In the previous entry of this new series, we discussed what Red Heroes have to offer in terms of gameplay and strategy. However, there's one particular mistake I made as I wrote that article.
I DIDN'T EVEN EXPLAIN THE MECHANICS OF THE GAME!!!! How can people be able to utilize the characters they have if they don't even know how to play it?!
*sigh* Well, today, allow me to make up for that blunder, by discussing how the game actually works and the rules of play that you need to understand in order to win.
What you see here is the battle screen, where all matches in TEPPEN will take place. Here are some of the things that you need to learn in order to win.
1. Cards. The stronghold to victory.
Yeah, that's right. Cards. You defend yourself by using this. Playing a card will allow you to either play unit or unleash a certain effect. There are two kinds of cards, Unit and Action cards, both of which have various gameplay styles.
A Unit card has an MP Cost, an Attack (represented by the number inside a red triangle) and HP (represented by the number inside a blue shield). Attack is the amount of damage you deal to enemies, while the HP is the amount of damage it can take before it's destroyed. Once it reaches zero, it's removed from the field and sent to the Graveyard.
Meanwhile, Action Cards only has an MP Cost but it has various effects that you can utilize to gain the upper hand.
Cards also come in various rarities; Common, Rare, Epic, Legendary, and Secret. (with the latter being variants of other existing cards but animated)
2. Heroes. The avatar of power.
The one in the left is the Hero you're currently using. In your Hero, you can see its current Health (the big number), number of remaining cards in your Deck, and the number of cards in your Graveyard (where all used Actions and destroyed Units usually being sent).
3. Hero Art; true strength unleashed!
A Hero Art is a unique ability that each Hero has. They can learn up to three but can only equip one per battle. Using a Hero Art requires AP which can be acquired by playing cards. The amount of MP is the same amount of AP you'll generate. Once a Hero Art has been used, you have to wait for a short while to use it again, even after getting the amount of AP you'll need.
4. MP, the conduit of courage.
MP is required to play cards. It charges over time, providing you 1 MP every five seconds. During the start of matches, you gain 4 MP by default and it recharges from there. Max MP is also affected by the number of attributes you put in your Deck (which will be discussed in a future entry). Certain effects and Units can either accelerate your MP charge time or slow it down.
5. EX Pocket. Freebies are always a good thing.
The EX Pocket is a slot where cards that are added to the hand through special means are placed. You can only add two cards in it. Any excess will be sent to the Graveyard instead, so be careful.
6. Unit slots. The foundations of a good offense.
This is where you can put units. Only three units can appear at a time.
7. Attack gauge. Charge through and show no mercy!
Unlike in most card games, attacking is determined to the way the attack gauge reaches the other side. If the attack gauge maxes out, it launches an attack, dealing damage to an opposing enemy unit in the opposite slot. If there are no units on that slot, it damages the Hero instead.
8. The enemy Hero. Make them step aside!
The aim of the game is to get the Hero's enemy to zero HP. You can do so by playing your cards right.
Also, keep in mind in some of these tips;
A. A match lasts for five minutes.
B. The player with the most HP after the timer reaches zero is declared the victor. If both players have the same amount of health after the five-minute duration expires, it results in a DOUBLE DEFEAT!!!!
C. It's not game over when you ran out of cards from your Deck. As long as you have cards in your hand and the timer still ticks, you can still fight.
D. The flag button on the top-left is the surrender option. Do so if you want to quit fighting, but this will result in a loss. Only do so if you think that you'll lose no matter what you do. It's not shameful to admit defeat every now and then, it will just make you ensure yourself that you will do better next time.
That's all I have for today. If you have other tips in mind, feel free to leave some in the comments.
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