Plants vs. Zombies Hypercards: Battle for Clashtown

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Plants vs. Zombies Hypercards: Battle for Clashtown (abbreviated as Hypercards or HBC) is a card game extravaganza featuring a couple of your favorite characters, maybe! It takes a very casual approach compared to its heroic cousin. Two players, armed with their personalized decks, battle it out using offensive Zombies to defeat their opponent and defensive plants to hold the fort down, as well as tricks to add plenty of spice. Mmm. <choose uncached><option weight="100">Spice</option><option>I love women</option></choose>.
This is what each Edition of the game gives you when purchased:
*Standard Edition: The basic version of the game, no special perks. Just good ol' fashioned Hypercards fun. $19.99.
*Hypercharged Edition: A fully cosmetic upgrade that gives you a cool rainbow name and a big bunch of exclusive cosmetics. $29.99.
==Core Gameplay (She/Her)==
Welcome to Hypercards! It's quite hyper, as you might have guessed. It's coming like a storm into your town. More fun than Heroes, essentially guaranteed. However, we will miss Ra Zombie, who died on the subway trying to get here. Regardless, Hypercards is a fun game full of fun and stuff where two players get some fat decks together and duke it out in the arena, with or without their pants. But certainly with plants. Maybe zombies, among other things. What other things? You're about to find out, doofus! XD
===Cards===
Hypercards is a turn based game, and each turn players can play a number of different cards. Who could have guessed that the card game featured cards? Skibidi bibidi nacho cheese! Similar to PvZ Heroes, players build decks out of 48 unique cards. However, they can choose to bring either 2x or 4x of a specific card. There is no option for 1x or 3x. That means if you're running 4x of all your cards like Creepes would, you have 12 unique card types in your deck. Us normal folks suggest bringing in a couple 2x cards for a little extra variety, especially surrounding things you don't need to be playing all the time.
Each player starts with a handsome set of 5 cards. Each card can be rerolled once if it doesn't look great, and to give a bit of extra control over the starting hand. W Rizz! Light tingles. Alright, I'll cool it with the malarkey for this section. At the start of each turn, players will draw a certain number of cards. They will both draw 2 cards at the start of turn 2, and then 1 card instead for each consecutive turn afterwards. The cards that are drawn range from plants, to zombies, to tricks. We'll talk a bit more about what each type of card is capable of doing later.
===Sun===
In order to play cards, you'll need sun. Here comes the sun! Sun is gathered at the start of each turn, and each player starts will a small amount of it. The player who goes first will start with 1 sun, while the second player will start with 2 sun. The important thing is that sun does not reset each turn, instead building upon itself, which means tricky players can forgo cards one turn to save up for something more expensive the next turn. The maximum amount of sun that any player can hold at once is 20, and the amount of sun will increase each consecutive turn to make things more exciting. It's a little complicated, so here's a bullet point list:
*Starting player 1: 1 sun
*Starting player 2: 2 sun
*Turn 1: +1 sun
*Turn 2: +2 sun
*Turn 3: +3 sun
*Turn 4: +4 sun
*Turn 5: +4 sun
*Turn 6: +5 sun
*Turn 7: +5 sun
*Turn 8: +6 sun
*Turn 9: +7 sun
*Turn 10+: +8 sun
*Turn 11: +9 sun
*Turn 12+: +10 sun
Each sun that is spent on cards will also be converted into energy for your Hero. We'll go more into Heroes and how energy works in a few paragraphs but the general idea is that the more cards you play, the more energy you'll get and the better off you'll be. Players must strategically manage their sun to maximize their impact on the game, balancing immediate needs with long-term planning. With careful resource management, even a player lagging behind in sun can turn the tides by playing high-impact cards at the right moment.
===Card Types===
There are a number of different card types featured in Hypercards, including Plants, Zombies, and Tricks. Each player gets to use all of the different cards in the game, so it's not like PvZ Heroes in that sense. All of the decks will contain a dark roast blend of Plants, Zombies, and Tricks for maximum variation. Each card type works very differently from the rest, which should make both gameplay a bit more interesting than Heroes and also make deckbuilding choices a bit more difficult. Do you want to focus more on defense, at the cost of offense? Do you want to just go all-in on damage? It's up to you, the player. John Player.
Plants are defensive cards that can be planted in five defensive positions. Plants have a certain amount of ammo, and they can be dragged onto zombies of your choice to attack them for a certain amount of Damage. When a plant runs out of ammo, they must reload for a certain number of turns, gaining 1 ammo every so often depending on how frequent the reload is. In this game, Damage works as both health and well, damage, so if a plant runs out of Damage they are destroyed.
Zombies are offensive cards that can be placed in ten offensive positions. Unlike plants, where they will stay more or less stationary, zombies will progress down the track in an orderly fashion. The track consists of ten, as we just said, offensive positions. Each zombie has a Delay stat which is the number of turns once they reach the front of the line they slide down that must pass before they go on and attack the opponent's hero. Like with plants, zombies use a single Damage stat for both their health and damage, so you can soften the blow by putting a dent in them.
Tricks are special types of cards that can do their own thing. They can be played during a player's turn, and they have a range of different effects from healing to doing Damage, to even having particularly synergistic effects with specific other types of plants or zombies. The versatility of Tricks means they are often the WiLdCaRd2048 or support in any deck, capable of synergizing with your cards to create unexpected and powerful combos. Crafting a deck with the right mix of Tricks can provide a strategic edge and add a layer of unpredictability to your gameplay.
Here's what the game board looks like, so you can get an idea of how things work.
===Heroes===
The key to Hypercards is the hero. Each player has a hero with a massive pool of health that is degraded as it suffers Damage. The first player whose Hero is destroyed will lose the match, so it's important to both defend your own Hero and attack the opposing Hero. Each Hero comes with their own unique abilities and stats, which can dramatically influence the flow of the game. Managing your Hero's health while leveraging their most delightful special abilities, called Flicks, effectively can be the difference between victory and defeat.
Each sun spent by the player will add 1 energy to their energy bar. There are two different types of heroes, there are plant heroes and there are zombie heroes. Plant heroes can hold up to 20 energy before running out of space, while zombie heroes can only hold 15 energy. This doesn't mean that they're objectively worse or anything, just different and more aggressive. So if you were to play a card that costed 10 sun, you would get 10 energy in turn. If you already had some energy, let's say 7/10 already, and then you get 10 energy, you will now have 17 energy. Manage your energy!
Each Hero has three Flicks. Flicks cost a certain amount of energy to be used, and each Hero has three of them. Some Flicks are activated manually and they will consume a certain amount of energy when they are used, and they do something really cool when used! Other Flicks are passive and just turn themselves on when the Hero has enough energy to support them. There's a fun balance here especially with mixed Heroes where it's important to manage energy input as well as spending it to keep passive benefits unlocked and going strong.
==Unlocking Cards==
Progression in Hypercards is very, very exciting. It's also very, very similar to the progression in PvZ Heroes where you collect a bunch of cards to then use them in a deck and beat the cahoonies out of unknowing opponents. The idea is that you collect coins from battles and other sources to then open up packs to collect random new cards. Cards only have to be collected once! After a card is unlocked, it can be used indefinitely in decks with no restrictions. This means that instead of it being a slog to get all four copies of a card, it can be a joyous ride to just get one. You'll see a similar design philosophy in Fresh Fighters.
===Coins===
Coins are the main resource in Hypercards and play a crucial role in your progression and deck-building journey. You collect coins from various sources, with battles being the most prominent. Winning a battle rewards you with a larger stash of coins compared to a loss, but even in defeat, you earn a respectable amount to keep your momentum going. This system encourages continual play and improvement, as each match, win or lose, contributes to your overall growth as both a Hypercards player and as a living, breathing human being.
Once you've amassed enough coins, you can use them to open mysterious and charming card packs. These packs contain a random assortment of new cards, which you can then add to your collection and integrate into your decks. They're discussed in the next section. The excitement of unlocking new cards adds an element of surprise and anticipation to your gameplay experience, but there is an option to just create the cards you want anyway.
So, while battles form the core of your coin-earning activities, remember that the game offers a variety of ways to fill your coffers. Every coin you collect brings you closer to building the ultimate deck and mastering the diverse and dynamic world of Hypercards. Managing your coin resources strategically will enable you to not only enhance your deck but also personalize your gameplay experience, paving the way for endless fun and creativity in the ever-evolving realm of Hypercards.
===Packs===
As previously mentioned, packs are how you unlock new cards. Packs can be purchased directly with coins, but there are also ways to obtain packs through other reward sources that aren't just money. Each pack contains a number of new cards you get to play around with immediately because you don't have to collect a bunch of different copies before being able to reasonably play with them unlike in PvZ Heroes. When you get a card out of a pack, it's more likely to be a brand-new card especially at the beginning but there is a chance that it will be a duplicate, where it will turn into scraps as described in the next section. This just keeps progression moving at a steady pace.
These are the different packs that are available in the game, as well as their coin prices if applicable. Keep in mind that lower-rarity cards will be shown to the player first, and that rarities are for individual cards and not all of the cards in the pack. That much should be obvious, but it might not be obvious to some less-informed players.
*Basic Card Pack (5000 coins) - Contains a single random card, of the following rarity distribution:
**Common: 55% chance
**Rare: 30% chance
**Epic: 14% chance
**Legendary: 1% chance
*Greater Card Pack (14000 coins) - Contains a total of 3 random cards, of the following rarity distribution:
**Common: 49% chance
**Rare: 34% chance
**Epic: 16% chance
**Legendary: 1% chance
*Master Card Pack (40000 coins) - Contains a total of 10 random cards, of the following rarity distribution:
**Common: 45% chance
**Rare: 36% chance
**Epic: 17% chance
**Legendary: 2% chance
Players can also choose to apply power-ups to their packs when purchasing them. Power-ups will apply a special modifier to the pack that makes it a bit more interesting potentially, and packs that are given out can sometimes have power-ups applied to them. While players can collect power-ups and use them at will, there is also a small 3% (grows based on pack size) chance for packs to just come with a power-up naturally for a bit of fun and games. Welcome to the jungle.
These are the two types of power-ups that can be used:
*Strikes - Each card draw can be "struck" up to 2 times to reroll it for another card of the same rarity.
*Choice - Each card draw is between two cards of the same rarity. Can pick one of them to take.
===Scraps===
Scraps are obtained by getting duplicates of cards you already own in packs or through other means. How graceful! Scraps are primarily used for crafting cards of your choice, allowing you to selectively add specific cards to your collection without relying solely on the randomness of packs. This crafting system empowers you to tailor your deck to your preferred playstyle, focusing on the cards that best enhance your strategy and complement your existing collection. No card goes to waste, and your collection efforts are rewarded by giving you a tangible benefit from duplicate pulls.
*Common Card: Can be crafted with 1000 scraps and converts into 500 scraps
*Rare Card: Can be crafted with 5000 scraps and converts into 2500 scraps
*Epic Card: Can be crafted with 10000 scraps and converts into 5000 scraps
*Legendary Card: Cannot be crafted but can be converts into 1 scrap (get rekt)
Scraps can also be obtained through some other reward sources, such as Ranked mode (which is described in a bit more detail later) and if you win by an exceptionally large margin you can also get a handful of Scraps there as well. Beat the sense out of your opposition! However, the best way to gather scraps by far is to either gather duplicate cards from your friendly packs. There are also a small number of cards in the game, around 20, that can only be crafted with scraps. They cannot be obtained in any other way.
===Hero's Journey===
Hero's Journey is a big part of the progression in Hypercards, and it contains all sorts of interesting and unique rewards as it is progressed through. The Hero's Journey is a sort of experience system combined with a reward track that allows players to show off their Hypercards expertise and collect some goodies along the way. Along the Hero's Journey are Journey Nodes, which are basically just set reward tiers that are lined up numerically. Unlocking new cards, winning battles (but only so many each day), and completing challenge tasks will award the player with Journey Points, which are what progresses them through Journey Nodes.
*Common Card: Unlocking a new card of this rarity awards 100 Journey Points
*Rare Card: Unlocking a new card of this rarity awards 500 Journey Points
*Epic Card: Unlocking a new card of this rarity awards 1000 Journey Points
*Legendary Card: Unlocking a new card of this rarity awards 5000 Journey Points
Hero's Journey rewards include packs to boost progression, coins to spend on whatever the player wants to, scraps to craft desired cards, and special cards. The cards that are found in the Hero's Journey cannot be obtained elsewhere, in a similar vein to the scrap-exclusive cards from the last section. Once a card has been found in Hero's Journey (or if it's a scrap-exclusive card, for that matter), duplicates of it can appear in other places such as packs.
New Heroes can only be obtained through the Hero's Journey, but you get to pick which one you want to unlock at each stage. For example, you may have the choice between Peatriarch and Estate McDetonate. Any Heroes outside of the first 10 (5 plants, 5 zombies) are relegated to Challenge Tasks (the next section, yummy!) instead.
===Challenge Tasks===
Challenge Tasks are the final place to unlock new cards, and potentially other goodies. Every so often, a mysterious character will appear to you with a challenge! Each challenge is a string of about 10 quests that range from placing a lot of zombies to doing damage, and about everything in between. Challenge Tasks come in infrequently, so you're encouraged to try and actually complete them while they're around. However, if you're unable to do it then the next time if the same Challenge Task comes back (which is likely) it will be easier to complete.
Completing Challenge Tasks in Hypercards is not only rewarding but also adds a layer of excitement and unpredictability to your gameplay. Each time you successfully complete a challenge, you're granted access to unique rewards, such as rare cards, exclusive cosmetics, or even bundles of coins and scraps. These rewards can significantly boost your deck and give you a competitive edge. It also further diversifies the game experience for different players, because everyone has different Challenge Tasks going on at different times.
There are Challenge Tasks for new cards as well as bigger rewards like coins or packs. There is a set of cards that are exclusive to Challenge Tasks, which makes it especially rewarding to complete them. The Challenge Tasks with those exclusive cards are generally a bit more difficult and longer to make them just that bit more interesting and feisty. Successfully tackling these exclusive Challenge Tasks not only grants you access to these rare cards but also brings a profound sense of accomplishment, making each victory feel like a significant milestone in your Hypercards journey. Yeah!
==Mastering Cards==
Of course, just obtaining cards isn't enough. You want to be able to truly master your cards, to understand them on a personal level, and to be able to show off that mastery. Mastering cards in Hypercards involves delving deep into the intricacies of each card's abilities, strengths, and potential synergies within your deck. It's about recognizing the perfect moment to play a card for maximum impact and anticipating how your opponent might counter or react.
===Card Mastery===
To aid in this journey of mastery, Hypercards provides a unique progression system for each card. As you use a card more frequently in battles, it gains experience points that contribute to its mastery level. This system not only rewards you for playing your favorite cards but also encourages you to experiment and discover new favorites. As your cards level up, they may unlock additional visual enhancements or minor gameplay bonuses, signifying your growing bond and expertise with them. Oh yeah!
Reaching higher mastery levels with a card isn't just about gaining strategic advantages like knowledge and brainpower, it's also about unlocking exclusive rewards that set your collection apart. Each card has a series of mastery milestones, and as you achieve these, you earn unique cosmetic upgrades that can't be obtained through any other means. These might include new artwork for the card, special card frames, or dynamic effects that make your cards visually stand out on the battlefield. These exclusive cosmetics are a testament to your dedication and skill, showcasing your deep and modest connection with each card. Rizztastic!
Additionally, as you level up your cards, you're rewarded with valuable resources like coins and scraps. This makes investing time in mastering a variety of cards a worthwhile endeavor, as the rewards help you further expand and refine your deck. Whether it's through enhancing the look of your cards with unique cosmetics or gathering the resources needed to acquire and craft new cards, the mastery system enriches your overall gameplay experience.
===Card Cosmetics===
As we previously discussed, there are special cosmetics to be found through mastery. These cosmetics can only be obtained through mastery, and there is no other way to collect cosmetics of any kind. You have to earn those things! The cosmetics range from alternate artwork to spice up the card's visual design to straight-up new visual effects that trigger when a card does its thing. There is an option in the settings menu to disable card cosmetics for those who are perhaps a little less experienced and are likely to get confused when things change all of a sudden.
These are the different types of cosmetics available for cards:
*Card Splashes: Changes the artwork of the card. Each card has its own artwork. Great!
*Card Sleeves: Changes the frame of the card to be more interesting to look at. It's so cool!
*Card Sparks: Adds fancy effects when the card is played, such as a spritz of confetti. Yeet!
*Card Skins: Completely redoes the card's visual design when deployed. It's a skin, after all!
While legally not a card cosmetic, there are also emotes in this game tied to specific cards. Each card has a set of 4 emotes as well as 1 text emote (called a saying, but no one would know what I was talking about if I didn't use a more generally-understood name first) that can be used in battles to communicate ineffectively with either your opponent or teammates. A deck of 20 emotes and 10 text emotes can be constructed and used in battles.
==Multiplayer Gameplay==
Cards and other things don't mean much if there's no way to compete. And trust me, you can compete in this game. This game has a lot of options to play from solo modes to team modes, and everything in between! In Hypercards, you can challenge your friends in head-to-head duels, participate in ranked matches to climb the competitive ladder, or join forces in cooperative team battles for a shared strategic experience. There are an infinite number of choices! Dandy!
===Game Options===
Hypercards is all about choice, and very often players will choose to dillydally in the flower fields. Just as often, they choose gameplay. Gameplay unlike anything ever seen before. There are a wealth of options for players to explore in Hypercards, ranging from the traditional 1v1 battle to 2v2 to even the ominous 4v4 battle. Each mode offers a unique experience, whether you're refining your skills in solo duels, teaming up with friends in cooperative play, or engaging in massive, chaotic clashes with multiple opponents. With so many ways to play, you can tailor your Hypercards experience to fit your mood and style, ensuring endless hours of fun, strategy, and violence.
====Environments====
Before we leap into the wonderful world of multiplayer gameplay, it's time for Environments. I wasn't entirely sure where to put this section, so it's going here. Would you believe that? You better believe that. It's happening right before your very eyes. You better believe that. It's happening right before your very eyes. Hold onto your hats and any nearby small pets, because we're about to explode. Just kidding. We're going to explore environments!
Environments are playable areas, similar to the arenas in PvZ Heroes. Unlike PvZ Heroes, each environment has a unique quirk or gimmick associated with it. Not only do they look interesting, but they come with new and invigorating styles of gameplay. There are two different categories of environment, those being common and rare. Common environments are tamer and appear more often, while rare environments appear a lot less often and are far more disruptive.
Common (93% chance)
*Clashtown Suburbs: No effect
*Pepper Jack Graveyard: Plants cost 1 more sun.
*Oily Beard's Campgrounds: Each player starts with 1 more card in hand.
*Imp Town: Each player starts with 3 more sun.
*Copper Mines: The first card played each game costs 1 less.
*Mellow Madhouse: Zombies have Delay increased by 1.
*Floodgate Fields: Each player draws two cards each turn.
*Super Sports Stadium: Zombies move twice each turn.
*Heartwood Retreat: Zombies cost 1 more sun.
*Spectral Swamp: Each player can hold 10 more sun at once.
*Twilight Treetops: Trick cards cost 1 less to play.
*Silver Sands Beach: The first card played each game costs 2 more.
Rare (7% chance)
*Turbo Trap Town: Each player starts with a hand full of tricks. If a player has no tricks or not enough tricks, they are given random tricks.
*Trampoline Park: When something is to be destroyed, it is Bounced instead. Cards Bounced when somebody has a full hand are instead destroyed.
*Castle of Doom: Players start with no cards in their hand.
*Antarctic Base: The first card played each turn starts Frozen.
*Rushin' Roulette: Each turn, a random plant or zombie of each player's is destroyed.
We like our weird numbers, thank you very much.
====Casual====
Sometimes players choose to be cowards. Embrace the cowardice! In Casual mode, you can play as much as you want without having to worry about losing any sort of rank points or anything of that description. They can still progress their quests or other similar things that aren't tied to ranks, but other than that it's a good place to kick back, relax, and just play some easy games. There's a little bit of skill-based matchmaking to make sure that new players aren't immediately pancaked by veteran ones, but there's not too much outside of that.
Casual mode can be played with the following game modes:
*Solo: A traditional 1v1 duel of the fates. Two players duke it out in the battlefield to see who's the best!
*Duos: A longer duel of the 2v2 variety. A total of four players enter, but only two of them will leave.
*Co-Op: A really stupid game mode that is 4v4. This is an awful idea for a card game, but who cares?
====Party!====
Sometimes players choose to be silly. Embrace the silliness! In Party! mode, you can play a sort of alternate version of the regular Casual mode. Party! mode consists of a bunch of rotating, silly game modes with fun and unique twists that make them really stupid and not very competitive at all. Sometimes, more than one Party! modifier will cascade upon your battle experience, and you will be left to pick up the pieces! As with Casual, Party! still allows for the completion of quests and other tasks, and sometimes the modifiers might make that easier.
Party! mode can be played with the following game modes:
*Solo: A traditional 1v1 duel of the fates. Two players duke it out in the battlefield to see who's the best!
*Duos: A longer duel of the 2v2 variety. A total of four players enter, but only two of them will leave.
*Co-Op: A really stupid game mode that is 4v4. This is an awful idea for a card game, but who cares?
====Ranked====
Sometimes players choose to be competitive. Embrace the competitiveness! In Ranked mode, you can play more competitively. Ranked matches pit you against other players of similar skill levels, so as you get better your competition will as well! As you win matches, you'll climb the ranks, advancing through different tiers and earning awesome rewards (including exclusive ones like profile banners, icons, or frames) that reflect your growing expertise. You're going to become a big boy, whether you like it or not! How delightful! How wonderful! How delightfully wonderful!
Ranked mode can be played with the following game modes:
*Solo: A traditional 1v1 duel of the fates. Two players duke it out in the battlefield to see who's the best!
*Crown: Ranked is limited to 1v1 game modes. This game mode is a best of three with boosted Elo to match.
===Private Play===
Sometimes players choose to be antisocial. Embrace the antisocialness! Private Play allows you to create custom matches where you can face off against AI opponents or invite your in-game friends for a friendly duel. You have full control over your AI opponent's decks, Hero, and even their difficulty level as well as playstyle. Of course, for maximum funsies and bunsies, you can set it to be completely random. You'll never know what to expect! Private Play also comes with some special Crazy Settings that add further layers of stupidity to your gameplay.
Private Play can also be played with in-game friends. That's right, in-game friends are a thing. You can send real people if you somehow know any friend request links, but you can also just send a friend request to someone after playing with them in any capacity. Handy! This makes Private Play a fun blend between something to play on your own and something that you can whip out at the function to make everyone fall in love with you. Your knees will never be the same. What?
Party! mode can be played with the following game modes:
*Solo: A traditional 1v1 duel of the fates. Two players duke it out in the battlefield to see who's the best!
*Duos: A longer duel of the 2v2 variety. A total of four players enter, but only two of them will leave.
*Co-Op: A really stupid game mode that is 4v4. This is an awful idea for a card game, but who cares?
Each game mode also comes with a Crown variant, which is the best of three mode from Ranked. Amazing!
==Squads==
Hypercards is our most social-focused game experience to date. Don't fact-check us on that. With that title, it's important that connecting with fellow players is something that can be feasibly done. And trust us when we say that we have achieved that goal! Up to 50 players can band together in a Squad, which is more or less just a group of players who want to play together and vibe together. Squads, of course, come with chat functionality as you would expect but there is so much more to them. So very much more.
Together with your Squad, you can do anything. That's what we tell ourselves, at least. Between you and me, , there's some dead weight in my Squad and it's Creepes. He never helps out with Squad Hunts or Squad Carnivals, and he keeps missing his Squad League games. He's a terrible Squadmate and an even worse human being. We should all go over to his message wall and call him very bad names, such as "idiot" and "dummy". I'm always right.
Squads have different leadership roles and stuff, but that's not something particularly important to you as a reader. It's up to the Squad leader to make all the rules and to manage the Squad, but it's also possible to have other players from the Squad help out with that. Squad leaders play a pivotal role in setting the tone and strategy for their teams, ensuring cohesion and coordination among members both in and out of battle, from managing socials to pinning important messages to starting Squad Events.
===Requesting Scraps===
One of the most basic functionalities available to Squads is the ability to request scraps. Every 9 hours or so, you get to put out a request to the rest of your Squad asking for some spare change. If they're feeling generous enough, they might give you some! This is another way to collect scraps and give yourself some more control over what you unlock. If you're just having awful luck with everything, you can always count on this daily income source. Based!
===Squad League===
The first event available to Squads is the wonderful Squad League. Squad League pits two different Squads against each other in head-to-head combat. In Squad League, a number of players from each Squad will duke it out in personal 1v1 battles to determine who is the best Squad. The Squad of the two with the most wins will, obviously, win the Squad League. That much should have been obvious. The closer the Squad League, the better the rewards bestowed upon the losing Squad. Squad League is a two-day event, with the first day being set aside for players to figure out what to do with their Squad, and the second day being set aside for awesome battle gameplay. Wow!
===Squad Carnival===
Another event that Squads can do together is Squad Carnival. Squad Carnival comes around every weekend, and players can contribute as many times as they'd like with no restrictions. Each enemy plant or zombie destroyed drops a special candy, and collecting enough candies will progress the Squad through a number of Pinata rewards. At the end of the event, each player gets to smash open the Pinata and gain a whole slew of fun goodies depending on how far the Squad got. There is some variation depending on how much an individual player contributed, and there's a bit of friendly competition as well with the top 3 players getting a huge 50% boost to their Pinata rewards. Splendid!
===Squad Hunt===
Another exciting event to play with your most beloved Squadmates is Squad Hunt. In Squad Hunt, the entire Squad plays against a single Boss Hero with infinite health and very, very frightening power in a series of battles. There are a number of Boss Heroes that the event can highlight, and they are all quite formidable opponents. Each player in the Squad can contribute up to 7 matches - no more - the entire event duration, which is about a week. Squad Hunt comes around twice a month, and the rewards are more than worth it. The more damage dealt to the Boss Hero, the more rewards everyone gets! Rewards are based on individual damage dealt as well. No freeloaders!
==List of Cards==
And with that, our lovely card collection! There are a total of 10 Heroes and 211 playable cards right now, but only 200 of those can actually be collected and put into a deck. Wonderful! Take a look! Also, probably important, here's our list of keywords that you'll see while reading. Most delightful!
Card Stats
*Sun Cost - The amount of sun it costs to use a card.
*Charges - The number of times a card may be used per game.
*Delay (Zombies Only) - The amount of turns that must end before the zombie goes and attacks.
*Ammo (Plants Only) - The amount of attacks a plant can execute onto zombies.
*Reload (Plants Only) - The amount of turns it takes for a Plant Card to restore ammo.
*Damage - The amount of damage a card deals either to the opponent or to their zombies.
Status Effects
*Immortal: Cannot lose Damage.
*Frozen: Delay or Reload cannot go down.
*Bounce: Return the card to its owner's hand.
Traits
*Strikethrough: Hurts everything in its lane.
*Deadly: Destroys the target in a single attack.
*Breach (Zombies Only): Targets enemy plants before the hero.
Triggers
Numbers are used to delay the effect
*Turn Rush: Activates at start of the turn.
*Attack Rush: Activates when this performs an attack.
*Play Rush: Activates when the card is played.
*Hurt Rush: Activates when the card is hurt.
*Destroy Rush: Activates when the card is destroyed.
===Heroes===
<tabber>
|-|Plant Heroes=
				
|-|Zombie Heroes=
				
</tabber>
===Regular Cards===
<tabber>
|-|Plants=
				
				
				
				
				
				
				
				
				
				
				
				
				
				
				
|-|Zombies=
				
				
				
				
				
				
				
				
				
				
				
				
				
				
				
				
				
				
|-|Tricks=
				
				
				
				
				
				
				
				
				
				
</tabber>