TukkunFCG

## Controls

Number keys 1-6 to play cardsShift + number keys to discard

0 or ` to destroy monster

Left/Right arrow keys to adjust speed

Mouse controls are also supported

## Idleability

Simulation Cyborg can fight opponents when you are using another feature.

TukkunFCG (Fake Card Game, abbreviated to FCG)

Note: When you are playing TukkunFCG, or even just on the TukkunFCG screen where you select the size of the game, 3 cards are infinitely active at once: Auto-Harvest Card, Battery-Charger Card, and the Auto-Ant-Spray Card. After you leave TukkunFCG, the 3 cards wear off after 2 or 3 seconds.

## Rules

### Objective

The goal of the TukkunFCG is to reduce your opponent's hit points (HP) to zero using spell cards and monster attacks before yours are reduced to zero. If both players' HP are reduced to 0 at the same time, the game is a draw.  A draw ends your win streak but gives more experience than a loss.

### The Deck

The player's deck must consist of between 25-100 cards and may contain no more than 7 copies of any card with the following exceptions:

* You may have any number of generator cards
* You may have any number of instant energy cards
* You may have any number of the cards with no name (That say "No, not a bug" on their card text)(These are the equivalent of the White Ant card)

If your deck does not satisfy these conditions, you will be required to use a random deck until you have a legal deck. **Note**: The computer opponents are not bound by these rules on deck construction.

### The Playing Field

Each of the two players has an identical side of the playing field. This has room for a hand of at most 6 cards and 1 in-play monster at a time. Above your hand is the most recently interacted-with card: The spell you just played, the monster that just died, etc. It fades rather quickly.

You can press and/or hold the Ctrl button in order to view the log, which lists every card that has been played **during that turn.**

### Statistics

Each player has a number of statistics. Understanding them is vital to success in the FCG.

* **Hit Points** (HP) represent a player's health. These decrease when the player is attacked. They may be increased by certain spell cards as well. The game ends when one or both players' hit points reach 0. Note that it is uncommon for both players to start with the same number of hit points. Your opponent often has more HP the your win streak is. **Player HP will** **never go above 200**, which is the limit for the player. The opponent can go as high as they can using regeneration effects. The player always starts with 80 HP, although they can start with an additional 20 through the use of The Second Superpower.
* **Attack** represents the player's damaging power. Attack will NEVER be negative. *~~At the end of each turn, a player's attack total and their monster's attack total, if any, are added together to form a single attack on the opponent~~*. The player and their monster have separate attacks, and those attacks are equally affected by the enemy player's defense. If the opponent has 10 defense, and your monster has 9 attack while your player stat is 7 attack, your opponent takes no damage. The attack stat is 0 when the game begins. You can start with 5 through the use of The Third Superpower.
* **Defense** represents the player's ability to resist damage. Defense will NEVER be negative. When an attack is made on a player, their defense is subtracted from the attack's power. If any damage remains, the remainder is subtracted from the player's hit points. This stat is 0 when the game begins.
* **Poison/Regeneration Rate** represents how much additional damage the player takes or by how much the player is healed at the end of each turn. The value may be positive or negative, with positive values representing regeneration and negative values reflecting poison. Cards that deal poison damage subtract from this total, while cards that increase regeneration add to this value. For example, if a player has a rate of +2 and is affected by a card that deals 3 poison damage, their new rate is -1. This value starts at 0.
* **Energy** allows the player to play cards from his or her hand. The player has a stockpile of energy for each of 5 different colors: white, red, yellow, green, and blue, one for each card color. You may not play a card unless you have enough energy of the card's color, and playing a card subtracts the card's energy cost from your stockpile of energy. The stockpile for each color cannot exceed 99 or drop below 0. The human player's totals start at 1 in each color, but the computer may start with more. You can start with more through the use of The First Superpower.
* **Generation Rate** increases a player's energy each turn. Generators will NEVER be less than 1. There is a generation rate for each energy color. At the beginning of each new turn after the first, the player's energy stockpile increases by the generation rate for that color. The human player's rates start at 1, though the computer may start with more. You can start with more through the use of The Fifth Superpower.

Additionally, monsters also have statistics.

* **Hit Points** (HP) represent the monster's health. These decrease when the monster is attacked. They may be increased by certain spell cards as well. When a monster's hit points reach 0, the monster is removed from the playing field and discarded.
* **Attack** represents the monster's damaging power. *~~At the end of each turn, an in-play monster's attack total and their player's attack total are added together to form a single attack on the opponent.~~* Again, the player and their monster have separate attacks, and those attacks are equally affected by the enemy player's defense. If the opponent has 10 defense, and your monster has 9 attack while your player stat is 7 attack, your opponent takes no damage.
* **Defense** represents the monster's ability to resist damage. When an attack is made on a monster, its defense is subtracted from the attacker's power. If any damage remains, the remainder is subtracted from the monster's hit points. If the remainder is more than enough to kill the monster, the remaining remainder is dealt to the enemy player, simulating the Trample effect from MTG.
* **Poison/Regeneration Rate** functions similar to player statistics, affecting the monster's hit points just like the players.

**NOTE:** Each monster may have 1 ability at a time. This means if you play a card like Growth Power on your Blue Snail, it will lose the blue generator effect.

### Superpowers

*(updated to **V1,734**)*

Superpowers are one-use consumables that can be turned on using the superpower bar on the left before a match starts to make it easier. The best superpowers seem to be the free Dream Book, the extra generators, and the +20 HP superpower. NOTE: You cannot use superpowers for Level 5 opponent and below.

* **The First Superpower -** you begin the match with 1 additional energy of each color. *Reach FCG Level 10 to unlock!*

Cost Per Match: 500 FCG Cash

* **The Second Superpower -** you begin the match with 20 additional HP. *Reach FCG Level 20 to unlock!*

Cost Per Match: 1,500 FCG Cash

* **The Third Superpower -** you begin the match with 5 Attack. *Reach FCG Level 30 to unlock!*

Cost Per Match: 3,000 FCG Cash

* **The Fourth Superpower -** you begin the match with a Dream Book, which costs no energy to play. *Reach FCG Level 40 to unlock!*

Cost Per Match: 5,000 FCG Cash

* **The Fifth Superpower -** you begin the match with 1 additional Generator of each color. *Reach FCG Level 50 to unlock!*

Cost Per Match: 8,000 FCG Cash

* **The Sixth Superpower -** you begin the match with an Elite Inferno, which costs no energy to play. *Reach FCG Level 60 to unlock!*

Cost Per Match: 12,000 FCG Cash

* **EXP Boost -** you gain 2x A: TG EXP if you win. *Unlocked at level 1.*

Cost Per Match: 5,000 FCG Cash

### Starting the Game

At the start of a game, each player's decks are randomly shuffled. The players each start with 3 cards. The first turn then begins.

### Taking Turns

Unlike many other card games, the players take their turns simultaneously.

At the beginning of each turn (except the first one), each player draws a card from their deck. If the player's deck is out of cards or the player's hand already contains 6 cards, the player instead is inflicted with 1 poison damage. The players gain energy according to their generation rate.

There is a timer that counts down how many seconds remain until the end of each turn. It starts at 10 seconds on the first turn and 5 on all subsequent turns. Every time a card is played, the counter increases by 1. During this time:

* You may play a spell card by clicking on it (if you have enough energy. If you do not, the card will appear dark in your hand).

* If you have no monster in play, you may click on one in your hand to put it in play (again, only if you have enough energy).

* You may kill your current monster by clicking on it.

* You may discard a card in your hand by clicking on it while holding shift. This will deal 1 poison damage to you **and** results in a reward penalty at the end of the game.
* Give up by pressing g. This raises the reward penalty factor by something around 100.

When the turn ends, damage is computed. If the enemy monster has the lure ability or your monster has the kill monsters ability, the enemy monster is attacked. Otherwise, the opposing player is attacked. The target's defense is subtracted from the damage total, and the result (if positive) is subtracted from the target's HP. If your monster attacks the opponent's monster and has more than enough damage to kill it, the remaining damage is dealt to the enemy player. This occurs for your opponent's monster as well. **Poison and regeneration effects occur AT THE SAME TIME** **as attack damage calculation**. If a monster is attacked and would be killed BUT has a regeneration stat that would save it, the monster survives.

The turn then ends and a new one begins immediately.

## Rewards

At the end of each game, a summary screen will pop up, showing how much Anti-Idle experience points, FCG experience points, and FCG Cash you earned from the battle. Wins result in substantially more rewards than a draw or a loss. Giving up (by using the G shortcut) will cause you to recieve a penalty and lose most of your reward, or even getting negative "rewards". You will never actually lose any FCG Cash/ FCG EXP by having a large reward penalty.

Your reward is calculated by: win/lose/draw, win streak, difficulty, quick win, HP remaining, damage dealt, level + pet + user bonuses and reduced by the Reward Penalty. Additionally, winning will award you a random card from your opponent's deck.

The reward from win varies from opponent to opponent. The reward from loss is usually a number close to 0.

[May need to add reward calculations for each opponent, just a thought]

## Cards

### List of Cards

*Main article: List of TukkunFCG Cards*
The FCG contains 248 different cards from which to form your deck. They consist of monster cards and spell cards. Cards can be rare/non-rare and upgraded/non-upgraded (any combination of the two). Every non-upgraded card has a corresponding upgraded card that is stronger in some form, whether it has a better effect, an extra effect, or simply costs less energy to play. All but 6 cards can be bought for various amounts of FCG Cash on the deck screen, and all of them can be obtained from card packs. If you win a match of TFCG, you are rewarded with a random card from your opponent's deck. Ironically, this last way the best way to obtain better cards in TFCG.

### Card Rarity

TFCG does have a card rarity system. Rather than having names, however, there is simply a small, colored triangle on the bottom-left corner of the card. Non-rare, non-upgraded cards do not have one. Upgraded non-rare cards have a white triangle. Rare but non-upgraded cards have a yellow triangle. Lastly, Upgraded rare cards have a red triangle.

The color of the name of the card changes as well. Non-rare, non-upgraded cards have black names. Upgraded non-rare cards have white names. Rare but non-upgraded cards have grey/gray names. Lastly, upgraded rare cards have golden names.

There are 104 non-rare, non-upgraded cards, 104 upgraded non-rare cards, 20 rare, non-upgraded cards, and 20 rare, upgraded cards.

### Card Packs

*This article contains incorrect or outdated information. You can help Anti–Idle: The Game Wikia by fixing it.*
Here, you are presented with 5 card packs that you can buy with FCG cash. Purchasing a pack gives you 1 card and replaces that pack with a new one to purchase. Although a number of cards are associated with each pack (for instance, any card whose color is blue is associated with the blue card pack), there is a chance that you will receive a card that is not associated with the pack. **Each day, the shop is reset to 5 Free Booster packs**, giving you a reason to visit TFCG daily. The different packs are outlined below.

As any non-infinity priced card can be bought for less than 20,000 FCG Cash, it's inefficient to use card packs to try to get a specific card. Even infinity priced cards can be obtained more cheaply and reliably by assembling a strong deck to fight level 10 repeatedly.

### The Deck Screen

The deck is screen is the screen where you can load, edit, share your deck, buy and sell specific cards, or just look at all the available cards in the game by sorting them by Color, Type, Energy, Price, Owned, Alphabetical and In-Your-Deck-Cards.

## Opponent Decks

*Main article: List of TukkunFCG Decks*
Opponents in the FCG employ a number of different decks and strategies, and a single deck will have trouble countering them all. Each deck, however, has its own weakness and can be countered, even when the opponent starts with more HP than you do. Below is a summary of all 12 levels.

0: **Newbie Mode** - As the description states, very easy, has no theme. Starts with 50 hp.

1: **Random Deck** - uses random, non-upgraded cards.

2: **Random Deck+** - uses random, upgraded cards.

3: **Organized Deck** - Mono-colored decks built from non-upgraded cards, will follow some kind of theme.

4: **Organized Deck+** decks built from upgraded cards.

5: **Kongregate PvP** - play against decks built by other players (still AI controlled opponents though). Opponent starts with 125 hp.

6: **Hard Deck** - Like level 4, but stronger decks, and starts with 2 generators of each color

7: **Unfair Match** - Same decks as level 6, but the opponent now starts with 3 generators of each color, and has 200 starting hp

8: **Mirror Match** - You and your opponent play with the same deck, plus a few random cards. Opponent starts with more HP and generators.

9: **Legendary Monster** - see below. Opponent plays a predetermined, very strong organized deck with more HP and generators.

10: **Seriously?** - Similar to level 9, but each matchup is against a different LM deck instead of the daily, predetermined deck. Also, decks that appear in level 6/7 will not appear in level 10. Tukkun will appear during these fights if the player has a winstreak that is a multiple of 5.

Friendly PVP (does not have a number, is found past Level 10 opponent) - You can upload a deck code and fight against it at your leisure. Superpowers are free to use during these fights. These fights yield NO REWARDS.

## Legendary Monster

The lv 9 FCG is called a Legendary Monster. There are about 40 different Legendary Monsters, each with a fixed unique deck. The first time you fight one it will have 85 HP. Its HP will grow by 35 every time you defeat it until it has 400 HP. You must defeat it 10 times (nonconsecutive) that day to finally kill it. At 11:45pm GMT the Legendary Monster will go to sleep and at Midnight GMT a new Legendary Monster will appear. The daily Legendary Monster is the same for all players at any time and will never change when a Day Skip is used.

A list of the Legendary Monsters and their decks can be found here: Legendary Monster Decks

Additional resources for Legendary Monster decks, and constructing counter decks, can be found below under "More Information"

While strong, most LM decks can be reliably defeated easier than level 6-8 match ups, with the right deck. This is easily one of the best sources of rewards in FCG, as the tenth victory against a Legendary Monster can yield several billion AITG XP with applicable multipliers (Boost, 1.5 xp card, Card Player Career, FCG Power User card, and FCG Double XP superpower.)

## Code Fu

Code Fu is a rare, powerful white card that instantly gives you a card (at 0 cost) that it believes you need. It is more often than not correct. For example, if the opponent has 16 or less health while you have more than 1 health, it will produce a Meteor Rain that costs 0, which conveniently wins the match. As of 1,641 the code for Code Fu is:

* if (enemyHP <= 16 && playerHP > 1): **Meteor Rain** (This will win the game for you upon playing it)
* else if (enemyAttack > playerAttack + 5 && enemyAttack > 20 && enemyAttack > playerDefense + playerHP\*0.2 && random() < 0.8): **Stat Wipeout**
* else if (enemyAttack > playerAttack + 5 && enemyAttack > playerDefense && random() < 0.8): **Attack Removal**
* else if (playerRegen < -5 && random() < 0.8): **Cure**
* else if (enemyHasAMonster && random() < 0.8): **Flood**
* else if (playerHP < 40 && random() < 0.8): **Holy Symbol**
* else if (enemyDefense > playerDefense + 5 && random() < 0.8): **Defense Removal**
* else if (playerMonsterIsFrozen && random() < 0.8): **Anti-freeze**
* else if (enemyRegen > playerRegen + 3 && enemyRegen > 4 && playerRegen <= 4 && random() < 0.8): **Zombify**
* else if (playerCardsLeft > 10 && random() < 0.8): **Dream Book**
* else: **Elite Inferno**

[I believe that if the opponent has 12 or less HP and you have 1 HP, Code Fu will produce a Rare Fire Bolt instead of a Rare Meteor Rain. While I am not sure about this, it makes complete sense (It would win the game when Meteor Rain would tie it) and if it isn't in the game already, I'm sure Tukkun can program it in.]

## Strategy

Generally, decks will be split into one of three archetypes: Aggro, Midrange, and control.

The goal of an aggro deck is to win before it dies by any means necessary. There will be few, if any, defensive cards in the deck. Aggro decks tend to be very strong in the first few turns of the game, but quickly lose momentum if the opponent is able to stabilize or deal with its threats. Examples of this deck type include perma-face, mono-red rush, and grass elemental rush.

On the other end, you have control decks. These decks aren't concerned with immediately killing their opponent. Instead, they will keep their health high while dealing with whatever the opponent plays. Once stabilized, they will usually use a slow, but efficient method of killing the opponent, such as flame mosquito or elite imp. Control decks become stronger as the game goes on because they often need to take a few turns to play generators and gather energy before the deck gets rolling. Examples of this deck include Rainbow, Calamity, and many Legendary Monster killers.

Midrange decks fall in the middle of aggro and control. They're not as fast as aggro decks, but not as slow as control decks. Like control, midrange will often spend the first few turns gathering energy and playing generators. However, once its energy is set up, it will immediately start pushing for damage while also trying to control the opponent enough to win. When built well, a midrange deck will be resilient, yet also fairly fast. Examples of this deck include perma-cockatrice, rainbow swords, and Magi

Keep in mind that these archetypes are not mutually exclusive. For example, Harmonia is basically a midrange deck, but it has a decent amount of control cards. You can have aggro decks with control elements, control decks with midrange elements, etc...

Here is a list of some of the more common decks types:

**Perma-Monster:**

These decks revolve around using perma-monster to increase your attack and defense. Because of the wide variety of monsters, these decks can be aggressive, defensive, or a mixture of the two. These types of decks are weak to decks with stat wipeouts, but can be very strong against any deck without them. Popular versions of this deck include perma-face, perma-cockatrice, and regiment.

**Rainbow Swords:**

Rainbow Swords is a strategy where you try to increase your stats using swords, while also using a lot of generators and dream books to quickly cycle through the deck. This is a very effective strategy for levels 0-7, and for certain Legendary Monsters, but can be easily defeated by a lot of attack removal/stat wipe cards. With the addition of greater heals, holy symbols, and maybe even some creature removal, these decks can be very powerful and resilient. Due to the high cost nature of this deck, many variants will not work unless the generator power is used. Some variants also have cockatrice king for extra draw power.

**Monster Rush:**

This is a deck where you play a small creature, then increase its stats very quickly using cards such as Improved Blessing, Berserk, Attack Up, and Powerup. The Unupgraded Grass Elemental is a popular monster choice thanks to its low cost and high hp. It can be Berserked twice before dying. Fire Sparkle is also popular because it comes with target change, allowing you kill your opponent's monsters. These decks are very fast, but also very fragile. If your monster dies, it can be hard to get another of equal power before your opponent kills you. Against decks with no kill cards, these decks are very fast and effective.

**Poison Decks:**

The Poison deck is a strategy where you stack poison counters with cards such as Poison Arrow, Mosquito, Flaming Sword, Fire Arrow, and the Flame Mosquito. Simultaneously, the player can increase his/her regeneration stat through the card Regeneration. This is an incredibly effective way to win, but can be countered with Cure, which removes your poison status.

NOTE: The poison deck, while effective, is extremely slow due to having to play multiple poison cards over multiple turns.

## More Information

Reorx8's FCG deck killers: [1]

Shinki12345's new new new FCG guide: [2]

Phantomwolf13's forum thread: Link

Phantomwolf13's TFCG deck spreadsheet: Link