fmcpma on January 26, 2015, 04:12:14 PM
I think he might be used to most of those automated card games where the characters are all played in a line and face off against those across from them. I've played a few, but they aren't very interactive since all you do is build a deck and hope for good RNG. :P

No, I'm not used to any automated games, don't even know any. I'm used to Magic and mainly to LOTR TCG and LOTR TCG online, by Decipher (RIP). And you can address me directly.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: DrayGon777 on January 27, 2015, 02:06:55 AM
My apologies. While I haven't played the LotR TCGs, I have played Magic, and in that, the opponent gets to select what defends what. Of course Characters in Magic also heal fully at the end of each turn. I'll have to look at the LotR TCG to see how that differs.

Regardless, I can see how you're viewing the battle phase, but I also understand that different card games handle battles differently. The way IW handles it is that the first blocker takes all the hits till the opponent's attackers have all attacked, or the blocker can't take any more hits (usually from health dropping to 0). Then it moves on to the next blocker and so forth. This, in my opinion, allows a lot of mind games because you have to figure out what order the opponent will block in, and adjust your attackers accordingly, or vice versa.

There is a card that lets your characters fight much like you state in your original post, to a degree. It's Kung Ji (hope I got the right chinese name), Master Strategist. When each defender takes a hit, they move to the back of the line. If there are more attackers than blockers, this may mean that some blockers get hit multiple times, though. Most players seem to view it as a subpar card, especially since there's a few DoD cards that you want to block most, if not all the hits, but he is the only card to provide constant battlefield healing so far.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: fmcpma on January 27, 2015, 05:11:24 AM
Well, in LOTR TCG blocking is mostly like in Magic, though it's called assigning and if there are more attackers (minions) than defenders (companions and allies), the attacker gets to assign the excess minions anyway he likes – usually, all on Frodo, since killing him wins the game.

But, as you say, each game is different and I surely will get used to it and learn to appreciate the unique strategies this combat system allows. Thanks for your suggestions.
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: NatoPotato on February 09, 2016, 06:40:54 AM
---Update---
Added section for Overcharge
Added section for Immolated, rather than just mentioning it in the Flame Strike text
Added 'Mission' to several references to card types/abilities/etc where applicable
Added Keyword Abilities section to card anatomy list and picture
Added 'auto-scroll' links to text saying to read or refer to another section
Updated Rarity section to list what the rarities are
Updated Lives section to reflect current implementation
Updated Potentially Legal Targets section to reflect current implementation, not just 'wrong zone'
Updated Untouchable section to mention cards which use the wording "Choose" being immune
Updated Dual Faction section to mention multi faction cards with triple purity (aberion/gao han)
Updated invalid links to Infinite Network to their equivalent pages on Infinity Wars Wiki instead
Fixed any Grammatical errors I noticed
Set up Table of Contents to link to all sections, not just chapters, and added a 'back to top' link in the page footer for easier navigation
Added nice page header ;D
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: Wayfinder1026 on February 09, 2016, 05:12:22 PM
My apologies. While I haven't played the LotR TCGs, I have played Magic, and in that, the opponent gets to select what defends what. Of course Characters in Magic also heal fully at the end of each turn. I'll have to look at the LotR TCG to see how that differs.

Regardless, I can see how you're viewing the battle phase, but I also understand that different card games handle battles differently. The way IW handles it is that the first blocker takes all the hits till the opponent's attackers have all attacked, or the blocker can't take any more hits (usually from health dropping to 0). Then it moves on to the next blocker and so forth. This, in my opinion, allows a lot of mind games because you have to figure out what order the opponent will block in, and adjust your attackers accordingly, or vice versa.

There is a card that lets your characters fight much like you state in your original post, to a degree. It's Kung Ji (hope I got the right chinese name), Master Strategist. When each defender takes a hit, they move to the back of the line. If there are more attackers than blockers, this may mean that some blockers get hit multiple times, though. Most players seem to view it as a subpar card, especially since there's a few DoD cards that you want to block most, if not all the hits, but he is the only card to provide constant battlefield healing so far.

I miss seeing my friendly neighborhood dragon. :C
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: NatoPotato on February 10, 2016, 04:15:45 AM
---Update---
Added section for PvE with basic info on Campaign, Academy and AI/Bots
Added section for PVP with basic info on Constructed Normal/Ranked and Rift Runs
Added sections for Healing,Sacrificing, Raising, Recruiting, Destroying and Deploying to Global Mechanics
Updated Card Anatomy Image to reflect current card layout (set name position)
Updated Token Generators section to mention premiums
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: NatoPotato on June 25, 2016, 05:20:36 AM
---Update---
Updated info on Rarity
Updated into on Rift Runs
Added section for Fixed Deck mode
Title: Re: A Comprehensive Guide to Rules, Terminology and Mechanics
Post by: NatoPotato on January 14, 2017, 12:24:57 PM
---Update---
Added link to new official video explaining turn resolution order.
(https://www.youtube.com/watch?v=stzsRbStcXA)