Color represents the deck "theme" and cards abiilities. Red deck suits for boosts, yellow one - for fast attacks.
The neutral deck, the theme here is “street-level”: burglars, robbers, street-level prostitutes, even religious figures. You can also find the occasional charismatic gang leaders and some very rare and powerful cards, like retired hit-men or other legendary men and women.
Check all neutral cards.
The theme for this deck is “nature”. This includes everyone and everything that have something in common with nature: ecoterrorists, hippies, drug dealers that specialise in nature-related drugs like marijuana, eco-friendly people in general, even among high social classes.
Check all green cards.
he theme for this deck is “drugs”; the Slob is the most famous and most used drug, so the deck takes its glowing red color from it. In this deck we can find drug dealers and their minions, drug addicts, mutants, but also machines and robots used by gangsters to facilitate the drug market.
Check all red cards.
The themes for this deck are “technology” and “cyberpunk”; here we can have cyborgs, humans with mechanical body parts, cyberpunk criminals, robots, vehicles, machines and weapons, various people with minor or major technological enhancements.
Check all yellow cards.
The theme for this deck is “part of the system”: it includes politicians and their assistants, lowly police officers and military generals, movie stars and producers; machines, vehicles, weapons and robots at the service of the government or the police; social workers and much more.
Check all blue cards.
Cards that related to different fractions at the same time.
Check all multi colors cards.
This is a list of all the skills and abilities that a card can have.
Activate | Once per turn, you may click building to activate its effect. |
Spore immune | A unit with spore immune can move only on “green mist” lands which contains “spores” toxic to almost anyone but mutants and other few exceptions, hence the definition “spore immune”) and green lands. |
Charge “X” | This unit can move up to the number of spaces specified (which replaces the “X”) in a straight line. |
Dash “X” | When summoned, you may move this unit up to the number of spaces specified (which replaces the “X”), in a straight line. |
Combat | Trigger a specified effect, whenever a creature with Combat fights. |
Death Touch | Destroy any unit this card attacks, regardless of its health. |
Divine | Cannot be targeted by events or abilities. |
Flying | A unit with Flying can move over ocean tiles without being destroyed. |
Gift | Does something when you play this card from your hand. |
Haste | A unit with Haste can attack, harvest (“collect money” in our game) and move the turn you play it. |
Jump | A unit with Jump can move up to 2 spaces in any direction, passing over anything in its way. |
Last words | When a unit with Last Words dies, trigger the specified effect. |
Production | At the start of your turn trigger the specified effect. |
Protection | When this creature would take damage, ignore it and lose Protection instead. |
Ranged | This unit can attack the first enemy in a straight line, regardless of adjacency. A unit with Ranged cannot move and attack in the same turn. |
Swallow | Imprison an enemy within this unit. When the unit with Swallow dies, the enemy is release. |
Taunt | Enemy adjacent to a unit with Taunt cannot move or attack any other target |