recursal/Fanatic-Fandom huggingface dataset:
Ranked

In the main menu under Compete --> Play --> Ranked, you can queue for Ranked matches and compete on the ladder.

Competitive ranks start at Bronze 1 and continue with Bronze 2, Bronze 3, Silver 1, Silver 2, Silver 3, Gold 1... and beyond.

Each Rank is divided into 3 Tiers (again with Tier 1 being the lowest tier and Tier 3 being the highest tier within a Rank).

For example, Silver 1 Tier 3 means that you are in the third Tier of Silver 1. If you win more matches you are promoted to Silver 2 Tier 1.

Silver 3 Tier 2 means that you are 2 promotions away from reaching the next rank, Gold 1 Tier 1.

Losing can cause you to lose ranks.

Rank is used to determine who your can be Matched against.

How fast you progress through a rank is influenced by the strength of your opponents (technically by their MMR).

When playing against a higher ranked opponent: if you win, you gain a large portion towards your next Rank. And if you lose, you only lose a little.

And vice versa when playing against a lower ranked opponent.

The global top 10 leaderboard is shown in the Compete menu. Inactive players are hidden from the leaderboard after 1 week of not playing ranked.
Управление

Управление – это не только простое руководство в духе «Иди и сделай» - нет, это умение правильно распределять и использовать ресурсы, организовывать работу своих подопечных, так чтобы был результат. И это только верхушка айсберга.

Навыки - всегда влияет ситуационно и может быть полезным в большинстве ролевых ситуаций, однако важнейшую роль всегда играет состояние персонажа, ваша отпись и отпись другого игрока / Гейм мастера. Это дополнение, целью которого является разнообразие геймплея и подчеркивание Вашей индивидуальности. Навыки не являются ультимативными даже на последних уровнях и лишь **ПОВЫШАЮТ** ваши возможности при той или иной ситуации. Вы можете брать любые перки на уровнях, однако если перк имеет рост - брать иные после выбора первого нельзя.
Planned Obsolescence

You cannot buy Planned Obsolescence (PO) unless you have 5 or more. PO is a Great Investment which means the enemy will know something is up when you buy it. The enemy receives a notification that you have made a Great Investment and can  to see what it is.

When you play Planned Obsolescence you have to pick an Action card. This card will be Discarded and you get 3 shadow copies of it. A Shadow Copy is a Copy of a card that only goes into your Hand and does not go in your Deck. After playing the shadow copies they will be removed from the game. Split action cards like  are legal targets for PO. Shadow copies aren't. So you cannot use PO on a shadow copy of a  that you've created with a another PO.
Satellite Connection

When you buy Satellite Connection it's slot in the Shop will be replaced by another random Tier 2 Shop card (Rotate). So you can only buy Satellite Connection once per match. It is possible to get more than 1 Satellite Connection in your Deck though. For example by using .

Gain 4 when you play Satellite Connection. You also Inform for free and reduce the cooldown on  (if you have any).
Infantry

At the beginning of every match, each player starts with two Infantry in their Deck.

Infantry uses 2 Production (  ) while it is in your Deck. If you don't have enough  you cannot buy this card (first buy cards that increase your ).
For example, a  will give you +4, allowing you to buy 2 more Infantry.

A Tank captures 1 Land when you attack with it. If you have Support (  ) available you can choose to increase it's Attack from 1 to 2 until end of turn.
Keywords

Keywords in Tuggowar are capitalized words that have special meaning or rules attached to them.

### List of Keywords:

* Action
* Add
* Attack (noun)
* Attack (verb)
* Attack phase
* Base
* Basic card
* Boost
* Build
* Buy
* Buy phase
* Deck
* Defense
* Destroy
* Discard
* Double Strike
* Cooldown
* Cost
* Enemy Contact
* Enemy Deck
* Enemy Intel
* Enemy Shop
* Enemy's Deck
* Enemy's Shop
* Energy
* Event
* Fast
* Fatigue
* Great Investment
* Hand
* Jump-start
* Legendary
* Money
* One-Shot
* Other
* Play
* Play phase
* Presale
* Production
* Range
* Resource
* Rotate
* Shadow Copy
* Shop
* Slow
* Structure
* Supportable
* Tactical
* Tier
* Tier card
* Unit
Combat Drone

Combat Drone is an Event/Action Split Card. When you buy this an event triggers that Adds 2 s to the enemy's Deck. If the enemy Draws an Explosive then:

• the explosive will be Destroyed.

• the enemy's first Land will be destroyed.

• and the enemy will have 1 card less that turn (since the explosive is drawn instead of another card).

After the event has Triggered Combat Drone goes into your Deck as an Action card that gives +2 when you play it.
Game Speed

Game speed works as follows:

• You can set your preferred game speed in the Compete menu (normal has preference).

• You get some time for every phase, so if you run out of time in your Play phase you still have time in your Buy phase.

• You get more time per phase as you upgrade your Tier.

• You get a little extra time each time you make a move.

• If you run out of time you move to the next phase automatically, if it happens in your Attack phase, you will automatically Attack with all your Units.

• The Enemy's timer is shown when they haven't made a move in 15s or so.
Medals

Medals allow you to influence which cards go in your AND the Enemy's Shop. They do so by determining the card pool from which both players Tier cards are randomly selected.

How do the Medals work? At the start of each match:

• All medaled cards from both players are added to one pool.

• When both players have medaled the same card it's added to the pool twice.

• Both players' shops are selected from this pool.

• The AI has a Medal on all cards in the Base set, but its Medals are much weaker.

• You can see how many Medals are on a Shop card (on the bottom of the card). 2 medal icons mean you both have that card medaled. If there's one medal you should know whether it was you or the enemy that has medaled the card.

Medals can be turned on or off using the Shop Crafter. Note that there is a separate shop crafter for PvAI and PvP.

You can also put Medals on the Map cards in the Shop Crafters (for example on Special Lands like High Ground and Bounties like Oil Deposit).
Lorry

Lorry contributes 2 Production (  ) to your total while it is in your Deck.

It is a Tier 1 Action card that gives +2 Energy (  ) and +1 Support (  ) when you play it. Support can be used to give a Unit 1 more Attack (  ) until end of turn, or can be used on a Supportable card like  for a more powerful effect.
Гончарное дело

*… и глина в руках умелого гончара бывает счастлива.*

Навыки - всегда влияет ситуационно и может быть полезным в большинстве ролевых ситуаций, однако важнейшую роль всегда играет состояние персонажа, ваша отпись и отпись другого игрока / Гейм мастера. Это дополнение, целью которого является разнообразие геймплея и подчеркивание Вашей индивидуальности. Навыки не являются ультимативными даже на последних уровнях и лишь ПОВЫШАЮТ ваши возможности при той или иной ситуации. Вы можете брать любые перки на уровнях, однако если перк имеет рост - брать иные после выбора первого нельзя.
Spy

Creates a Shadow Copy of the highest Costing Resource or Action card in the enemy's Hand. This copy only goes into your hand and not in your Deck. If two or more cards are tied for the highest cost, then one of these cards is chosen at random.

Spy can now copy each Enemy Hand card only once. It only works on Other cards than Spy. You cannot Spy a Spy.
НАВЫКИ

* Кулинария
* Ловушки
* Врачевание
* Полевая хирургия
* Пошив
* Разделка и съём шкур
* Садоводство
* Тактика
* Взлом
* Оценка
* Наездник
* Собирательство
* Рунология
* Теология
* Мореходство
* Писательство
* Механика
* Строительство
* Травничество
* Охота
* Инженерия
* Археология
* Големостроение
 **Оружейные навыки** | Помогают пользоваться различным вооружением, начиная с собственных кулаков, заканчивая взрывчаткой
* Луки
* Арбалеты
* Ударное оружие
* Колющее оружие
* Рубящее оружие
* Колюще-рубящее оружие
* Колюще режущее оружие
* Метательное оружие
* Огнестрельное оружие
* Взрывчатое оружие
* Щиты
 **Социальные навыки** | Навыки общения и в целом взаимодействия с другими разумными существами
* Ораторство
* Пытки
* Торговля
* Харизма
* Управление
* Обучение
* Приручение
* Рабовладельчество
 **Физические навыки** | Улучшают физические показатели персонажа
* Восприятие
* Выносливость
* Ловкость рук
* Плавание
* Сила
* Скрытность
 **Ремесленные навыки** | Улучшают навыки персонажа в определенном ремесле
* Резьба по камню
* Деревообработка
* Рисование
* Музыка
* Животноводство
* Картография
* Рыбная ловля
* Виноделение
* Пивоварение
* Стеклодув
* Шахтерское дело
* Ювелирное дело
* Красильщик
* Гравировка
* Гончарное дело
* Кузнец
* Оружейное дело
* Бронник
Parts Dealer

When you buy this an event triggers lets you Add an Action card of cost 6 or less to your Deck. Note that it cannot add another Parts Dealer because it has Other.

When you play this: Destroy a card. Parts Dealer is destroyed immediately after it is used (it can only be used once because it has One-Shot). Parts Dealer cannot destroy another Parts Dealer in your deck because it has Other.
Diplomat

Diplomats attacks with 3  as long as you don't have Enemy Contact (there are still neutral Lands left between you and the enemy). It can only capture neutral lands.

When Diplomat reaches the enemy it will change into a random Action card from the enemy's Shop. This happens when after Diplomats attacks there are no neutral lands left (excess attack is wasted because the Diplomat can't take enemy lands)

It copies a random Action from the Enemy's shop. Shop cards can't be copied when they are locked, so this means it cannot copy Tier 2 cards hasn't unlocked those. It also can't copy cards that are Disrupted or are MAX (the 7 Card Limit).

Diplomat can be bought even with no neutral lands left just to add a random Action from the enemy's Shop.
Tactical Unit

Tactical Unit uses 5 Production (  ) while it is in your Deck. If you don't have enough  you cannot buy this card (first buy cards that increase your ).

The Attack (  ) of Tactical Units depends on the cards you played during your Play Phase:

• If you have played less than 3 Action cards AND have not played a Tactical card, then the Attack of your Tactical Units is 2 during that turn.

• If you have played 3 or more Action card OR played a Tactical card, then Attack of your Tactical Units is 3 during that turn.

• If you have played 3 or more Action card AND played a Tactical card, then Attack of your Tactical Units is 4 during that turn.

On the next turn, the Attack of your Tactical Units will again start at 2 and can be increased by playing 3 or more Action cards and/or at least one Tactical card.
Diversity Officer

Diversity Officer uses 2 Production (  ) while it is in your Deck. If you don't have enough  you cannot buy this card (first buy cards that increase your ).

Diversity Officer always gives 1 when you play it. Additionally Draw 2 cards if all other cards in your Hand have a different name. This effect triggers after you play it. For example if you have 2 Diversity Officers in your hand - and the rest of the cards are all Different - you will draw 2 cards when playing Diversity Officer.
Show of Force

Show of Force is Legendary Action card so it can only be bought once per match and can't be copied. Being a Great Investment the enemy will know somethings up when you buy it. Specifically, the enemy will be notified that you've made a "Great Investment" and can  to see what it is.

Playing Show of Force first Draws you one Unit (if there is one left to draw from your Deck). Split Cards with a Unit card type like  can be drawn this way because they are units (in addition to another card type). After drawing the Unit you will draw a non-Unit card for each Different unit in your Hand. Split Cards with a Unit card type like  can't be drawn this way.
Catalyst

Catalyst was a card previously in the Base set. It no longer exist in the game.

When you play Catalyst you will Draw one card. Which card you draw will be based on Hotness. If that card is a:

• Resource card then you will gain 1 Energy (  ) in addition to drawing that Resource.

• Unit card then you will gain 1 Support (  ) in addition to drawing that Unit. Support can be used to give a Unit 1 more  until end of turn or can be used on a Supportable card like  for a more powerful effect.

• Action card then you will draw an additional card. Which card you draw will be based on Hotness.

If you draw a Split Card like  then you will draw an additional card AND gain 1.
Unit

Units are crucial in achieving the main Goal of the game: capturing the enemy's Lands. Units are Fast meaning they go into your Hand and can attack immediately in the next Attack Phase after you buy them. A unit's Attack (  ) determines the number of lands it can capture. A unit can use 1 Support (  ) to temporarily increase it's .

There are basic and special units in the game:

• basic units can only capture lands.

• special units have an ability besides being able to capture lands. For example  lays a  on a land in addition to capturing it.

Units cost Production (  ) while in your Deck.
РЕЛИКТЫ

## Описание

Реликты это иные существа, которые встречаются очень редко или имеют редкое распостранение. К ним относятся как неразумные, страшные существа, так и вполне себе полу-разумные и разумные существа.

Обычно реликты не вписываются в местные пищевые цепочки и стоять сверху или в отдалении от неё. У них редко получается вклиниться в действующие правила жизни, впрочем и откуда появляются эти реликты тоже неизвестно.

Если с разумными, в той или иной степени все еще понятно, а именно (вампиры, оборотни и личи) происходят от проклятия или магии, то с другими реликтами не все так просто.

Зачастую, реликты неспособны к размножению, что вызывает еще больше вопросов о методе их появления, ведь в мире, все еще много опасных и неизведанных мест, а численность подобных реликтов не уменьшается.
Пытки

***Мастерство пыточных дел в мире крайне тонкое дело, но очень действенное.***

Навыки - всегда влияет ситуационно и может быть полезным в большинстве ролевых ситуаций, однако важнейшую роль всегда играет состояние персонажа, ваша отпись и отпись другого игрока / Гейм мастера. Это дополнение, целью которого является разнообразие геймплея и подчеркивание Вашей индивидуальности. Навыки не являются ультимативными даже на последних уровнях и лишь **ПОВЫШАЮТ** ваши возможности при той или иной ситуации. Вы можете брать любые перки на уровнях, однако если перк имеет рост - брать иные после выбора первого нельзя.
Акробатика

Хореография это отличный навык, который подходит далеко не всем, но пригодиться может много в чём. Начиная с бытовой ловкости и заканчивая манёвренностью на поле боя. Путь к восхождению на вершину мастерства этого навыка будет долог и тернист, возможны травмы, но вы справитесь!

Навыки - всегда влияет ситуационно и может быть полезным в большинстве ролевых ситуаций, однако важнейшую роль всегда играет состояние персонажа, ваша отпись и отпись другого игрока / Гейм мастера. Это дополнение, целью которого является разнообразие геймплея и подчеркивание Вашей индивидуальности. Навыки не являются ультимативными даже на последних уровнях и лишь **ПОВЫШАЮТ** ваши возможности при той или иной ситуации. Вы можете брать любые перки на уровнях, однако если перк имеет рост - брать иные после выбора первого нельзя.
Double Strike

Double Strike is a keyword that can be on a card. When a card with Double Strike is played, it becomes Jump-started so that it will be drawn as an extra card on the next turn. Jump-started cards can't be Jump-started again, this means that a card with Double Strike will be drawn once naturally and once due to Jump-start.
Стеклянная пустыня

## Описание

Как её называют поэты: "Пустыня Стеклянных Иллюзий". Или как её называет простой народ: "Зеркало Сатаны". Или просто на местном языке: "Гархотан-Ашар". Растянувшаяся на 500 километров квадратных, бесплодная, абсолютно (Извините за тавтологию) пустынная пустошь расположення в регионе который является общей границей трех выше указанных южных государств. Представляет собой огромное, практически сплошное стеклянное пятно, нагретое до экстремально высоких температур из-за аномально сильной подземной тектонической активности, образованная из-за воздействия залегающих близко к поверхности вулканической природы магматических протоков, больших объемов первоклассного песка и постоянных, буквально смертельных для кого бы то ни было температур с стабильной отметкой температуры воздуха на солнце под 45 градусов цельсия. Учитывая все эти факторы и опять же замечу: Не прекращающуюся подземную вулканическую активность расположенную близко к поверхности (Без самих по себе вулканов, гейзеров и тд) весь песок на поверхности постоянно плавиться и кристаллизируется принимая причудливые формы.

## Внешний вид

Если бы вы спросили абсолютно случайного человека посмотреть на эту пустыню и сказать вам что он видит. Он бы сказал что-то на подобии: "Пустошь как пустошь, каких везде полно". Но на самом деле это лишь от части верно. Вся пустыня: Это буквально огромный кусок оплавленного стекла температурой под шестьдесят градусов на поверхности. По которому ходить возможно только ночью, и то: В особое время года когда тектоническая активность падает и в специальных "сандалях" защищающих ваши ноги от ожогов. Но не только это пугает путешественников и караваны обходить это проклятое место...

## Внутренний вид

Если со стороны это место выглядит ещё куда не шло и не вызывает никаких панических реакций или моментального удивления. То попробуй вы зайти внутрь её, и вам сразу все станет понятно в насколько глубокое дерьмо вы влипли.

Все дело в стекле, а точнее в особой оптической иллюзии которая возможна только здесь, а именно: Эффект бесконечной комнаты. Это когда вы видите что вы находитесь на открытом хорошо просматриваемом пространстве, но куда бы вы не шли пейзаж ни чуточку не меняется. Создается такое ощущение будто вы идете по шару который свободно вращается во все стороны. И выйти из этого шара кажется абсолютно невозможным. Из-за чего множество караванов, экспедиций и просто случайных путников в 99% процентов случаев буквально терялись в трех соснах без возможности найти дорогу ни на вход ни на выход, из-за чего и заканчивали здесь свою жизнь

## Особенности

Уникальный оптический эффект: Бесконечной комнаты не дающий покинуть пустыню без посторонней помощи, создаваемый уникальным сочетанием огромного количества природного стекла произвольной формы, аномально высоких температур вызывающих миражи и преломления солнечного света на определенной территории. Местные народы по возможности используют стекло из пустыни для личных нужд, хоть оно и очень низкого качества, и по большей своей части недоплавлено и имеет при себе множество примесей, вкраплений песка и кратеров.
War Innovation

War Innovation has a Trigger that causes it's Cost to be reduced temporarily. For each enemy Unit that attacks, War Innovation costs 1 less during that turn. For example, if the Enemy attacks with 3 Units then War Machine's cost will be reduced from 7 to 4 during that turn. On the turns after that, War Innovation's base cost will be reset to 7.

War Innovation cannot be bought if you have 3 or less.

Playing War Innovation has three effects:

1) You gain 1 support.

2) You Draw 2 cards.

3) The enemy gains 1 support.
Update 2.0

Update 2.0 is a Great Investment so the enemy will know something is up when you buy it. Specifically, the enemy will be notified that you have made a "Great Investment" and can  to see what it is.

It cannot Destroy a card if the shop does not have a card costing exactly 2 more. A card is Drawn before the chosen card is Added to your deck. You can never immediately draw the card that was upgraded into.

Update 2.0 works with cards that change the cost of cards in your Shop like  or .
Enemy Intel

The Enemy Intel button shows everything you know about the enemy's strategy. When the game starts you can only see the starting deck of 7  and 2  as well as all the basic Shop cards. As the game progresses you'll be able to learn more:

•  scouts the enemy's deck and Bases, and reveals the closest enemy Land.

• Actions are always revealed when played. You can also discover them through . Since actions are hidden until you play them inform typically shows them about 3~4 turns faster. Revealed cards will be shown in the enemy's Shop and Deck. This includes possible cost increases/reductions due to cards like  or .

• Units that have visibly captured a Land (outside of The Fog of War) will be shown in the enemy's deck.

• Events are revealed when bought since they happen instantly.
• Cards with Intel like  can reveal information about the enemy's strategy.

Once "new" enemy cards are revealed you're able to use  and  on them.
Bombard

Bombard is a (hidden) game mode where 3 basic cards are added to the Shop:

• Strike - costs 4 and adds 1  to the enemy's Deck.

• Blast - costs 6 and adds 2 s to the enemy's Deck.

• Bombard - costs 8 and adds 4 s to the enemy's Deck.

https://tuggowar.io/bombard for PvAI

https://tuggowar.io/bombardpvp for PvP
Shadow Copy

Show Copying is a mechanic that functions like Copying, except that the new instance of the card is not added to a Deck and only exist in your Hand. They disappears after the turn.

A Shadow Copy in Hand counts as a card (for instance for Watermill).

A Shadow Copy can be destroyed and discarded and trigger when-destroyed and when-discarded triggers.

Whenever the turn ends with Shadow Copies in hand, they are not destroyed but cease to exist.

Shadow copies can't be Jump-started.

Just like regular Copy, the new instance does not copy any alterations to the original. Any adjusted Attack, Jumpstarted-state, Boost, or any other temporary or permanent modifications will not be present on the new shadow instance.

Just like regular Copy, you can not make a Shadow Copy of a Legendary Card.

Shadow copies themselves can't be copied.
Fast

Cards with Fast go directly into your Hand. For example when you play  then Non-Legendary cards in your Shop become fast. So when you buy an Action like  you can immediately play it (normally it would go into your Deck).

There currently are no cards that have Fast, only cards that give other cards Fast.
Free Radicals

Free Radicals uses 1 Production (  ) while it is in your Deck. If you don't have enough  you cannot buy this card (first buy cards that increase your ).

For every Land or a card in any players hand that is Destroyed while Free Radicals is in your hand, it get's 1 until the end of your turn. If you attack with a Free Radicals with 5 or more then destroy all Resource cards in the enemy's hand. This effect can proc the Hand Trigger of a second Free Radicals in your hand. For example, if you attack with your first Free Radicals with 5 and destroy 2 resources that way, then the second Free Radicals in your hand get's 2 (on top of any other extra it might have gained before you attacked).

Free Radicals has Slow which means that it goes into your deck when you buy it. Not into your hand like a normal Unit would. So you cannot attack with Free Radicals immediately after you buy it.

After buying Free Radicals you cannot buy it again on the next turn. You have to wait 1 turn before you can buy it again (Cooldown 1).

## Trivia

The Free Radicals record (vs AI) currently stands at 220 done by Sirius.

 (https://tuggowar.io/replay/20240101-4fb3105e/0)
Counterfeit

When you buy Counterfeit, you can add a card from the enemy's Shop to your Shop permanently. This card now costs 1 less.

You CAN counterfeit a card that is already in your shop. In that case it just costs 1 less permanently.

The enemy will be notified about when and what card you Counterfeit.

You can only Counterfeit a Tier card after it has been Scouted (revealed). Tier cards are Scouted when:

• you have Scouted them using .

• they have been Scouted by cards like  or .

• the enemy plays an Action card for the first time. For example, if the enemy plays a  for the first time it will show up as a "New" card on the Recent History bar on the right side of the screen. This means it has been Scouted and can now be Counterfeited (and Disrupted).

• the enemy attacks with an unscouted Unit and it captures a land outside of The Fog of War. For example, if the enemy attacks with a  and you see it capture a land outside of The Fog of War for the first time, it will show up as a "New" card on the Recent History bar on the right side of the screen. This means it has been Scouted and can now be Counterfeited (and Disrupted).

Counterfeit can only be used on a specific card once. For example, you can Counterfeit a Tank to make it cost 4, but not a second time to make it cost 3.

Counterfeit works on , , , , ,  and . It does not work on , ,  (itself),  or .

When you buy Counterfeit you can't buy it again for 4 turns (Cooldown 4).
Minenwerfer

Minenwerfer uses 4 Production (  ) while it is in your Deck. If you don't have enough  you cannot buy this card (first buy cards that increase your ).

Places a  on each Land this captures. So when Supported, this captures two lands and places two mines.

Mines can't be placed if another object already occupies the land like a Building or a .

Mines CAN be place if the object is removed by taking the land, like Bounties or
Play a Friend

Inviting friends to play Tuggowar can be done via Compete --> Play --> Invite a Friend in the main menu. This allows you to copy/paste and share a link via Discord, Whatsapp, Facebook, Twitter, Outlook, Gmail, etc. This link is valid as long as you stay connected. When your friend clicks on the link war will be declared to you. Accept to instantly hop into a game together.
Research Project

You need 2 and 2 to buy Research Project unless you can Add it to your Deck using cards like .

Playing Research Project Draws you three cards. Which cards you draw will be based on Hotness. The copy of Research Project that you played is then destroyed (One-Shot cards are destroyed after you play them). Playing Research Project also causes its cost in your Shop to increase by 1. So if you have played 1 Research Project during a match it will cost 2 and 3. The more Research Projects you play the more expensive it will become. For example, if you have played 4 Research Projects during a match it will cost 2 and 6 to buy.
Nuclear Missile

Nuclear Missile is a Building that needs to be build on a Land you control. It requires 4 turns to build (Build time 4). If the land on which it's built is captured by the enemy during that time Nuclear Missile will be Destroyed. When it completes building Nuclear Missile goes into your Deck and can be played like an Action card. When you do destroy the 5 enemy lands (at the end of the Map). After Nuclear Missile has been fired it will be destroyed (One-Shot). If you lose control of the land with Nuke on it while it is in your Hand then Nuke will be replaced by a new card.

It works in combination with cards that trigger on destroy effects like .

Disrupted buildings don't build. So if  is used on Nuclear Missile while it's still building then the build time will be frozen for two turns. This effectively means that it will take 2 extra turns for Nuclear Missile to finish.
Lowland

The Map can have different Bounties on it. On this map there is a Land with an  Deposit on each players side of the map. Once captured a one-time event triggers that adds a  to that players Deck. The position on the map of the Windmill Deposit varies each match but is always symmetrical. For example it will be on the 5th or 8th land for both players.
Pump & Dump

You can only play one Pump & Dump per turn. Each one after that needs Support (  ) to be played (Tactical).

When you play Pump & Dump you gain 1. The enemy Discards one Coal. If they didn't (because they had no Coal in hand), then the enemy Adds a Coal to their Deck and gains 2 accordingly. If the enemy has 7 Coal or more in their Deck then the latter effect does nothing (the 7 card max rule for their Deck applies).
Scale Up

When you buy Scale Up, the Cost of your Resources and Units is reduced in the following way:

During each turn, the first card you buy of each Resource and/or Unit costs 1 less. The second card you buy of that same Resource or Unit has it's normal cost.

If you buy another Resource or Unit during that turn, the first card of that Resource or Unit will also cost 1 less. So you can buy each different Resource and Unit card in your Shop for 1 less in a given turn.

For example, the first  you buy during a turn will cost 7 instead of 8. The second  you buy during the same turn will have its normal cost of 8. However, the first  you buy (after having bought the ) will also cost 1 less. So if you have enough  you could buy an Infantry, Tank, Fighter, Gas, Oil, Uranium, etc. all for 1 less during a turn.

Scale up also stacks. This means that the first card you buy of each Resource and/or Unit costs 2 less (if you've bought Scale Up twice in a match), 3 less (if you've bought Scale Up three times in a match), and so on...

For example, if you've bought Scale Up twice then the first  you buy during a turn will cost only 6. The second  you buy during that same turn will have it's normal cost of 8. However, if you buy a  after having bought the  it will also cost 2 less.

Disrupting scale up will bring back the cost or resources and units back to their base level for two turns, no matter how many scale ups the enemy has bought.
Aura

Auras are player upgrades that impose a general rule for as long as they are active. For example buying  adds a general rule that all Units in the game cost +1 .

It's possible to stack auras. Buying  twice will give you two Scale Up auras causing the first of all your Units and Resources to cost 2 less.

When active auras are shown on the right side of the Map at the bottom of the screen (like the Tech Race aura below). Enemy auras are shown on the right side of the map at the top of the screen.
Update

Update works in 3 steps:

1) select a valid update target.

2) Draw a card.

3) the chosen target is Destroyed and you add the new card to your Deck.

Only works on other cards than Update (Other). It cannot be used to destroy a second Update in your hand to replace it with a 6 Cost card. Update also can't be used to create another update. For example, a  can't be updated into an .

Update does work with cards like  and . For example, counterfeiting an  reduces it's cost to 2 allowing you to update a  into it.
Titles

Titles can be unlocked by playing games thereby earning Victory Points (VP) and increasing your Level. Playing PvP games earns more VP than playing against the AI. In PvP, the higher the rank you beat the more VP you get.

Examples of titles that can be unlocked are:

• Action Junkie

• Blast Expert

• Bum-Rusher

• Greedy Bastard

• Investment Banker
Tuggowar Wiki

has been brought in line with  and ; a one-off Building. Since it costs only 1 it offers a good option for 3 starts! The new Bank also makes  cards more special.
Prime Time expansion is out now! It's all about playing around with the popular Jump-start mechanic in new ways to set up big hands! The new cards are:
, , ,  and .
Mirror Mode added. Play with the exact same starting Shop as your enemy.
Titles and Avatars have been added which can be unlocked by gaining Levels.
A new AI game mode called Challenges has been added. Win as many games a you can in a row and gain Levels faster with a good run. | Recent balance changes:* Reworked Scientist.
* Research costs 7 (up from 6 ).
* Update costs 6 (up from 5).
* Research Expedition costs 6 (up from 5).
* Concertion costs 5 (up from 4).
* Epic Growth costs 25 (instead of 34).
* Parts Dealer can destroy any card. No more +.
* Double Tap costs 15 (up from 14).
* General Swartz costs 24 (up from 23).
* National Bank now also triggers on 6 cost cards.
* Grand Plan now also gives +1.

 **Deck-building****How to play****Campaign****PvP****Free to Play****Strategy Guides** | Game Mechanics (edit)
 Turn:Play Phase • Buy Phase • Attack Phase • Timer • Enemy TurnMap:Map • The Fog of War • Fatigue • Bounties • DefenseShop:Basic cards • Tier cards • Shop Construction • Medals Enemy:Enemy Intel • Enemy Contact • Inform • Disrupt • CounterfeitDeck: Draw System • Hotness • Production • Card LimitOther:Auras • Combo Score
 Game Modes (edit)
 PvAI:Campaign • Battles • Challenges • Bombard • Playground PvP:Casual • Ranked • Mirror Mode • Matchmaking  • Play a Friend • Emotes • Game SpeedCollect:Medals • Beta Coins • Victory Points • Levels • Avatars • TitlesOther:Replays • Sharing •  Observers •  Show-matchesAccount:Sign Up • Change Name | Content (edit)
 Cards:All cards • All cards by tier • All cards by cost • All cards by expansionExpansions:Base set • All ExpansionsMaps:Oil Deposit •  Land of Learning •  High Ground • Hostiles
 Wanna help out with the Wiki?
Check out the community guidelines.
Aircraft Carrier

Aircraft Carrier is a Great Investment so the enemy will know something is up when you buy it. Specifically, the enemy will be notified that you have made a "Great Investment" and can  to see what it is.

When you play this Add a  to your Deck if you have 4 or more. Carrier aircraft uses 4 (Production) while it is in your Deck.

Secondly you Draw a Carrier Aircraft from your deck. If you have 3 or less when playing Aircraft Carrier you can't add a Carrier Aircraft to your Deck. Then you will only draw a Carrier Aircraft from your deck (if you have any). If you have 3 or less AND no Carrier Aircraft in your deck then playing Aircraft Carrier does nothing.
Repurpose

When you play Repurpose you first have to choose a card from your Hand to destroy. If the card you chose to destroy is a:

• Resource card then you gain 1.

• Unit card then you gain 1.

• Action card then you draw 1 card.

Only after destroying the card of choice will you Draw a card. If you are not able to choose a legal target then you cannot play Repurpose and also won't draw a card.

Repurpose cannot be played on itself (Other). So you cannot destroy a Repurpose with a second Repurpose.
Oil Platform

Oil Platform is a Building that needs to be built on a Land you control. After that it goes into your Deck and can be played like an Action card. When you do Oil Platform Adds one  to your deck and gives you 1 Support (  ). If you have already reached the 7 Card Limit for Oil then playing it only gives 1.

You can still add Oil to your Deck and Draw it Oil is disrupted because Oil Platform doesn't add from your Shop.  doesn't affect future copies, only copies present when Disrupt is used.

Oil Platform remains in your deck for as long as you control the land on which it was built. For example if the enemy captures the land using a Unit like  or you lose the land due to an  or Fatigue then Oil Platform will be removed from your deck. If Oil Platform is in your Hand while this happens it will be replaced by a new card.
Refinery

Refinery is an Action card that you can play from your hand to Draw a Resource card and then draw an additional card that has the same cost as the Resource card drawn (if you have any). Which Resource card you draw will be based on Hotness.

For example if you draw a  using Refinery then you will draw another card from your Deck that costs 5 Energy (  ) like  or . If you draw a Resource card that has a cost like no other card in your deck then nothing happens after you draw the resource card. So if you draw a  using Refinery and while having no other 8 cards in your deck then nothing happens after you've drawn the Uranium.
Hostiles

The Map can have different starting states. On this map there is a  on each players side of the map. This land has 2 (Defense). This means that it takes 3 to capture the land instead of 1. Once captured the Hostiles land is destroyed and it becomes a normal land. The position on the map of the Hostiles varies each match but is always symmetrical. For example it will be on the 5th or 8th land for both players.
Challenges

The goal of Challenges is to win 7 games in a row. The better your run, the more Victory Points you earn and the faster you Level. There are 4 difficulties:

* Normal. You play against the normal AI.
* Hard. You play against the hard AI.
* Unfair Tier 1. The hard AI starts each match with Nation unlocked.
* Unfair Tier S. The hard AI starts each match with Superpower unlocked, in addition to having cheaper tier cards.

The higher the difficulty level the more Victory Points and Level you will earn. If you manage to complete a run with 7 straight wins for a given difficulty level this will show on your player stats page.
Blast Expert

Playing Blast Expert gives you 3. Being a Supportable card you also have the option to use 1 (if you have any) to add an  to the enemy's Deck. When the enemy Draws the explosive then:

• the explosive will be Destroyed.

• the enemy's first Land will be destroyed.

• and the enemy will have 1 card less that turn (since the explosive is drawn instead of another card).
Buy Phase

The Buy Phase is the second phase of each turn. During this phase you can buy cards from your Shop using  and/or . Resource and Action cards go into your Deck after you buy them. Unit cards go direct into your Hand and can be used to attack immediately. Cards with Fast also go into your hand and can be used immediately. For example after having played .

It is possible to skip (part of) your buy phase by clicking on the attack/end turn button or buy phase icon (  ). For example if you have 2 left and don't want to buy any 2 cost card.
Grand Plan

You can only play one Grand Plan per turn. Each one after that needs Support (  ) to be played (Tactical).

Playing Grand Plan has 4 effects:

• Gain 1.

• Discard your entire hand.

• The copy of Grand Plan you just played will be disabled for one turn. Among other things this means you can’t draw that specific copy on your next turn. You can draw a second copy of Grand Plan if your deck has two or more in it.

• Jump-start 5 cards from your Deck. If you have less than 5 cards in your deck left then you will jump-start only that many cards. This might be the case if you’ve already drawn all the cards from your deck or if your deck has less than 5 cards.
Dividend

When you buy Dividend an event triggers that makes you draw it as an extra card next turn (Jump-started). So your next hand will consist of 5 cards (drawn based on Hotness) plus the Jump-Started Dividend.

As an Action, Dividend gives 1 and has Double Strike. This means it will be drawn as an extra card on your next turn (Jump-started). A Card which have been Jumped-started cannot get Jump-start again during that turn.

For example, when you buy Dividend you will draw it as an extra card with "Jumped-started" on it next turn. Playing Dividend won't Jump-start it again for the turn after that. So basically Double Strike let's you get Divivend in 2 consecutive turns.

Dividend also gives +2 Money if it is discarded or destroyed. For example by cards like  or  respectively. This also includes being discarded or destroyed directly from your deck, by  for example.

 disables the discard trigger, so Disrupting Dividend will not give the Enemy +2 Money.
Base/Trigger

A Base/Trigger card plays like a normal base would. You need to build it on a Land but does not go into your Deck like a Building. In addition certain conditions being met during the match can trigger the base for an extra effect. For example when  is on the map and you end the turn on Tier 2 (with Tier 2 cards unlocked) then it will be triggered. In this case the trigger causes epic growth to Rotate.
Other

**Other** means that a card can not interact with itself or other instances of the card.

For example:

* a Manage Arsenal can not destroy another Manage Arsenal.
* an Express Delivery can not add another Express Delivery to your deck.
* an Action Junkie does not make other Action Junkies cheaper.
* a Divide and Conquer can never discard another Divide and Conquer.

One exception is that a card with other can *draw* another instance of the same card. So a Change Manager can draw another Change Manager.
Combo Score

The combo score is a measure of how epic your turns are. Generally speaking the more 1) energy you gain 2) cards you play 3) lands you capture; the higher the combo score for that turn. It is displayed at the end of a match.

## Trivia

The current record for the highest combo score for PvAI sits at 15310 and was done by Sirius (https://tuggowar.io/replay/20240101-4fb3105e/0).
Greater Discovery

Discovery triggers a Discover Event when bought. 3 cards are randomly selected from the same card pool that is used for Shop Construction (note that this includes Medals). You must pick 1 of 3 Tier 2 cards to Rotate into (Add to) your Shop. After you've bought Discovery it will Rotate meaning it changes into the picked card.

The enemy can Counterfeit both Discovery as well as the card that was discovered (of course only after you've bought and played them respectively so that they are revealed).
Pipeline Network

Pipeline Network contributes 2 to your total Production while it is in your Deck.

When you play Pipeline Network you get 1 and Draw 1 card. It is Supportable so if you have  (Support) available, then you can choose to use 1 to gain 2 and draw 2 cards instead. Which cards you draw is based on Hotness.
Double Down

Makes a Shadow Copy of another Action or Resource.

Double Down does not \*become\* a copy of the card, so when the card gets Destroyed, it does not influence Double Down.

Copying a Resource does not give Production (  ).

• Legendary Cards can't be copied.

• You do not copy any alterations to a card (like Boost or Jump-started).

• You can not make a Copy of a Shadow Copy.

• If you support this to make a real copy of a card, that real copy can then be copied with another Double Down as normal.
Money

Money (  ) is a second Resource besides Energy (  ) that can be used to buy cards. It can be spent as  but can also be saved for later turns. Some cards require money to buy like .

Money can be gained by adding  to your Deck. Bank is unlocked after buying your first card expansion. Money can also be gained by playing cards like .
Disabled

Cards are disabled in the Shop, Map and Deck. This means the disabled card:

• Can't be bought or gained using cards like  or .

• Bases/Buildings don't build, can't be played and their abilities can't be used.

• Can't be drawn from your deck.

When disabled, Hand cards (cards in players hands) are discarded and replaced.

Disabling a card will leave its Hotness value in tact.
The Fog of War

At the start of the game, part of the Map is covered in The Fog of War. When the enemy side of the map still has fog, you can't see what the enemy is doing. You don't know how many lands your enemy has taken, nor if the Enemy is placing Buildings or Bases on their lands.

## Gaining Vision

Whenever you take a land, your vision also increases 1 land ahead.

Buying the  event shows the current progression of the enemy by revealing the nearest enemy land.

If this land was already revealed, it reveals the nearest enemy land that wasn't visible.

Whenever you scout an enemy building, the land it is on is automatically revealed. This can happen when:

- The opponent plays the building card.

- You buy the Inform event, scouting all building and revealing them, in addition to scouting the nearest enemy land.

- The building is destroyed, revealing the land it was on.

## Never Losing Vision

Once a land is revealed, it stays revealed for the rest of the game. You cannot lose vision on a land.

## Vision game modes

There are two kind of games:

* game with Deep Vision (14 lands ahead)
* game with Low Vision (3 lands ahead).

Which is determined at random at the start of a match and has no relation to the type of Map with Special Lands or Bounties.

It is symmetrical for both players, so if you have Low Vision, the Enemy also has Low Vision.

## Public information in the Fog

Bounties, High Ground and Hostiles are drawn on the map in the Fog.

This does not guarantee they are actually still there.

Even whenever the opponents takes a land with one of the Bounties on it, this is not shown until either:

- Vision is gained on that land.

- In case of a bounty, when the bounty card is played. This does remove the bounty indication but does not reveal the land itself.
Strategy Guides

**The crucial key points of deckbuilding in Tuggowar** (According to SkylarkGSH):

* **Rule of thumb**: Your deck doesn't need to be "good", it just has to beat your opponents.
* **Higher buyer**: It is usually better to buy the highest card in your shop that will provide value to your deck when you can, since it will greatly impact all your future turns. But remember this can be very situational at times.
* **Slay the Snowball**: Disrupt is one of the best cards in the game. You know why? It stops your opponents from having the most optimal turns possible. Use it as much as you can, the most successful players can absolutely destroy with disrupt. A good example is disrupting an early oil to hinder your opponents economy, so you can get the early jump on them.
* **Draw is law**. Most draw cards that give more than 1 draw are high priority, and affect every part of the game. Try to slow down your opponents draw as much as you can using Disrupt. When it gets to a point where you can't stop the draw (i.e. they're using multiple draw cards), target higher priority cards, like units.
* **Clean is MEAN**: Cleanup is a high priority when available. Coal and infantry are awful cards to have in the long run, focusing on removing your worst cards, and adding the highest value cards to your deck is the ultimatum to a win condition.
* **Diversity officer**: Remember that having a balanced and all-around deck that has multiple sources of different impactful cards will greatly help with limiting the damage disrupt can bring and greatly improves your chances of drawing impactful cards and lessen the amount of bad turns that can occur. Pay attention to the hotness (chance of draw of cards) as well!
* **Knowledge is power**!: Cards that allow you to figure out your opponents moves and build your deck around them is unbelievably spectacular! Inform frequently to know what your opponent is doing, and abuse spy/intel cards to your advantage!
Change Manager

Change Manager has a base Cost of 1 and 3. It costs 1 more for each Change Manager in your Deck. For example, if you have 3 Change Managers in your deck the next one will cost you 1 and 7 to buy.

Playing Change Manager will Draw you one card and reduce the cost of any Tier card by 1 until the end of your turn. The cost of Tier cards cannot be reduced to less than 1. The cost reduction of Tier cards in your shop works with cards like  and .

The cost of cards in your deck that were bought at a discount using Change Manager is unchanged. For example, if you have bought a  for 3 after having played Change Manager it will still have cost 4 while in your deck. If you were to use  on that Windmill it would draw you 3 cards.

Change Manager does not work on itself (Other). So you cannot reduce the cost of Change Manager in your Shop by playing Change Managers.
Supportable

Supportable cards can use 1 (Support) for a more powerful effect. Playing a supportable card while having  available gives you the choice to use 1 support or not. For example, when you play  you can choose to use  to draw 2 cards instead of gaining 2. You can also choose to gain 2 and use the support on a Unit or to play more than one Tactical card per turn.
Bounties

Sometimes the map has two lands that contain a Bounty for the player who first takes the land. There are 2 types of bounties:

•  that adds a  to your deck the first time the land is captured.

•  adds a  to your deck the first time the land is captured.

•  that adds a  to your deck the first time the land is captured <-- REMOVED FROM THE GAME SINCE VERSION 1983 (see Changelist).

Bounties are always mirrored on the map, so if there is an oil on the map on the 7th land for you, there will also be an oil on the 7th land for the Enemy.

In the following example there are two Oil Deposits visible on the map:

Whenever you take a land marked with , an  is added to your deck (the deposit is then removed from that land).