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Project S Docs
  • Overview
    • Welcome to Project S
    • Road Map
    • Smart Contracts
    • CannaCards
  • Fundamentals
    • Getting set up
      • Creating a MetaMask account
      • Adding Fantom Opera to Metamask
    • Minting and Collecting
    • Managing CannaCards via Paintswap
    • Upgrading CannaCards
  • Use Cases
    • For Gamers
    • For Investors
    • For Collectors
  • Mini Game
    • Deck Building
    • Board and Climates
    • Turns and Objective
    • Cannabis Growth Cards
    • Unit Cards and Abilities
    • Buffs and Debuffs
  • Lore Library
    • Characters
      • Farox
    • Locations
      • Farax's Childhood Homestead
      • The Region of Seroria
    • Events
      • The Kidnapped Man
  • Card Catalogue
    • Lore Cards
      • Young Serorian
    • Released CGCs
      • Purple Punch (AA)
      • Double OG (AAA)
      • Lemon Pepper
      • Ginger Bread Man (AA)
      • Super Glue (AA)
    • Silver Unit Cards
      • Farmer
      • Thief
      • Guard
    • Gold Unit Cards
      • Calvary
      • Pyro-Raider
      • Archer
      • Assassin
  • Resources
    • Cannabis Built Differently
    • Discord
    • Twitter
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  • Unit Cards
  • Abilities
  1. Mini Game

Unit Cards and Abilities

Unit Cards

Unit Cards are a player's way to manipulate the game board to their advantage. All Unit Cards have Direct Action stats to account for:

Health

The number of Damage Points a Unit Card can endure. Health persists throughout turns. For example, if a Unit Card with a Health Stat of 4 suffers from 3 Damage Points, it will have 1 Health remaining until healed or further damaged.

Attack

The number of Damage Points a Unit Card inflicts during Direct Action of an opponent card.

Defense

The number of Damage Points a Unit Card deflects when suffering from Direct Action. For example, if an aggressing card with an Attack stat of 5 directly acts on a defending card with a Defense stat of 3, the defending card will have 2 Damage Points inflicted upon it.

Movement Distance

The amount of tiles a Unit Card can move per decision. Note: a Unit Card does not to move its maximum distance.

Movement Direction

A card can either move Vertical (along columns), Horizontal (along rows,) Diagonal, or a combination of the three. Note: "Perpendicular" indicates the Unit Card may move in both the Horizontal and Vertical directions.

Encounter Type

The behavior in which the Unit Card undergoes when moving onto a tile that is occupied by an opponent's card.

Block: The Unit Card cannot occupy or move through a tile that an opponent card is currently occupying.

Pass: The unit card cannot occupy, but may move through a tile that an opponent card is currently occupying.

Ram: The unit card will push an opponent card to an adjacent tile when attempting to occupy or move through a tile that an opponent card is currently occupying.

Abilities

Unit card's come with unique abilities that can further aid a player's ability to manipulate the board.

Passive

Passive Abilities are always producing their effects and do not require a Decision.

Active

Active Abilities require a Decision to produce their effects.

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Last updated 2 years ago