Unlike most TCGs, Valcarta uses a dice to calculate a lot of it's effects like damage on certain skills, success of a Status Effect, the amount of Fay Energy a player can use on a given turn.
This system adds new layers to the game and makes it a bit more flexible as it removes all need for a coin.
Roll of the Dice
Valcarta TCG uses a resource known has Fay Energy, a power which allows the people and creatures of Valcarta to flourish and use magically abilities. During the end of your turn, all FE (your resource) is returned to 0. At the start of your next turn, you will roll again for FE, starting over brand new!
Never fear, the Units on your field retain their strength an await your command!
Never again will the fate of your Deck rest in the hands of drawing cards and luck!
There are many cards to choose from, like most TCGs, but which ones to choose? Valcarta TCG presents a lot of opportunity to players when they wish to build a deck, but keep all aspect in perspective. Each Unit is often limited to using a certain type of FE. FE is generated from your Crystal Card. Selecting the proper Crystal Card and Units for your Deck will allow for several different combinations with the simplest of cards.
Unique Deck Building
The Valcarta Trading Card game has many new elements that are not often seen within the current realm of card games and brings a new pace and feel to the platform.
GAMEPLAY FOOTAGE COMING SOON
Unit cards are your prime source of power and normally the means of winning the game. Units can be played, from your hand during your turn by paying 1 FE. Units normally have 2 attacks which can be used at the cost of FE. This cost must be paid, or you cannot use the skill. Each Unit has it's own Unit type (IE: Abardean), Unit Level (IE: Basic Unit), HP value (IE: 70) and name listed on the card. These aspects are very important. If a Unit's HP value is reduced to 0 or less, the Unit is destroyed and the owner of the Unit takes damage based on the Unit's Level.
The Unit Card's color depends on it's FE alignment. The Unit shown is IFE (Ice Fay Energy) aligned, meaning that it's skills will normally require IFE. Make sure to use a card like this with a Crystal Card the generates IFE!
War Cards are noted by the Triangle Shape surrounding the Art on the card and their distinct, bright blue coloring. War Cards can be played from the hand, for a cost, to carry out special effects! There are 3 different types of War Cards:
Continuous - These War Cards are played to the field and will remain active as long as you can continuously pay the cost during each of your turns. Only 3 of these cards can be active on a players side of the field.
Single Use - These War Cards are played at a cost and can be used even if the War Card Zone is filled. When the effect of the played card is finished, the card is sent to the Discard Pile.
Instant - These War Cards have no cost and can only be played during your opponent's turn.
Equipment Cards are noted by the hexagonal shape around the Art of the card and their distinct, bright yellow coloring. Equipment Cards are played from the hand and equipped to a Unit on the field. A single Unit can only be equipped with 1 Unit Card unless otherwise stated. Equipment cards cost no FE to play and are sent to the Discard Pile if the Unit they are attached to is destroyed.
Equpment Cards normally provide Units with powerful upgrades to give them an edge in battle!
Crystal Cards are very important and every Player must have one with them. The Crystal Card is not placed in the Deck and is instead placed directly on the field, face-up. These Cards provide a certain type of FE for you to use each turn and normally have a very powerful effect that can be used only once per match. The Crystal Card can never leave the field for any reason.
10/20/2013 - Website Overhaul