recursal/Fanatic-Fandom huggingface dataset:
Lowell Tracey

**Lowell Tracey** und Liv lernen sich während einer Mordermittlung kennen. Bereits nach kurzer Zeit offenbart er ihr, dass er ebenfalls ein Zombie ist. Nach einigen Treffen beginnen die beiden eine Beziehung, welche durch Lowells Tod beendet wird.

## Biografie

### Mordermittlung

Lowell ist Teil einer Gruppe junger Erwachsener, die zusammen unter anderem Fallschirmsprünge unternehmen. Dabei kommt eine junge Frau aus der Gruppe ums Leben. Liv kennt sie aus dem Studium.

Kurz nach der Zeugenbefragung der verbleibenden Gruppenmitglieder findet eine Abschiedsparty für die Verstorbene statt, an der auch Liv teilnimmt. In einem ruhigen Moment, mixt Lowell ihr einen scharfen Drink und offenbart ihr damit, dass er ebenfalls ein Zombie ist.

### Gewissensbisse

Als Liv kurz darauf die Nacht bei Lowell verbringt, frühstückt sie bei ihm Gehirn. Wenig später hat sie eine Vision von einem von Majors Straßenkindern, die derzeit entführt werden. Sie verlässt das Gebäude und trifft dabei auf Blaine DeBeers, der sie übersieht, aber den sie daraufhin mit den Morden an den Straßenkindern in Verbindung bringt. Sie stellt Lowell zur Rede, doch der erklärt zunächst, dass er auf Gehirne angewiesen ist.

Er entscheidet sich später jedoch für Liv und die beiden beschließen, Blaine eine Falle zu stellen und zu töten. Da er ein Zombie ist, wollen sie das unter sich klären. Der Plan schlägt fehl, als Liv nicht in der Lage ist, Blaine mit dem Scharfschützengewehr zu erschießen. Blaine merkt daraufhin, was los ist, und erschießt Lowell mit einem Kopfschuss.

### Erneute Mordermittlungen

Als die Mordkomission eintrifft, muss Liv lügen und erklären, sie sei zur Tatzeit auf dem Weg zu ihrem Freund gewesen und habe ihn tot aufgefunden. Ein Ermittler des Seattle Police Department hat Zweifel an ihrem Alibi und kommt ihr fast auf die Schliche. Dies kann durch Lieutenant Suzuki verhindert werden und der Fall wird geschlossen.
IZombie

**iZombie** ist eine US-amerikanische Fernsehserie. Das Genre ist eine Mischung aus Horror und Procedural. In den USA wurde die Premiere am 17.03.2015 auf dem Sender CW ausgestrahlt, in Deutschland läuft sie seit dem 13.08.2015 auf sixx.

## Story

Die Serie handelt von der ehemaligen Medizinstudentin Liv Moore, die sich auf einer verhängnisvollen Party in einen Zombie verwandelt. Schnell wird ihr bewusst, dass sie als Untote einen anderen Lebensstil führen muss und passt sich ihrem neuen "Leben" an. Durch ihren neuen Job in der Gerichtsmedizin kann sie sich mit frischen Gehirnen versorgen, die bei ihr allerdings Visionen auslösen. Diese neue Fähigkeit nutzt die Untote, um der Polizei bei der Aufklärung der Morde zu helfen.

## Cast

### Hauptcast

* Rose McIver als Olivia Moore
* Malcolm Goodwin als Clive Babineaux
* Rahul Kohli als Dr. Ravi Chakrabarti
* David Anders als Blaine DeBeers
* Robert Buckley als Major Lilywhite
* Aly Michalka als Peyton Charles
* Robert Knepper als Angus McDonough
* Bryce Hodgson als Donald Eberhard

### Nebencast

* Molly Hagan als Eva Moore
* Nick Purcha als Evan Moore
* Aliza Vellani als Marcy Khan
* Aleks Paunovic als Julien Dupont
* Bradley James als Lowell Tracey
* Hiro Kanagawa als Daniel Suzuki
* Steven Weber als Vaughn Du Clark
* Leanne Lapp als Rita Du Clark
* Matthew MacCaull als Sebastian Meyer
* Daran Norris als Johnny Frost
* Carrie Anne Fleming als Candy Baker
* Marci T. House als Lieutenant Devore
* Jessica Harmon als Dale Bozzio
* Eddie Jemison als Stacey Boss
* Greg Finley als Drake Holloway
* Andre Tricoteux als Chief
* Kurt Evans als Floyd Baracus
* Robert Salvador als Detective Cavanaugh

## Episoden

* Staffel Eins
* Staffel Zwei
* Staffel Drei
Unleash The Skeletons

Unleash the Skeletons is an interesting action card that creates four 1AP/1HP skeletons for 2 black energy and 2 colorless energy, similar to the green Ant Invasion. As an additional cost, it removes 4 allies from your own graveyard when played.

This card is either very good or absolutely useless, depending on the situation. It's nice if your opponent is attacking you with several allies or a medium-sized ally, and you can play this to block and perhaps even kill an enemy ally, but there are going to be times where you don't have 4 allies in your graveyard and cannot play this card at all! This card does have some interesting combos it could use, such as using Sacrificial Altar to fill the graveyard and then replenish the battlefield, or Gang Up to make them all 3AP/1HP attackers the turn they come into play.

Interestingly, the effect on this card is best in a control deck, but control decks usually have the fewest allies. It is unlikely to be able to be used in a control deck, so it has a better place in an aggro or Unity deck.

Strong against: aggro decks

Weak against: control decks that don't kill your allies, bad draws
Reanimate

Reanimate is a tricky card to get right, but it can be very useful.It's a 5-energy (2 black energy and 3 colorless energy) action card that can only be played during your Main phase. It allows you to revive one ally from your graveyard, but you take damage equal to half the ally's HP (rounded down). It's good if you desperately need an ally in play and have none in your hand, but if you're reviving a strong ally like Merran Strike Force, you might accidentally kill yourself if it's at the end of the game. Be sure not to revive Evil Incarnate with this card, because if you already took 8 damage from playing it (4 for it coming into play and 4 from half of its AP), you'll have to suffer another 4 and will probably lose with only 6 HP left.

Strong against: Sticky situations.

Weak against: Interfere
Soulseeker

Soulseeker is a great card if you use it the right way. Soulseeker gains AP and HP from each death on the battlefield, so the trick is to keep Soulseeker out of harm's way while sacrificing your 1AP/1HP pawns. When Soulseeker gets strong enough, nothing can stop him! A good strategy to use is pairing it with Sacrificial Altar and using Bonemancer to spam and sacrifice skeletons. Watch out for Engorger, though-- if your opponent plays him, odds are you'll end up fighting AGAINST your own Soulseeker!

Strong Against: Anything that can't kill it!

Weak against: Black cards such as Frighten to Death and Engorger, as well as Killer Wave.
Inocha

File:Region.png
Inocha is the Asian-inspired region where the events of Pokemon Jade take place. For information about routes and mapping, please see the Route Mapping page.

**PLEASE NOTE!** Some of the information about locations and routes in this page is out of date. Please double-check with the thread or a more up-to-date page if you find conflicting information.

## Region Overview

Inocha is based on India, Southeast Asia, and China, and many, though not all, of its Pokémon draw influence from there.

The region's name is derived from Indochina, which is what the region is based on. The themes of the region are tradition and variation (coinciding with Team Harmony's goal to make everything the same/equal).

## Towns and Cities

 File:Drawn Map.png
The theme of Inocha's towns are corrupted element names.

* Hydren Town (Starting Town)
* Neyun City
* Potazi City
* Mercori City
* Kopore City
* Tytainem City
* Unobtino Valley (Shangri La/Home of the Elite 4)

## Maps

Note: Maps operate on a system similar but not identical to Pokémon confirmation. They can be changed after they are voted in and finalized, but realistically this will only be done if the change is purely visual, or doesn't change much functionally, and people approve of it.

 Settlements
Millimo

Even though it seems weak, starting at 0AP/1HP, Millimo is a great card to have in any type of deck with blue cards, since it can both defend and attack well. Either keep it safe on the Bench until you need it and play it in your Defense phase to surprise your opponent, or wait for it to Develop enough and use it to stack up some damage. If you combo it with the action card Develop, it’ll become even stronger, nothing like the 0/1 stats it started at. Any way you use Millimo, it’s worth every bit of the 1 blue energy it costs!

Strong against: Low-HP, high-damage allies, fast decks.

Weak against: Direct damage action cards, cards like Freeze Trap and Frighten to Death.
Horrid Skeleton

The Horrid Skeleton, at only 1 black and 1 normal energy to play, is a relatively cheap and strong unit. At 3AP /3HP, it has good stats that are nicely coupled with other Ghouls (Savage Ghoul, Ghoul Lord, etc) or Skeletons (Giant Skeleton, Skeletal Warrior, etc) in order to create a good lineup. The only drawback to this card is that it discards 1 corpse in the graveyard when put into play, so you need something to be dead in order to play it. It's a pretty standard unit, though, and it makes a good defender.

Strong against: Offensive allies, rush decks.

Weak against: blue decks, develop decks.
Skull Ring

The Skull Ring is a good card to use if you have a specific strategy in mind and want to condition the cards you get. At 2 energy (1 black and 1 normal), it is both useful and easy to play. For free, once every Main phase, you can see the next card coming up in your deck and choose to send it to the graveyard or keep it where it is. You can use this card to get allies in your graveyard in order to play something that requires them, like Horrid Skeleton.

Skull Ring can also give you allies for the Bonemancer and Monster Mage, or pick off cards you don't need. If you need a specific card for a strategy, discarding one card from the top of your deck gives you a better chance of picking the card you want.

Strong against: Nothing in particular.

Weak against: Object removal, milling (you'd end up helping the enemy empty your deck by getting rid of extra cards yourself).
Inocha Wiki

Pokémon Jade is a collaborative fanmade Pokémon game by Dilophoraptor, Biofauna25, BalletDuckNinja, and Spinosail that started in March of 2015. It is heavily inspired by /vp/'s Pokémon Sage.
Our region, *Inocha*, is based on China, southeast Asia, and India. We are currently working to establish over 150 different Pokémon species that will be encounterable and capturable in the game. **We are no longer accepting designs and ideas.**
Our game is being made on RPG Maker XP with Pokémon Essentials, with sprites in the 4th gen style.
New around here? Would you like to help? Read the Guide and the To Do list.
Some pages contain spoilers! View at your own risk!
So far we have a whopping 743 total edits on this wiki!
NOTE: We are utilizing many of CAPX Wiki's[1] templates to bootstrap this project; they will be modified as we progress.

## Reminder

**Pages created for new Pokémon *will* be deleted.** Fairy-type and Mega Evolutions *will* be implemented.

The current maximum sprite size is 96 x 96. We are working with RPG Maker XP + Essentials. All sprites should be added to the Sprites page. Please read the guidelines before uploading.

Please **do not edit** Pokémon pages without discussing it with the team. As a general rule, silence is not approval.
Orb of Destruction

The Orb of Destruction, though it costs a whopping 3 black/3 normal energy, can destroy anything for the same cost. It deals 2 damage to you, but can get rid of anything you want--like an Orb of Unity, a powerful Soulseeker, etc. The cost and recoil are damaging, but worth it in the right situation. Be careful not to kill yourself accidentally, though!

Strong against: strong things, annoying things, other peoples' strategies.

Weak against: object removal, having low HP (best to place this in a healing deck with cards like Vampiric Bite to have those extra HP to spare).
Magic Tuna

Magic Tuna is a staple in many blue decks. For 1 blue and 1 colorless energy, it's a 0AP/3HP fish that allows you to draw an extra card when it enters play. It's very easy to view this card as something that does little more than replace itself like Decoy, but Magic Tuna can do much more. If used with cards with repeatable bounce abilities like Orb of Fluidity or King Matsu you can play this card over and over to draw lots of extra cards. This makes Magic Tuna one of the easist cards to use to gain card advantage with, if played well.

Strong against: Control decks.

Weak against: Aggro decks.
Winter Pillar

Winter Pillar is a blue object with 3 quantity, costing 3 energy (1 blue and 2 colorless), that does nothing the turn it comes into play. Sounds bad, right? Well, its effects can quickly be found the very next turn as any ally or object that comes into play enters the field frozen and essentially useless. Watch out though, because this will effect any ally or object you play as well. When Pillar loses all its quantity or leaves play, any ally or object frozen becomes unfrozen and can be used as normal.

Winter Pillar is good at delaying, but not stopping your opponent's onslaught. Still, it allows you a couple turns to restock your hand and ready your forces.

Strong against: Aggro decks

Weak against: Telekinesis and Fresh Force.
Disruption

This is a strategy that allows a red/purple aggro deck to pick apart control and combo decks. It makes use of cards such as Psychic Attack, Determined Velk, Dawn of Destiny, Tactical Incursion and Apocalypse to disrupt your opponent's strategy as much as possible while you play fast and hit hard. Besides the most important cards listed below, other cards you play should be removal/damage cards like Shoot a Fireball and Fire Arrow. Sudden Mutation is also ok, as it can serve as both a removal card or an enhancement on a bigger ally. You should load up on fast, cheap and threatening allies. A finished deck for this strategy should look something like this

Important cards:

-Psychic Attack (it allows you to look at your opponent's hand and get rid of the card you think they want most)

-Dawn of Destiny (helps play everything early and is a great combo with Energetic Dragon on 2nd turn. It can also allow you to play a lot of disruptive cards early or just put a lot of allies into play at once)

-Tactical Incursion (especially powerful in this deck because you play so fast you run out of a hand. When that happens, if you time this card right, your opponent discards their hand and you both draw three new cards. Two wins for you.)

-Apocalypse (it destroys everyone's bench and is great against decks the rely heavily on such tactics. Make sure your bench is empty before playing this card, though)

-Winged Imp (works with Tactical Incursion and never needs to worry about being blocked)

-Destroyer of Dreams (helps discard your opponent's hand and may knock a few of your opponent's key cards into their graveyard)

-Determined Velk (it's a decent-sized ally for its energy cost, and can mess up a Skull Ring for a turn, or ruin your opponent's graveyard if they rely on it for their strategy)

-Energetic Dragon (it helps you play fast and hit hard, especially if you play Dawn of Destiny along with it, which makes all your disruption power happen earlier)
Giant Skeleton

Giant Skeleton is a very solid card. Being the only four-energy ally in the game with raw stats, it can be a big threat in the middle of the game. Giant Skeleton's stats alone can compete with almost any ally in the game with the energy cost of one up to four. The drawback to this card is that you need to have two allies in the graveyard to be able to play it. This means you have to commit to playing it on turn four if you have it in starting hand. The drawback to this card can be somewhat nullified by playing a deck with a lot of allies, and less action/object/trap cards. This way it has a lot less impact on your deck, especially if you're planning to play with Grave Uprisal or Reanimate.

Strong against: Decks with few removal cards.

Weak against: Control decks.
Poisonous Mushrooms

At first glance Poisonous Mushrooms looks like a really nice card-- you are able to poison three enemy allies, given unlimited health, this card alone will give you three for one and a huge advantage. The only problem this card faces is that it takes way too long to kill most enemies, and when they die from the poisoning they have most likely already outlived their usefulness.

Poisonous Mushrooms is great against enemy allies with 1 or 2 HP, though. If you have played your mushrooms before the enemy plays their low-HP allies, you can usually kill them before they can attack (or one turn after they attack). Another great thing about Poisonous Mushrooms is that it can bypass the ability armor, since it's not possible to poison allies if there's no damage dealt to them, even if your Venomous Cobra blocked you opponent or was defended against. It's a guaranteed poison. It can neutralize an ally's ability to regenerate, although it's not the best tactic to hit a regenerating mob without killing it off. Still, poisoning it can at least stop it from returning to its original state.

Strong Against: Aggro and armored decks.

Weak Against: Object removal and basically any ally with 4 HP or more.
Water Ball

Water Ball is an inexpensive ally to play, costing just a single blue energy, but doesn't supply much purpose. It is a 0AP/3HP Elemental ally that you can return to your hand for the cost of a blue energy. It's used best to block a 1AP or 2AP ally, since it can be bounced back to your hand and played it again at the full 3HP. It's normally a poor use of energy when you could be playing more high impact allies, like Deep Sea Guard, which would likely just kill the 2AP ally when blocking against it; still, it can help you bide your time to get out of a sticky situation. Also, if you need as many cards as you can on the field, Water Ball combined with Develop or Grow Big can be a big help.

Strong against: low-stat allies that need to be defended against, over and over.

Weak against: ally-heavy decks, high-stat allies.
Hi, Zombie!

**Hi, Zombie** ist eine Comedy-Serie, die von Jimmy Hahns Theatergruppe in Zusammenarbeit mit der kommissarischen Bürgermeisterin Peyton Charles entwickelt wurde und von den Vorurteilen und Schwierigkeiten im Zusammenleben von Menschen und Zombies handelt.

## Handlung

Ein Zombieehepaar lebt neben einem Menschenehepaar. Erstere laden letztere zum Essen an und es wird kein Fettnäpfchen ausgelassen, doch letztendlich stellen beide Ehepaare fest, dass sie trotz der kleinen Unterschiede mehr Gemeinsamkeiten haben, als erwartet.

## Geschichte

Beim Dungeons and Dragons-Spielen lässt Jimmy die Bemerkung fallen, dass er mit ein paar Freunden zusammen eine kleine Theatergruppe betreibt und sie gerade ein Stück über Zombies auf die Beine stellen. Ravi ist begeistert von der Idee und nimmt Jimmy mit zu Peyton, um ihr die Idee zu pitchen.

Peyton erklärt sich bereit, bei der nächsten Probe der Gruppe einen Ausschnitt aus dem Stück anzuschauen. Dieser Ausschnitt ist aber sehr unlogisch und enthält Zombies gegenüber rassistische Darstellungen, die Peyton nicht gefallen. Zusammen mit Ravi und einem Mitglied entwickeln sie eine neue Grundlage, die eine bessere Darstellung beider Seiten ist.
Deep Sea Guard

Deep Sea Guard is a valuable ally, in that for 2 energy (1 blue and 1 colorless) you get a creature with 2AP and 3 HP. Deep Sea Guard also has the added bonus of being equally strong defensively while still attacking, being the only ally who does not exhaust when it attacks. This is extremely useful early in the game, and can be combined with cards like Develop to be a very powerful threat.

Strong against: aggro and quantity decks.

Weak against: 3AP/3HP or larger allies.
Storm Elemental

Storm Elemental is a little over-priced at 3AP/3HP for 4 energy (2 blue and 2 colorless) but it can actually do some work if you have extra energy. For 3 energy (1 blue and 2 colorless) you can grant this +3AP/+3HP until the start of your next turn. The catch here is that if it takes 3 damage after you attack with it the 3HP it gains doesn't do it much good, as it will still die when your next turn begins with the loss of its bonus HP. The easiest way to get around this is to wait to use it until an opponent makes a mistake by attacking with a 4 or 5 AP ally, then pump your Storm and block. During your main phase, attack, as Storm Elemental will die on the next turn anyways. You could also return it to your hand if you have Orb of Fluidity or King Matsu. You can also wait until the opponent doesn't have any allies left to attack with this, or just bypass everything by pairing it with Sacrificial Altar.

Strong against: other strong allies, as well as extremely weak allies.

Weak against: strong allies (yes, it's a paradox-- Storm will eliminate the other ally and die in the process, both hurting and helping)
The Bench

Here's what the Orbs CCG rules say:

"The Bench is a game zone where cards are placed face-down. You can see your own benched cards, but not your opponent's benched cards.

Benching cards can be thought of as pre-playing them. Like playing, it costs energy to bench a card, however cards can later be played from the Bench without repaying their energy cost. Additionally, allies and objects can be played from the Bench during your Defense phase (they normally can't be played from your hand during your Defense phase).

Trap cards are used from the Bench, rather than in play. They trigger when some game action occurs, and then are placed in the graveyard."
Adept Mage

Adept Mage is a 1AP/1HP ally for 1 blue and 1 colorless energy. Seems weak, right? Well, there is more to it than that. Every time you play an action (even if Interfere counters it) Adept Mage grows by 1AP/1HP! In a control deck, Adept Mage can grow twice a turn easily, becoming a powerhouse before you know it. Try pairing this with cards like Super Cognition and Gifts From Above to buff your Mage and fill your hand with more valuable actions. A fun combination is **Adept Mage**, Super Cognition, Rejuvenate, and The Great Volcano. Watch out for Engorger, Freeze Trap, and Transmute to Butterfly once this card gets going-- they might ruin your strategy!

Strong against: decks without direct damage actions.

Weak against: direct damage early in the game, Transmute to Butterfly and Engorger later.
Sea Monster

Sea Monster is like a bigger Millimo, underwhelming if played directly, but with the ability Develop 1. If you bench this Monster and wait patiently, you will eventually be rewarded with a 4AP/5HP ally for a mere 2 energy. This easily outclasses almost every individual creature in the game, but its slow development makes it weak if not in your starting hand. Watch out for Honor Wizard and Apocalypse when you bench this, and pay close attention to what colors your opponent is playing. If you see them pitch for red, consider playing this before they get to 4 energy-- after all, a living 3AP/4HP is better than a dead 4AP/5HP.

Strong against: decks with no bench hate.

Weak against: late game draws and bench hate like Apocalypse, Honor Wizard, and Merran Law.
Maneater

Maneater is a situational ally because of her special ability to exhaust allies with 2AP or less, and works great in a control deck. When playing with Maneater be sure to make room in your deck for cards that can support her special ability while also being useful to your deck. Such cards include Freeze Trap, Transmute to Butterfly and Frighten to Death. Being able to exhaust that body left behind means you are somewhat nullifying the drawbacks of previously mentioned cards, and threaten direct damage before your opponent gets the chance to play another ally. Of course, it's also very nice that nothing with 2AP or less can defend against Maneater when she attacks. This is great against black, red and green filler decks.

Strong Against: Anything with 2AP or less and low-stat ally decks like Ants Attack.

Weak Against: Aggro and quality decks.
Attacking and Defending

Here's what the Orbs CCG rules say:

"During your Main phase, you may declare an ally as an attacker. Only unexhausted allies that started the turn in play may attack. (You cannot attack with allies you just played.)

During your opponent's Defense phase, they may defend against attackers with any unexhausted allies. Defending causes the defending ally to become exhausted. Attackers may be defended against multiple times. When defended against, the two allies battle.

During battle, both allies deal damage to the other equal to their attack points (AP). If this decreases an ally's HP below 0, it is destroyed.

At the end of the Defense phase, any remaining attackers will deal their damage directly to the player.

Damage is permanent while an ally remains in play. This means that a 2 AP / 3 HP that takes 2 damage would permanently become a 2 AP / 1 HP. Some ways to reverse this damage include: using a card that heals allies, or returning the ally to your hand and playing it again."
Subtypes

The four main subtypes are ally, action, trap, and object:

* Ally cards are the only cards that have a specific amount of HP (health points) and AP (attack points), and are able to attack and defend. Most allies can only be played in the Main phase, although allies with the ability Ambush can be played during the Defense phase.

* Actions are cards that do a specific thing, such as deal direct damage or heal a player, and can be stopped with cards like Interfere. Usually, with a few exceptions such as Ant Invasion, actions do not directly interfere with the playing of allies.

* Traps are cards that are benched and are activated by a specific thing happening during the game. For example, Booby Trap is activated by the opponent playing a low-HP ally.

* Objects are cards that cannot be removed from the field after being played unless they are subject to an object-removal card such as Fresh Force. Objects have unique effects that are either global, local, or foreign: global affecting both you and your opponent, local affecting only you, and foreign affecting only your opponent.
Атака Тест-ботов(Кибер-защита)

**Атака Тест-ботов** - четвёртый сюжетный эпизод игры Кибер-защита.

## Сюжет

На центральный процессор ППП неожиданно напали Тест-боты! Но как? Ведь они были уничтожены в 2008 году. Впрочем, агентам нужно не думать о том, как  Тест-боты выжили, а защищать центральный процессор ППП

## Персонажи

* Агент Точка
* Джи
* Турбобот
* Снегобот
* Колёсобот

## Диалог

Здесь будет написан диалог, который показывался в левом нижнем углу.

```

Джи: Боевая тревога! Центральный процессор ППП под атакой.

Агент Точка: Кто ты? Идентефицируй себя!

Турбобот: Неожиданная атака провалилась.

Колёсобот: Перехожу на скоростную атаку.

Снегобот: Подтверждаю. Держу сиреневых роботов наготове.

Джи: Тест-боты? Здесь? Да это просто невозможно!

Джи: Мы же уничтожили их, когда они напали на остров в 2008!

Агент Точка: Нет времени ворошить старое - на нас нападают!

Турбобот: Строительство красных роботов завершено.

Агент Точка: Хм... Каждый Тест-бот контролирует роботов определённого цвета...

Снегобот: Активация сиреневых роботов. Атаковать красными роботами.

Турбобот: Подтверждаю. Начинаю двойную атаку.

Агент Точка: Мы обнаружили роботов-боссов! Будь начеку!

Снегобот: Двойная атака провалилась. Роботы закончились.

Колёсобот: Готовы жёлтые роботы. Предлагаю волну атаки роботов-боссов.

Турбобот: Подтверждаю. Начинаю атаку. Кодовое название: Тройная атака.

Агент Точка: Они все атакуют одновременно!

Джи: Я пытаюсь найти способ отключить Тест-ботов.

Джи: На это мне нужно время. Мы должны отразить атаку любой ценой.

Агент Точка: Уррра! Мы выстояли! Отлично!

Снегобот: Атака роботов-боссов провалилась. Сканирую варианты.

Турбобот: Предложение: направить на ППП всех доступных роботов.

Агент Точка: О, нет... Я обнаружила большое количество вражеских сигналов...

Агент Точка: Джи! Похоже, у нас проблемы...

Джи: Держитесь, агенты! Мне нужно всего лишь несколько минут!

Агент Точка: Ну что, давай покажем этим роботам кто здесь босс!

Турбобот: ОШИБКА! ОШИБКА!

Колёсобот: -обнаружены многочисленные соединения-

Снегобот: -соединение разорано-

Агент Точка: У нас получилось! Отличная работа, Джи!

Джи: Я всего лишь отключил их сигналы. Вы сделали самую сложную работу.

Джи: Вы прекрасно справились с этим заданием, ребята.

```
Merran Law

Merran Law is a two energy (a blue and a colorless) trap card that nullifies (prevents, if it's an action; destroys, if it's an ally or object) the next card your opponent plays from the Bench. This card works against develop-type decks, but is generally weak as you don't know what you are going to prevent your opponent from playing. If your opponent loads up their bench it is often better to play an Honor Wizard or an Apocalypse, but Merran Law can work in a pinch.

Strong against: Bench-loading opponents, Cave Troll.

Weak against: Aggro decks and smart players.
Fire Arrow

Fire Arrow is a simple but great card, useful in a multitude of situations. Costing only 1 red energy, it can be played on your first turn, dealing 2 damage to whoever you see fit. However, unless necessary, don’t play Fire Arrow right away-- instead, bench it and play it as soon as your opponent plays a card. This is simply because of Fire Arrow’s low damage count; if you play it on your very first turn and deal 2 damage directly to your opponent, it won’t do much. On the other hand, when used on an opponent’s ally, it can potentially save you a few HP and at the same time get rid of an opponent’s ally, clearing up the field for you. Also, if you draw Fire Arrow later in the game, use it wisely-- it may save you, finish off your opponent, or both.

Strong against: Low-HP ally decks and strategies, such as Red Rush and Ants Attack.

Weak against: High-HP allies, slow-developing decks (in slow decks, allies tend to have higher HP. On the other hand, when playing against a slow deck, Fire Arrow might help you win-- don’t get rid of it!)
Murderous Imp

Say you've started a game using your favorite red deck, Red Menace, when you realize that your opponent is using the exact same deck! How can you win, if the decks are the same? It all comes down to luck, doesn't it? Well, not quite. There are tricks to get ahead of your opponent in cases like these. Now, pretend your opponent had their first turn and played a Mischievous Pyro. It's your turn now, and you've got 2 energy, but your opponent has made the first move and has the advantage. What if you play a Murderous Imp?

Since Murderous Imp does 1 direct damage to any ally of your choice upon entering play, you can get rid of your opponent's ally at the same time as playing your own, giving you a unique edge (two birds with one stone!). If you have a Murderous Imp but your opponent hasn't played anything yet, bench your Imp and wait-- doing 1 damage to a low-HP ally will have a lot more impact than 1 damage to your opponent.

Strong against: low-HP allies and fast decks (Murderous Imp is a good defender!).

Weak against: quality allies, slow-developing decks.
Ice Elemental

Ice Elemental is a 2AP/4HP ally for 4 energy (2 blue and 2 colorless), but it is very useful as it will at the very least tie in any combat it gets into, since it freezes any ally damaged by it. This means that any ally attacking in against this will become a 0/1 that can't attack or block if it blocks it. Any other ally you have can block after and kill it without fear of damage. The Ice Elemental doesn't have much offensive capability, but the opponent is still going to be afraid to block it with anything other than a small creature, and 2 damage can add up pretty fast.

Strong against: Ally-heavy decks, large and small

Weak against: control decks, Winter Pillar
Killer Wave

Killer Wave is the best ally elimination action in the game, getting rid of all of your opponent’s allies in one fell swoop, for the cost of only 5 energy. Seems too good to be true, right? Well, it comes with two setbacks:

1) Killer Wave can only be played during your Main phase, so you can’t get rid of any attacking allies with it.

2) It gets rid of both your opponent’s allies and your own, so if you have anything valuable in play, you have to sacrifice it when using Killer Wave.

Strong against: Ally-heavy and ally-dependent filler decks, high-HP allies.

Weak against: Interfere and similar cards, stupidity.
Unity

Unity is one of the most powerful strategies in the game and is usually used in a classic filler deck, being the main strategy in the Ants Attack starter deck. Basically, the strategy has only two requirements: Orb of Unity and ants-- the more, the better! Orb of Unity's effect gets stronger the more ants you play, so make sure your deck is mostly ant allies. There's two situations where Orb of Unity's effect will backfire, though: when your enemy has several cards with the same subtype, and when your enemy has cards in play with the same subtype as yours (since Orb of Unity's effect is global, affecting both you and your opponent, your opponent will get the same Unity benefits as you). For this situation, be sure to keep a Fresh Force in your deck! Be careful when sacrificing your ants, though-- each one that dies makes the rest weaker!

Important cards:

-Orb of Unity (the key card to the strategy)

-Ant Matriarch (since this can spawn two ants every turn at a 3 energy cost, keeping this safe will boost the effect of your Orb of Unity)

-Ant Invasion (this puts three ants into play, even during your Defense phase, and can get you out of a lot of trouble, make sure you have a few in your deck!)

Strong against: Quality (not quantity) decks with heavy-stat cards and focused cards like Soulseeker. Also, since ants are relatively low-cost, they even can survive a Red Rush onslaught.

Weak against: Object removal action cards such as Fresh Force, as well as Killer Wave (this'll deal a fatal blow to your strategy and probably end the game in the enemy's favor-- watch out!).
Orbs CCG Wiki

## Welcome!

**Welcome to the official wiki for Orbs CCG, an online asynchronous collectible card game! Be sure to read the backstory, learn how to play, and find out what cards and strategies you can use. When you're done, try playing it at orbsccg.com. Good luck!**

**Black****Blue****Green****Red****Yellow****Purple**

## Featured Cards

**Sacrificial Altar****Maneater****Orb of Unity****Apocalypse**

* Maneater
* Horrid Skeleton
* Worker Ant
* Bonemancer
* Vampiric Bite
* Energetic Wizard
* Swamp Witch
* Monster Mage
* Skull Ring
* Grave Uprisal
* Reanimate
* Savage Ghoul
* Ghoul Lord
* Evil Incarnate
* Engorger
* Sacrificial Altar
* The Haunter
* Lonely Vampire
* Giant Skeleton
* Soulseeker
* Skeletal Warrior
* Orb of Fluidity
* Orb of Unity
* Ant Matriarch
* Vampire Prince
* Orb of Destruction
* Night of the Vampires
* Death Pit
* Frighten to Death
* Cemetery Gate
* Booby Trap
* Poisonous Mushrooms
* Eager Imp
* Fire Arrow
* Eliminate Resistance
* Apocalypse
* Winged Imp
* Evanescent Pyro
* Ferocious Pyro
* Murderous Imp
* Mischievous Pyro
* Shoot a Fireball
* Burn Soul
* Agnu the Volcano Lord
* Lava Monster
* Orb of Hostility
* Dragon of Fury
* Millimo
* Killer Wave
* Cave Troll
* Gifts From Above
* Stout Shark
* Monster of the Deep
* Freeze Object
* Giant Shark
* Mist Machine
* Winter Pillar
* Hidden Treasure
* Storm Elemental
* Merran Law
* Water Ball
* Deep Sea Guard
* School of Fish
* Murder Chest
* Adept Mage
* Super Cognition
* Freeze Trap
* Hungry Ghoul
* Decoy
* Sneak Attack
* Sea Monster
* Merran Strike Force
* Merran Supporter
* Develop
* King Matsu
* Magic Tuna
* Ice Elemental
* Unleash the Skeletons
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Phases

Each turn consists of two phases: the Defense phase and the Main phase.

During your Defense phase, you can convert cards to energy, play most action cards (with a few exceptions like Slime Rain), play cards from your bench, and defend against your opponent's attacking allies.

During your Main phase, you can still convert cards, but you can no longer defend-- all the allies you didn't defend against have dealt their damage, and are exhausted. You can play or bench a card of any of the four subtypes: ally, trap, object, or action, as well as attack and use any special ally abilities.

Here's what the rules on Orbs CCG say:

"At the beginning of your Defense Phase, your energy regenerates and you draw a card. During the Defense Phase, you can do one of four things: defend against any attacking allies, discard a card for energy, use the ability of a card in play, or play an action card from your hand. Note that you cannot play allies or objects during your Defense Phase.

At the end of your Defense Phase, you take damage from any undefended attacking allies equal to their attack points (AP).

At the beginning of your Main Phase, after your Defense Phase, all exhausted allies you control become unexhausted. During your Main Phase, you can play any card, use any ability, and declare attackers.

When you are done with your Main Phase, click the "End Turn →" button on the right-hand side column. It'll then become your opponent's turn."
Super Cognition

Super Cognition is a card you can use to search for a specific card you need in your hand or graveyard as soon as possible. This is one of the few 2 energy cards (1 blue and 1 colorless) that can be valuable both early in the game and later on. When you play this action card you draw 4 cards and then discard 4 cards, which actually nets you a total loss of a card, so be careful not to use this card if it is the only card you have in your hand, as you will just discard everything you drew. Still, card selection is important in many game matchups, and there are even decks that require a multitude of allies to be in your graveyard (for cards like Giant Skeleton, Rejuvenate, and Grave Uprisal to use).

Strong against: a weak hand, slow-developing decks.

Weak against: stupidity, Interfere, milling.
Vampire Forest

Here's how this deck works:

1. Have a green/black deck with lots of weak allies and Orb of Unity.

2. Play lots of low-stat, low-cost allies, but don't defend with them (defend with one or two high-stat allies).

3. When there are a lot of allies, play Orb of Unity and then Night of the Vampires.

4. Every ally on your side will get a huge stat boost since they're all temporarily the same subtype, Vampire Ally.

5. Dominate!

Important cards:

-Orb of Unity (one of the main two cards in the strategy)

-Night of the Vampires (the other vital card needed to pull this off)

Strong against: slow-developing blue decks.

Weak against: red aggro decks that put out allies faster than you, object removal.
Engorger

Your enemy has their Soulseeker all buffed up and ready to attack...It looks like you're going to lose-- But wait! You have an Engorger! Now that Souly is yours!

Though it may seem unintimidating at first, with a total 6 energy cost (3 normal and 3 black energy) and only 1 HP and 0 AP, the Engorger can turn the tables of a game quite quickly. As soon as you play it, it eats an ally on the field and takes its stats. For example, a 9AP/9HP fully developed Monster of the Deep becomes a 9AP/10HP Engorger (+1 HP from beginning stats) on your side. You can use this along with a Sacrificial Altar to deal massive damage to your opponent or simply use it as an ally. However, your opponent needs to have a strong card in play to make this card effective-- you can only take the stats of whatever's in play, so if there are a lot of pawns attacking, this card is basically ineffective.

Strong against: Any strong ally or deck with strong allies.

Weak against: Filler decks (quantity, not quality) like green or yellow with lots of ants or weak allies, as well as Frighten to Death and similar cards.
Mischievous Pyro

Mischievous Pyro is worth every bit of its 1 red energy cost, and more. With the same ability as Ferocious Pyro, it gains +2AP for the small cost of one more red energy a turn. Seemingly weak (with the stats 1AP/1HP), it's underestimated by many. It's a great defender, though, as well as a good attacker-- just use the ability when you need it, and Mischievous Pyro becomes something more than what it seems to be.

Strong against: slow-developing and quality decks, decks with low ally count.

Weak against: direct damage actions, Murderous Imp, ally-heavy decks.
Bonemancer

The Bonemancer, although weak (1AP/1HP) and low-cost (1 black energy), can use necromancy to spawn 1AP/1HP Skeleton pawns using corpses from your graveyard. Its stats are lacking, so it's best not to use it to attack, but rather to spam Skeleton Allies for various purposes. If you have a lot of corpses in your graveyard, for instance, you can buff a Soulseeker late in the game by using them to defend against the opponent. It can also be used in conjunction with the opponent's Orb of Unity if you're facing a green deck-- your skeletons will become as strong as their ants, if you have at least a few in play simultaneously. However, be careful against using too many corpses because without any in reserve, you can't play Giant Skeleton, Horrid Skeleton, Skeletal Warrior, etc. or heal Ghoul Lord, Savage Ghoul, etc.

Strong against: Orb of Unity, rush decks.

Weak against: Direct damage action cards such as Vampiric Bite.
Evanescent Pyro

Evanescent Pyro is a powerful ally, with 4AP and 4HP, with a cost of only 2 energy, AND Battle Ready. So, what's the catch? At the end of the turn, regardless of whether or not Pyro has attacked, died, or done anything at all, it dies-- that is, it exits play and enters your graveyard. Use it wisely, when you're sure it won't be wasted! If you want to play your Pyro, but the conditions aren't good, simply bench it for later.

Also, if you're being attacked by a Pyro and your health is still at maximum, you don't have to defend-- 4 damage isn't pleasant, but Pyro will be gone in a moment anyway. Unless absolutely necessary, don't sacrifice any of your better allies to the Pyro!

Strong against: low ally count, quality and slow-developing decks.

Weak against: ally-heavy decks and stupidity.
Monster of the Deep

Monster of the Deep is exactly what it sounds like. It has a long way to go before it makes it to the battlefield, but when it reaches the field nothing is bigger. You must invest 6 energy (2 blue and 4 colorless) to play and all you get a 3AP/3HP ally for your troubles...unless you bench it! Like Millimo and Sea Monster, this card has the ability Develop, but unlike them it gains 2AP/2HP each turn it is on the bench. After three turns it will be 9AP/9HP, larger than any other ally. The problem with this card is that you have to wait until you can pay 6 energy to bench it, at least 6 turns unless you play an energy-increasing card like Energetci Wizard. Develop is a fine ability for the first few turns, but unless you can truly control your opponent, it's hard to justify waiting so long to get an ally. Still, two undefended hits with it will be enough to win a game, so you could probably find a way to work it into a deck.

Strong against: opponents that are slow-developing or have no bench hate.

Weak against: aggro and bench hate cards like Apocalypse.
I HATE HUNT DOWN THE FREEMAN (TERRIBLE GAME I'M IN)

**I HATE HUNT DOWN THE FREEMAN (TERRIBLE GAME I'M IN)** is an episode of the I Hate \_ series.

## Synopsis

Alex talks about his hate for "Hunt Down the Freeman", a fan made video game centered in the Half-Life universe. In the video game he plays an Asian-American character named Nick, even though Alex has no knowledge of the game's story, mentioning he's only seen the cutscenes.
Freeze Object

Does your opponent have an object that you just can't beat? Freeze Object will take care of it for the price of 2 blue and 2 colorless energy. It's a lot more costly than Fresh Force, and it doesn't clear the board of all the pesky objects like Cryptic Pillars, but it does deal a damage to the owner of the object in exchange for the cost. It also works during the defense phase, unlike Pillars. A further downside is that if your opponent has any bounce abilities they have a chance to do so as it only Freezes the object, rendering it useless, but still in play.

Weak against: ally-heavy decks and early objects like Orb of Hostility

Strong against: Orb of Unity, Orb of Destruction, Sacrificial Altar, and other annoying objects.
Lonely Vampire

Lonely Vampire is great to play at the start of the game for a few extra HP. He costs only 1 energy, which helps to get him out as soon as possible, and is best when used as a wall against any attacking allies early in the game. Combo him with Soulseeker as a sacrifice, or bring him out as early as possible for some extra leverage. However, other cards such as the Vampire Prince or Night of the Vampires are a better way to use vampire allies' HP-draining ability.

Weak against: Almost everything!

Strong against: slow-developing decks.
Monster Mage

Though the Monster Mage is weak on its own, it serves as a better version of the Bonemancer, having the same stats and costing only 2 more energy to play (1 black and 2 normal energy). Like the Bonemancer, it reanimates corpses into allies in play. However, Monster Allies cost 2 normal and 3 black energy and have 5 AP/3 HP.  Because it doesn't have very high stats on its own, try not to use this ally to attack or defend-- instead, when you have enough energy, summon yourself some Monsters!

Try this strategy: accumulate a lot of allies in your graveyard, play Sacrificial Altar and Monster Mage. Have at least 4 black and 2 normal energy in store (this strategy would have to take place late in the game), create a Monster Ally, and sacrifice it to damage your opponent! Do this four times (or five, if your opponent is healing themselves) and you've won the game! If you've got a Soulseeker out, this'll make him stronger as well-- each Monster Ally you sacrifice will give him +1AP/+1HP to crush your opponent with.

Strong against: Decks that populate your graveyard, be it because of your opponent or yourself doing so purposefully.

Weak against: Burn decks, as well as the ever-imposing Killer Wave.
School of Fish

School of Fish is a card that creates two small fish allies for the cost of a single blue energy. This card has no offensive value outside of any kind of unity strategy, but combined with a repeatable bounce ability like Orb of Fluidity or King Matsu, you could quickly flood the battlefield with 0/1 fish blockers. Also, if you don't want to repeatedly bounce it it's good to bench it and use Develop-- this way, instead of two 0AP/1HPs, you'll have a 2AP/3HP along with the bonus 0/1!

Strong against: quality decks, decks with low ally count.

Weak against: quantity decks.
Vampire Prince

The Vampire Prince is neither as regal or as strong as he sounds-- he stands at a solid but common status of 2HP/2AP and 1 black/2 normal energy to play. However, he isn't just any normal ally. When attacking or defending, he not only deals 2 damage, but heals that HP back to you as he sucks the life out of opponents. This ally can be coupled with several strategies: in a black/green deck, you can play a lot of allies and this card, then an Orb of Unity and Night of the Vampires, making all your allies both vampires and extremely strong. With Orb of Hostility in a black/red aggro deck, he'll last fewer turns but will give you more HP. In a black/blue deck, buff him with Develop on your bench and play him during your [[phases|Defense phase[[ to restore a lot of HP when defending. Be careful, though--vampires are useful, but not very strong.

Strong against: weak allies, helps when you have low HP.

Weak against: strong allies and direct damage actions.
Playing

Here's what the Orbs CCG rules say:

"Each card is made up of various components: name, color, type, subtype, energy cost, card text, and, in the case of an ally, attack points (AP) and health points (HP).

You can't simply play any card you like. First, you must be able to afford its energy cost. Second, cards can't always be played, depending on the phase of the turn.

During your Defense phase, you can only play action cards from your hand, but not allies, objects, or traps. However, any card can be played from the Bench during your Defense phase. This gives you an the element of surprise, if you plan ahead.

During your Main phase, you can play any card that you have the energy to afford. A few cards require additional conditions in order to be played, such as having played at least two cards that turn. "