Every card has four values, or stats. In the example card above, the card has the stats 3-P-6-0. Each stat relates to the card's strength. The second value (P) is always an alphabetical value, while the other three stats increase on a hexadecimal range, meaning they can range from 0-9, then through letters A-F.
The first value is for the power of the card. (3 above)
The second value is for the battle class of the card. (P above)
The third value is for the physical defense of the card. (6 above)
The fourth value is for the magical defense of the card. (0 above)
Each of the stats for power, physical defense and magical defense increase on a hexadecimal scale, with 0 being the weakest and F being the strongest.
Value Min Max
0 000 015
1 016 031
2 032 047
3 048 063
4 064 079
5 080 095
6 096 111
7 112 127
8 128 143
9 144 159
A 160 175
B 176 191
C 192 207
D 208 223
E 224 239
F 240 255
Whenever a card's value is assessed a random value is chosen between the minimum and maximum numbers that correspond to the value. For example, if a card has a value of "A", the strength of that value may be between 160 and 175. The minimum for a card's value is calculated by multiplying the base value to be considered by sixteen.
For example:
16 x A (10) = 160
The first value on the card is the power stat. This is the card's offensive value. The example card has a power stat of 3, which means its actual value is a number chosen between 48 - 63 HP.
The second value on the card is the battle class stat. This value is not based on the hexadecimal scale above, but instead is one of four classes. This stat is represented by the letters P, M, X, and A.
P is a Physical battle class
M is a Magical battle class
X is a Flexible battle class
A is an Assault battle class
The card's battle class determines how the values are assessed in card battles.
These all affect which stat the attacking card attacks. P will attack the Physical Defense stat, while M will attack the Magical Defense stat. The other two have more obscure effects as they are rarer. X will attack the lowest of the two defenses and A will attack the lowest value on the card.
The third value on the card is the physical defense stat. This is the card's defensive value when facing physical attacks. The example card has a 6, so this may be equal to anywhere between 96 - 111 HP.
The fourth value on the card is the magical defense stat. This is the card's defensive value when facing magical attacks. The example card has a 0, so this may be equal to anywhere between 0 - 15 HP.
If the challenging card has a battle class stat of P (physical), the power value of this card challenges the physical defense of the resting card. For an example of this, see below:
Challenging card Resting card
4P51 6M05
In the scenario above, the challenging card's power value (4) is assessed against the physical defense of the resting card (0). The challenging card would be a heavy favorite to capture the resting card.
When a card battle takes place, the winner is decided upon in three phases. Each of the phases are discussed below using the following example:
Card A Card B
5P33 attacks 2M10
Phase 1:
The challenging card's power value is randomly chosen within the stat range.
say, 85 (stat 5 = between 80 and 95)
The defending card's defense value is randomly chosen within the stat range.
The challenging card's battle class is physical so physical defense is chosen.
say, 23 (stat 1 = between 16 and 31)
Phase 2:
Next, a random number is chosen between 0 and the power value chosen for the challenging card (85).
This is the actual attack score.
say, 71
A random number is chosen between 0 and the defense value chosen for the defending card (23).
This is the actual defense score.
say, 3
Phase 3:
The scores from phase 2 are subtracted from the stat values in phase 1.
Card A: 85 - 71 = 14
Card B: 23 - 3 = 20
The highest difference wins the card battle.
In the scenario above, even Card B, with low stats, was able to defeat Card A.
A combo (short for combination) is a series of card take-overs that stem from one. When a card is defeated and captured in a battle, any enemy cards pointed at by the arrows of the defeated card are also captured. If the player loses the battle, they also lose control of all their own cards that the attacking card has arrows pointed at.