PROTOCOL_03
COMBAT ZONES
Before the phases begin, a Zone card is drawn and stays active for the whole battle. The zone envelops the playing field.
ZONE_MECHANIC
Zones are general cards that are part of the setting. They are shuffled and drawn at random before the player's first turn. Only one card is drawn per game, unless a Gift states otherwise.
- >Zone cards only affect the estro of the zone card itself, unless the Gift specifies otherwise.
- >The Gifts of zone cards can be activated at any time. If they are activated during an attack, the attacker may decide to stop the attack and redirect it to a new card.
MILITARY ZONE
Passive bonus: +2 to all ARDO values.
Special ability (1V): Once per game you can sacrifice an ARDO card from your hand to increase the ARDO values of an ARDO card on the field by +4.
TECH DEVELOPMENT ZONE
Passive bonus: +2 to all GRANITO values.
Special ability (1V): Once per game you can swap an opponent's ARDO and GRANITO values during an attack.
MEDICAL ZONE
Passive bonus: +2 to all ARMONIO values.
Special ability (1V): Once per game, a destroyed card can avoid death and stay on the field.
CIVILIAN ZONE
Passive bonus: +2 to all ILLUSIO values.
Special ability (1V): Once per game, an ILLUSIO card's ILLUSIO value is doubled during an attack.
CONTROL ZONE
Passive bonus: +2 to all MANPO values.
Special ability (1V): Once per game you can convert any card on your side of the field into the MANPO estro.
DRAW_RANDOM_ZONE