Plant Vs Zombies Cards

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Muriel Trettin

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Aug 5, 2024, 12:00:53 PM8/5/24
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Cardsare divided into three major categories: fighter cards, trick cards, and environment cards. A fighter card spawns a friendly fighter on the field when it is played, which in most cases attack enemy fighters or the opposing hero, and is destroyed and removed once its health reaches 0. A trick card can do a variety of things when it is played, ranging from making additional friendly fighters, modifying their attributes or destroying enemy fighters, to gaining or adding cards from or into the player's deck. After the ability ends, the trick card is automatically removed for the match. Finally, an environment card is played similar to a trick card that affects a selected ground lane and all compatible fighters on it while it is present, and is overridden and removed once another environment card is played on the same lane.

Each card also has a set of attributes, such as cost (/), strength (), health (), class, and tribe - one of which is a superpower, a special kind of card that is costs 1 only, is gained at the start of the game and every time the hero successfully blocks an attack, unless otherwise specified.


At the start of the game, each player is given four cards to their hand, and is also given the chance to replace each card once with another random one taken from the player's deck. Each player is also given a random superpower card from the player's list of available cards, which cannot be replaced. The player also draws a card from their deck starting from the second turn, and there are certain abilities that can give the player additional cards, either from or outside the deck. Each player can only have ten cards in their hand at once before the game stops giving them cards. The player that exhausts their card supply first loses the game.


Decks are required to have forty cards, and four of a single type of card can be put in at most. Therefore, it is very important to consider what cards are needed. Superpowers do not count to the deck's total number of cards, bringing this technical number to 44.


A card can be played providing that the card's cost does not exceed the player's currency stockpile balance, and that there are valid targets (for trick cards) or lanes (for fighter cards) for the card. Once the card is played, the player's currency stockpile balance is decreased by an amount equal to the card's cost. Plants can play fighter, trick, and environment cards all at the same time since they only have one play turn before the "Fight!" phase occurs. Zombies have two separate phases, the first exclusive to fighters and the second for tricks and environments, before the "Fight!" phase occurs.


Each side has unique tribes that can allow cards to create synergies. Each class has a main tribe, as well as a number of cards that can form synergy with the main tribe of the class. An example of a plant synergy is Buff-Shroom boosting Shroom for Two, both part of the mushroom tribe, the main tribe of the Kabloom class, and an example of a zombie synergy is Zombot Drone Engineer boosting Space Cadet, both part of the science tribe, the main tribe of the Brainy class.


Note that there are also examples of fighters within main tribes outside of the class, such as Fume-Shroom being a mushroom plant in the Solar class, and Disco-Tron being a science zombie in the Crazy class.


The zombies' fighter turn comes first, followed by the plants' combined turn, followed in turn by the zombies' trick turn, after which the "Fight!" phase occurs during which fighters engage in combat against the opposing side. Destroyed/used cards are removed and the turn order starts over from the beginning.


In the "Fight!" phase, zombie fighters attack first, then plant fighters attack afterwards (even if the plant fighter has its health down to 0 after being attacked). Because of this, the game immediately ends if a Strikethrough zombie defeats the plant hero, even if there is a plant in the same lane with Strikethrough that is about to finish off the zombie hero.


Although every fighter is unique, many of them share common traits, which the player needs to know to use them the best way. Present here is a list of traits that many fighters have, along with an explanation and a few examples of them:


Any fighter with this trait is not restricted to just the ground or heights lanes in terms of placement, but can also be played on aquatic lanes. If not played there, it can also be moved to the aquatic lane.


Any fighter with this trait gains a set amount of strength when no enemy fighters are in its lane. Playing anything in front of an enemy fighter with the trait de-activates its Anti-Hero trait.


Any fighter with this trait takes reduced damage when it is attacked, with the number specifying the amount of damage that is subtracted. If the damage done is less than (or equal to) the resistance number, the fighter does not take any damage. However, this trait does not protect the fighter from any tricks or abilities that reduce its stats by a set amount.


Any fighter that has this trait does a bonus attack if it destroys an enemy fighter and survives without being destroyed itself. Zombies will only do a bonus attack if they destroy a plant with their attack, and not through their abilities. For example, although Supernova Gargantuar can destroy several plants with his ability, he will not do any bonus attacks for destroying those plants. This also does not apply if Soul Patch is destroyed without being attacked directly.


Any fighter with this trait is not revealed until the zombie hero's Tricks phase begins - it is instead concealed by a gravestone. The opposing hero cannot see how many brains are spent on that fighter until the next "Zombie Tricks" phase. While it is concealed, the fighter is immune to all methods of damage and card abilities (from both the plant and zombie side), except cards such as Grave Buster and Grave Mistake.


Zombies with this trait cannot be played on a zombie with a Fusion ability, but may appear without a gravestone if it is obtained by another card's ability. Additionally, playing a gravestone does not count as playing the fighter itself until it is revealed normally in the "Zombie Tricks" phase, and this extends to "When played" abilities as well. Any passive abilities, such as Defensive End's, will not activate while that zombie is in a gravestone. Lastly, if any zombies in gravestones are destroyed, the "When destroyed" abilities will not activate.


Any fighter with theOvershoot trait does a specified amount of damage to the enemy hero, provided that it lives after any environment effects before actual combat. As long as the fighter is alive, this will always occur. This attack is not tied to strength, nor is it considered as a standard attack, so Freezing cards and Wing-Nut do not affect it.


Any fighter with this trait does a specified amount of damage to fighters on adjacent lanes, in addition to the lane it is on when it attacks. Heroes, however, do not take Splash Damage if said lanes are empty. Splash Damage cannot be increased or decreased in any way, even if the fighter's strength has been altered. Splash Damage can be suppressed if the fighter has 0 strength, but comes back once its strength is reboosted to at least 1.


Any fighter with this trait can be played on a lane that is already occupied by an allied fighter. Likewise, any other allied fighter can be played on the lane occupied with a fighter that has Team-Up. The position does not matter, but up to two fighters are allowed on each lane.


Any fighter that receives this effect attacks again as long it manages to survive combat on its lane. Any plant fighter with the Double Strike trait, as well as any zombie fighter with the Frenzy trait, gets this effect.


Any fighter that receives this effect is returned to the owner's hand, with its stats reverted to the base stats and all given traits removed, e.g. a zombie boosted by Maniacal Laugh loses the Frenzy trait and the stat boost when Bounced. If the stats are directly altered while the fighter is in the hero's hand, however, Bouncing will not reset its stats and given traits.


Instantly remove a fighter on the field. It does not count as doing damage (thus not activating "When hurt" abilities), but it will activate "When destroyed" abilities. For example, if the plant hero plays Squash on Gas Giant, it will not do 1 damage to all other plants and zombies ("When hurt" ability), but it will do 5 damage to the plant hero ("When destroyed" ability).


Any fighter that receives this effect is immobilized, forcing it to skip its next attack. Playing a card that makes the immobilized fighter do a bonus attack instantly cancels out the Freeze effect. Plant fighters with the Double Strike trait will attack once after being thawed if they survive combat.


While there are a plethora of ways an ability can activate, there are some that are officially named and categorized. Present here is a list of named abilities, along with an explanation of them and examples of fighters with them:


This ability activates when the fighter with this ability is played on a fighter that meets the criterion, if any. The fighter that meets the criterion immediately transforms into the fighter with the Evolution ability and gains a sparkling green aura. Fighters on aquatic lanes can also be selected, even if the fighter with the Evolution ability does not have the Amphibious trait itself.


This ability activates when any fighter is played on the fighter with this ability. The fighter with the Fusion ability glows green if it is a plant, or purple if it is a zombie, and goes underneath the fighter played on it. In this state, the Fusion fighter is basically non-existent, and disappears when the fighter played on it is Bounced or destroyed. Almost all fighter cards can be played on a fusion fighter, with the exception of zombie fighters with the Gravestone trait.

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