“The suspect wanted for the murder of four police officers is still at large…” Matthew was laying in a hospital bed and watching the news, “The stolen police car was found with a massive amount of the suspect’s blood inside, yet it was abandoned after driving for only a few blocks.”
Michael had bled to death and vanished, while his card was sent into the graveyard. However, after only twenty-four hours, it had already re-entered the deck. Matt was staring at the card in his hand, while sighing dramatically every few seconds. He turned off the news and then murmured “Maybe this is for the best?”
If it wasn’t for Michael, he would have certainly died. Not only that, but even if Matt had somehow managed to kill those two men in self-defense, it was entirely possible that he would be treated as a murderer. At the very least, the families would probably have sued him. Yet, he was able to escape the situation while being treated like a helpless victim the whole time.
The only problem was that now, his house was trashed, his mother was in critical condition and he was also recovering after having surgery to fix his shattered cheekbone. He was in a daze for a while, but once he came down from the morphine, he started feeling guilty for what he had done.
He stared at the ten pristine cards in his hands and asked “What are the different rarities?”
[There are 7 rarities: Trash, Common, Uncommon, Rare, Epic, Legendary, Divine.
Trash: The lowest rarity. Very mana-inefficient. Often useless. Grey background.
Common: Very ordinary. Often not worth the cost. White background.
Uncommon: Mediocre, but reliable. You get what you paid for. Green background.
Rare: Decent and efficient. Cheaper than you would expect. Blue background.
Epic: Powerful and dangerous. Usually expensive, but definitely worth the price. Red background.
Legendary: You either have to be very lucky or extremely skilled to own one of these. Purple background.
Divine: The best cards available, but they’re nearly impossible to obtain. Black background.]
His own card had been altered slightly since he woke up. The picture was of him in a hospital gown, laying on a hospital bed, with an IV drip in his arm.
[Summoner: Matthew Leblanc
ID Code: Trashmob-707
Description: A pathetic loser who did absolutely nothing to earn his place as a Summoner.]
“How does Mana work?” The moment he asked, the System answered.
[Perhaps I should give you a more comprehensive explanation of how the Cards of Fate work, instead?]
“Fine with me…” As he spoke, dozens of messages suddenly popped up in front of his face. The moment he finished reading one, it would disappear and the next message would immediately show up on top.
[There are many different types of cards. However, the basics are Creatures, Items, Spells, Structures.]
[The maximum number of cards in a deck is 55. There are two colors, red and black. There are 4 suits: Hearts, Diamonds, Clovers and Spades. The four suits correlate to Creatures, Items, Spells and Structures.]
[The number is equivalent to the amount of Mana required to play the card. Aces can cost 1 or 11, depending on the power of the card. Sometimes an Ace is extremely weak, but cheap. Face cards cost 10 Mana, but they aren’t equal to each other in power.]
[Jokers can be any card in the Summoner’s hand. They will cost 1 mana less than the original card to play. The blank card will be the Summoner’s Identification Card.]
[There are 10 levels per Rank. Every level requires 10 experience to advance. Combat experience can only be gained from defeating enemies at your Rank or higher. 1 experience point, per the level of the enemy. The maximum per kill is 20.]
[1 Maximum Mana is gained per level. 1 Mana is gained per hour of play-time as the base income. There are cards that can boost the current Mana past the maximum threshold, but it will prevent new mana from being earned per hour.]
[The maximum number of cards that can be kept in the Summoner’s hand at one time is 5. The smallest number of cards that can be kept in a deck is 10. The Summoner can draw 1 card per hour. If their hand is full, then they can choose 1 card to shuffle back into the deck, after drawing the new card.]
[When a card has finished being played, it is placed into the graveyard. The graveyard resets every 24 hours.]
[Cards can be obtained by completing quests, unlocking achievements and by leveling up. It is also possible to seal Creatures, Items, Spells and Structures within cards. Sealing is only possible within Online Servers.]
[Two cards of the same rarity can be combined together in order to create a card of a higher rarity. If the fusion fails, then both cards are destroyed. Two cards of the same rarity, type and number can be fused together to create a rarer card of the same type and number. If the fusion fails, then both cards are destroyed.]
[Trash to Common: 100% chance.
Common to Uncommon: 75% chance.
Uncommon to Rare: 50% chance.
Rare to Epic: 25% chance.
Epic to Legendary: 10% chance.
Legendary to Divine: 5% chance.]
[Creatures: Units, Heroes, Monsters and Critters.
Units: Groups of relatively weak and easily controlled creatures. Often humanoid, trained and equipped.
Heroes: Singular and extremely powerful beings. Some work well alone, while others function more efficiently when being added to Units. Depending on the personality, they can be extremely obedient or entirely uncontrollable.
Monsters: Uncontrollable creatures. There are ways to control them, but in their basic state, they will not follow orders. They are more powerful and dangerous than Critters for the most part.
Critters: Uncontrollable creatures. There are ways to control them, but in their basic state, they will not follow orders. They are usually weaker than Monsters, but in large numbers, they can be dangerous.]
[Items: Equipment, Tools and Consumables.
Equipment: Items that can be worn or wielded by the Summoner or Creature Cards. They are soulbound and cannot be utilized by others. Typically includes weapons, armor, clothing and accessories.
Tools: Items that can be utilized by the Summoner or Creature Cards. They are soulbound and cannot be utilized by others. Generally non-combat items, used for crafting, repairs or other works.
Consumables: Items that are meant to be exhausted. Includes various resources, potions, drugs, medicines and ammunition.]
[Spells: Offensive, Defensive, Supportive and Passive.
Offensive: Spells or abilities that can be used to attack enemies or cause destruction.
Defensive: Spells or abilities that can be used to protect allies, including the Summoner and Summoned Creatures or Structures.
Supportive: Spells or abilities that offer buffs to the Summoner or their allies. Usually temporary. Includes resource boosts and heals.
Passive: Spells or abilities that offer permanent or long-lasting effects to the Summoner or their allies.]
[Structures: Production and Fortification.
Production: A structure with the main purpose of producing resources.
Fortification: A structure with the main purpose of protection. Often includes structures that can garrison Units.
Vehicles: A structure with the main purpose of transportation. Often includes mechanical and non-automated large-scaled devices, such as boats, cars or planes.]