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In Infinity Wars, there are various types of cards that play different roles during the match. This page is designed to help you understand what each type of card does. If you're looking for more detailed information or for interactions between the cards, please refer to the Rulebook

Return to Getting Started -or- Part 2: Factions


Character

CORE- Flame Dawn Aspirant

Character cards are cards designed to attack the opponent's Fortress or defend your own from your opponent's characters. They are found in four zones on the battlefield, the Assault, Defence, Support and Command Zones. Characters can be moved between the Assault, Defense, and Support Zones each turn at will, unless specified otherwise on the card. Character cards in the Command Zone start in the Command Zone at the beginning of the game and can be played to any zone by paying their Resource cost. No cards may be returned to the Command Zone anytime after the turn they have can be played. Character cards have a resource cost, Morale, Health and Strength stats.

  • The Resources that are required to play the card are found on the top right of the card. (White)
  • The Morale cost of the card when the character dies is found right below the resource cost. (Pink)
  • The Strength of the card, (How much damage it does to opposing Characters and Fortresses) is displayed beside the little fist symbol on the bottom of the card.
  • The Health of the Character (How much damage it can take) is displayed beside the little plus symbol on the bottom of the card. When the health runs out, the character is sent to the graveyard.


Ability

CORE- Mass Death

Ability cards are one-time use cards (unless specified otherwise) that are used in a variety of ways to manipulate the game to your favor. They resolve before combat takes place each turn, and will resolve in the order in which they are played.

  • Ability cards only have a Resource cost, found in the top right of the card. (White)
  • A description of what they do when played is found on the bottom portion of the card.
  • Depending on their target, they can target the Fortress, Characters an the Battlefield, Characters in the Command Zone, Player's Morale Bars, Player's Libraries, The Graveyards, and Cards in the player's hands.
  • When targeting the battlefield, some abilities will target a single Zone or Character, while others will target large sections.
  • Abilities will resolve, first based on Initiative, and then on the order they are played in. For more information, refer to the Mechanics page.
  • After an Ability card is used, it will go to the Graveyard unless otherwise specified.


Artifact

ORDER- Omnimind

Artifact Cards, when used, will go to the support zone. They have an effect described on them that is either in effect each turn, or can be activated at the cost of resources to influence the next turn.

  • Activated abilities on artifacts take place at the same time as Ability Cards.
  • You can have multiple copies of the same artifact on the field at a time, unless the card is Unique.
  • Artifacts can be removed by your opponent via Ability Cards or some Characters who upon entering the field trigger an ability. See: Wrackful Walrus
  • When removed, Artifacts have no Morale cost, and will go to the Graveyard.



Location

INFESTATION- The Demon Wastes

Players may only have one location card in play at a time. Location cards work similarly to artifacts, and can have any role from spawning more creatures to increasing the health of your fortress.

  • Locations only have a Resource Cost, and are all considered Unique.
  • They can have an Activated Ability or a Passive Ability
  • The methods to removing Locations are similar to those of removing Artifacts.
  • When you play a new Location, the old one gets removed.
  • Most Locations, when played will change the visual appearance of the battlefield.



Mission

ORDER- Quest For Balence

Mission Cards are timed cards that are found in the Support Zone.

  • Mission Cards, when played, go to the Support Zone.
  • You can have more than one, so long as they're not Unique.
  • The have a requirement that needs to be fufilled for them to trigger upon 100% completion.
  • Mission cards cannot be destroyed, only completed.
  • Ability cards can be used to prevent to avoid losing to Missions. See: Die Another Day
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