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Cendovia Uprising Game Rules

Writer: Mark HennessyMark Hennessy

Updated: Mar 2

Overview


Cendovia Uprising is a turn-based tactical card game. The object of each battle is to destroy your enemy's leader before they destroy yours. Each player brings their deck into battle. Your deck consists of your leader, your starters, and your reserves. You begin the battle with your leader on the battlefield and all your starters in your hand. At the start of every subsequent turn, you draw 2 cards from your reserves into your hand. You can hold up to 10 cards in your hand.


Battlefields have two sides - your side and the enemy’s side. You can cross into the enemy’s side, and they can cross into yours. But what side something is on can influence its abilities.


On your turn, you perform actions with your cards until you end your turn. Failed actions against the enemy automatically end your turn. Each card has a given number of actions it can perform on each turn. You can hover over the cards in your hand for details.

Your enemy’s scoreboard shows how many tokens they have, how many cards are in their hand, how many cards are in their reserves pile, and which cards have thrust upon their scrap heap, either by being destroyed or discarded. Your scoreboard shows the same info for you.



Game Modes

There are three game modes in Cendovia Uprising.


Campaign Mode: plot your course across Cendovia as you compete in a series of battles to conquer the island.

Scrimmage Mode: play stand-alone matches against NPCs of your choosing.

Online Mode: battle against others online in public or private matches.


Player Clocks

Online battles are virtually identical to battles in other modes. But one difference is that each player gets a cumulative of 30 minutes to take all their turns. This is to ensure proper pacing. Each time it's your turn, your clock counts down. If it reaches zero, you lose.



Contents

Cendovia Uprising comes with over 400 cards which is plenty to match any playstyle you choose. All players start with the same set of cards. There are no additional cards to purchase. There are no loot boxes and it's not pay to win.


This game includes 160 fighters, 110 drones, 76 portals, 51 equipment, and 9 event cards. While all these cards are available to you in scrimmage and online modes, in campaign mode you start with a small set of cards in your party and gain more as you progress.



Deck Management

You’ll use the deck editor to create and manage your decks. You can drag cards in from the inventory and move them around to customize your deck.


Your deck cannot contain more than 100 points, with no more than 20 of that coming from starters.

You're limited to a max of 7 starter cards. The leader in your deck must be a fighter that is marked as a Lead Fighter, although Lead Fighters can serve as starters or reserves as well. And event cards cannot be starters, only reserves.


Actions

The actions you can take on your turn include deployment, movement, attacking, capturing, recruiting, healing, activating and deactivating shields, and discarding cards.


Icons appear above health bars to indicate that actions are currently available. So, look for those before you end your turn. But if you choose to end your turn while still having healing actions remaining, your fighters will automatically use this healing. They will first heal themselves, then their neighbors.


To avoid a first-mover advantage, the player who goes first cannot cross midfield or take actions against enemies on their first turn.



Card Types

There are five types of cards: fighters, drones, portals, equipment, and events.

Fighters primarily do the fighting, but they can do much more.


Drones primarily produce tokens to help fund your actions. But you can also position drones as roadblocks for your enemy or use their self-destruct feature to damage nearby enemies.


Portals allow fighters and drones to teleport between them. Portals also provide barriers to your enemies.

Some portals have special attributes that temporarily boost the stats of their occupants. Read their cards for details. Note that a portal’s shield stat refers to its ability to defend itself and does not boost the shield of its occupant. Only the Shield Boost equipment can boost a fighter’s shields. Portals also prevent terrain effects from affecting their occupants.


Equipment can be attached to fighters or drones to boost their abilities.


Event cards provide leaders with one-time attacks.



Card Attributes



Points

More powerful cards tend to have higher point values. The point value of a card is used in deck creation to balance decks.


Name & Classification

At the top of each card you will see its name. For fighters, this is followed by a unique classification that gives a quick description of the character’s abilities. This is for convenience and you can always look at their full stats for more details. Each fighter has something that is unique about them.


Health

A card’s health is indicated in green if it is at full health and in red if it is below its full health. A card cannot be healed beyond its max health, but there are ways to raise a card’s max health.


Costs

Some actions have costs associated with them. These costs are paid in tokens. You typically start each battle with 10 tokens and can earn more along the way. There are three types of actions that can have costs - deployment, movement, and attacks.


Most cards don’t have movement or attack costs, but some do to balance the game. Deployment costs are more common and can also be seen at the bottom of the cards in your hand.


Earning Tokens

There are several ways to earn more tokens during battle.


- Destroying Enemies - You get 4 tokens for destroying fighters, 2 tokens for drones and portals,.

- Discarding Cards - You get 1 token when you discard a card.

- Productive Resources - Some cards, such as drones, have a productivity stat. When you have productive cards on the battlefield, they earn the tokens for you at the start of each turn. Drones tend to be productive, as are fighters from the Profitics faction. Resources are twice as productive when on the enemy’s side.


Deployment

Cards have a level stat that indicates how far forward they can be deployed. A level 0 card can be deployed up to the row its leader is on. A level 1 card can be deployed up to 1 row in front of its leader, and so on.


But there are two interesting ways involving portals to deploy cards beyond their levels. Portals can be deployed beyond their levels to go underneath one of your fighters or drones. And fighters and drones can be deployed beyond their levels to go on top of one of your portals.


Combining these techniques can help you advance your troops faster. But to prevent forward deployments from becoming overpowering, a card directly deployed onto the enemy’s side can’t attack on that turn. But if it deploys to its own side and then moves across the midline on that same turn, it can attack.


You can have up to 5 fighters, 5 drones, and 7 portals on the battlefield at once. The only time you can exceed these limits is when you capture or recruit enemies. But you can’t deploy cards that would cause you to exceed these limits.


Movement

The movement stat line provides a card’s movement capabilities. Only fighters and drones can move. Their card will indicate how many moves they can perform per turn and how far they can move with each movement. All movement is in horizontal or vertical lines by default. Generally, cards cannot move diagonally unless they have unlocked the 8-Way Movement ability by reaching the opponent’s backline.


Retreat

A card’s movement distance increases by 1 when they are moving backwards towards their own backline. Thus, a card can move farther in retreat than in any other direction.


Traction

When a fighter or drone without Traction goes directly over two different terrains consecutively while moving, they come to a stop, even if its movement stat would allow it to normally go further. But terrain only has this effect if there is no portal on it. Traction provides the stability needed to seamlessly navigate these terrain changes. So, fighters and drones with traction aren’t slowed by terrain changes.


Teleportation

A fighter or drone occupying a space with a portal can use one of its moves to move to another portal, even if the destination is outside the card’s normal movement range. When a card teleports using portals across midfield in either direction, it cannot attack on that turn. But a standard move across midfield still allows for attacking on that turn. Some cards have the movement type of Teleport which allows them to teleport without portals. They can teleport through all obstacles except walls. And crossing midfield using this kind of teleporting doesn’t limit their attacks. But to teleport across midfield in either direction using portals, both portals must be at full health.


Ghost Movement

Some cards have the ghost ability, which allows them to move through walls.


Immobile

Relay Drones are immobile and cannot be modified through equipment to be able to move.


Movement Cost

Some cards may have a movement cost, which must be paid from the player’s tokens. If the player doesn’t have enough tokens to pay the movement cost, the card cannot be moved on that turn.



Attacks

Each fighter has an attack type of either melee, gun, cannon, or bomb. Melee attacks can only be performed against adjacent cards, whereas gun, cannon, and bomb attacks can hit cards farther away. All attacks can be done across a straight line from the attacker to the target, either horizontal, vertical, or diagonal. Bomb attacks go in all straight-line directions at once. When a target card’s health is brought down to zero, they are destroyed and placed in their scrap heap.


Melee attackers can only attack things they can reach. A fighter up on a towering portal is out of reach of a melee attacker on the floor or on a standard portal. Conversely, if the melee attacker is on a towering portal, they can't attack down, but they can attack fighters or drones on adjacent towering portals.

Only towering portals can be attacked while occupied, but not by cannon attacks as that would hit the occupant. You must remove the occupant first to perform a cannon attack on any portal.


Attack Range

Every fighter has an attack range. This indicates how far away the target can be for an attack. The attack range for melee fighters is always 1. Fighters with gun, cannon, and bomb attacks can have larger ranges. Gunners must have a clear line of sight unobstructed by other cards. For example, a gun fighter cannot shoot through an enemy’s portal to hit an enemy fighter hiding behind it.

In contrast, cannon fighters can fire over both their cards and opponent cards.

Walls impede all attacks. Even cannons cannot go over walls.


Attack Accuracy

Each fighter has an attack accuracy stat. This indicates the probability that an attack will be on target. However, when a fighter makes a directed attack (i.e. with melee, a gun, or a cannon) towards a portal, that attack is always on target regardless of their accuracy since big immobile targets like buildings can’t be missed. If your attack does not hit its target, your turn ends automatically.


Attack Power

Attack power indicates the amount of health damage done to the target card if the attack is successful. For bombs, the attack power falls off with distance. Enemy cards adjacent to the bomber get the full attack damage. But those a space farther away get one less damage. And the power continues to fall off by one as the distance increases by one.


Attack Rate

Attack rate indicates how many attacks the fighter can perform per turn.


Attack Cost

Some cards have attack costs, which must be paid from the player’s tokens. If the player doesn’t have enough tokens to pay the attack cost, the card cannot attack on that turn.


Streaky

Cards with the streaky property gain an extra attack for that turn when their hit does damage. This allows them to attack again. This allows them to do multiple extra attacks in a row until they miss. However, for balance, being streaky limits a fighter’s accuracy to a maximum of 5 out of 6, ensuring there is always a chance the streak can end.


Rapid

Some fighters have rapid attacks. Due to their speed, rapid attacks cannot be blocked by passive shields, but they are always blocked by active shields.


Bloodthirsty

Bloodthirsty fighters have double attack power while injured. This means that what doesn’t kill them truly makes them stronger.


Viral

Some fighters have viral attacks. This means when their attacks are successful, the targeted fighter or drone will contract a virus. Portals cannot contract viruses, although drones can as the virus has both biological and digital properties. This virus does 1 damage to the infected card each time that player starts their turn. At the beginning of the player’s turn, the virus spreads from infected cards to any of their adjacent cards. Viruses cannot spread through walls or barriers.


There are two ways to cure viruses:

1) Destroy the original attacker who delivered the virus.

2) Go to a space with snow or water, as viruses cannot survive in wet conditions.


A card already in snow or water cannot be virally infected. If the infected card already had a prior illness (virus or poison), the pre-existing condition is replaced by the new attacker’s poison.


Poisonous

Some fighters have poisonous attacks. This means when their attacks are successful, the targeted fighter or drone will become poisoned. Portals cannot be poisoned. This poison does 2 damage to the infected card each time that player starts their turn. Unlike viruses, poisons are not contagious.


There are two ways to cure poisoned cards:

1) Destroy the original attacker who delivered the poison.

2) Move the card to a space with lava, as the poison is destroyed by heat.


A card already in lava cannot be poisoned. If the card becomes infected but already had a prior illness (virus or poison), the pre-existing condition is replaced by the new attacker’s viral infection.


Stunning

Fighters with stunning attacks disable their victims. Stunned victims will be unable to act on their next turn. Portals cannot be stunned because they alrady take no actions. After becoming unstunned, the victim will be stun immune for a following turn. While stun immune, victims cannot be stunned again.


Capturing Attacks

If a fighter’s attack carries enough power to destroy an adjacent portal or drone, the player can attempt to capture it instead of damage it. Capture attacks can only be attempted against portals or drones. A portal cannot be captured if it shares a space with a fighter or drone. A drone cannot be captured if it shares a space with a portal. Thus, there is some safety in numbers. The standard attack calculations are done to see if the capture attack is successful. Thus, capture attempts can be blocked and even parried. But if successful, the captured portal or drones becomes owned by the attacking player and its health is restored to full health. Note that captured cards can be recaptured back. When a card is captured, so is its attached equipment.


Turrets

Turrets fire rockets that explode on impact. These explosions do full damage at the impact site, and then damage falls off by one with each space as the explosion moves out in all 8 directions. A turret’s blast radius indicates how many spaces this explosion extends out beyond its impact site.


Turret attacks are the only attacks that can go over walls and barriers. But their explosions do not go through walls and barriers.


Turrets can fire in any of the eight directions, but they can only be operated by drones. After firing, a turret must recharge before firing again. Turrets only recharge while occupied by a drone. The amount of turns it takes to recharge is given by the turret’s recharge period.


Each turret has a minimum and maximum range. This indicates how far away the turret can target its attacks. Right click on the turret for details.


Damage from turret attacks can only be blocked by active shields.


Shove

Each fighter can perform one shove per turn. Shoving allows a fighter to push an enemy fighter backwards into an unoccupied space. Fighters with active shields cannot be shoved. Both fighters must be at the same elevation for a shove to occur. If a fighter is shoved into a hole or a fire, they immediately die. Being shoved into lava while not fireproof or into water while corrodible will inflict damage.


Defense

Just because an attack is on target, it does not mean that it will be successful. The card being attacked may be able to defend itself.


Shields

A fighter, drone, or portal may have a shield. Shields begin in passive mode, but fighters can activate their shields. In passive mode, shields have a chance of blocking an attack. This chance is represented by their Reflex stat. In active mode, shields always block the attack.


A fighter can only activate their shield if they have not taken any offensive actions on that turn. Offensive actions include attacks, shoves, recruits, and begs. Whether the shield is active or passive, when it blocks an attack, its shield strength reduces by one. When shield strength reaches zero, it can no longer block attacks.



Active Shields

An active shield also prevents damage from nearby Toxic Portals. This protection does not cost shield strength. Fighters cannot be recruited while their shields are active. And only active shields can block bombs. But fighters with active shields cannot take any actions until they deactivate their shields. An attack that hits an active shield does not end the player's turn, since that is not considered a failure but rather the intended outcome of the player.


Shield Comparison




Parry

When an attack is blocked, it is possible for the attack to be parried. If it is successfully parried, the attack damage is done to the attacker rather than the targeted card. The parry stat gives the probability that an attack blocked by a passive shield will be parried.

Blocks with active shields are never parried, as this is part of the price for having a guaranteed block.


Barriers

Drones can construct barriers. Barriers are like walls in many respects. Fighters cannot attack through or over walls or barriers. Explosions from bombs and turrets do not travel through walls or barriers. Viruses do not spread through walls or barriers. And troops cannot move through walls or barriers unless they have the ghost property. However, unlike walls, barriers can be constructed and removed.


Barrier Construction

Barriers can only be constructed by drones. It does not cost anything to construct a barrier, but it costs to maintain barriers. Each barrier costs its owner one token at the beginning of the player’s turn. If the player cannot afford this maintenance cost for all their barriers, barriers will be randomly removed, leaving only as many as the player can afford.


Barrier Removal

Fighters and drones can remove barriers. It costs nothing to remove one’s own barriers. But removing an enemy barrier costs the fighter or drone one move for that turn. If they don’t have any moves left, they cannot remove the enemy barrier.


Bravery

When a fighter is destroyed, adjacent fighters from that player may surrender out of fear upon seeing the loss of their fallen comrade. Their bravery stat gives the probability of them remaining on the battlefield. Fighters that surrender are placed in their scrap heap.


Because its probability stat, a bravery of six means there is a 100% likelihood of remaining on the battlefield. However, bravery can sometimes be higher than six. Values higher than six are useful during uprising confrontations where they can be pitted against an opponent's bravery.


Healing

Fighters with healing abilities can heal either themselves or adjacent cards. Their card will indicate how many heals it can do per turn. And its Healing stat indicates how many health units it can heal by. When healing, the recipient card’s health cannot exceed its max health.

Auto Heal

When you press the end turn button, if you have forgotten to heal some of your troops, this healing will automatically occur. Troops will prioritize healing themselves before healing neighbors. However, if your turn ends early due to a failed offensive action, then auto healing will not occur. Bloodthirsty troops are never auto healed to allow you the choice to keep a fighter injured in order to have their attack power doubled.


Quick Heal

The Quick Heal button allows you to simultaneously have your troops use their healing powers to heal themselves and then their neighbors. Unlike auto heal, quick heal will also heal bloodthirsty troops.


Recruiting

Fighters cannot be captured via force like portals and drones can. You must reason with them by recruiting them. Fighters can recruit adjacent enemy fighters under the following conditions.


The recruiter must have charm, be at full health, and not be stunned. Victims must be injured or on the enemy’s side. Victims must also not have an active shield, not be on a portal, and not be a leader.




You can’t try to recruit a leader to win the game, you must kill them.


Because of these conditions, attacking recruiters before they can recruit is a good defense against losing your fighters to the enemy. Staying healthy, onside, using active shields, and standing on portals are other good defenses against recruiters.

Thus, attacking recruiters can prevent them from recruiting your fighters. Staying healthy, onside, using active shields, and standing on portals are also good defenses against recruiters.


The likelihood of a successful recruit is a competition of the recruiter’s charm versus the victim’s loyalty. Let’s say Auramis wants to recruit Flare. Auramis has 5 Charm, while Flare only has 3 Loyalty. This gives Auramis a 5-to-3 chance of successfully recruiting Flare, or 62%.


Tortuous

When it comes to recruiting, recruiters with the Tortuous ability like Phoenix are the most dangerous as they kill their victim when a recruit attempt fails. If your recruit attempt is unsuccessful, then your turn ends automatically. Tortuous recruiting is always considered successful and so can never end your turn.


Begging

If a fighter meets all the requirements to recruit but they lack charm, they can instead beg. Begging is a special type of recruit that affords the recruiter a charm level of just 2. If the beg attempt fails to recruit the enemy, the beggar dies. A fighter can beg at most once per turn.


Toxicity

Moving a fighter or drone next to an opponent’s Toxic Portal will damage it by 3 on the start of your next turn if it stays there. So, don’t linger near a toxic portal. But if you keep your shields active, even if the enemy drops a toxic portal right next to you, you're safe.


Global Effects

These attributes on cards have global effects, that is, effects just beyond the card that carries them. When a player has a card in play that has a global effect, you’ll see an icon for it at the bottom of their scoreboard.


Heal Blocking

Heal Blocking prevents the enemy from healing.


Bounty Hunting

Bounty Hunting which doubles the tokens the player gets when enemies are destroyed.


Card Draw

Card Draw increases the number of cards the player draws per turn. Card Draw is stackable so if you have multiple Card Draw cards on the field, you can draw even more cards per turn.


Card Guidance

During a battle, you will find guidance at the bottom of cards. Instructions in yellow indicate actions you can currently take. And the explanations in pink explain why a card cannot take certain actions at this time.


Terrain Attributes

Cards may include terrain-related attributes such as Landlocked, Fireproof, Frostproof, Wild, and Desert. Their effects are described in the following terrain section.



Terrain

There are the 9 types of terrain you’ll encounter on battlefields along with their effects. Note that terrain effects that increase productivity only do so for fighters, portals, and drones that already are productive. We refer to these here as resources. If something is not already productive, terrain will not turn it into a productive resource. Also, remember that portals shield fighters and drones above them from terrain effects.


Metal provides no special effects.


Pavement increases movement range by 1.


Lava prevents and cures poisoning, doubles productivity of Fireproof resources, and burns non-fireproof items. Fireproof cards temporarily have 8-way movement and traction in lava. Lava does 1 damage when such an item enters the lava, and 1 damage at the start of each turn that it remains on lava.


Grass increases movement range by 1 for items that have the Wild attribute while also providing them temporary traction and 8-way movement. It also increases the productivity of Wild resources by 1.


Sand reduces the movement range by 1 for fighters and drones that don’t have the Desert property. But it will never reduce their movement down to zero. Sand can slow them, but it won’t stop them. Desert cards also temporarily have 8-way movement and traction in sand. Sand also doubles productivity for resources that have the Desert property.


Snow prevents and cures viruses. It also makes fighters and drones slip diagonally instead of moving orthogonally unless they are Frostproof or have Traction. Frostproof cards also temporarily have 8-way movement and traction in snow. And snow doubles productivity for Frostproof resources.


Water has the most effects. Like snow, it prevents and cures viruses. Landlocked items cannot enter water directly. It kills landlocked fighters and drones that fall into it if the tower portal they are on is destroyed. Corrodible cards that aren't Amphibious take 1 damage when landing on water and at the beginning of every turn while touching water, but not while on a portal. Water also increases movement range by 1 for cards with the Amphibious property while also giving them temporary traction and 8-way movement. And it doubles the productivity of Amphibious resources.


Note that if you attach Amphibious equipment to a landlocked fighter or drone, that will make it no longer landlocked.


Sacred Flame provides healing by 1 to fighters and drones positioned orthogonally adjacent upon their arrival and at the start of their subsequent turns. Fighters shoved into a sacred flame are immediately destroyed. Barriers cannot be constructed on the edge of a sacred flame. When hit directly by a turret attack, a sacred flame turns into a toxic fire.


Toxic Fire Fighters shoved into a sacred flame are immediately destroyed. Toxic fire gradually spreads at the start of every round to adjacent grass. Walls block this spread but barriers are eventually destroyed by it. Barriers cannot be constructed on the edge of a toxic fire.


Obstructions There are also obstructions, which are holes in the battlefield at some spaces. Some of these holes are partially filled with water, but you still can’t enter them. Barriers cannot be constructed on the edge of obstructions.


Campaigns

At the start of the campaign, you choose your character from among the 10 faction founders. You begin the campaign owning only your origin territory which is within your homeland region.


The goal of a campaign is to conquer all 10 regions of Cendovia. Each region has 5 territories and belongs to a different faction. You can only move freely across territories that you own. Each time you move, a day passes. You can attack adjacent enemy territories and thereby start battles. At the end of each battle, a day passes.


Capitals

Each region has a capital shown with a star on the map. When you capture a capital, you indirectly gain all remaining territories within its region. You can right click on any territory for details about it.

Here we see that Wargrav was directly captured. Territories captured directly have double red flags, whereas those captured indirectly only have a single red flag.


Indirectly captured Territories are more susceptible to uprisings and invasions. When you gain a territory by indirect capture, you also miss the opportunity to capture any of its troops. They will often flee to join enemy factions, and you may face them again later. If you need more cards, you can benefit from invading outer territories before attacking a capital.


Campaign Completion

When you own all 50 territories across the 10 regions of Cendovia, you win the campaign.

Currently we see that Nami has 6 out of those 50. You start the campaign with 20 lives. Every time you lose a battle, you lose a life. If you run out of territories or lives, you lose the campaign.


Sacred Territories

The only way to gain lives is to capture a sacred territory directly. Capitals are never sacred territories, but some outer territories like Dimsala are. Each sacred territory will give you one extra life the first time you capture it directly. If you later end up recapturing it, you don’t gain another extra life. And if you start your campaign in a sacred territory, such as Nami does in Dimsala, you don’t start with its extra life.


Facilities

Every territory has a facility. You can visit a territory’s facility if you are currently in that territory and not engaged in battle. Unlike moving or battling, visiting a facility does not increment the days.

Facilities are marked by black icons on the map.


These facilities include:


- Banks to store tokens you don’t want to risk in battle while earning interest,

- Stores to acquire resources with your tokens,

- Factories that produce cards and upgrades,

- Schools to train your troops,

- Prisons to hold your enemies or free your allies,

- Hospitals to heal your fighters,

- Labs to repair your drones and portals,

- Power Plants to produce more tokens, and

- Transit Stations to fast travel across Cendovia.


Days

Time in Cendovia is measured in days and you start each campaign on Day 1. Each time you move to another territory or engage in a battle, the day increments to the next day. One exception is fast travel. When you fast travel between transit stations, time does not pass. Facilities often have capabilities that relate to time. See each facility for details.


Chapters

There are 10 chapters in a campaign. The chapter is an indicator of how far you have gotten in the campaign. Each time you capture a capital, it moves you to the next chapter. But losing a capital doesn’t send you back to a previous chapter. As the chapters advance, your enemies make greater use of their facilities and thus become stronger.


Uprisings

If an uprising occurs, you will have a certain number of days to travel to that territory. If you don’t get there in time, the territory will fall to the enemy without a fight. But if you do, you will have a chance to confront the enemy one on one. In an uprising confrontation, you can use a combination of persuasion and combat to thwart the uprising.


Enemy Invasions

While you will primarily spend the campaign invading enemy territories, enemies can also attack you if you're near their borders. When this happens, you will be forced to defend that territory in battle. If you lose, you will lose the territory and be expelled into a nearby territory of yours.


Losing Streaks

If you are on a losing streak, your enemies can sense weakness, and the risk of uprisings or enemy invasions goes up. But if you won your last battle or uprising confrontation, these are far less likely to occur.


Permanent Captives

When you win a campaign battle, you get to keep any drones or portals that you captured and any fighters you recruited, so long as you kept them alive to the battle’s end.


But similarly when you lose, your enemy will keep their captives. You may wish to prioritize capturing and killing your captured troops to avoid losing them permanently.


When you win, you may also be randomly awarded some extra cards from your enemy’s scrap heap. The larger your enemy's scrap heap is relative to yours, the greater your chances of getting extra cards. Fortunately, your enemies don’t get extra cards from your scrap heap when they defeat you.


Seized Tokens

The winner of a campaign battle also seizes half of the losers remaining tokens in hand. These funds matter both for future battles and for use in Cendovia’s facilities to enhance your army.


Campaign Deck Management

When you capture cards, they go into your inventory but are not automatically placed in your active deck. You must edit your deck before a battle if you want to use them as starters or reserves. You cannot change the leader of your deck in campaign mode. This will always be the character you selected to start the campaign.


Unlike in other modes, there is no minimum point value for campaign decks. You also cannot edit your campaign deck during a battle.


Persistent Damage

Another thing we see here is that Lute is damaged from the prior battle. At the end of every campaign battle, damage to your troops persists but with some healing then automatically applied.


Your leader is always returned to full health, but all others are only healed by 2 health, up to their max health. Even damaged cards that did not participate in the battle recover by 2 after the battle. So, you may choose to move injured cards out of your deck and into your inventory to sit out battles until they fully heal.


Card Stats Reset

Only changes to health stats persist beyond a campaign battle. All other stats reset to their original values after each battle. For example, all shield strengths are restored to their original values. Also, all equipment is detached from fighters and drones.


Guardians

The last thing to know about campaigns is how to assign guardians. Guardians help you keep the territory that you have fought so hard to gain. You can designate a fully healthy fighter as a guardian of one of your territories. When your territory has a guardian, it is not susceptible to enemy invasions or uprisings.


But there is a tradeoff. When you designate a guardian, that fighter is unavailable for battle until you relieve them of guard duty. You can change guardian designations from anywhere.

You don’t have to go to those territories to assign or unassign guardians. But you can’t do so while engaged in battle.


Payroll

In campaigns, fighters earn pay every time they go to battle in your deck, even if they do not make it onto the battlefield. See each fighter's Pay Rate on their cards.


If a fighter enters a battle with unpaid earnings, their loyalty will reduce by 1. If it reaches zero, they may desert you.


Fighters who are owed pay cannot serve as guardians of territories, nor can they work in prisons or factories. You also cannot imprison fighters whom you own funds to. Payments cannot be made during battle.

 
 
 

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