Infinity Wars Wiki
mNo edit summary
Tag: rte-wysiwyg
mNo edit summary
Tag: rte-wysiwyg
 
(21 intermediate revisions by 2 users not shown)
Line 1: Line 1:
   
note: change page name to "<span style="font-size:14px;font-weight:normal;line-height:22px;">Understanding The Playing Field</span>" or "Understanding The Playing Area".
 
   
 
In Infinity Wars, t<span style="font-weight:normal;">he Playing Field </span><span style="font-weight:normal;">represents the board on which each game is played and where the </span><span style="font-weight:normal;">action takes place. </span>Around it, are various important elements and other numerous interactive options. 
   
 
The Playing Field is organized into a series of '''Zones''' and the '''Heads Up Display (HUD)''' provides a multitude of information.
In Infinity Wars, t<span style="font-weight:normal;">he Playfield </span><span style="font-weight:normal;">represents the board on which each game is played out and where the </span><span style="font-weight:normal;">action takes place. </span>Around it, are various important elements and other numerous interactive options. 
 
   
 
As many cards reference certain zones on the Playing Field, it is vital for the players to understand and identify which zones are being referred to.
The Playfield is organized into a series of zones and the Heads Up Display (HUD) that provides a multitude of information.
 
   
 
Additionally, properly using <span style="font-weight:normal;">and understanding the </span><span style="font-weight:normal;">actions and informations </span>provided by the '''HUD''', is also paramount to success.
As many cards reference certain zones on the Playfield, it is vital for the players to understand and identify which zones are being referred to.
 
   
 
This page is designed to provide a more effective comprehension of the Playing Field, a better understanding of the '''HUD''' and other key characteristics involving them.
Additionally, properly using <span style="font-weight:normal;">and understanding the </span><span style="font-weight:normal;">actions and informations </span>provided by the HUD, is also paramount to success.
 
 
This page is designed to provide a more effective comprehension of the Playfield, a better understanding of the '''HUD''' and other key characteristics involving them.
 
   
 
== Overview ==
 
== Overview ==
Line 44: Line 42:
   
 
== '''Hand''' ==
 
== '''Hand''' ==
​<span style="font-weight:normal;">The player’s </span>'''Hand'''<span style="font-weight:normal;"> is composed of cards drawn from the main deck. They are located </span><span style="font-weight:normal;line-height:20px;">at the bottom edge of the Playfield and are revealed.</span>
+
​<span style="font-weight:normal;">The player’s </span>'''Hand'''<span style="font-weight:normal;"> is composed of cards drawn from the main deck. They are located </span><span style="font-weight:normal;line-height:20px;">at the bottom edge of the Playing Field and are revealed.</span>
   
 
<span style="line-height:21px;">Players begin the game with a hand of 5 (five) cards and draw 1 (one) extra card at the beginning of every subsequent turn.</span>
 
<span style="line-height:21px;">Players begin the game with a hand of 5 (five) cards and draw 1 (one) extra card at the beginning of every subsequent turn.</span>
   
Players have a maximum hand size of 10 (ten) cards. <span style="font-weight:normal;line-height:20px;">At the end of </span><span style="font-weight:normal;line-height:20px;">planning phase</span><span style="font-weight:normal;line-height:20px;">, if a player has more than 10 cards </span><span style="font-weight:normal;line-height:20px;">in hand,</span><span style="font-weight:normal;line-height:20px;"> </span><span style="font-weight:normal;line-height:20px;">he must discard down to 10</span><span style="font-weight:normal;line-height:20px;">. </span><span style="font-weight:normal;line-height:20px;">Discarded cards go the the Graveyard.</span>
+
Players have a maximum hand size of 8 (eight) cards. <span style="font-weight:normal;line-height:20px;">At the end of </span><span style="font-weight:normal;line-height:20px;">planning phase</span><span style="font-weight:normal;line-height:20px;">, if a player has more than 8 cards </span><span style="font-weight:normal;line-height:20px;">in hand,</span><span style="font-weight:normal;line-height:20px;"> </span><span style="font-weight:normal;line-height:20px;">he must discard down to 8</span><span style="font-weight:normal;line-height:20px;">. </span><span style="font-weight:normal;line-height:20px;">Discarded cards go the the Graveyard.</span>
   
 
Selected cards may be played or deployed from the hand <span style="font-weight:normal;">during the match</span><span style="font-weight:normal;"> </span>for their [[Understanding Infinity Wars Cards|Resource Cost]].
 
Selected cards may be played or deployed from the hand <span style="font-weight:normal;">during the match</span><span style="font-weight:normal;"> </span>for their [[Understanding Infinity Wars Cards|Resource Cost]].
Line 67: Line 65:
 
<span style="font-weight:normal;line-height:20px;">At the beginning of the match, </span>the '''Command Zone''' contains <span style="font-weight:normal;line-height:20px;">3 (three) Character Cards in it. These are the</span> player’s Commanders.
 
<span style="font-weight:normal;line-height:20px;">At the beginning of the match, </span>the '''Command Zone''' contains <span style="font-weight:normal;line-height:20px;">3 (three) Character Cards in it. These are the</span> player’s Commanders.
   
Any <span style="font-weight:normal;line-height:20px;">Character card can be </span><span style="font-weight:normal;">Commander, as long as it is </span>compatible with the Purity of the deck in use at the match.
+
Any <span style="font-weight:normal;line-height:20px;">Character card that is compatible with the Purity of a legal Deck can be used as </span><span style="font-weight:normal;">Commander</span>.
   
Any abilities or effects Characters cards have can be activated or triggered <span style="font-weight:normal;">from the Command Zone</span>, unless otherwise stated on the card.
+
Any Activated and Passive Abilities Characters cards may have at his/her Ability Text can be activated or triggered <span style="font-weight:normal;">from the Command Zone</span>, as long as the player has the resources and fill the requirements of the ability usage, unless otherwise stated on the card.
   
 
To move a Character out of the Command Zone, they must be deployed, by paying its [[Understanding Infinity Wars Cards|Resource Cost]]<span style="font-weight:normal;">.</span>
 
To move a Character out of the Command Zone, they must be deployed, by paying its [[Understanding Infinity Wars Cards|Resource Cost]]<span style="font-weight:normal;">.</span>
Line 76: Line 74:
   
 
What else is good to know:
 
What else is good to know:
*Character cards at the Command Zone '''ARE''' considered to be in play;
+
*Character cards at the Command Zone '''ARE''' considered to be "in play";
*The Command Zone is '''NOT''' a part of the Deployed Zone (so, the Characters cards in it are '''NOT''' considered to be deployed);
+
*The Command Zone is '''NOT''' a part of the "Deployed Area" (so, the Characters cards in it are '''NOT''' considered to be deployed);
 
*The Command Zone is '''NOT''' a part of the Battlefield;
 
*The Command Zone is '''NOT''' a part of the Battlefield;
 
*A few Character cards can leave the Command Zone without needing to pay its Resource Cost (e.g. [[Gao Han, The Stalwart|Gao Han, The Stalwart ]] and the [[Pilgrimage Monk]]);
 
*A few Character cards can leave the Command Zone without needing to pay its Resource Cost (e.g. [[Gao Han, The Stalwart|Gao Han, The Stalwart ]] and the [[Pilgrimage Monk]]);
*<span style="font-weight:normal;line-height:21px;">Characters can never be moved from another zone on the playfield <span style="font-weight:normal;">to the Command Zone</span>.</span>
+
*<span style="font-weight:normal;line-height:21px;">Characters can never be moved from another zone of the Playing Field <span style="font-weight:normal;">to the Command Zone</span>.</span>
   
   
 
=== Support Zone ===
 
=== Support Zone ===
The '''Support Zone''' is where most Characters Cards enter play when deployed. Characters in the Support Zone can use any Activated and Passive Abilities they have, but, from this zone, they cannot attack the opponent Fortress or are able to defend (by blocking) their own.
+
The '''Support Zone''' is where most Characters Cards enter play when deployed. Characters in the Support Zone can use any Activated and Passive Abilities they have (as long as the player has the resources and fill the requirements of the ability usage), but, from this zone, they cannot attack the opponent Fortress or are able to defend (by blocking) their own.
   
 
Artifact, Location and Mission cards always stay in this zone after being deployed.
 
Artifact, Location and Mission cards always stay in this zone after being deployed.
   
 
What else is good to know:
 
What else is good to know:
* Character cards at the Support Zone '''ARE''' considered to be in play;
+
* Character cards at the Support Zone '''ARE''' considered to be "in play";
* The Support Zone '''IS''' a part of the Deployed Zone (so, the Cards in this zone '''ARE''' considered to be deployed);
+
* The Support Zone '''IS''' a part of the "Deployed Area" (so, the Cards in this zone '''ARE''' considered to be deployed);
 
* The Support Zone is '''NOT '''a part of the Battlefield;
 
* The Support Zone is '''NOT '''a part of the Battlefield;
 
* When Character, Artifact, Location and Mission cards are deployed, they will start out exhausted in the Support Zone, unless specified otherwise;
 
* When Character, Artifact, Location and Mission cards are deployed, they will start out exhausted in the Support Zone, unless specified otherwise;
Line 104: Line 102:
   
 
What else is good to know:
 
What else is good to know:
* Character cards at the Assault Zone '''ARE''' considered to be in play;
+
* Character cards at the Assault Zone '''ARE''' considered to be "in play";
* The Assault Zone '''IS''' a part of the Deployed Zone (so, the Cards in this zone '''ARE''' considered to be deployed);
+
* The Assault Zone '''IS''' a part of the "Deployed Area" (so, the Cards in this zone '''ARE''' considered to be deployed);
 
* The Assault Zone '''IS''' a part of the Battlefield.
 
* The Assault Zone '''IS''' a part of the Battlefield.
   
Line 122: Line 120:
   
 
What else is good to know:
 
What else is good to know:
* Character cards at the Defense Zone '''ARE''' considered to be in play;
+
* Character cards at the Defense Zone '''ARE''' considered to be "in play";
* The Defense Zone '''IS''' a part of the Deployed Zone (so, the Cards in this zone '''ARE''' considered to be deployed);
+
* The Defense Zone '''IS''' a part of the "Deployed Area" (so, the Cards in this zone '''ARE''' considered to be deployed);
 
* The Defense Zone '''IS''' a part of the Battlefield.
 
* The Defense Zone '''IS''' a part of the Battlefield.
   
   
 
=== "The Battlefield" Concept===
 
=== "The Battlefield" Concept===
The '''Battlefield''' is the area comprised of the Assault and Defense Zones of '''both''' players. Support Zones and Command Zones are not considered part of the Battlefield.
+
'''"The''' '''Battlefield'''" is the area comprised of the Assault '''and''' Defense Zones of '''both''' players. Support Zones and Command Zones are not considered part of the Battlefield.
   
   
 
=== "Deployed Area" Concept===
 
=== "Deployed Area" Concept===
The''' Deployed Zone''' (reffered in game as Deployed Area) correspond to the area comprised of the Battlefield and the Support Zone of '''both''' players. Any Characters, Artifacts, Locations, or Missions in these zones are considered to be “deployed” or "in play".
+
The'' "''''''Deployed Area"''' correspond to the zone comprised of the Battlefield '''and''' the Support Zone of '''both''' players. Any Characters, Artifacts, Locations, or Missions in these zones are considered to be “deployed” or "in play". A card “leaves the Deployed Area” when it is either destroyed, removed from the game, returned to the hand, etc.
  +
  +
The Command Zones are not considered part of the Deployed Area.
   
   
 
=== "In Play" Concept===
 
=== "In Play" Concept===
   
Cards are considered to be “'''In Play'''” if they are either in the Deployed Zone or the Command Zone. A card “leaves play” when it is either destroyed, removed from the game, or returned to the hand, etc.
+
Cards are considered to be “'''In Play'''” if they are '''either''' in the Deployed Area '''or''' the Command Zone. A card “leaves play” when it is either destroyed, removed from the game, returned to the hand, etc.
   
   
=='''Other Elements from the Playfield'''==
+
=='''Other Elements from the Playing Field'''==
   
 
===Deck===
 
===Deck===
Line 151: Line 151:
 
*Mousing over either player’s deck will show how many cards are left in it;
 
*Mousing over either player’s deck will show how many cards are left in it;
   
*Certain cards allow you to interact in different ways with the deck, for example, by shuffling cards from your graveyard back in it, or searching the deck for specific cards to put into your hand.
+
*Certain cards and actions allow you to interact in different ways with the deck, for example, by shuffling cards from your graveyard back in it, or searching the deck for specific cards to put into your hand.
   
   
Line 171: Line 171:
   
 
===Avatar===
 
===Avatar===
The Avatar is a small portrait each player uses to represent themselves.
+
The '''Avatar''' is a small portrait each player uses to represent themselves.
   
   
 
===The Health/Morale Bars===
 
===The Health/Morale Bars===
The Health/Morale Bars show how much Health and Morale a player currently has.
+
The '''Health/Morale Bars''' show how much Health and Morale a player currently has.
   
 
At a match, both players starts it with 100 (one hundred) points in each bar.
 
At a match, both players starts it with 100 (one hundred) points in each bar.
Line 187: Line 187:
   
 
====Health Bar====
 
====Health Bar====
The Health Bar is displayed as a yellow bar bellow each player's name, and it represents the amount of damage a player's Fortress can stand.
+
The '''Health Bar '''is displayed as a yellow bar bellow each player's name, and it represents the amount of damage a player's Fortress can stand.
   
When the Fortress Health Bar is depleted (reached 0), it means that your Fortress was destroyed (or that your troops have been defeated).
+
When the Fortress Health Bar is depleted (reached 0), it means that your Fortress was destroyed or that your troops have been defeated.
   
 
The most common way that players can use to cause "damage" and subtract points from the opponent Health Bar, is by attacking his/her Fortress with the characters located at the Assault Zone.
 
The most common way that players can use to cause "damage" and subtract points from the opponent Health Bar, is by attacking his/her Fortress with the characters located at the Assault Zone.
   
 
Of course, the opposing player can use his/her own characters to defend his own Fortresses, as explained above.
 
Of course, the opposing player can use his/her own characters to defend his own Fortresses, as explained above.
 
Although, it is possible to cause "damage" (by taking points from the Health Bar) to an opponent Fortress via Activated and/or Passive Abilities of Characters, Abilities, Artifacts and Locations cards.
 
 
As well, players can "heal" (by adding points to the Health Bar) a Fortress through some Activated and/or Passive Abilities of Characters, Abilities, Artifacts, Locations and Mission cards.
 
   
 
What else is good to know:
 
What else is good to know:
 
*It is possible to cause "damage" (by taking points from the Health Bar) to an opponent Fortress via Activated and/or Passive Abilities of Characters, Abilities, Artifacts and Locations cards;
*Fortresses can have their maximum health modified by certain cards like [[The Great Fortress Of Xia Han|The Great Fortress of Xia Han]] that allow the Health Bar to have a higher maximum
 
 
*Players can "heal" (by adding points to the Health Bar) a Fortress through some Activated and/or Passive Abilities of Characters, Abilities, Artifacts, Locations and Mission cards;
*Some cards can prevent a player's Fortress from being destroyed, even if its Health Bar would be depleted at the end of turn (e.g. [[Jialan, Guardian of Life]] and [[Die Another Day]])
 
 
*Fortresses can have their maximum health modified by certain cards like [[The Great Fortress Of Xia Han|The Great Fortress of Xia Han]], that allow the Health Bar to have a higher maximum;
 
*Some cards can prevent a player's Fortress from being destroyed, even if its Health Bar would be depleted at the end of turn (e.g. [[Jialan, Guardian of Life]] and [[Die Another Day]]).
   
   
 
====Morale Bar====
 
====Morale Bar====
The Morale Bar is the blue bar displayed below the Fortress Health bar, and it represents the capacity of a player to maintain the will to fight.
 
   
When the Morale Bar is depleted (reached 0), it means that your unit's morale cracked, making them to surrender or just give up the fight.
+
The '''Morale Bar''' is the blue bar displayed below the Fortress Health bar, and it represents the capacity of a player to maintain the will to fight. When the Morale Bar is depleted (reached 0), it means that your unit's morale cracked, making them to surrender or just give up the fight.
   
 
The most common way for a player to lose morale (take morale damage) is by having their Character Cards killed or destroyed, which subtract points from the Morale Bar according with that Character Morale Cost.
 
The most common way for a player to lose morale (take morale damage) is by having their Character Cards killed or destroyed, which subtract points from the Morale Bar according with that Character Morale Cost.
 
It is possible to cause "damage" (by taking points from the Morale Bar) to an opponent Morale via Activated and/or Passive Abilities of Characters, Abilities and Artifacts cards.
 
 
As well, players can "gain" Morale (by adding points to the Bar) or reduce the morale damage they would take through some Activated and/or Passive Abilities of Characters and Abilities cards.
 
   
 
What else is good to know:
 
What else is good to know:
   
 
*It is possible to cause "damage" (by taking points from the Morale Bar) to an opponent Morale via Activated and/or Passive Abilities of Characters, Abilities and Artifacts cards;
 
*Players can "gain" Morale (by adding points to the Bar) or reduce the morale damage they would take through some Activated and/or Passive Abilities of Characters and Abilities cards;
 
*The max limit of the Morale Bar cannot grow above 100;
 
*The max limit of the Morale Bar cannot grow above 100;
   
Line 222: Line 217:
   
   
  +
===Resource Indicator===
  +
The '''Resource Indicator''' shows the maximum and remaining resources a player has during the turn. Basically, each turn, players can use the maximum number of resources he/she has at the indicator.
   
  +
At the beggining of the match, both players start with their maximum resources at 1 (one). Each turn, automatically, the players maximum resources increase by 1, until it reaches 10 (ten). Once a player maximum resources reach 10, it will no longer increase automatically.
   
  +
What else is good to know:
   
  +
*If a player's maximum resources is reduced below 10 by any card Activated and/or Passive Abilities, it will start increasing again, until it reaches 10;
== Resources ==
 
  +
*<span style="line-height:21px;">Bonus resources gained by players via the Trading Post or by other cards do not count towards the base maximum resources of 10. For example, if a player gained 2 (two) bonus resources from some source, his/her maximum resources would not stop increasing until it reached 12;</span>
* They start at 1 at the beginning of the game.
 
  +
*<span style="line-height:21px;">As every card has a Resource Cost, a player that has the right amount of resources can use them to deploy Characters, Artifacts, Locations and Missions cards and/or activate any abilities of deployed cards and/or play Ability Cards;</span>
* They can be influenced by various cards.
 
  +
*<span style="line-height:21px;">Having insufficient remaining resources means no more cards may be played nor any Activated Abilities with a resource cost can be activated;</span>
* Each turn, your maximum resources increase by one. Once your resources have reached 10, they will no longer increase automatically, but if reduced below 10, will start increasing again.
 
  +
*<span style="line-height:21px;">All resources previously used during a turn will be refilled by the beginning of the next turn.</span>
* Resources determine what cards can be played. The combined resource cost of the cards played that turn cannot exceed the max amount of resources you have for the turn.
 
* Each turn the resources previously used will be refilled.
 
   
== Initiative ==
 
* Used to determine which player's abilities resolve first and which characters attack first.
 
* The player with the dot beside their name will have the initiative for the turn, meaning that they go first.
 
* Each turn, the initiative will alternate between players.
 
   
  +
For more informations about Resources, see the Turn Structure Guide.
== Trading Post ==
 
* Players can use the trading post at the beginning of the match to mulligan their hand if it's not advantageous. When you mulligan, your current hand is shuffled into your deck. You then draw a new hand which is one card smaller than your previous hand. You may mulligan multiple times if you wish.
 
* Players can spend their unspent resources at the trading post to take a variety of card drawing options.
 
# Pay 3 Resources: Shuffle one card from your hand into your deck. Draw a Card.
 
# Pay 5 Resources: Draw a Card.
 
# Pay 9 Resources: Increase base resources by 1.
 
   
== Undo Button ==
 
* So long as players haven't locked in their turns, the undo button can be used to undo cards that they have played or actions they have completed. Making it easier to choose the order you want cards to resolve in.
 
* Some actions/cards cannot be undone, and that will be specified.
 
   
 
===Initiative Indicator===
== End Turn Button ==
 
  +
* Each turn, once you've played your desired cards and moved your characters to their zones, clicking this button locks in your choices.
 
  +
The '''Initiative Indicator''' is a yellow dot that can be found near the players name, next to the Resource Indicator.
* Once both players lock in their choices, the turn's decisions play out.
 
  +
* If you need more time, there is an extend timer button that can be clicked up to three times to give more time.
 
  +
This indicator switch from player to player every turn, showing who has the Initiative for the turn.
* If you click the end turn button again after you've locked in the choices, you can unlock them so long as the opponent is still in the process of making their decisions.
 
  +
  +
When a player has the Initiative for the turn, it means (among others) that his/her Activated or Passive Abilities will resolve first, and that his/her Characters will also attack first during combat, while the Characters belonging to the other player will defend first.
  +
  +
For more informations about Initiative, see the Turn Structure Guide.
  +
  +
 
===Undo Button===
  +
The '''Undo Button''' allows the player to take back a planned action for the turn.
  +
  +
Before the end of the Planning Stage, actions like deploying Characters, Artifacts, Locations, Missions and playing Abilities cards can all be undone. Activating the abilities of cards in play can also be undone.
  +
  +
The same applies to some start of turn decisions, such as the decision to sacrifice a character to Vasir, the Demon Prince or to pay 2 resources to keep the Bomb-bot from exploding.
  +
 
Some actions cannot be undone, but that will be specified.
  +
  +
What else id good to know:
  +
  +
*Actions taken with the Trading Post cannot be undone with the Undo Button;
  +
*Some Abilities cards states that them "Cannot be Undone", which means that the Undo Button can't allow the player to undo this action.
  +
  +
 
===Trading Post===
  +
The '''Trading Post''' is the "Scales of Justice" icon in the lower right corner of the HUD, and it enable the player to perform the following special actions, during a turn:
  +
#<span style="font-weight:normal;">"Shuffle hand into deck: draw a new hand minus 1 (first turn action only);</span>
 
#<span style="font-weight:normal;">"Pay 3: Shuffle a card from your hand into the deck, draw a card.";</span>
  +
#<span style="font-weight:normal;">"Pay 5: Draw a card.";</span>
 
#<span style="font-weight:normal;">"Pay 9: Increase base resources by 1";</span>
  +
When the Trading Post reffers to "Pay 3", "Pay 5" or "Pay 9", these numbers are the amount of resources the player must spent in order to use the elected action. A player may use these special actions as long as he/she has resources to pay for it.
  +
  +
What else is good to know:
  +
*The Mulligan option (special action number 1 - "<span style="font-weight:normal;">Shuffle hand into deck: draw a new hand minus 1 [...]") </span>can be used more than once, but every time the player draw a new hand it will be one card smaller than the previous one;
  +
*The player can choose which card will be shuffled back at the deck when he/she uses the action number 2 ("Pay 3: Shuffle a card from your hand into the deck, draw a card.");
  +
*Every time a player acquire the base resources given by the special action number 4 ("Pay 9: Increase base resources by 1"), it allows the player maximum resource to keep increasing beyond the natural limit of 10 (ten);
  +
*<span style="line-height:21px;">Actions taken with the Trading Post '''CAN NOT''' be undone with the Undo Button;</span>
  +
  +
 
===End Planning Button===
  +
The '''End Planning''' button is clicked by players to indicate they are done with the Planning Stage of their turn and are ready to move on to the Resolution Stage.
  +
  +
In Player versus Player games, a timer appears near this button to indicate how many time the players have until the end of the turn. Once both players have hit their End Planning buttons, or the timer has expired, the turn moves to the Resolution Stage.
  +
  +
What else is good to know:
  +
*Once the End Planning button is pressed, the player’s board is locked, no movement or plays may be executed and no actions can be undone;
  +
*As long as your opponent did not end his/her Planning Stage, a player can press this same button to cancel his/her intention to end the Planning Stage and resume planning their turn;
  +
*A player can gain some extra time to finish his/her Planning Stage by pressing "Extend" bellow the End Planning button;
  +
  +
==Acknowledgement==
  +
This page incorporates information from the Infinity Wars Comprehensive Rules and Mechanics Guide, brought to us by the awesome folks of the http://www.twitch.tv/nexustavern . The complete guide can be found [http://forum.lightmare.com.au/index.php?topic=63271.0 here] . At the moment, this guide is being updated by [http://forum.lightmare.com.au/index.php?action=profile;u=15437 NatoPotato] .
  +
{{TutorialNav|prev=[[Factions|Part 3:Factions]]|next=[[Game Modes|Part 5: Game Modes]]}}
  +
[[Category:Guides]]

Latest revision as of 15:19, 23 May 2016


In Infinity Wars, the Playing Field represents the board on which each game is played and where the action takes place. Around it, are various important elements and other numerous interactive options. 

The Playing Field is organized into a series of Zones and the Heads Up Display (HUD) provides a multitude of information.

As many cards reference certain zones on the Playing Field, it is vital for the players to understand and identify which zones are being referred to.

Additionally, properly using and understanding the actions and informations provided by the HUD, is also paramount to success.

This page is designed to provide a more effective comprehension of the Playing Field, a better understanding of the HUD and other key characteristics involving them.

Overview[]

Playfield and HUD












Hand[]

The player’s Hand is composed of cards drawn from the main deck. They are located at the bottom edge of the Playing Field and are revealed.

Players begin the game with a hand of 5 (five) cards and draw 1 (one) extra card at the beginning of every subsequent turn.

Players have a maximum hand size of 8 (eight) cards. At the end of planning phase, if a player has more than 8 cards in hand, he must discard down to 8Discarded cards go the the Graveyard.

Selected cards may be played or deployed from the hand during the match for their Resource Cost.

What else is good to know:

  • The cards at the top edge of the screen (with their backs facing you) are your opponent's hand, so, you can always know how many cards he has on his hand, just by mousing over it;
  • Non-Ability cards are deployed directly into the Support Zone (unless otherwise stated on the card);
  • Deployed cards from the hand are Exhausted, which means that they cannot be moved or activated during the turn they are deployed (there are some exceptions here, for example, cards that have the Keyword Ability Haste);
  • Some faction, like Exiles or Sleepers, can take advantage of the discarded cards from a players hand, as they have ways to interact with the Graveyard.


Zones and Their Concepts[]

Command Zone[]

At the beginning of the match, the Command Zone contains 3 (three) Character Cards in it. These are the player’s Commanders.

Any Character card that is compatible with the Purity of a legal Deck can be used as Commander.

Any Activated and Passive Abilities Characters cards may have at his/her Ability Text can be activated or triggered from the Command Zone, as long as the player has the resources and fill the requirements of the ability usage, unless otherwise stated on the card.

To move a Character out of the Command Zone, they must be deployed, by paying its Resource Cost.

Unlike when a Character is deployed from the hand, a Character at the Command Zone can be deployed directly into any of the other zones (Support Zone, Assault Zone or Defense Zone) and is not Exhausted upon being deployed. 

What else is good to know:

  • Character cards at the Command Zone ARE considered to be "in play";
  • The Command Zone is NOT a part of the "Deployed Area" (so, the Characters cards in it are NOT considered to be deployed);
  • The Command Zone is NOT a part of the Battlefield;
  • A few Character cards can leave the Command Zone without needing to pay its Resource Cost (e.g. Gao Han, The Stalwart and the Pilgrimage Monk);
  • Characters can never be moved from another zone of the Playing Field to the Command Zone.


Support Zone[]

The Support Zone is where most Characters Cards enter play when deployed. Characters in the Support Zone can use any Activated and Passive Abilities they have (as long as the player has the resources and fill the requirements of the ability usage), but, from this zone, they cannot attack the opponent Fortress or are able to defend (by blocking) their own.

Artifact, Location and Mission cards always stay in this zone after being deployed.

What else is good to know:

  • Character cards at the Support Zone ARE considered to be "in play";
  • The Support Zone IS a part of the "Deployed Area" (so, the Cards in this zone ARE considered to be deployed);
  • The Support Zone is NOT a part of the Battlefield;
  • When Character, Artifact, Location and Mission cards are deployed, they will start out exhausted in the Support Zone, unless specified otherwise;
  • If a deployed Character card becomes Exhausted for whatever reason, they will automatically be moved to the Support Zone;


Assault Zone[]

The Assault Zone is where a player may place any number of deployed Characters with which they plan to attack the opponent Fortress during the turn. The player’s Assault Zone sits opposite from the opponent’s Defense Zone.

During Combat, Characters in the Assault Zone will attempt to attack the opponent’s Fortress, one at a time, in the order they are placed, from left to right, while Characters in the Defense Zone attempt to block them from doing so.

More informations about how Combat resolves are described at the guide Turn Structure.

What else is good to know:

  • Character cards at the Assault Zone ARE considered to be "in play";
  • The Assault Zone IS a part of the "Deployed Area" (so, the Cards in this zone ARE considered to be deployed);
  • The Assault Zone IS a part of the Battlefield.


Defense Zone[]

The Defense Zone is where a player may place any number of deployed Characters with which they plan to block during the turn. The player’s Defense Zone sits opposite from the opponent’s Assalt Zone.

In other words, the Defense Zone is the line between your opponent's Assault Zone and your Fortress.

During combat, Characters in the Defense Zone will attempt to block, one at the time, in the order they are placed, from left to right.

A Character in the Defense Zone will keep blocking all attackers until it is killed, at which time the next Character in line in the Defense Zone will block. If a defending Character is unable to block an attacker due to an ability or effect, then the first Character in line who is able to block the attack will do so instead.

More informations about how Combat resolves are described at the guide Turn Structure.

What else is good to know:

  • Character cards at the Defense Zone ARE considered to be "in play";
  • The Defense Zone IS a part of the "Deployed Area" (so, the Cards in this zone ARE considered to be deployed);
  • The Defense Zone IS a part of the Battlefield.


"The Battlefield" Concept[]

"The Battlefield" is the area comprised of the Assault and Defense Zones of both players. Support Zones and Command Zones are not considered part of the Battlefield.


"Deployed Area" Concept[]

The "'Deployed Area" correspond to the zone comprised of the Battlefield and the Support Zone of both players. Any Characters, Artifacts, Locations, or Missions in these zones are considered to be “deployed” or "in play". A card “leaves the Deployed Area” when it is either destroyed, removed from the game, returned to the hand, etc.

The Command Zones are not considered part of the Deployed Area.


"In Play" Concept[]

Cards are considered to be “In Play” if they are either in the Deployed Area or the Command Zone. A card “leaves play” when it is either destroyed, removed from the game, returned to the hand, etc.


Other Elements from the Playing Field[]

Deck[]

The Deck is where the player’s main deck sits during the game. At there, are all the cards a player haven't drawn yet, randomly shuffled and stacked.

By default, players will draw 1 (one) card from the Deck per turn, unless some other modifier is in effect.

What else is good to know:

  • If a player's deck runs out or cards, it's owner will lose 10 Morale per turn;
  • Mousing over either player’s deck will show how many cards are left in it;
  • Certain cards and actions allow you to interact in different ways with the deck, for example, by shuffling cards from your graveyard back in it, or searching the deck for specific cards to put into your hand.


Graveyard[]

The Graveyard is where Character cards go to after been killed, destroyed, died, sacrificed, etc.

After played and resolved, Ability cards also go directly to the Graveyard.

Artifacts cards that have been destroyed, also go there, as well as Missions Cards that have been completed.

Finally, discarded cards are also placed into the Graveyard.

What else is good to know:

  • Both players’ Graveyards are considered to be public knowledge, and may be inspected by either player at any time during a match by clicking on it;
  • Certain cards allow you to interact in different ways with the Graveyard, for example, by raising characters from it or moving cards from your deck directly to there.


HUD (Heads Up Display) Elements[]

Avatar[]

The Avatar is a small portrait each player uses to represent themselves.


The Health/Morale Bars[]

The Health/Morale Bars show how much Health and Morale a player currently has.

At a match, both players starts it with 100 (one hundred) points in each bar.

Should either bar reach and remain at 0 (zero) for a player at the end of a turn, then that player loses the match.

Since the status of both Health and Morale bars are only checked at the end of a turn, it is possible for matches to end up in a draw, which can occur when 2 players lose simultaneously.

It is also possible for a player’s Health or Morale to reach 0 during the course of a turn, but if the player is able to recover their Health or Morale to be higher than 0 by the end of the turn, then that player will not have lost and play continues onto the next turn.


Health Bar[]

The Health Bar is displayed as a yellow bar bellow each player's name, and it represents the amount of damage a player's Fortress can stand.

When the Fortress Health Bar is depleted (reached 0), it means that your Fortress was destroyed or that your troops have been defeated.

The most common way that players can use to cause "damage" and subtract points from the opponent Health Bar, is by attacking his/her Fortress with the characters located at the Assault Zone.

Of course, the opposing player can use his/her own characters to defend his own Fortresses, as explained above.

What else is good to know:

  • It is possible to cause "damage" (by taking points from the Health Bar) to an opponent Fortress via Activated and/or Passive Abilities of Characters, Abilities, Artifacts and Locations cards;
  • Players can "heal" (by adding points to the Health Bar) a Fortress through some Activated and/or Passive Abilities of Characters, Abilities, Artifacts, Locations and Mission cards;
  • Fortresses can have their maximum health modified by certain cards like The Great Fortress of Xia Han, that allow the Health Bar to have a higher maximum;
  • Some cards can prevent a player's Fortress from being destroyed, even if its Health Bar would be depleted at the end of turn (e.g. Jialan, Guardian of Life and Die Another Day).


Morale Bar[]

The Morale Bar is the blue bar displayed below the Fortress Health bar, and it represents the capacity of a player to maintain the will to fight. When the Morale Bar is depleted (reached 0), it means that your unit's morale cracked, making them to surrender or just give up the fight.

The most common way for a player to lose morale (take morale damage) is by having their Character Cards killed or destroyed, which subtract points from the Morale Bar according with that Character Morale Cost.

What else is good to know:

  • It is possible to cause "damage" (by taking points from the Morale Bar) to an opponent Morale via Activated and/or Passive Abilities of Characters, Abilities and Artifacts cards;
  • Players can "gain" Morale (by adding points to the Bar) or reduce the morale damage they would take through some Activated and/or Passive Abilities of Characters and Abilities cards;
  • The max limit of the Morale Bar cannot grow above 100;
  • A player will lose 10 morale per turn if his/her deck runs out of cards.


Resource Indicator[]

The Resource Indicator shows the maximum and remaining resources a player has during the turn. Basically, each turn, players can use the maximum number of resources he/she has at the indicator.

At the beggining of the match, both players start with their maximum resources at 1 (one). Each turn, automatically, the players maximum resources increase by 1, until it reaches 10 (ten). Once a player maximum resources reach 10, it will no longer increase automatically.

What else is good to know:

  • If a player's maximum resources is reduced below 10 by any card Activated and/or Passive Abilities, it will start increasing again, until it reaches 10;
  • Bonus resources gained by players via the Trading Post or by other cards do not count towards the base maximum resources of 10. For example, if a player gained 2 (two) bonus resources from some source, his/her maximum resources would not stop increasing until it reached 12;
  • As every card has a Resource Cost, a player that has the right amount of resources can use them to deploy Characters, Artifacts, Locations and Missions cards and/or activate any abilities of deployed cards and/or play Ability Cards;
  • Having insufficient remaining resources means no more cards may be played nor any Activated Abilities with a resource cost can be activated;
  • All resources previously used during a turn will be refilled by the beginning of the next turn.


For more informations about Resources, see the Turn Structure Guide.


Initiative Indicator[]

The Initiative Indicator is a yellow dot that can be found near the players name, next to the Resource Indicator.

This indicator switch from player to player every turn, showing who has the Initiative for the turn.

When a player has the Initiative for the turn, it means (among others) that his/her Activated or Passive Abilities will resolve first, and that his/her Characters will also attack first during combat, while the Characters belonging to the other player will defend first.

For more informations about Initiative, see the Turn Structure Guide.


Undo Button[]

The Undo Button allows the player to take back a planned action for the turn.

Before the end of the Planning Stage, actions like deploying Characters, Artifacts, Locations, Missions and playing Abilities cards can all be undone. Activating the abilities of cards in play can also be undone.

The same applies to some start of turn decisions, such as the decision to sacrifice a character to Vasir, the Demon Prince or to pay 2 resources to keep the Bomb-bot from exploding.

Some actions cannot be undone, but that will be specified.

What else id good to know:

  • Actions taken with the Trading Post cannot be undone with the Undo Button;
  • Some Abilities cards states that them "Cannot be Undone", which means that the Undo Button can't allow the player to undo this action.


Trading Post[]

The Trading Post is the "Scales of Justice" icon in the lower right corner of the HUD, and it enable the player to perform the following special actions, during a turn:

  1. "Shuffle hand into deck: draw a new hand minus 1 (first turn action only);
  2. "Pay 3: Shuffle a card from your hand into the deck, draw a card.";
  3. "Pay 5: Draw a card.";
  4. "Pay 9: Increase base resources by 1";

When the Trading Post reffers to "Pay 3", "Pay 5" or "Pay 9", these numbers are the amount of resources the player must spent in order to use the elected action. A player may use these special actions as long as he/she has resources to pay for it.

What else is good to know:

  • The Mulligan option (special action number 1 - "Shuffle hand into deck: draw a new hand minus 1 [...]") can be used more than once, but every time the player draw a new hand it will be one card smaller than the previous one;
  • The player can choose which card will be shuffled back at the deck when he/she uses the action number 2 ("Pay 3: Shuffle a card from your hand into the deck, draw a card.");
  • Every time a player acquire the base resources given by the special action number 4 ("Pay 9: Increase base resources by 1"), it allows the player maximum resource to keep increasing beyond the natural limit of 10 (ten);
  • Actions taken with the Trading Post CAN NOT be undone with the Undo Button;


End Planning Button[]

The End Planning button is clicked by players to indicate they are done with the Planning Stage of their turn and are ready to move on to the Resolution Stage.

In Player versus Player games, a timer appears near this button to indicate how many time the players have until the end of the turn. Once both players have hit their End Planning buttons, or the timer has expired, the turn moves to the Resolution Stage.

What else is good to know:

  • Once the End Planning button is pressed, the player’s board is locked, no movement or plays may be executed and no actions can be undone;
  • As long as your opponent did not end his/her Planning Stage, a player can press this same button to cancel his/her intention to end the Planning Stage and resume planning their turn;
  • A player can gain some extra time to finish his/her Planning Stage by pressing "Extend" bellow the End Planning button;

Acknowledgement[]

This page incorporates information from the Infinity Wars Comprehensive Rules and Mechanics Guide, brought to us by the awesome folks of the http://www.twitch.tv/nexustavern . The complete guide can be found here . At the moment, this guide is being updated by NatoPotato .

Previous tutorial: Next tutorial:
Part 3:Factions Part 5: Game Modes