Since the cards are the most important game component in a collectible card game (CCG), we would like to go into a bit of detail on their anatomy in Dusk of DAWN. You might find that in terms of their displayed values, the cards are pretty similar to the ones from other CCGs. There are, however, some additions that make the game more intriguing, while other common values have been simplified to keep the game slick and easy.
There are four major card types in Dusk of D.A.W.N.:
You can always find the type of a specific card on the right side of it, just below the illustration.
When you are in a game, you will notice that your side of the game board has three different columns for cards. One is marked for strategy cards, one for unit cards and one for building cards. Tactic cards however are always used up immediately and are then removed from your hand and put on your stack of used cards. When you build your deck you should try to have enough cards of each type so that your game board won't stay empty in a specific column.
Some cards also have a subtype. And certain cards might only affect cards of certain type and subtype. For instance, the “Motor Pool” allows you to draw a card of the type “Unit” of the subtype “Vehicle” from your deck.
Name & Rarity
Obviously, each card needs a unique name that identifies the card. The name, as well as some other parts of the card frame, are colored according to the rarity level of a card.
Rarities depict a cards power in the game. You wil get common cards quite regularly in the game and at times even find some uncommon or even rare cards. You can also try and get those from Booster Packs. But at some point you will have more of those cards that you want and that is when you can try to get your legendary cards. You simply turn your surplus cards into research points and then invest these points in an effort to get better cards. Sounds easy enough, right?
Just keep in mind that even if you have multiple legendary cards, you can't just stuff your deck with them. You can read more about that in the section about Deck Management.
As “collecting” is an important motivation for many players and as you will also want to have a perfect overview on the game board, each card will have a unique illustration.
As a rule of thumb, the rarer the card, the more detailed the illustration will be. We also try to make sure that the effect of a card is resembled by its illustration!
Most cards have their very own effects and can change the gameplay, as well as create synergies with other cards. The rules and abilites of a card are individually described as exact and simple as possible.
Additionally many cards also come with a flavor text which is just there to add a little something extra and set the mood. Sometimes they might even give you a strategical hint about its use.
Money is power! This is true especially in Dusk of D.A.W.N. Most cards that you put into play require a certain amount of credits to be purchased and the required credit value can be seen in the top left of every card. There are a select few cards that come without an attached credit cost, but in general you are expected to pay and since you don't have unlimited credits at your disposal, you need to make smart decisions.
In a match you have a fixed income per turn (20 credits to be exact) as well as additional credits that you might receive from the effects of certain cards. Each card that you want to put into play will subtract some of your credits. To play more powerful cards you will have to save up credits for a couple of turns until you have the necessary amount. This value is displayed at the top left of the card.
There are some effects that may negatively or positively affect the costs of a card, like the card “Market Domination”, which increases the costs of your enemy’s units and buildings by 15%.
Active abilities are card effects that only happen when you want them to. Most card abilities can be used once per turn, provided you have the necessary resources. Afterwards the card becomes exhausted. Exhaustion simply means that you cannot use it a second time in the same turn. The resource cost to use a card mostly comes from one of the following:
This is the most common way to activate a card abilitiy. You have 5 actions per turn available and activating a card usually costs one or two actions.
These are your corporations currency and you often also need them to place new cards on the board.
These are generated by your card themselves and can then be used to activate another ability.
Passive abilities activate by themselves when something specific happens in game. Some cards retaliate automatically when they are attacked, others provide buffs for all other cards in the game. The most common situations when a card does something automatically are the following:
- On Being Attacked
This covers abilities like retaliation attacks, but also automatic retreats, heals etc.
- On Attack
Sometimes attacks have additional perks, for example the Combat Buggy attack that moves out of harms ways after inflicting damage.
- At the Beginning of your Turn
One example would be the Watch Tower that automatically repairs partial damage whenever your turn starts.
These abilities are effective as long as the card stays in the game. Fortified Buildings for example will increase the power of all buildings by 10 as long as it is on the battlefield.
As you might want to take out enemy units, strategies and buildings – and ultimately the enemy corporation – you will need cards that are able to deal damage, and not all cards are able to do so. Damage is a fixed value and usually means that this amount of damage is going to be dealt against a target. Damage is always either physical or digital. A hacker just doesn’t use a gun, and a soldier simply doesn’t know how to hack a drone but instead prefers to shoot first and ask questions later. The damage value is shown at the bottom right of a card (if available). Keep in mind though, that the targets resistances may still reduce the damage being dealt. We will talk about resistances in the next section.
What you also need to take into account is the damage direction, as there are three different modes, which are fixed for each card:
- Same Row
The card will always deal its damage to the opposing row. Proper placement of such a card is vital. It makes sense to put a hacker in front of an “Assault Tank”, as a hacker is more efficient at taking out a tank than a soldier would be.
- Random Row
Such a card will deal its damage to one of the 4 enemy rows randomly. This might be surprising to your enemy, but it will also surprise you! Handle such a card with care.
- Selected Row
A card that lets you select the target row enables you to plan your actions in a comfortable way. Having multiple units with this ability will even allow you to take out enemy targets one by one efficiently. Usually, cards with this mode are more expensive compared to cards that attack the same row or a random row.
Power & Resistance
The power of a card is an abstract value which represents the health status, but also the loyalty of a card. Every attack against a card and some other effects may cause the power to diminish. If the power reaches 0, that card will be removed from play.
Mind that not all cards have a power value, but units regularly do. A card without power cannot be harmed by common attacks. Instead, attacks will bypass such a card, opening all cards behind it (and maybe even your corporation) up for attack.
Since the perfect use of physical and digital attacks is an important aspect in Dusk of DAWN, each card with a power value also has two resistances: physical (to the left of the power value; in white bars) and digital (to the right, in blue bars). Each resistance has 0 to 5 bars, whereas each bar means a 10% damage reduction against the according damage type. So a card with a physical resistance of 5 takes half the damage from physical attacks (50% damage mitigation).
There are some ways to affect the resistances of a card and it is also possible to heal your units using the abilities of other cards. So don’t panic if your “Assault Tank” got hacked! Just have a “Field Engineer” ready to repair it.
To provide a perfect overview, the power status of each card is displayed on the game board above each card as a power bar. This way, you can easily see which card already took damage and which one to take out next!