Difference between revisions of "Mechanics"

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Turn timers force the player to make their decisions in a certain amount of time, be that in Shopping Phase or Action Phase.
 
Turn timers force the player to make their decisions in a certain amount of time, be that in Shopping Phase or Action Phase.
  
The standart turn timer is 45 seconds.
+
The standard turn timer is 45 seconds.
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== Cards ==
 
== Cards ==
 
All interactions in [[Artifact]] are, in one way or another, based on cards. Here you can read all about the specific properties of different cards and learn about different interactions.  
 
All interactions in [[Artifact]] are, in one way or another, based on cards. Here you can read all about the specific properties of different cards and learn about different interactions.  

Revision as of 17:35, 24 August 2018

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This page might contain: Unconfirmed information, wild speculation, or merely be a placeholder until the content is released.

Mechanics are the inner workings of Artifact.

Game board

Artifact is played on a board that is divided into 3 sections, called lanes. Each lane has one tower, which, if destroyed, exposes the Ancient. The game ends if 2 towers or the Ancient is destroyed by either party.

Game phases

The game is divided into multiple phases, each with their own unique gameplay. Each lane plays out into 2 phases: Action Phase and Combat Phase. After the the 3 lanes have been played out, the game round concludes, and the Shopping Phase begins. Afterwards, comes the Deployment Phase. Then, a new round begins.

Start of the Game

At the very start of the game, three of your chosen heroes get placed randomly onto the lanes, one hero per lane.

The game also places three creeps with them, but the creeps can land on the lanes in any combination (1-1-1, 1-0-2, etc...)

You start the game with 3 mana on each lane and 5 cards in your hand.

Action Phase

This phase is the part in which most of Artifacts gameplay takes place.

One player gets to go first. This is decided randomly for the first Action Phase of the match, and then decided by initiative for the rest of the game.

Whenever a player plays a card, the turn goes to their opponent, allowing them to react and counter the play that was made. This can go on indefinitely, allowing for quicker, back-and-forth gameplay for both players.

Passing

If a player no longer plays any cards (due to being out of mana, having no more cards in their hand, or simply deciding not to play this turn), they have to pass instead.

This hands the turn to their opponent, who has the same choice of either playing more cards or passing. If the second player responds by playing more cards, the Phase continues as if nothing happened. If they respond by passing (in other words, two passes happen in a row) the game moves onto the next phase.

Initiative

Initiative is a concept that decides which player gets to go first in the next lane.

The simplest explanation is this: Out of the last two passes that ended the previous Action phase, the player that made the first pass out of those two gets to go first in the next Action Phase.

Combat Phase

In the Combat Phase, heroes and creatures attack automatically, dealing damage to other units or structures. The game then moves onto the next lane, or onto the Shopping Phase after the third lane. The player has no control in this phase. (But it can be affected by your actions from the Action phase)

Shopping Phase

In the Shopping Phase, players purchase from a selection of 3 item cards, using their earned gold. one card is taken from their item deck, one is from the secret shop, and the last one is always a consumable item card.

Deployment Phase

In the Deployment Phase, also known as Hero Deployment, players position their heroes on the lanes. Two additional creeps are also spawned and randomly assigned to lanes.

Game Round

After the 3 lanes have been played out the rounds ends. After the Shopping and Deployment phases, a new round begins. Players draw 2 cards. Players gain an additional mana point.

Turn timers

The Turn timers are in place in most gamemodes. notable exceptions are...

Turn timers force the player to make their decisions in a certain amount of time, be that in Shopping Phase or Action Phase.

The standard turn timer is 45 seconds.

Cards

All interactions in Artifact are, in one way or another, based on cards. Here you can read all about the specific properties of different cards and learn about different interactions.

There is no limit to how many cards you can have in your hand.

Mana

Mana is a resource players use to play their cards. Each lane has a separate manapool, that starts at 3 at the beginning of the game, and increases by 1 each turn. There is no upper limit to the manapool, so as the game goes on mana stops becoming a problem. Some cards might affect the manapools directly.

Stats

Stats are properties that heroes and creatures inherently possess and can be improved by items.

Stat Description
Health The amount of damage an unit can take before dying.
Armor The amount of damage an unit subtracts from an attack.
Attack The amount of damage an unit can deal before reductions.

Damage types

Damage Description
Normal The basic type of dealing damage.
Piercing This Damage type ignores all armor.
Siege Damage to the tower cannot be blocked by units

Ability types

Abilities are either innate, or can be granted by items and spells. They fall into one main category, depending on its behavior.

Ability type Description
Active ability Abilities that requires the player's action to execute. After that, they are inactive for the duration of the cooldown.
Reactive ability Abilities that automatically activate after a certain trigger (e.g. End of the combat phase or after a spell is cast).
Continuous effect Abilities that are always active.

Ability effects

Abilities are unique powers or behaviors that are provided by spells, items or innate skills. They provide certain effects which can impact the battlefield.

Mechanic Description
Rapid Deployment If killed, return this hero to play at the the start of the next round.
Condemn Instantly destroy.
Move Move a Hero to another lane.
Heal Restore Health to an unit.
Summon Create a Summon.
Swap Exchange the positions of 2 units.
Draw Place a card from your deck into your hand.
Damage Immunity Make a unit impervious to attack.
Modify
Silence
Disarm The disarmed unit can not attack for the duration.
Discard Throw away a card from your hand
Retaliate Take damage when striking a unit that has Retaliate.
Cleave Deal damage to nearby units (confirmation needed)
Taunt Force units to target a certain enemy.
Global This card can target any lane.