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Cendovia Uprising Game Rules

Updated: 6 days ago

Overview


Cendovia Uprising is a turn-based tactical card game. The object of each battle is to destroy your enemy's leader before they destroy yours. Each player brings their deck into battle. Your deck consists of your leader, your starters, and your reserves. You begin the battle with your leader on the battlefield and all your starters in your hand. At the start of every subsequent turn, you draw 1 card from your reserves into your hand. You can hold up to 7 cards in your hand.


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


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


Game Modes

There are three game modes in Cendovia Uprising.

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

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

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


Player Clocks

Online battles are virtually identical to battles in other modes. One difference is that each player has their own player clock, usually starting at 30 minutes. When it's your turn, your clock counts down. If it reaches zero, you lose. This helps ensure proper pacing.


Deck Management

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


Cards have point values. Your deck cannot contain more than 100 points, with no more than 20 of that coming from starters. A deck can have up to 7 starters.


Only Lead Fighters are eligible to be leaders in your deck, although Lead Fighters can also serve as starters or reserves. A maximum of 8 fighters are allowed in your deck, including your leader.


And event cards cannot be starters, only reserves.


Actions

There are many actions you can perform on your turn. These include deployment, movement, attacking, capturing, shoving, recruiting, healing, activating and deactivating shields, firing turrets, constructing and removing barriers, and discarding cards.


Action Limits

Cards have limits on the types and number of actions they can do per turn. In addition, each battle has an action limit of either progressive or unlimited. When it’s unlimited, each player can take as many actions as their cards allow per turn. But in progressive mode, you have a limit on the total number of actions you can take per turn. In the first round, you can take up to 20 actions. This allows you time to set up your troops. In round 2, you can take two actions. In round 3, three actions. And so forth. Progressive action limits are used primarily online for better multiplayer pacing. In either mode, you cannot cross midfield or impact your opponent during the first round.


Cards

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


This game includes fighters, drones, portals, equipment, and event cards.


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


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


Portals allow fighters and drones to teleport between them. Portals also provide barriers to your enemies. Troops standing on portals cannot be captured, recruited, or shoved. Portals also prevent terrain effects from affecting their occupants. Most portals have special attributes that temporarily boost the stats of their occupants. Read their cards for details.


Note that a portal’s shield stat refers to its ability to defend itself and does not boost the shield of its occupant.


Equipment can be attached to fighters or drones to boost their abilities. You cannot attach duplicate equipment to the same fighter or drone.


Event cards provide leaders with one-time attacks.


While all these cards are available to you in scrimmage and online modes, in campaign mode you start with a small set of cards in your deck and gain more as you progress.


Card Attributes


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Points

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


Name & Classification

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


Health

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


Costs

Some actions have costs associated with them. These costs are paid in tokens. You typically start each battle with 25 tokens and can earn more along the way. There are two types of actions that can have costs - deployment and attacks.


Attack costs are typically only seen with bomb fighters. Deployment costs are more common and can also be seen at the bottom of the cards in your hand.


Earning Tokens

There are several ways to earn more tokens during battle.


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

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

  • Productive Resources - Some cards, such as drones, have a productivity stat. When you have productive cards on the battlefield, they earn the tokens for you at the start of each turn. To prevent excess token accumulation, productive resources will not produce tokens if you start your turn with 50 or more tokens in hand.


Deployment

You can deploy any of your troops to spaces that are both adjacent to and within reach of another of your troops on the battlefield. Walls or barriers put spaces out of reach.


Troops cannot be deployed onto the row ahead of an existing troop unless it is your leader. Thus, your leader has an advantage in helping you advance your troops downfield.


Potential landing spaces will be indicated in yellow when you attempt to deploy. You begin with only your leader on the battlefield, meaning that other troops must deploy adjacent to the leader, and then fan out.


Fighters and drones can also be deployed on top of your portals. And portals can be deployed underneath your fighters and drones.


A card directly deployed onto the enemy’s side cannot attack on that turn. But if it deploys to its own side and then moves across the midline on that same turn, then it can attack.


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


Movement

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


Retreat

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


Portal-to-Portal Teleportation

A fighter or drone occupying a space with a portal can use one of its moves to move to another portal, even if the destination is outside the card’s normal movement range. When a card teleports across midfield in either direction, it cannot perform any offensive actions on that turn. Walking across midfield has no such restriction.


Single Portal Teleportation

Fighters with Teleporting property can teleport to their own portals even when they are not a portal. And when they are on a portal, they can teleport to any spot they could normally walk to, bypassing any troops in the way. All the Sapientek fighters have the Teleporting property.


Ghost Movement

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


Attacks

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


Melee attackers can only attack enemies at the same height. An enemy up on a tower portal is out of reach of a melee attacker not also on a tower portal. Conversely, an enemy not on a tower portal is out of reach of an attacker high up on a tower portal.


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


Gunshot Impacts

When a fighter is hit by a gunshot, the force of blast propels them backwards one space if that space is available for them to occupy. If the victim is standing on snow when hit, they can slide up to two spaces backwards. If they are propelled into a hole or fire, they die.


Attack Range

Every fighter has an attack range. This indicates how far away the target can be for an attack. The attack range for melee fighters is always 1. Fighters with gun, cannon, and bomb attacks can have larger ranges.


Gunners must have a clear line of sight unobstructed by other cards. For example, a gun fighter cannot shoot through an enemy’s tower portal to hit an enemy fighter hiding behind it. In contrast, cannon fighters can fire over both their troops and enemy troops. But walls and barriers impede all attacks except turret attacks. Even cannon fighters cannot fire over walls and barriers.


Attack Accuracy

Each fighter has an attack accuracy stat. This indicates the probability that an attack will be on target. However, when a fighter makes a directed attack (i.e. with melee, a gun, or a cannon) towards a portal, that attack is always on target regardless of their accuracy since big immobile targets like buildings can’t be missed. If your attack does not hit its target, your turn ends automatically. When a drone's bomb attack fails, the drone dies without damaging the enemy.


Attack Power

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


A drone's attack power for its self-destruct attack increases by 1 when it is offside.


Attack Rate

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


Attack Cost

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


Power Ups

When a fighter gets an immediate kill with a directed attack, they earn a Power Up. Every Power Up increases the fighter's attack power and movement range by 1.

Bombers cannot get power ups because they are already powerful enough. Delayed kills from poisons or viruses also do not earn power ups. And when a fighter has a Power Up, their accuracy is capped at 5 to prevent them from becoming overpowering.


Streaky

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


Rapid

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


Bloodthirsty

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


Opportunistic

Opportunistic fighters get a power up every time they injure an enemy fighter, not just when they kill them.


Viral

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


There are two ways to cure viruses:

1) Destroy the original attacker who delivered the virus.

2) Stand directly in water.

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


Poisonous

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


There are two ways to cure poisoned cards:

1) Destroy the original attacker who delivered the poison.

2) Stand directly in water.


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


Stunning

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


Capturing Attacks

If a fighter’s attack carries enough power to destroy an adjacent portal or drone, the player can attempt to capture it instead of damaging it. Capture attacks can only be attempted against portals or drones. A portal cannot be captured if it is occupied by a fighter or drone. A drone cannot be captured if it is on a portal. Thus, there is some safety in numbers.


The standard attack calculations are done to see if the capture attack is successful. Thus, capture attempts can be blocked and even parried. But if successful, the captured portal or drones becomes owned by the attacking player and its health is restored to full health. Note that captured troops can be recaptured back. When a troop is captured, so is its attached equipment.


Turrets

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


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


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


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


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


Shove

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


Shoves can fail. A shove pits the attacker's accuracy against the defender's reflexes. If the shove fails, the defender will fall down in place and then get back up. This ends the attackers turn.


Defense

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


Shields

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


In active mode, shields always block the attack. A fighter can only activate their shield if they have not taken any offensive actions on that turn. Offensive actions include attacks, shoves, recruits, and begs. Taking offensive offensive actions deactivates a fighter’s shield.


Whether the shield is active or passive, when it blocks an attack, its shield strength reduces by one. When shield strength reaches zero, it can no longer block attacks.


Active Shields

An active shield also prevents damage from nearby Toxic Portals. This protection does not cost shield strength. Fighters cannot be recruited, shoved, or contract illnesses while their shields are active. And only active shields can block bombs and turret explosions.


An attack that hits an active shield does not end the attacker’s turn, since that is not considered a failure but rather the intended outcome.


Shield Comparison


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Parry

When an attack is blocked, it is possible for the attack to be parried. If it is successfully parried, the attack damage is done to the attacker rather than the target. The parry stat gives the probability that an attack blocked by a passive shield will be parried. No one can parry with an active shield, as this is the price for having a guaranteed block.


Barriers

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


Barrier Construction

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


Barrier Removal

Fighters and drones can remove adjacent barriers. Removing an enemy barrier will cost one move for that turn, but only if the remover has a move to give. If not, they can still remove the barrier.


Bravery

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


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


Melee fighters are the most intimidating fighters. When they kill, each enemy fighter's bravery is temporarily reduced by 1 increasing the likelihood they will surrender. Thus, enemy fighters are most susceptible to surrendering to melee attackers.


Healing

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


Auto Healing

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


Quick Heal

The Quick Heal button allows you to simultaneously have your troops use their healing powers to heal themselves and then their neighbors. Unlike auto heal, quick heal will also heal bloodthirsty troops. But each heal counts as one of your turn’s actions.


Recruiting

Fighters cannot be captured via force like portals and drones can. You must reason with them by recruiting them. Fighters can recruit adjacent enemy fighters under the following conditions. The recruiter must have charm and be at full health. And victims must not have an active shield and not be on a portal.


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


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


Tortuous

When it comes to recruiting, recruiters with the Tortuous ability are the most dangerous as they inflict 1 damage on their victim when a recruit attempt fails. Normally, if your recruit attempt is unsuccessful, then your turn ends automatically. But tortuous recruiting never ends your turn early.


Begging

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


Toxic Portals

Moving a fighter or drone next to an opponent’s Toxic Portal will damage it by 1. If it starts its turn next to the Toxic portal, it will again take 1 damage. So, don’t linger near a toxic portal. But if you keep your fighter’s shields active, even if the enemy drops a toxic portal right next to you, you're safe.


Global Effects

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


Heal Blocking

Heal Blocking prevents the enemies on the same side of the battlefield from healing.


Bounty Hunting

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


Card Draw

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


Terrain Attributes

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


Terrain

There are the 10 types of terrain you’ll encounter on battlefields. Remember that portals shield fighters and drones above them from terrain effects. In summary, Pavement speeds up troops, while Sand and Grass slow them down. Snow is slippery. Lava burns. And Water cures. Metal has no effects. Holes and fires kill fighters that fall into them. There are two types of fires. Sacred Flames heal adjacent troops. And Toxic Fires spread to adjacent grass.


Metal provides no special effects.


Pavement temporarily increases movement range by 1. Troops with Traction get an additional movement increase and 8-way movement while on pavement.


Sand reduces the movement range by 1 for troops that lack the Nomadic property. But it will never reduce their movement down to zero. Sand can slow them, but it won’t stop them. Nomadic troops have +1 movement and 8-way movement in sand.


Grass also reduces the movement range by 1 for troops that lack the Wild property. But it will never reduce their movement down to zero. Wild troops have +1 movement and 8-way movement in grass.


Snow makes fighters and drones slip diagonally instead of moving orthogonally unless they are frostproof. Frostproof troops have +1 movement and 8-way movement while in snow.


Lava burns non-fireproof troops. Lava does 2 damage when such troops enter the lava, and 2 damage at the start of each turn that they remain in lava. Fireproof troops have +1 movement and 8-way movement in lava.


Water prevents and cures illnesses such as viruses and poisons. Landlocked troops cannot enter water directly. Water provides +1 movement and 8-way movement to Amphibious troops. It also gives Amphibious healers +1 healing power while on it.


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


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


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


Holes Some holes are partially filled with water, but you still can’t enter them. Barriers cannot be constructed on the edge of holes.


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Campaigns

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


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


Capitals

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

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


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


Campaign Completion

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

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


Sacred Territories

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


Facilities

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

Facilities are marked by black icons on the map.


These facilities include:


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

  • Stores to acquire resources with your tokens,

  • Factories that produce cards and upgrades,

  • Schools to train your troops,

  • Prisons to hold your enemies or free your allies,

  • Hospitals to heal your fighters,

  • Labs to repair your drones and portals,

  • Power Plants to produce more tokens, and

  • Transit Stations to fast travel across Cendovia.


Days

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


Chapters

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


Uprisings

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


Enemy Invasions

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


Losing Streaks

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


Permanent Captives

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


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


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


Seized Tokens

When you win a campaign battle, you take 25% of the enemies remaining tokens in hand. But if you lose, they take 25% of yours. These funds matter both for future battles and for use in Cendovia’s facilities to enhance your army.


Campaign Deck Management

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


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


Persistent Damage

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


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


Card Stats Reset

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


Guardians

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


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

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


Payroll

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


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


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

 
 
 

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