by James Hata
Before I get into specific cards from Set 12 that I am sure that you all are looking forward to, I’m going to explain some changes as well as new keyword mechanics that will be in effect starting with this set and going forward.
The first change that is easy to notice on all of these cards is the notation for rarity has changed. Instead of using the dot system, I have created a system that is a lot more intuitive for new players. The rarities are now denoted as follows (C = Common, UC = Uncommon, R = Rare, UR = Ultra Rare, P= Promo, SE= Starter Exclusive).
Secondly, the entire keyword system has gone over a significant overhaul. Most of the changes are just clarification in wording and intent, but there are a few changes that will have significant impact on gameplay. Below is a section straight out of the new starter rules sheet, which explains each of the keywords and defines them accordingly.
Keyword Traits
Keyword Traits are keywords that appear on cards, but do not have any abilities on their own. These traits are used to describe details of the attack. There are several cards in the game that reference keyword traits in their card effects. The following are the more common keyword traits: Kick, Punch, and Weapon.
Keyword Abilities
Keyword Abilities are keywords that have their own in-game effects. Below is a description of some of these keyword abilities and how they are played. The descriptions that do not appear on the cards appear below in italics.
Breaker: X
(
Response) - R: After blocking with this card, your opponent’s next card this turn gets +X difficulty.
Combo (X)
- In order to play the Combo ability written in the card text box, you must have cards with the required traits (noted in the parentheses) in the card pool immediately preceding this card in the listed order. Any references given to zones in the requirements refer to attack zones.
Desperation: X
- When your current vitality is less than half of your maximum vitality (rounded down), this card’s printed difficulty becomes X.
Multiple: X
(Enhance) - E Discard up to X momentum: Place the momentum discarded to pay for this ability face down into your card pool to the right of the Multiple attack. Each of the cards placed into your card pool counts as a copy of the Multiple attack with a blank text box and speed and damage values equal to the printed values of the original attack. No control check is required to play these cards, and each copy has its own Enhance Phase, Block Step, and Damage Step. Players must go from left to right, resolving each attack in turn. If a multiple copy would go to a player’s momentum for any reason, it is discarded instead. If you attempt to create a “multiple copy” of a “multiple copy,” the “copy of the copy” is discarded.
Powerful: X (Enhance)
- E Discard any number of momentum: For each momentum discarded to pay for this ability’s cost, this Powerful attack gets +X damage.
Ranged - This card may be played as a block against any ranged attack as if this card had a mid block of +0.
Reversal (Response)
- R Reveal this card from your hand: After an opponent’s attack has resolved, if a player with this card successfully blocked the attack, he may immediately attempt to play this attack from his hand, proceeding as if he played a regular attack. Once this attack has resolved, his opponent continues with his Combat Phase. A player may only attempt to play one reversal per attack.
Stun: X (Enhance)
- E: Your opponent commits X of their foundations.
Terrain - Only one Terrain card may be in either player’s staging area at any one time. If a Terrain is added to either player’s staging area, all other Terrain cards in all staging areas are destroyed.
Throw
- If this attack is completely blocked, it still deals half damage (rounded up).
Unique
- You may only have one copy of this card in your staging area at a time. If a second copy of the card is in or moved to your staging area, pick one copy to keep and destroy the rest.
The newest additions to keyword abilities are Combo and Terrain .
Combo in UFS is represents doing a specific set of actions in order to get a great advantage over your opponent, similar to its video game counterpart. This is done by fulfilling combo requirements in the keyword box. The reward or advantage is that it unlocks a Combo ability in the card text that is only playable if you meet the Combo requirements. Note that this is not a restriction on playing the card itself or any other text aside from the Combo ability, so you can still play these cards as normal; it is just that you get a big advantage if you play it after certain cards.
Terrain represents the location where both players are fighting. Terrains usually have an ability that affects both players and an ability that is helpful to the person who is playing the card. Flavor wise, the first ability represents the effect of the surrounding environment on the fight. The second ability represents the home-field advantage the player who played the card has. As the fight progresses, players can switch into other terrains where the advantages and the environment changes. However, the important thing to note is that player’s can’t be on two different Terrains at the same time. This is why as new terrains come in, old terrains are destroyed in game.
That is all for now, look forward to some more spoilers coming up next week! Until then, have fun and look forward to Set 12!