Card

Friends Vs Friends is a unique blend of Arena FPS and Digital Collectable Card Game, creating a fast paced card based strategy game where you can use said cards to affect everything from the map you're playing in to the size of your opponents head

There are six types of cards you can add to your decks: Buffs, Debuffs, Weapons, Helpers, Jokers and Traps.

All players start with a basic set of cards available to them from the start of the game. The rest are collectible cards that are part of the main game or expansions and are obtainable by opening booster packs.

## Card Types

### Buffs

These cards bring some sort of permanent or temporary advantage to the player that uses them, that may either translate into a stat boost (such as Health Up) or allow the player to jump twice (such as Double Jump). Others focus on the ability of the player to take advantage of them; a well timed Bullet Time could for instance, let you blow your rival's mind without even breaking a sweat.

### Debuffs

They are cards that will lower the opponent's stats or give them a temporary or permanent disadvantage in the middle of the battle. They can both affect the enemy directly by affecting their stats (such as Rubber Bullets) or indirectly by ruining their hand (for example, Garbage Day). Some of them may not directly lower a stat but open a window of opportunity for a deadly combo, like a headshot using Mind Blowing.

### Weapons

Upon use, weapon cards will invoke a new weapon for the player to use, changing your original weapon to that one. Different situations call for different weapons and its up to you to decide which situations you will prepare for by adding the appropriate weapons to your deck. After all, often times the outcome of a match will come down to who has the better gun.

### Helpers

Helper cards invoke elements in the game that will aid you in the battle. These can be bombs, turrets, or elements that protect you such as Wall or Ice Block.

### Wild cards

Jokers force a significant change in gameplay that may be an advantage or disadvantage for the player. They mostly depend on the interactions with other cards. Their effects can vary from turning you into a Titan (gaining a lot of health but also turning you into an easy target) to nuking the entire map and spawning a new one (leaving all helpers in the former map).

### Traps

Upon use, these card will appear as a trap card for the enemy, but they will not know which one it is exactly and should pay attention to potential interactions. All trap cards have a specific trigger that will turn their effect on. Some may trigger after the enemy uses a card, such as Counter Card, and others may trigger when receiving damage during the match, such as Ninja Log. Their trigger may not only depend on the enemy though, as it happens with Self-Destruct Device, which allows its user to activate it with an extra card.

## Collecting Cards

        Cards can be obtained through opening booster packs, which at the same time can either be obtained by playing the game and leveling up or purchasing them for currency. Depending on the quality of the booster pack opened, you may increase the chances of obtaining cards with higher rarity.
When you obtain cards that you already had in your possession, the card will either level up when possible or give you part of its cost back so you can get more booster packs and try your luck again.

### Rarity

All cards have a specific rarity which refers to the chances of obtaining that card by opening booster packs. Higher quality booster packs have an increased chance or rewarding you with higher rarity cards. The upper strip color of the card varies depending on the card: **Common** (gray/none), **Rare** (light blue), **Epic** (purple) and **Legendary** (golden).

### Leveling up

Cards can be leveled up to obtain new advantages. Usually they will see their stats improved on each level. Not all cards can be necessarily leveled up, and the number of levels they can level up can also vary on each card.

### Value

A card value is described by the number they have in the upper right corner. It will indicate the cost of that card during the Deck-building phase. Due to the way deck building works, using higher value cards will necessarily mean you will have to add another significant number of lower value ones, to compensate the distribution of points within the deck.

Value doesn't necessarily mean the card is worse or better, but that its effect is more relevant to the gameplay. A good combination of low value cards can be significantly more effective if they have a strong synergy.

### Synergy

As you learn the game and begin to amass an impressive collection of cards, you'll start to get a better and better feel for the synergy of the cards that you choose to use in your deck. The more you can master timing and synergies the better your results will be. For instance, knowing to hold on to the Katana card you got in the first round until you get a card that allows you to catch your opponent, or catch them off guard.
(Move Slower, Move Faster, Energy Drink, Invisible)

Another common synergy is Garbage Day and Barbed Cards but knowing when to use your cards or save them for a synergy is perhaps a bigger factor than knowing that they exist in the first place.

This concept can be applied incredibly broadly as an experienced player would know and come to understand, but a last one to add in here would be a simple but deadly Poison Bullets and Health Down combo that can give anyone a quick end, or at least force them to use many more cards than those two to win the round, giving you an advantage later on.

## Additional Cards

There are cards that are not available in deck building, but are obtained through other means. These are either passive cards or spawned cards.

### Personality Cards

Personality Cards are inherent and exclusive to each character in Friends vs Friends. They may resemble the effect of an actual available card and allow for extra focus on a specific playstyle (for example Haru's card, Runner, which stack with Move Faster), or give a unique exclusive advantage (like Lars' Thick Coat).

### Hot Cards

These are available for players to use during the match due to the effect of other cards. They can have positive effects such as Green Herb, negative such as Garbage, or cards whose benefit rely on momentum such as Self-Destruct. When the round ends, all Hot Cards that were unused disappear.