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This page should provide rules guidance for Coraabia with rising level of complexity.

Basic rules[ | ]

Both players send a character from top of their decks to face each other in a duel.

One player chooses which of the four numbers will be compared in the duel.

The player whose character has the compared number higher is currently WINNING the duel.

It is always the LOSING player who is playing and has a chance to react - activate his/her character's ability, play a trick card from hand or send a reserve character from hand to duel.

The losing player can also PASS to concede the duel in opponent's favor.

The winner of the duel receives the POINTS showed on his/her character and a new duel starts.

This cycle goes on until one of the players runs out of characters in the deck.

Then the game ends and the player with higher SCORE wins the game!

Structure of duels[ | ]

Duels are basic units of matches in Coraabia. Winning duels for positive points is the basic road to victory in Coraabia. With the exception of the ability Berserk, whatever happened in any individual duel has no direct influence on any other duels in the match. The limits on playable tricks and champions are replenished at the start of each duel.

Declaration[ | ]

1.1 The declaring player is a player who begins the game or who won the preceding duel. Who declares in the first duel is chosen at random.

1.2 The top card of the deck is revealed to the declaring player. If it is a trick, it is added to the player's hand. This step is repeated until a character is revealed.

1.3 The top card of the deck is revealed to the defending player. If it is a trick, it is added to the player's hand. This step is repeated until a character is revealed.

1.4 Trigger connections that work when duel starts.

1.5 Trigger connections that grant continuous effects.

1.6 The declaring player chooses a parameter to be compared in the upcoming duel.

Confrontation[ | ]

2.1 Trigger passive abilities of characters that have no conditions or whose conditions are satisfied.

2.2 Trigger abilities with the modifier Flash.

2.3 Trigger connections that grant one-time effects.

2.4 Trigger passive abilities of characters based on changes in 2.2 and 2.3. If one character has the compared parameter at least twice as high as the opposing character, it has its points doubled, even when they are negative (this is called Critical).

2.5 At any point in the duel, it is the turn of the player with the lower compared parameter, the losing player. The losing player may:

- - - 2.5.1 Use an activated ability of his/her dueling character; each character may use only one activated ability per duel.

- - - 2.5.2 Play a trick card from hand.

- - - 2.5.3 Send a character from hand (the so-called Champion) to replace his currently dueling character which is then send to Dump.

- - - 2.5.4 Concede (pass) the duel and let the opponent win, go to step 3.1.

2.6 The losing player may freely combine actions mentioned in step 2.5. (by default, players may play only one trick and one Champion per duel).

2.7 If the compared parameters of both dueling characters are equal, it is the turn of the declaring player. He/she may carry out any action mentioned in step 2.5. Then it is the turn of the defending player. He/she may also carry out any action mentioned in step 2.5. This sequence is repeated until both players consecutively choose to pass (or the parameters are no longer tied and the game continues as usually), at which point the duel continues in a shootout (see step 3.4.).

Resolution[ | ]

3.1 The winner of the duel is the player whose opponent passes.

3.2 Trigger abilities with modifier Win for the winner and abilities with the modifier Loss for the loser.

3.3 The winner adds the current points of his/her character to his/her score. If the points are negative, the score will correspondingly decrease and it may drop below zero.

3.4 A shootout commences once both dueling characters have the same compared parameters and both players consecutively pass without breaking the tie. In that case, a new duel starts with following rules:

- - - 3.4.1 The declaring player is the same as in the previous duel.

- - - 3.4.2 Current points of characters from the last duel are added (subtracted) to the points of the new characters.

- - - 3.4.3 The compared parameter is the same as the one at the end of the previous duel.

- - - 3.4.4 Repeat steps 2. and 3. – this means that multiple shootouts ae possible.

Duels follow one after another and their results affect the players' score.

The game ends once any player cannot send a character into the next duel.

The winner of the game is the player with higher score at the end of the game.

If the last duel of the game ends in a tie, there is no shootout and the player who still has a character in the deck receives the points of his/her characters and the game ends. This doesn’t count as a duel win. If no players have any characters in the deck, no one gets any points and the game ends.

If the score of both players at the end of the game is equal, the game ends in a draw.

Abilities[ | ]

• Each ability has its effect.

• Effects are divided into two groups - one-time and continuous.

• One-time effects that affect characters cease to work once their target leaves the duel.

• Continuous effects cease to work once their source leaves the duel.

• An ability may also have a condition which has to be met in order to trigger its effect.

• If an ability does not have a condition, the effect is displayed in the middle of the ability tile. If an ability has a condition, the condition is displayed in the top row of the ability tile and the effect in the bottom row.

• Some tricks have an additional condition, which is not displayed in the ability tile but is indicated by the color edge of the trick itself. These so-called faction tricks can only be played if a player has a character of the same faction color in the duel. The faction trick itself is factionless and is counted as a regular trick.


• Both effect and condition always have a target.

• There are three types of targets: ME, OPP, and ALL.

• ME is the player controlling the card (or his/her character) - an almost invisible black arrow pointing at the player controlling the card is displayed in front of the effect or condition.

• OPP is the opponent of the player controlling the card (or his/her character) - an orange arrow pointing at the opponent of the player controlling the card is displayed in front of the effect or condition.

• ALL are both players (or their characters) - orange arrows pointing both ways are displayed in front of the effect or condition.


• Abilities are divided into two basic groups - activated and passive.

• Activated abilities can be triggered by the player controlling the card (by clicking on them). If the background of the ability tile is bright, it is an activated ability. An activated ability can be always triggered whenever its condition is met, even in case its effect will not happen. Activated abilities always grant one-time effects.

• Passive abilities are triggered without any action from the player controlling the card. If the background of the ability tile is dark, it is a passive ability. Passive abilities usually grant continuous effects.

• Abilities can contain modifiers that change the way ability effects trigger.

• Playing the card type Trick always grants one-time effects.

Game logic principles[ | ]

This section clears up confusion about the way individual abilities trigger after each other.

The basic rules are:

• During the duel itself, abilities on cards have priority before abilities on connections. Abilities on connections have priority before abilities on tricks.

• Declaring player's abilities of the same priority as opponent's have priority before opponent's abilities.

• Passive abilities are working immediately after declaration until the very end of the duel.


The start of the duel looks like this:

1. Trigger connections that work when duel starts (e.g. adding tricks to hand like AN-WARANH)

2. Trigger connections that grant continuous effects (only those raising parameters like BLUPAN or raising points like BAHOOFA will be shown to work now)

3. Declaration

4. First trigger of passive abilities of characters (characters are now affected by continuous effects from passive abilities)

5. Trigger abilities with the modifier Flash (Berserk triggers as the first Flash)

6. Trigger connections that grant one-time effects (e.g. boost like INCORPS)

7. Second trigger of passive abilities of characters (this step adjusts conditioned passive abilities based on steps 5. and 6.)


• This hierarchy ensures that one-time effects can be prevented by continuous effects (e.g. character's Prohibition will prevent the effect of opponent's Flash Dump)

• This hierarchy ensures that opponents will not be given too much information during declaration (e.g. if you have the connection BONEHALL that lowers opponent's character's points when you have a ZOMB in the duel, opponent's character will not have its points lower during declaration)


Playing a champion:

1. Trigger connections of the player that played the champion and that grant continuous effects

2. First trigger of passive abilities of characters

3. Trigger abilities with the modifier Flash

4. Trigger abilities with the modifier Whenever champion on opponent's character

5. Trigger connections with the modifier Whenever champion

6. Trigger connections of the player that played the champion and that grant one-time effects

7. Second trigger of passive abilities of characters


Summon:

1. Trigger connections of the player whose character was summoned and that grant continuous effects

2. First trigger of passive abilities of characters

3. Trigger abilities with the modifier Flash

4. Trigger connections with the modifier Whenever trick

5. Trigger connections with the modifier Whenever Summon

6. Trigger connections of the player whose character was summoned and that grant one-time effects

7. Second trigger of passive abilities of characters


Playing a trick:

1. Trigger characters' abilities with the modifier Whenever trick

2. Trigger connections with the modifier Whenever trick

3. Trigger the effect of the trick itself


• If the effect of the played trick is Summon, switch steps 2. and 3. (e.g. if you play the trick FEAR! that summons your character to duel while having the connection KLEJ-KEN that boosts your character's parameters whenever you play a trick, you will summon a character first so it will gain the Klej-ken boost)

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