In each Crackheadlandia official card pack, you’ll find a variation of assorted cards that you can collect, trade, and battle with! It might be a tad bit of fuckery for the wee-minded ones, but with enough practice and collecting, you’ll kick even the toughest nuts!
Here are a few steps to help you start out:
Here are a few steps to help you start out:
1. Choose an Astral card!
Astral cards contain unique powers and abilities that help you decide what your play style will be. Are you resistant to Vague influence? Can you use the same Sun card twice per turn? Your Astral card will decide what your team’s identity is!
2. Pick out 3 Fighter cards!
Fighter cards are the key to winning a battle, and are the soldiers to your team. Some cards rely on dealing damage in one hit (Attack Power/AP), but other cards have special powers such as lingering poisons or shock.
3. Put together 3 Fortress cards!
Fortress cards decide how much health (Health Points/HP) you have until you’re defeated by your opponent, or vice versa.
4. Finally, pair up 2 Passive cards!
Passive cards give special boosts to your Fighter or Fortress cards. They’re not quite as powerful as Astral cards, but they still define your team and what you value in battles.
It’s that simple to start a team of your own! If you’d like, you can also match your cards to a certain influence, such as Arcane or Charity— but beware of other teams that could be resistant to your influence!
Getting Started
Playing Crackheadlandia is as simple as semen! Assuming you already have a team, find an opponent to battle with. (Crackheadlandia is leveled equally, so no need to worry about players that could be too powerful!) Each player goes back and forth, using each of their active cards as they please. Passive cards and Fortress cards stay in the background and are constantly active, while Fighter and Astral cards have to be manually activated.
Passive cards can affect your Fortress and Fighter cards, and must be accounted for each turn. They also only affect the opponent’s cards on the turn of the specific Passive card’s team.
Only 2 of the 3 Fighter cards can be activated on each turn, and once per turn. A Fighter card can only attack one Fortress card. One of the Fighter cards used in the last turn can not be used in the next turn.
Only one Astral card power can be activated per turn, and only once per turn. The Astral card used on that turn can only attack one Fortress card, unless stated otherwise.
Passive cards can affect your Fortress and Fighter cards, and must be accounted for each turn. They also only affect the opponent’s cards on the turn of the specific Passive card’s team.
Only 2 of the 3 Fighter cards can be activated on each turn, and once per turn. A Fighter card can only attack one Fortress card. One of the Fighter cards used in the last turn can not be used in the next turn.
Only one Astral card power can be activated per turn, and only once per turn. The Astral card used on that turn can only attack one Fortress card, unless stated otherwise.