How to Play

This page provides a rundown of how the game works, outlining essential mechanics and key concepts for a better understanding of the gameplay.

### Resource System - Income

The game utilizes a resource system known as "Income," which increases by 1 at the start of each turn. Players receive Credits equal to their current Income, which can be spent on various actions. The starting Income depends on the number of colors present in the player's deck:

- If your deck consists of 1 or 2 different coloured cards, your starting Income is 3.

- If your deck consists of 3 different coloured cards, your starting Income is 2.

- If your deck consists of 4 different coloured cards, your starting Income is 1.

- If your deck consists of 5 different coloured cards, your starting Income is 0.

In cards, there 2 ways of adding the currency for cards, Credits and Income, Credits (IN CARD MEANING) means how much Credits you have (You gain 1 Credit), which means you gain 1 Credit, but the next turn you don't gain more credits, Income (IN CARD MEANING) means how much Income you have (You gain 1 Income), you don't gain a Credit on that turn, but on the end of your turn you gain 1 Credit.

There are a total of 5 colors in the game: Red, Blue, Purple, Yellow, and Green. Additionally, there are Black cards, but they do not count as a distinct color.

When constructing your deck, there must be a minimum of 45 cards and at maximum 100 cards in your deck.

### Game Board and Unit Actions

The game board consists of 7 slots, which serve as the battlefield for your units. Units have the ability to move within these slots. However, moving counts as an action, which means that a unit cannot both move and attack during the same turn unless the card possesses the "Swift" attribute. When moving, units can typically move by either one or two tiles. If another unit occupies the destination tile or is in the path of your unit's movement, that unit will shift one tile in the direction of the moving unit to make way.

### Combat and Lives

Units can engage in combat within their front 3 tiles. However, they can only attack the opponent's face if no enemy unit occupies those 3 spaces. Players start the game with 3 Lives, and each life is composed of 10 Health Points (HP). When a Life is spent, all excess damage received is nullified, and the next life starts with a fresh 10 HP. The player who loses a Life also receives 3 Credits.

### Color Affinities

The game features a loose color pie, each with its unique characteristics and abilities:

- Red: Lifeloss, Readying units, Swarm, Graveyard filling, Field-wide power buff.

- Green: Money (Income, Credits), Softer interactions like returning and setting stats, Supports Capitalism, Can interact with opponents' Credits, Empty Shell support.

- Blue: Big-ass stats, No Buy Blue, Assigning traits, Action support.

- Purple: Deck destroying, Hand destroying, Board destroying, Drawing from Graveyard, Resetting, Tutoring.

- Yellow: Janky effects, Lots of stat buffing, Cost reduction, Lifegain, Engram.

- Black: Anything that overlaps or isn't present in all colors, Special cool effects, Memey nature.

This basic overview should provide you with a good understanding of the game mechanics and color affinities in the False Paradise game. As you explore the game further, you'll discover more advanced strategies and interactions specific to each color.