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	<title>Arcmage Wiki - User contributions [en]</title>
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	<updated>2026-05-21T05:49:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1632</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1632"/>
		<updated>2017-08-06T19:02:56Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: Rephrasing of how it works.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Blocking - ability is only valid while the creature is defending against an attack.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
*Front - this ability is only valid while the creature is in the Front.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
===Safe===&lt;br /&gt;
&amp;#039;&amp;#039;Safe from x&amp;#039;&amp;#039; - I can&amp;#039;t be targeted by a source that belongs to faction x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When I attack you may have target creature defending player controls unmark and block me if it is able to.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
===Travel===&lt;br /&gt;
I don&amp;#039;t mark when I move.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1631</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1631"/>
		<updated>2017-08-02T20:00:08Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Travel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Blocking - ability is only valid while the creature is defending against an attack.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
*Front - this ability is only valid while the creature is in the Front.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
===Safe===&lt;br /&gt;
&amp;#039;&amp;#039;Safe from x&amp;#039;&amp;#039; - I can&amp;#039;t be targeted by a source that belongs to faction x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
===Travel===&lt;br /&gt;
I don&amp;#039;t mark when I move.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1630</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1630"/>
		<updated>2017-08-02T19:58:30Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Travel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Blocking - ability is only valid while the creature is defending against an attack.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
*Front - this ability is only valid while the creature is in the Front.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
===Safe===&lt;br /&gt;
&amp;#039;&amp;#039;Safe from x&amp;#039;&amp;#039; - I can&amp;#039;t be targeted by a source that belongs to faction x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
===Travel===&lt;br /&gt;
I don&amp;#039;t mark when I move in any direction between front and kingdom.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1629</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1629"/>
		<updated>2017-08-02T19:57:08Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* T */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Blocking - ability is only valid while the creature is defending against an attack.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
*Front - this ability is only valid while the creature is in the Front.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
===Safe===&lt;br /&gt;
&amp;#039;&amp;#039;Safe from x&amp;#039;&amp;#039; - I can&amp;#039;t be targeted by a source that belongs to faction x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
===Travel===&lt;br /&gt;
I don&amp;#039;t mark when I move in any direction between the front and the kingdom.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1624</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1624"/>
		<updated>2017-07-30T09:22:25Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Ability Prefixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Blocking - ability is only valid while the creature is defending against an attack.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
*Front - this ability is only valid while the creature is in the Front.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
===Safe===&lt;br /&gt;
&amp;#039;&amp;#039;Safe from x&amp;#039;&amp;#039; - I can&amp;#039;t be targeted by a source that belongs to faction x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1623</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1623"/>
		<updated>2017-07-30T09:22:05Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Ability Prefixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Blocking - ability is only valid while the creature is defending against an attack.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
*Front- this ability is only valid while the creature is in the Front.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
===Safe===&lt;br /&gt;
&amp;#039;&amp;#039;Safe from x&amp;#039;&amp;#039; - I can&amp;#039;t be targeted by a source that belongs to faction x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1622</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1622"/>
		<updated>2017-07-30T09:21:35Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Ability Prefixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Blocking - ability is only valid while the creature is defending against an attack.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
===Safe===&lt;br /&gt;
&amp;#039;&amp;#039;Safe from x&amp;#039;&amp;#039; - I can&amp;#039;t be targeted by a source that belongs to faction x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1621</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1621"/>
		<updated>2017-07-30T09:20:25Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
&lt;br /&gt;
===Safe===&lt;br /&gt;
&amp;#039;&amp;#039;Safe from x&amp;#039;&amp;#039; - I can&amp;#039;t be targeted by a source that belongs to faction x.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1620</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1620"/>
		<updated>2017-07-30T09:06:14Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Ally */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1619</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1619"/>
		<updated>2017-07-26T14:15:41Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Readied */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
I can attack, move, mark and assign the turn I come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1618</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1618"/>
		<updated>2017-07-26T09:54:15Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Defender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
I can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1611</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1611"/>
		<updated>2017-07-21T15:33:15Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Veteran */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
I do not mark when attacking.&lt;br /&gt;
&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1603</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1603"/>
		<updated>2017-07-21T13:46:46Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Cooperate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities/enchantments/equipment can&amp;#039;t be used by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
#All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1602</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1602"/>
		<updated>2017-07-21T13:44:45Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Cooperate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - I can attack together with other creatures with cooperate. Our ATK/DEF are summed up as if we were one creature during the attack. Other abilities can&amp;#039;t be used/triggered by us while we attack using cooperate.&lt;br /&gt;
&lt;br /&gt;
All the cooperating attacking creatures die if the blocking creature deals damage that is equal to or greater than cooperating attackers total DEF.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
&lt;br /&gt;
===Deadly===&lt;br /&gt;
Creatures damaged by &amp;#039;&amp;#039;Deadly&amp;#039;&amp;#039; creatures in combat are destroyed (regardless off their defensive strength)&lt;br /&gt;
&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
Defending against a creature with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; can only be done with other creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; .&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overrun===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
===Peaceful===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Peaceful&amp;#039;&amp;#039; cannot attack.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Ranged&amp;#039;&amp;#039; can defend againts creatures with &amp;#039;&amp;#039;Flying&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
===Sudden===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sudden&amp;#039;&amp;#039; can be cast directly into the Army and can attack this turnk. (ARC Only)&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=File:Table_layout_orc.png&amp;diff=1561</id>
		<title>File:Table layout orc.png</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=File:Table_layout_orc.png&amp;diff=1561"/>
		<updated>2017-07-19T18:20:01Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1513</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1513"/>
		<updated>2016-11-06T21:52:59Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept and the Awesome Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed continuation of it, niched towards two specifc rules system that are under development: The Original Rules Concept, or as we often say in short, the ORC and the Awesome Rules Concept, or the ARC.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Original Rules Concept|the ORC]] or [[Awesome Rules Concept|the ARC]].&lt;br /&gt;
&lt;br /&gt;
Snowdrop is the lead developer of [[Original Rules Concept|the ORC]] and ngoeminne is lead developer of [[Awesome Rules Concept|the ARC]]. The development process is transparent and done in public. You are always welcome to become a part of the ORC/ARC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game that may be adapte for more players later on.&lt;br /&gt;
* Use the table to put a spatial dimension in the game to add a strategic dimension. &lt;br /&gt;
* Avoid built in and essential randomness beyond what is expected within the scope of traditional CCG:s.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, while balancing that against:&lt;br /&gt;
** Maximizing strategical depth and game flow.&lt;br /&gt;
** With time, let the player build up the game&amp;#039;s tier level of what can be played. &lt;br /&gt;
** Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 40 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special or renown high tier creatures.&lt;br /&gt;
** Example: Daia the Priestess, Inquisitor Marco, General Trevoy, Nicolé Tann&lt;br /&gt;
* Naming, including personal creature names, should be set within the theme and lore of the game.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==ATK &amp;amp; DEF Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack (ATK), but not less than 1 defense (DEF) as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it - the ATK and DEF. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that have the prefix &amp;quot;offensive&amp;quot; &amp;#039;&amp;#039;or&amp;#039;&amp;#039; &amp;quot;defensive&amp;quot; applied to them but are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix, to limit when the ability may be used.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;. It&amp;#039;s minor since it may only be used when the creature is attacking.&lt;br /&gt;
*Creatures usually have between 0 to 2 normal abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 20% to 50% of the abilities available in the game should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Even more substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 20% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in resources &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 resource cost per normal positive ability, +0.5 resource per minor positive.&lt;br /&gt;
*-1 resource cost per normal negative ability, -0.5 resource per minor positive.&lt;br /&gt;
*The following should also be added to the resource cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra resource cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 resource cost.&lt;br /&gt;
**Notice: Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start. Another reason to avoide such cards is that they are essnetialy bad sibling cards and add nothing to the game.&lt;br /&gt;
**+0 resource cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the resource cost is used steeply to compensate. We try to avoid using the simple resource solution for this in ordet to create more intersting draw backs in the game.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more resource than other factions equivalent.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1512</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1512"/>
		<updated>2016-11-06T21:49:32Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept and the Awesome Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed continuation of it, niched towards two specifc rules system that are under development: The Original Rules Concept, or as we often say in short, the ORC and the Awesome Rules Concept, or the ARC.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Original Rules Concept|the ORC]] or [[Awesome Rules Concept|the ARC]].&lt;br /&gt;
&lt;br /&gt;
Snowdrop is the lead developer of [[Original Rules Concept|the ORC]] and ngoeminne is lead developer of [[Awesome Rules Concept|the ARC]]. The development process is transparent and done in public. You are always welcome to become a part of the ORC/ARC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game that may be adapte for more players later on.&lt;br /&gt;
* Use the table to put a spatial dimension in the game to add a strategic dimension. &lt;br /&gt;
* Avoid built in and essential randomness beyond what is expected within the scope of traditional CCG:s.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, while balancing that against:&lt;br /&gt;
** Maximizing strategical depth and game flow.&lt;br /&gt;
** With time, let the player build up the game&amp;#039;s tier level of what can be played. &lt;br /&gt;
** Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 40 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special or renown high tier creatures.&lt;br /&gt;
** Example: Daia the Priestess, Inquisitor Marco, General Trevoy, Nicolé Tann&lt;br /&gt;
* Naming, including personal creature names, should be set within the theme and lore of the game.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==ATK &amp;amp; DEF Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack (ATK), but not less than 1 defense (DEF) as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it - the ATK and DEF. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that have the prefix &amp;quot;offensive&amp;quot; &amp;#039;&amp;#039;or&amp;#039;&amp;#039; &amp;quot;defensive&amp;quot; applied to them but are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix, to limit when the ability may be used.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;. It&amp;#039;s minor since it may only be used when the creature is attacking.&lt;br /&gt;
*Creatures usually have between 0 to 2 normal abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 20% to 50% of the abilities available in the game should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Even more substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 20% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1511</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1511"/>
		<updated>2016-11-06T21:42:43Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept and the Awesome Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed continuation of it, niched towards two specifc rules system that are under development: The Original Rules Concept, or as we often say in short, the ORC and the Awesome Rules Concept, or the ARC.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Original Rules Concept|the ORC]] or [[Awesome Rules Concept|the ARC]].&lt;br /&gt;
&lt;br /&gt;
Snowdrop is the lead developer of [[Original Rules Concept|the ORC]] and ngoeminne is lead developer of [[Awesome Rules Concept|the ARC]]. The development process is transparent and done in public. You are always welcome to become a part of the ORC/ARC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game that may be adapte for more players later on.&lt;br /&gt;
* Use the table to put a spatial dimension in the game to add a strategic dimension. &lt;br /&gt;
* Avoid built in and essential randomness beyond what is expected within the scope of traditional CCG:s.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, while balancing that against:&lt;br /&gt;
** Maximizing strategical depth and game flow.&lt;br /&gt;
** With time, let the player build up the game&amp;#039;s tier level of what can be played. &lt;br /&gt;
** Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 40 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special or renown high tier creatures.&lt;br /&gt;
** Example: Daia the Priestess, Inquisitor Marco, General Trevoy, Nicolé Tann&lt;br /&gt;
* Naming, including personal creature names, should be set within the theme and lore of the game.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==ATK &amp;amp; DEF Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack (ATK), but not less than 1 defense (DEF) as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it - the ATK and DEF. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1510</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1510"/>
		<updated>2016-11-06T21:40:56Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Stats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept and the Awesome Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed continuation of it, niched towards two specifc rules system that are under development: The Original Rules Concept, or as we often say in short, the ORC and the Awesome Rules Concept, or the ARC.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Original Rules Concept|the ORC]] or [[Awesome Rules Concept|the ARC]].&lt;br /&gt;
&lt;br /&gt;
Snowdrop is the lead developer of [[Original Rules Concept|the ORC]] and ngoeminne is lead developer of [[Awesome Rules Concept|the ARC]]. The development process is transparent and done in public. You are always welcome to become a part of the ORC/ARC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game that may be adapte for more players later on.&lt;br /&gt;
* Use the table to put a spatial dimension in the game to add a strategic dimension. &lt;br /&gt;
* Avoid built in and essential randomness beyond what is expected within the scope of traditional CCG:s.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, while balancing that against:&lt;br /&gt;
** Maximizing strategical depth and game flow.&lt;br /&gt;
** With time, let the player build up the game&amp;#039;s tier level of what can be played. &lt;br /&gt;
** Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 40 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special or renown high tier creatures.&lt;br /&gt;
** Example: Daia the Priestess, Inquisitor Marco, General Trevoy, Nicolé Tann&lt;br /&gt;
* Naming, including personal creature names, should be set within the theme and lore of the game.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==ATK &amp;amp; DEF Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack (ATK), but not less than 1 defense (DEF) as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*Number of creature types a creature has should never go beyond four. Typically it would only have one or two. &lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1509</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1509"/>
		<updated>2016-11-06T21:39:28Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Naming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept and the Awesome Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed continuation of it, niched towards two specifc rules system that are under development: The Original Rules Concept, or as we often say in short, the ORC and the Awesome Rules Concept, or the ARC.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Original Rules Concept|the ORC]] or [[Awesome Rules Concept|the ARC]].&lt;br /&gt;
&lt;br /&gt;
Snowdrop is the lead developer of [[Original Rules Concept|the ORC]] and ngoeminne is lead developer of [[Awesome Rules Concept|the ARC]]. The development process is transparent and done in public. You are always welcome to become a part of the ORC/ARC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game that may be adapte for more players later on.&lt;br /&gt;
* Use the table to put a spatial dimension in the game to add a strategic dimension. &lt;br /&gt;
* Avoid built in and essential randomness beyond what is expected within the scope of traditional CCG:s.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, while balancing that against:&lt;br /&gt;
** Maximizing strategical depth and game flow.&lt;br /&gt;
** With time, let the player build up the game&amp;#039;s tier level of what can be played. &lt;br /&gt;
** Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 40 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special or renown high tier creatures.&lt;br /&gt;
** Example: Daia the Priestess, Inquisitor Marco, General Trevoy, Nicolé Tann&lt;br /&gt;
* Naming, including personal creature names, should be set within the theme and lore of the game.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack, but not less than 1 DEF as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc. Please see [[Faction Concepts|mindmap]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*Number of creature types a creature has should never go beyond four. Typically it would only have one or two. &lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1508</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1508"/>
		<updated>2016-11-06T21:35:07Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Naming */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept and the Awesome Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed continuation of it, niched towards two specifc rules system that are under development: The Original Rules Concept, or as we often say in short, the ORC and the Awesome Rules Concept, or the ARC.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Original Rules Concept|the ORC]] or [[Awesome Rules Concept|the ARC]].&lt;br /&gt;
&lt;br /&gt;
Snowdrop is the lead developer of [[Original Rules Concept|the ORC]] and ngoeminne is lead developer of [[Awesome Rules Concept|the ARC]]. The development process is transparent and done in public. You are always welcome to become a part of the ORC/ARC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game that may be adapte for more players later on.&lt;br /&gt;
* Use the table to put a spatial dimension in the game to add a strategic dimension. &lt;br /&gt;
* Avoid built in and essential randomness beyond what is expected within the scope of traditional CCG:s.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, while balancing that against:&lt;br /&gt;
** Maximizing strategical depth and game flow.&lt;br /&gt;
** With time, let the player build up the game&amp;#039;s tier level of what can be played. &lt;br /&gt;
** Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 40 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special or renown high tier creatures.&lt;br /&gt;
* Naming, including personal creature names, should be set within the theme and lore of the game.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack, but not less than 1 DEF as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc. Please see [[Faction Concepts|mindmap]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*Number of creature types a creature has should never go beyond four. Typically it would only have one or two. &lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1507</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1507"/>
		<updated>2016-11-06T21:33:27Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* General */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept and the Awesome Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed continuation of it, niched towards two specifc rules system that are under development: The Original Rules Concept, or as we often say in short, the ORC and the Awesome Rules Concept, or the ARC.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Original Rules Concept|the ORC]] or [[Awesome Rules Concept|the ARC]].&lt;br /&gt;
&lt;br /&gt;
Snowdrop is the lead developer of [[Original Rules Concept|the ORC]] and ngoeminne is lead developer of [[Awesome Rules Concept|the ARC]]. The development process is transparent and done in public. You are always welcome to become a part of the ORC/ARC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game that may be adapte for more players later on.&lt;br /&gt;
* Use the table to put a spatial dimension in the game to add a strategic dimension. &lt;br /&gt;
* Avoid built in and essential randomness beyond what is expected within the scope of traditional CCG:s.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, while balancing that against:&lt;br /&gt;
** Maximizing strategical depth and game flow.&lt;br /&gt;
** With time, let the player build up the game&amp;#039;s tier level of what can be played. &lt;br /&gt;
** Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 40 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special and renown high tier creatures.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack, but not less than 1 DEF as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc. Please see [[Faction Concepts|mindmap]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*Number of creature types a creature has should never go beyond four. Typically it would only have one or two. &lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1506</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=1506"/>
		<updated>2016-11-06T21:27:44Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Intro */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept and the Awesome Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed continuation of it, niched towards two specifc rules system that are under development: The Original Rules Concept, or as we often say in short, the ORC and the Awesome Rules Concept, or the ARC.&lt;br /&gt;
&lt;br /&gt;
If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Original Rules Concept|the ORC]] or [[Awesome Rules Concept|the ARC]].&lt;br /&gt;
&lt;br /&gt;
Snowdrop is the lead developer of [[Original Rules Concept|the ORC]] and ngoeminne is lead developer of [[Awesome Rules Concept|the ARC]]. The development process is transparent and done in public. You are always welcome to become a part of the ORC/ARC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game. (We&amp;#039;ll adapt it for more players later on.)&lt;br /&gt;
* Use the table to put the spatial dimension in the game. &lt;br /&gt;
* Avoid hard coded randomness.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, balancing that against:&lt;br /&gt;
* Maximizing strategical depth and game flow.&lt;br /&gt;
* With time, let the player build up the tier level of what can be played. &lt;br /&gt;
* Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 60 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special and renown high tier creatures.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack, but not less than 1 DEF as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc. Please see [[Faction Concepts|mindmap]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*Number of creature types a creature has should never go beyond four. Typically it would only have one or two. &lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Template:Playtesting&amp;diff=1504</id>
		<title>Template:Playtesting</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Template:Playtesting&amp;diff=1504"/>
		<updated>2016-11-06T13:44:21Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: Created page with &amp;quot;{| style=&amp;quot;background:#f6ebde; border-left:solid #f28500 10px;border-bottom:solid #c6c2bd 1px; border-top:solid #c6c2bd 1px; border-right:solid #c6c2bd 1px;&amp;quot; width=70% align=&amp;quot;c...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background:#f6ebde; border-left:solid #f28500 10px;border-bottom:solid #c6c2bd 1px; border-top:solid #c6c2bd 1px; border-right:solid #c6c2bd 1px;&amp;quot; width=70% align=&amp;quot;center&amp;quot;; &lt;br /&gt;
|-&lt;br /&gt;
| rowspan=1 | &amp;amp;nbsp;&amp;amp;nbsp; [[Image:Ambox_content.png‎|40px]] &lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Playtesting&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;small&amp;gt;These pages have content that is deemed ready to be playtested.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;&amp;lt;br&amp;gt;Please contact us if you want to help us out or join the dev. team.&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=File:Cardlayout.jpg&amp;diff=1465</id>
		<title>File:Cardlayout.jpg</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=File:Cardlayout.jpg&amp;diff=1465"/>
		<updated>2016-11-06T08:52:53Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: Snowdrop uploaded a new version of &amp;amp;quot;File:Cardlayout.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=File:Cardlayout.jpg&amp;diff=1463</id>
		<title>File:Cardlayout.jpg</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=File:Cardlayout.jpg&amp;diff=1463"/>
		<updated>2016-11-06T08:41:16Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: Snowdrop uploaded a new version of &amp;amp;quot;File:Cardlayout.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1264</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1264"/>
		<updated>2016-07-14T17:59:59Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Cooperate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooperate&amp;#039;&amp;#039; - This creature can attack together with other creatures of the same faction that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature during the attack. No other abilities can be used or triggered by any of the attackers while Cooperate is being used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1262</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1262"/>
		<updated>2016-07-08T12:39:00Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Leadership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can attack together with other creatures that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;#039;&amp;#039;ABILITY NAME RESERVED&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1261</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1261"/>
		<updated>2016-07-08T12:05:39Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Sneak */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can attack together with other creatures that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be blocked by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1252</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1252"/>
		<updated>2016-06-17T23:49:32Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Fast Strike */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can attack together with other creatures that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===First Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be defended against by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1213</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1213"/>
		<updated>2016-04-28T07:19:05Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Stealth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can attack together with other creatures that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Sneak===&lt;br /&gt;
Creatures with sneak can only be defended against by other creatures with &amp;#039;&amp;#039;Sneak&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1212</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1212"/>
		<updated>2016-04-28T07:18:10Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Ranged */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can attack together with other creatures that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Creatures with stealth can only be defended against by other creatures with &amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1198</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1198"/>
		<updated>2016-04-24T09:27:03Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Flying */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can attack together with other creatures that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with Ranged can defend against Flying creatures.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Creatures with stealth can only be defended against by other creatures with &amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1197</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1197"/>
		<updated>2016-04-24T09:23:41Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Detection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can attack together with other creatures that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against creatures with sneak.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
This creature can only be defended against by creatures with Ranged.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with Ranged can defend against Flying creatures.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Creatures with stealth can only be defended against by other creatures with &amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1196</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1196"/>
		<updated>2016-04-24T09:20:59Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Defender */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can attack together with other creatures that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can not attack.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against Stealth creatures.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
This creature can only be defended against by creatures with Ranged.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with Ranged can defend against Flying creatures.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Creatures with stealth can only be defended against by other creatures with &amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1195</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1195"/>
		<updated>2016-04-24T09:18:44Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Cooperate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can attack together with other creatures that also have the cooperate ability. Their ATK/DEF are summed up as if they are one creature. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can only be played in the Defensive and may never be placed or moved into another region.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against Stealth creatures.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
This creature can only be defended against by creatures with Ranged.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with Ranged can defend against Flying creatures.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Creatures with stealth can only be defended against by other creatures with &amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1194</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1194"/>
		<updated>2016-04-24T01:52:45Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Charge */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can fight together with other creatures that also have cooperate. Their ATK/DEF are summed up. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can only be played in the Defensive and may never be placed or moved into another region.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against Stealth creatures.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
This creature can only be defended against by creatures with Ranged.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with Ranged can defend against Flying creatures.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Creatures with stealth can only be defended against by other creatures with &amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1193</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1193"/>
		<updated>2016-04-24T01:48:29Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Battle Muse */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Bloodborne===&lt;br /&gt;
&amp;#039;&amp;#039;Bloodborne x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Charge===&lt;br /&gt;
&amp;#039;&amp;#039;Charge x&amp;#039;&amp;#039; – When attacking, you may give you give this creature x +1/+0 against a defender. After cauclulating damage, this creature receives an equal amount of +0/-1 counters until the start of your next turn and loses the +1/+0 counters gained by this ability. You may use this abilitiy once for every defending creature.&lt;br /&gt;
&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can fight together with other creatures that also have cooperate. Their ATK/DEF are summed up. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can only be played in the Defensive and may never be placed or moved into another region.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against Stealth creatures.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
This creature can only be defended against by creatures with Ranged.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with Ranged can defend against Flying creatures.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Creatures with stealth can only be defended against by other creatures with &amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1192</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=1192"/>
		<updated>2016-04-24T01:43:29Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Ability Prefixes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what zone that ability is valid. Abilities that do have prefixes are only valid in that zone and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Attacking - this ability is only valid while the creature is in an attacker.&lt;br /&gt;
*Defending - ability is only valid while the creature is defending.&lt;br /&gt;
*Kingdom - this ability is only valid while the creature is in the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Battle Muse===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Muse x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Charge===&lt;br /&gt;
&amp;#039;&amp;#039;Charge x&amp;#039;&amp;#039; – When attacking, you may give you give this creature x +1/+0 against a defender. After cauclulating damage, this creature receives an equal amount of +0/-1 counters until the start of your next turn and loses the +1/+0 counters gained by this ability. You may use this abilitiy once for every defending creature.&lt;br /&gt;
&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can fight together with other creatures that also have cooperate. Their ATK/DEF are summed up. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can only be played in the Defensive and may never be placed or moved into another region.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against Stealth creatures.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
This creature can only be defended against by creatures with Ranged.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with Ranged can defend against Flying creatures.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Creatures with stealth can only be defended against by other creatures with &amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Main_Page&amp;diff=1120</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Main_Page&amp;diff=1120"/>
		<updated>2016-04-11T18:25:40Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{intro}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; align=&amp;quot;left&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;right&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Lightbulb2.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%; border-style:solid; border-width:0px;&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[General Design Document|General Design Document (GDD)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Project Philosophy|Project Philosophy]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Information for Newcomers|Information for Newcomers]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[FAQ|FAQ]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abbreviations|Terminology]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;right&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Joystick.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%; border-style:solid; border-width:0px;&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Rules in dev.&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Original Rules Concept |Original Rules Concept (ORC)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Awesome Rules Concept |Awesome Rules Concept (ARC)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Local design document (ORC)|Local design document (LDD)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Faction Concepts|Faction Concepts]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities List|Abilities]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Meetings|Team Meetings]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;border-style:solid; border-width:0px; position:relative; top:-10px; left:0px;&amp;quot; valign=&amp;quot;top&amp;quot; | [[Image:Cards.png‎|200px|top]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Helpout.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Getting around&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.org/ Website]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.westeurope.cloudapp.azure.com/#/cards Cards]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;http://wtactics.westeurope.cloudapp.azure.com/#/decks&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.org/forum Forum]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Contact|Contact]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Pen.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Lore &amp;amp; Background Story&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Story|The Story]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Thematic Language|Thematic Language]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Quotes|Industry Quotes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Recruitment|Recruitment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Paintbrush.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Creating Cards&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Style Guide|Art Style Guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Template size references|Sizes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Creating Faction Logos|Faction Logos]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;http://wtactics.org/mockups&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Project_Gallery|Our Gallery]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Openbox.png|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Misc.&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Printing on a budget|Printing]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Our contribution|Our contribution]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sleeves|Sleeves Guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Rules brainstorming|Brainstorming]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Main_Page&amp;diff=1119</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Main_Page&amp;diff=1119"/>
		<updated>2016-04-11T18:25:16Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{intro}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; align=&amp;quot;left&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;right&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Lightbulb2.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%; border-style:solid; border-width:0px;&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[General Design Document|General Design Document (GDD)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Project Philosophy|Project Philosophy]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Information for Newcomers|Information for Newcomers]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[FAQ|FAQ]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abbreviations|Terminology]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;right&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Joystick.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%; border-style:solid; border-width:0px;&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Rules in dev.&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Original Rules Concept |Original Rules Concept (ORC)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Awesome Rules Concept |Awesome Rules Concept (ARC)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Local design document (ORC)|Local design document (LDD)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Faction Concepts|Faction Concepts]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities List|Abilities]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Meetings|Team Meetings]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt; &lt;br /&gt;
.&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;border-style:solid; border-width:0px; position:relative; top:-10px; left:0px;&amp;quot; valign=&amp;quot;top&amp;quot; | [[Image:Cards.png‎|200px|top]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Helpout.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Getting around&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.org/ Website]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.westeurope.cloudapp.azure.com/#/cards Cards]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;http://wtactics.westeurope.cloudapp.azure.com/#/decks&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.org/forum Forum]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Contact|Contact]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
fddaf&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Pen.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Lore &amp;amp; Background Story&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Story|The Story]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Thematic Language|Thematic Language]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Quotes|Industry Quotes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Recruitment|Recruitment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Paintbrush.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Creating Cards&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Style Guide|Art Style Guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Template size references|Sizes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Creating Faction Logos|Faction Logos]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;http://wtactics.org/mockups&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Project_Gallery|Our Gallery]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Openbox.png|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Misc.&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Printing on a budget|Printing]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Our contribution|Our contribution]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sleeves|Sleeves Guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Rules brainstorming|Brainstorming]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Main_Page&amp;diff=1118</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Main_Page&amp;diff=1118"/>
		<updated>2016-04-11T18:24:31Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{intro}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; align=&amp;quot;left&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;right&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Lightbulb2.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%; border-style:solid; border-width:0px;&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[General Design Document|General Design Document (GDD)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Project Philosophy|Project Philosophy]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Information for Newcomers|Information for Newcomers]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[FAQ|FAQ]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abbreviations|Terminology]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;right&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Joystick.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%; border-style:solid; border-width:0px;&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Rules in dev.&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Original Rules Concept |Original Rules Concept (ORC)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Awesome Rules Concept |Awesome Rules Concept (ARC)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Local design document (ORC)|Local design document (LDD)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Faction Concepts|Faction Concepts]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities List|Abilities]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Meetings|Team Meetings]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;border-style:solid; border-width:0px; position:relative; top:-10px; left:0px;&amp;quot; valign=&amp;quot;top&amp;quot; | [[Image:Cards.png‎|200px|top]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Helpout.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Getting around&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.org/ Website]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.westeurope.cloudapp.azure.com/#/cards Cards]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;http://wtactics.westeurope.cloudapp.azure.com/#/decks&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.org/forum Forum]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Contact|Contact]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
fddaf&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Pen.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Lore &amp;amp; Background Story&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Story|The Story]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Thematic Language|Thematic Language]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Quotes|Industry Quotes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Recruitment|Recruitment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Paintbrush.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Creating Cards&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Style Guide|Art Style Guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Template size references|Sizes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Creating Faction Logos|Faction Logos]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;http://wtactics.org/mockups&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Project_Gallery|Our Gallery]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Openbox.png|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Misc.&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Printing on a budget|Printing]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Our contribution|Our contribution]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sleeves|Sleeves Guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Rules brainstorming|Brainstorming]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Main_Page&amp;diff=1103</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Main_Page&amp;diff=1103"/>
		<updated>2016-04-10T13:17:05Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{intro}}&lt;br /&gt;
&amp;lt;br /&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; align=&amp;quot;left&amp;quot; cellpadding=&amp;quot;0&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;right&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Lightbulb2.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%; border-style:solid; border-width:0px;&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;General&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[General Design Document|General Design Document (GDD)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Project Philosophy|Project Philosophy]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Information for Newcomers|Information for Newcomers]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[FAQ|FAQ]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abbreviations|Terminology]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;right&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Joystick.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%; border-style:solid; border-width:0px;&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Rules in dev.&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Original Rules Concept |Original Rules Concept (ORC)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Awesome Rules Concept |Awesome Rules Concept (ARC)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Local design document (ORC)|Local design document (LDD)]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Faction Concepts|Faction Concepts]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Abilities List|Abilities]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Meetings|Team Meetings]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt; &lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;border-style:solid; border-width:0px; position:relative; top:-10px; left:0px;&amp;quot; valign=&amp;quot;top&amp;quot; | [[Image:Cards.png‎|200px|top]]&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Helpout.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Getting around&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.org/ Website]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.org/cards Cards]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[http://wtactics.org/forum Forum]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Contact|Contact]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Pen.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Lore &amp;amp; Background Story&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Story|The Story]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Thematic Language|Thematic Language]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Quotes|Industry Quotes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Recruitment|Recruitment]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Paintbrush.png‎|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot; |&amp;#039;&amp;#039;&amp;#039;Creating Cards&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Style Guide|Art Style Guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Template size references|Sizes]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Creating Faction Logos|Faction Logos]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Project_Gallery|Our Gallery]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| align=&amp;quot;center&amp;quot;  valign=&amp;quot;top&amp;quot;  |[[Image:Openbox.png|30px]]&lt;br /&gt;
| style=&amp;quot;width:33%&amp;quot; valign=&amp;quot;top&amp;quot;  |&amp;#039;&amp;#039;&amp;#039;Misc.&amp;#039;&amp;#039;&amp;#039;&amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Printing on a budget|Printing]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Our contribution|Our contribution]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Sleeves|Sleeves Guide]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;[[Rules brainstorming|Brainstorming]]&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ul&amp;gt; &amp;lt;br /&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Template:Intro&amp;diff=1089</id>
		<title>Template:Intro</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Template:Intro&amp;diff=1089"/>
		<updated>2016-04-10T09:53:43Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;background:#eef4d7; border-left:solid #8a916f 10px;border-bottom:solid #c6c2bd 1px; border-top:solid #c6c2bd 1px; border-right:solid #c6c2bd 1px;&amp;quot; width=80% align=&amp;quot;center&amp;quot;; &lt;br /&gt;
|-&lt;br /&gt;
| | &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
| &amp;#039;&amp;#039;&amp;#039;Welcome to the library!&amp;#039;&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;small&amp;gt; We are creating a pro &amp;amp; community driven customizable card game (CCG/LCG), delivering quality gameplay and beautiful aesthetics. This is a unique project &amp;amp; also in urgent need of &amp;#039;&amp;#039;your&amp;#039;&amp;#039; help - feel very invited to join us in our quest. Please consider [http://wtactics.org/donations/ supporting us], or [http://wtactics.org/contact/ write us] if you want to join our team. &amp;#039;&amp;#039;Wiki &amp;amp; forum edits are closed to non-members, but you are more than welcome to apply for an account by mailing a presentation of yourself.&amp;#039;&amp;#039;&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=958</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=958"/>
		<updated>2016-03-31T22:21:49Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Heroes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed coninuation of it, niched towards one specifc rules system that is under development: The Original Rules Concept, or as we often say in short, the ORC. &lt;br /&gt;
&lt;br /&gt;
The Original Rules Concept itself is available [[Quick Rules| at this page]]. If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Quick Rules|the ORC]], in that given order.&lt;br /&gt;
&lt;br /&gt;
While snowdrop is the maintainer of [[Quick Rules|the ORC]] the development process is transparent and done in public. You are always welcome to become a part of the ORC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game. (We&amp;#039;ll adapt it for more players later on.)&lt;br /&gt;
* Use the table to put the spatial dimension in the game. &lt;br /&gt;
* Avoid hard coded randomness.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, balancing that against:&lt;br /&gt;
* Maximizing strategical depth and game flow.&lt;br /&gt;
* With time, let the player build up the tier level of what can be played. &lt;br /&gt;
* Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 60 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special and renown high tier creatures.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack, but not less than 1 DEF as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc. Please see [[Faction Concepts|mindmap]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*Number of creature types a creature has should never go beyond four. Typically it would only have one or two. &lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;br /&gt;
&lt;br /&gt;
==Faction Modifiers==&lt;br /&gt;
===Gaia===&lt;br /&gt;
&lt;br /&gt;
====Out of faction====&lt;br /&gt;
*Huge creatures&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=926</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=926"/>
		<updated>2016-03-12T12:35:45Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Quests */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed coninuation of it, niched towards one specifc rules system that is under development: The Original Rules Concept, or as we often say in short, the ORC. &lt;br /&gt;
&lt;br /&gt;
The Original Rules Concept itself is available [[Quick Rules| at this page]]. If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Quick Rules|the ORC]], in that given order.&lt;br /&gt;
&lt;br /&gt;
While snowdrop is the maintainer of [[Quick Rules|the ORC]] the development process is transparent and done in public. You are always welcome to become a part of the ORC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game. (We&amp;#039;ll adapt it for more players later on.)&lt;br /&gt;
* Use the table to put the spatial dimension in the game. &lt;br /&gt;
* Avoid hard coded randomness.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, balancing that against:&lt;br /&gt;
* Maximizing strategical depth and game flow.&lt;br /&gt;
* With time, let the player build up the tier level of what can be played. &lt;br /&gt;
* Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 60 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special and renown high tier creatures.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack, but not less than 1 DEF as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc. Please see [[Faction Concepts|mindmap]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*Number of creature types a creature has should never go beyond four. Typically it would only have one or two. &lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;br /&gt;
&lt;br /&gt;
==Faction Modifiers==&lt;br /&gt;
===Gaia===&lt;br /&gt;
&lt;br /&gt;
====Out of faction====&lt;br /&gt;
*Huge creatures&lt;br /&gt;
&lt;br /&gt;
=Heroes=&lt;br /&gt;
&lt;br /&gt;
*Mono-faction heroes normally have a Loyalty point of 3.&lt;br /&gt;
*Multi-faction heroes usually have a total threshold point of 4 or 5.&lt;br /&gt;
**While most do, each doesn&amp;#039;t have to  have a value of 3 associated with a single faction. &lt;br /&gt;
**Multi faction heroes are subject for stat or ability drawbacks.&lt;br /&gt;
**The faction points for the tertiary faction are always equal to 1.&lt;br /&gt;
*A Hero can never be associated with more than 3 factions.&lt;br /&gt;
*Hero distribution in total should be around 70% mono, 20% duo-factione and 10% tri-faction. &lt;br /&gt;
**The core is likely to have zero tri-factioned Heroes. It will &amp;#039;&amp;#039;maybe&amp;#039;&amp;#039; have 2 duo-faction Heroes, and all the rest will be mono.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=925</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=925"/>
		<updated>2016-03-12T12:34:00Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed coninuation of it, niched towards one specifc rules system that is under development: The Original Rules Concept, or as we often say in short, the ORC. &lt;br /&gt;
&lt;br /&gt;
The Original Rules Concept itself is available [[Quick Rules| at this page]]. If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Quick Rules|the ORC]], in that given order.&lt;br /&gt;
&lt;br /&gt;
While snowdrop is the maintainer of [[Quick Rules|the ORC]] the development process is transparent and done in public. You are always welcome to become a part of the ORC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game. (We&amp;#039;ll adapt it for more players later on.)&lt;br /&gt;
* Use the table to put the spatial dimension in the game. &lt;br /&gt;
* Avoid hard coded randomness.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, balancing that against:&lt;br /&gt;
* Maximizing strategical depth and game flow.&lt;br /&gt;
* With time, let the player build up the tier level of what can be played. &lt;br /&gt;
* Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 60 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special and renown high tier creatures.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack, but not less than 1 DEF as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc. Please see [[Faction Concepts|mindmap]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*Number of creature types a creature has should never go beyond four. Typically it would only have one or two. &lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
***Out of faction characteristics should be avoided in the game alltogether until we have a large cardpool in order to establish faction identities as clearly as possible from the start.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent.&lt;br /&gt;
&lt;br /&gt;
==Faction Modifiers==&lt;br /&gt;
===Gaia===&lt;br /&gt;
&lt;br /&gt;
====Out of faction====&lt;br /&gt;
*Huge creatures&lt;br /&gt;
&lt;br /&gt;
=Heroes=&lt;br /&gt;
&lt;br /&gt;
*Mono-faction heroes normally have a Loyalty point of 3.&lt;br /&gt;
*Multi-faction heroes usually have a total threshold point of 4 or 5.&lt;br /&gt;
**While most do, each doesn&amp;#039;t have to  have a value of 3 associated with a single faction. &lt;br /&gt;
**Multi faction heroes are subject for stat or ability drawbacks.&lt;br /&gt;
**The faction points for the tertiary faction are always equal to 1.&lt;br /&gt;
*A Hero can never be associated with more than 3 factions.&lt;br /&gt;
*Hero distribution in total should be around 70% mono, 20% duo-factione and 10% tri-faction. &lt;br /&gt;
**The core is likely to have zero tri-factioned Heroes. It will &amp;#039;&amp;#039;maybe&amp;#039;&amp;#039; have 2 duo-faction Heroes, and all the rest will be mono.&lt;br /&gt;
&lt;br /&gt;
=Quests=&lt;br /&gt;
*Quests give between 1 to 5 Victory Points upon their completion.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=924</id>
		<title>Local design document (ORC)</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Local_design_document_(ORC)&amp;diff=924"/>
		<updated>2016-03-12T12:27:31Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{development}}&lt;br /&gt;
{{toc}}&lt;br /&gt;
&lt;br /&gt;
[[category:ORC]]&lt;br /&gt;
&lt;br /&gt;
=Intro=&lt;br /&gt;
Welcome to the Local Design Document for the Original Rules Concept. While the [[General Design Document]] outlines the overall framework for WTactics and tells us what type of games we can develop within the WTactics community the Local Design Document you are viewing right now is a more detailed coninuation of it, niched towards one specifc rules system that is under development: The Original Rules Concept, or as we often say in short, the ORC. &lt;br /&gt;
&lt;br /&gt;
The Original Rules Concept itself is available [[Quick Rules| at this page]]. If you&amp;#039;re interested in development it would be a benefit if you read the [[General Design Document]], then this Local Design Document and finally [[Quick Rules|the ORC]], in that given order.&lt;br /&gt;
&lt;br /&gt;
While snowdrop is the maintainer of [[Quick Rules|the ORC]] the development process is transparent and done in public. You are always welcome to become a part of the ORC team or lead your own development of new and different rule system. Either way, please enrich the community with the grace of your presence and feel invited to register in here as well as on the forum to participate in an ongoing discussion or give birth to a new one.&lt;br /&gt;
&lt;br /&gt;
=General=&lt;br /&gt;
* We try to follow all the [[General Design Document|General Design Document]] to whatever extent possible.&lt;br /&gt;
* Focus on a 2 player game. (We&amp;#039;ll adapt it for more players later on.)&lt;br /&gt;
* Use the table to put the spatial dimension in the game. &lt;br /&gt;
* Avoid hard coded randomness.&lt;br /&gt;
* Minimize use of player administration &amp;amp; game variables, balancing that against:&lt;br /&gt;
* Maximizing strategical depth and game flow.&lt;br /&gt;
* With time, let the player build up the tier level of what can be played. &lt;br /&gt;
* Playing time &amp;#039;&amp;#039;average&amp;#039;&amp;#039; is 60 - 80 min. A &amp;gt;= 10 rounds game is considered to be long lasting, yet perfectly possible.&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
* There are five factions as laid out in the [[story|background story]]. Note that these will perhaps have to reduced down into just four if a clear identity can&amp;#039;t be found mechanic wise for each and every one, in which case the fifth would be incorporated into the others, broadening them up while keeping their distinct feeling.&lt;br /&gt;
* Factions should be asymmetrical as far as possible. &lt;br /&gt;
* New factions won&amp;#039;t ever be introduced: Subtypes should be used instead as subfactions if needed. We want broader factions with depth instead of plenty of narrow and over-specialized ones.&lt;br /&gt;
&lt;br /&gt;
=Naming=&lt;br /&gt;
* Card names in general should be 1) Functional 2) Aesthetically appealing 3) Short, in that order of preferences. &lt;br /&gt;
* Creatures tend to have generic &amp;amp; functional &amp;#039;&amp;#039;unit&amp;#039;&amp;#039; names instead of personal ones.&lt;br /&gt;
**Example: Elvish Ballerina, Guardian of the Empire, Elvish Archer etc.&lt;br /&gt;
* Personal creature names are rare and &amp;#039;&amp;#039;reserved&amp;#039;&amp;#039; for special and renown high tier creatures.&lt;br /&gt;
&lt;br /&gt;
=Creatures=&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
* Creature&amp;#039;s default, printed attack/defence is usually an integer between 1 to 10, where 10 is &amp;#039;&amp;#039;very rare&amp;#039;&amp;#039; godlike tier of battle damage reserved for max 1% of the total creature pool, and 5 is considered to be very strong.&lt;br /&gt;
** Creatures &amp;#039;&amp;#039;can&amp;#039;&amp;#039; have 0 attack, but not less than 1 DEF as default value. &lt;br /&gt;
* Numbers can never be negative, and there&amp;#039;s no upper limit for how high ATK/DEF can become while being modified in game. &lt;br /&gt;
* Card stats are adjusted in relation to certain attributes, such as species, faction, abilities etc. Please see [[Faction Concepts|mindmap]] for more specifics.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
*Each creature card is of the &amp;#039;&amp;#039;cardtype Creature&amp;#039;&amp;#039;. This is not written out in clear text. Instead it is indicated by the creature template that differs from all other templates in both colour and layout. In addition it has some two unique containers that are only found on it. &lt;br /&gt;
*A creature can be of several &amp;#039;&amp;#039;subtypes&amp;#039;&amp;#039;, also known as &amp;#039;&amp;#039;creature types&amp;#039;&amp;#039;.&lt;br /&gt;
*Creature names also double as subtypes. Example: A creature card named &amp;quot;Elvish Archer&amp;quot; entails that it is of the &amp;quot;elvish&amp;quot; subtype as well as the &amp;quot;archer&amp;quot; subtype.&lt;br /&gt;
*Number of creature types a creature has should never go beyond four. Typically it would only have one or two. &lt;br /&gt;
*A creature always has at least one creature type.&lt;br /&gt;
*There are no special rules associated with specific creature types. All types that need such rules should be converted into abilities instead, along with reminder text.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
*When designing there are two types of abilities: &amp;#039;&amp;#039;Normal&amp;#039;&amp;#039; and &amp;#039;&amp;#039;minor&amp;#039;&amp;#039;. Minor abilities are the ones that have limited effects, while normal are the rest. &lt;br /&gt;
**Example: &amp;quot;This creature can&amp;#039;t be targeted by Enchantments.&amp;quot; vs &amp;quot;This creature can&amp;#039;t be targeted.&amp;quot; The terminology minor and normal abilities won&amp;#039;t be made official to the players via the cards. The wording won&amp;#039;t be seen &amp;#039;&amp;#039;in&amp;#039;&amp;#039; the game and is primarily there to help us as designers to sort abilities into different tiers.      &lt;br /&gt;
*Normal abilities that only apply in the offensive &amp;#039;&amp;#039;or&amp;#039;&amp;#039; defensive but &amp;#039;&amp;#039;not both&amp;#039;&amp;#039; zones are also considered to be minor. Most abilities can be limited that way by having the word &amp;quot;Offensive&amp;quot; or &amp;quot;Defensive&amp;quot; added in front of their keyworded name, as a prefix.&lt;br /&gt;
**Example: &amp;#039;&amp;#039;Offensive Strike&amp;#039;&amp;#039; is a minor version of the ability called just &amp;#039;&amp;#039;Strike&amp;#039;&amp;#039;.&lt;br /&gt;
*Creatures usually have between 0 to 2 abilities, with the exception that two minor abilities count as one normal.&lt;br /&gt;
*Creatures with more than 2 normal abilities are a rare exception.  A creature can&amp;#039;t have more than three minor abilities in total. &lt;br /&gt;
*Negative abilities - &amp;#039;&amp;#039;inabilities&amp;#039;&amp;#039; - can be used for balancing reasons to give a creature a drawback.&lt;br /&gt;
*All abilities belong to one of four faction related groups:&lt;br /&gt;
**Primary: These are faction specific abilities that are unique and only available to that specific faction. About 30% to 60% of the abilities available should be of this type.  &lt;br /&gt;
**Secondary: Abilities borrowed from a pre-defined &amp;quot;sister faction&amp;quot;. About 5% - 10%. Substandard performance.&lt;br /&gt;
**Tertiary: Abilities borrowed from a pre-defined &amp;quot;cousin faction&amp;quot;. About 0% - 3%. Substandard performance.&lt;br /&gt;
**General: Abilities that any faction could have. 10% - 30%. Example: Flying.&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
To calculate a creatures cost one has should take the following into account to get a basic idea of what price in gold &amp;#039;&amp;#039;could be&amp;#039;&amp;#039; appropriate:&lt;br /&gt;
&lt;br /&gt;
*+1 gold cost per normal positive ability, +0.5 gold for per minor positive.&lt;br /&gt;
*-1 gold cost per normal negative ability, -0.5 gold for per minor positive.&lt;br /&gt;
*The following should also be added to the gold cost, rounded to zero decimals correctly: (ATK + DEF)/2. Whenever rounding occurs an additional minor skill will have to be added to make up for the 0.5 extra gold cost.&lt;br /&gt;
*Out of faction characteristics according to modifiers: Between +0 to +5 gold cost.&lt;br /&gt;
**+0 gold cost is only given for an out of faction characteristics if the card has other, non-cost related, serious drawbacks instead. If it has not then the gold cost is used steeply to compensate.&lt;br /&gt;
**Example: A Gaian card that would kill target creature instantly is out of character for how Gaians work. Such a card would probably cost +3 or +4 more than other factions equivalent. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Faction Modifiers==&lt;br /&gt;
===Gaia===&lt;br /&gt;
&lt;br /&gt;
====Out of faction====&lt;br /&gt;
*Huge creatures&lt;br /&gt;
&lt;br /&gt;
=Heroes=&lt;br /&gt;
&lt;br /&gt;
*Mono-faction heroes normally have a Loyalty point of 3.&lt;br /&gt;
*Multi-faction heroes usually have a total threshold point of 4 or 5.&lt;br /&gt;
**While most do, each doesn&amp;#039;t have to  have a value of 3 associated with a single faction. &lt;br /&gt;
**Multi faction heroes are subject for stat or ability drawbacks.&lt;br /&gt;
**The faction points for the tertiary faction are always equal to 1.&lt;br /&gt;
*A Hero can never be associated with more than 3 factions.&lt;br /&gt;
*Hero distribution in total should be around 70% mono, 20% duo-factione and 10% tri-faction. &lt;br /&gt;
**The core is likely to have zero tri-factioned Heroes. It will &amp;#039;&amp;#039;maybe&amp;#039;&amp;#039; have 2 duo-faction Heroes, and all the rest will be mono.&lt;br /&gt;
&lt;br /&gt;
=Quests=&lt;br /&gt;
*Quests give between 1 to 5 Victory Points upon their completion.&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=923</id>
		<title>Abilities List</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=Abilities_List&amp;diff=923"/>
		<updated>2014-09-14T13:38:12Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: /* B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
=Ability Prefixes=&lt;br /&gt;
Some keyworded abilities may have a prefix in front of it&amp;#039;s name, revealing in what region that ability is valid. Abilities that do have prefixes are only valid in that region and no other. If an ability lacks a prefix it is due to it either being valid everywhere or it having qualities built in that are already limiting it&amp;#039;s scope. &lt;br /&gt;
&lt;br /&gt;
The prefixes are:&lt;br /&gt;
&lt;br /&gt;
*Offensive - this ability is only valid while the creature is in the attack region.&lt;br /&gt;
*Defensive - this ability is only valid while the creature is in the defense region.&lt;br /&gt;
*Questing - this ability is only valid while the creature is participating in a quest.&lt;br /&gt;
&lt;br /&gt;
Prefixes are not a part of the ability names.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Extensive List=&lt;br /&gt;
This is an extensive list of &amp;#039;&amp;#039;keyworded&amp;#039;&amp;#039; abilities in alphabetical order that are either included or could possibly be included in the game in future expansions. Please notice the following:&lt;br /&gt;
*You can view which abilities are included in a specific release of the game further down on this page.&lt;br /&gt;
*The Global Extensive list is subject to future change where we refine the wording of the abilities while trying to keep the keywords untouched.&lt;br /&gt;
*Please do not edit this document for any other reasons than lingual correction without getting the proper approval first.&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
===Aggressive===&lt;br /&gt;
This creature must attack when able.&lt;br /&gt;
&lt;br /&gt;
===Ally===&lt;br /&gt;
&amp;#039;&amp;#039;Ally with x&amp;#039;&amp;#039; - This creature can&amp;#039;t attack, defend, target or be targeted by it&amp;#039;s ally faction.&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
===Battle Muse===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Muse x&amp;#039;&amp;#039; - This creature comes with x +1/+1 counters on it if an opponent was dealt damage this turn.&lt;br /&gt;
&lt;br /&gt;
===Battle Scream===&lt;br /&gt;
&amp;#039;&amp;#039;Battle Scream x&amp;#039;&amp;#039; - When this creature attacks, all other attacking creatures get +x/+0.&lt;br /&gt;
&lt;br /&gt;
===Blood Vengeance===&lt;br /&gt;
This creature comes into play with a number of +1/+0 counters equal to the amount of damage dealt to you the previous turn by target opposing creature.&lt;br /&gt;
&lt;br /&gt;
===Bodyguard===&lt;br /&gt;
&amp;#039;&amp;#039;Bodyguard x -&amp;#039;&amp;#039; This creature may divert up to x damage from target ally and put that damage on itself instead.&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
===Charge===&lt;br /&gt;
&amp;#039;&amp;#039;Charge x&amp;#039;&amp;#039; – When attacking, you may give you give this creature x +1/+0 against a defender. After cauclulating damage, this creature receives an equal amount of +0/-1 counters until the start of your next turn and loses the +1/+0 counters gained by this ability. You may use this abilitiy once for every defending creature.&lt;br /&gt;
&lt;br /&gt;
===Cooperate===&lt;br /&gt;
&amp;#039;&amp;#039;Cooparate x&amp;#039;&amp;#039; - This creature can fight together with other creatures that also have cooperate. Their ATK/DEF are summed up. The maximum amount of members in a cooperative group is equal to the lowest cooperate value among the creatures in the group. No other abilities can be used by these creatures when Cooperate is used.&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
===Defender===&lt;br /&gt;
This creature can only be played in the Defensive and may never be placed or moved into another region.&lt;br /&gt;
&lt;br /&gt;
===Detection===&lt;br /&gt;
Creatures with Detection can defend against Stealth creatures.&lt;br /&gt;
&lt;br /&gt;
===Discount===&lt;br /&gt;
&amp;#039;&amp;#039;Discount for x&amp;#039;&amp;#039; - This creature costs 1 less gold to play for each x under it&amp;#039;s owners control.&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
===Endurance===&lt;br /&gt;
&amp;#039;&amp;#039;Endurance x&amp;#039;&amp;#039; - This creature prevents up to x damage that is dealt to itself from every source.&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
===Fast Strike===&lt;br /&gt;
This creature deals damage first in combat. The opposing creature only gets to strike back if it survives.&lt;br /&gt;
&lt;br /&gt;
===Flying===&lt;br /&gt;
This creature can only be defended against by creatures with Ranged.&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
===Guardian===&lt;br /&gt;
Guardian x - This creature gets +0/+x until end of battle while defending.&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
==I==&lt;br /&gt;
&lt;br /&gt;
===Influential===&lt;br /&gt;
You gain influence equal to the amount of combat damage that this creature deals.&lt;br /&gt;
&lt;br /&gt;
==J==&lt;br /&gt;
==K==&lt;br /&gt;
==L==&lt;br /&gt;
===Leadership===&lt;br /&gt;
&amp;quot;Leadership x&amp;quot; – Alll allies with lower or equal Loyalty requirements without Leadership gain +x/+x.&lt;br /&gt;
&lt;br /&gt;
===Lumbering===&lt;br /&gt;
This creature always deals damage second in combat.&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
==N==&lt;br /&gt;
&lt;br /&gt;
===Nemesis===&lt;br /&gt;
&amp;#039;&amp;#039;Nemesis of x y&amp;#039;&amp;#039; – This creature gains +y/+0 when fighting X.&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
===Overflow===&lt;br /&gt;
If the ATK of this creature is superior to the total DEF of defending creatures, reduce the opponent&amp;#039;s influence be the difference.&lt;br /&gt;
==P==&lt;br /&gt;
===Prevent===&lt;br /&gt;
&amp;#039;&amp;#039;Prevent x&amp;#039;&amp;#039; - Creatures with Prevent can prevent up to x damage on target player or creature.&lt;br /&gt;
&lt;br /&gt;
==Q==&lt;br /&gt;
==R==&lt;br /&gt;
===Ranged===&lt;br /&gt;
Creatures with Ranged can defend against Flying creatures.&lt;br /&gt;
&lt;br /&gt;
===Readied===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Readied&amp;#039;&amp;#039; can attack, move and mark the same turn they come into play.&lt;br /&gt;
===Reinforce===&lt;br /&gt;
&amp;#039;&amp;#039;Reinforce x&amp;#039;&amp;#039; - When playing this creature put a +1/+1 token on it for every other creature you reveal in your hand that costs x or more.&lt;br /&gt;
&lt;br /&gt;
===Replay===&lt;br /&gt;
&amp;#039;&amp;#039;Replay x&amp;#039;&amp;#039; - You may pay x after having played this card to return it to your hand instead of the graveyard.&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
===Salvage===&lt;br /&gt;
&amp;#039;&amp;#039;Salvage x&amp;#039;&amp;#039; - While this card is in the graveyard, you can pay x to return it to your hand. This card is removed from the game the next time it enters the graveyard.&lt;br /&gt;
&lt;br /&gt;
===Sanctuary===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Sanctuary&amp;#039;&amp;#039; can&amp;#039;t be the target of abilities or cards that an opponent controls.&lt;br /&gt;
&lt;br /&gt;
===Stealth===&lt;br /&gt;
Creatures with stealth can only be defended against by other creatures with &amp;#039;&amp;#039;Stealth&amp;#039;&amp;#039; or &amp;#039;&amp;#039;Detection&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
===Taunt===&lt;br /&gt;
When this creature is attacking, target one opposing defender. Target defender must defend first against this attack.&lt;br /&gt;
&lt;br /&gt;
===Touched===&lt;br /&gt;
Creatures with &amp;#039;&amp;#039;Touched&amp;#039;&amp;#039; can&amp;#039;t be affected by Magic.&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
===Unarmed===&lt;br /&gt;
This creature can not equip a weapon.&lt;br /&gt;
&lt;br /&gt;
===Unarmored===&lt;br /&gt;
This creature can not equip armor.&lt;br /&gt;
&lt;br /&gt;
===Unique===&lt;br /&gt;
Each player cannot control more than one of this unit at any time.&lt;br /&gt;
&lt;br /&gt;
===Unequipped===&lt;br /&gt;
This creature can not equip.&lt;br /&gt;
&lt;br /&gt;
===Untargetable===&lt;br /&gt;
A creature with &amp;#039;&amp;#039;Untargetable&amp;#039;&amp;#039; can&amp;#039;t be the target of any abilities or cards.&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
===Veteran===&lt;br /&gt;
Creatures with Veteran do not mark when attacking.&lt;br /&gt;
==X==&lt;br /&gt;
&lt;br /&gt;
==Y==&lt;br /&gt;
==Z==&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
	<entry>
		<id>https://arcmage.org/wiki/index.php?title=File:Cardlayout.jpg&amp;diff=880</id>
		<title>File:Cardlayout.jpg</title>
		<link rel="alternate" type="text/html" href="https://arcmage.org/wiki/index.php?title=File:Cardlayout.jpg&amp;diff=880"/>
		<updated>2014-04-26T17:15:46Z</updated>

		<summary type="html">&lt;p&gt;Snowdrop: uploaded a new version of &amp;amp;quot;File:Cardlayout.jpg&amp;amp;quot;: Added Discipline logo in bottom left corner, renumebred and killed of some of the pointers to make it less crowded, added info on left side as well.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Snowdrop</name></author>
	</entry>
</feed>