recursal/Fanatic-Fandom huggingface dataset:
Mise

Mise, as he appears in the credits

**This whole page needs fact checking undoubtedly.**

The community manager and prominent collaborator of Tuggowar.io

Mise works on game design, programming, and graphics for Tuggowar.

## Trivia

Information collected through the entire history of general chat in the Tuggowar.io server and multiple other sources.

* Mise is the owner of the Tuggowar discord and the community manager.
* Mise joined discord August 13th, 2016
* Mise created the Tuggowar discord January 2nd, 2019.
* Mise's previous profile picture was the card art of clean-up crew in 2022, but was changed to disrupt later on (As of 2023).
* Mise likes the classic card game "Dominion", and was inspired enough by it to make Tuggowar.io.
* Mise's favorite tuggowar.io card is mobile lab.
* Mise knows a good amount of typescript and c#.
* Mise knows how to speak Dutch.
* Mise likes RNG and high variance. Stated by himself.
Subtype

Subtypes categorize cards according to their additional effects besides what their main type suggest. Possible card subtypes are:

• Support which denotes cards that can give . These cards show the support symbol at the top right corner (when in your Shop).

• Intel which are cards that provide Enemy Intel.

• Draw cards will give you extra cards.

• Bases which are a subcategory of Buildings

For example  is first and foremost an Action card. Therefore it's main card type is Action. Since it also gives  it has 'Support' as a subtype. Another example is . Bases are a special types of Buildings that does not go into your Deck. Therefore its main type is Building an its subtype is Base.
Copy

Copying a card creates a new instance of a card.

The new instance does not adopt any modifications to the original. Any adjusted Attack, Jump-started-state, Boost, or any other temporary or permanent modifications will **not** be present on the new instance.

Not to be confused with Shadow Copy. Many cards use the Shadow Copy mechanic instead of the regular **copy**, creating a temporary instance of the card.

Legendary Cards can't be copied.

You can not make a copy of a shadow copy.

Since copying a card makes a normal new instance of a card, that copy can once again be copied.
Destroy

Destroying a card permanently removes it from your Hand and Deck. If that card gives or uses Production (  ) destroying it will remove or add production respectively.

There are cards which have special effects when destroyed like .

Some cards with destroy abilities like  have the subtype Other which means they can't be used on themselves. For example a  can't be used to destroy a second Manage Arsenal in your hand.
Outpost

Outpost is a Building that needs to be built on a Land you control. It has Cooldown 3 so you can't buy it again for 2 turns after you've bought it. Outpost has 2 Defense which works just like High Ground meaning so it takes 3 to take this land (and this Building with it). In case you lose control of the Land with Outpost then it will be removed from your Deck (and replaced by a new card if it was in your Hand) and added to the Enemy's deck.

When playing Outpost you must Destroy a card in you Hand. This is not optional. If you can't destroy a card you can't play outpost. If the Enemy is in Range 5 when you play Outpost (meaning if the enemy has taken a land within 5 lands of where you built Outpost) then draw cards until you have 4 cards in your hand. For example, if you have 5 cards in hand when you play Outpost then it - and the card you destroy - will be removed from your hand. That leaves you with 3 cards so you will draw one.
Draw System

Each player has their own Deck to which cards can be Added and Drawn from. After each turn all your cards are returned to your deck (the discard pile is returned to your deck). At the end of your Attack Phase 5 cards are drawn to be used during your next turn (unless effects like Jump-start are relevant).

The cards that you didn't see in a given turn are more likely to be drawn first on the next turn (Hotness). So they can be considered to be more 'on top of your deck'.

Disrupted cards can't be drawn.
Expansions

Expansions are groups of cards that are thematically related and released together. An expansion can be unlocked by purchasing it with Beta Coins.

## Cards

An expansion consists of 5 cards:

* two  Tier 1 cards
* two  Tier 2 cards
* one  Tier 3 card

## Expansions in the Collection

Expansions can be viewed in the Collect screen, under the Expansions tab.

It is possible to view the contents of a locked expansion.

Expansions have an Expansion Number, but they do not need to be unlocked in order.

### Expansion games

After unlocking an expansion, it is also possible to play a game vs AI with that expansion.

All the cards in the expansion will be included in the shop in that game.

All AI difficulties can be played, and the game tracks the highest difficulty the player has defeated the AI with the expansion.

## Unlocked Expansions

When an expansion is unlocked, the cards from that expansion have a chance of appearing in your or your enemy's shop.

Cards from later expansion (expansions with a higher Expansion Number) have more chance of appearing in a game
Destroyer

Destroyer uses 5 (Production) while it is in your Deck. You cannot buy it if you have 4 or less.

When played as Action, it gives +1 and Draws 1 card. Which card you draw will be based on Hotness.

When used as Unit, it has Supportable 2 which means it can be supported twice. Each support adds 1 until end of turn.
Take Out the Trash

Buying Take Out the Trash triggers an Event that Adds a  to both players Decks.

When you play Take Out the Trash you must first choose a card from your Hand to Destroy. Other copies of Take Out The Trash are not legal targets. So you cannot use Take Out the Trash to destroy another Take Out the Trash. After you destroy the chosen card you gain 2 Energy (  ). If you cannot or don't want to destroy a card, you also won't gain 2.
Map

The Map is the main battle system. It's primary objective is to keep score. The map has 30 Lands and you win the game if you capture all the lands and/or destroy all the enemy's lands. After 20 turns War Fatigue starts effectively shrinking the Map and escalating the game to a conclusion.

The map can also have strategic points of interest like / and creates room for terrain tactics such as s and s.

There are 4 versions of the map with either Special Lands or Bounties:

•  which has 2 extra defense once captured. When occupied it requires 2 additional  to capture the land.

•  which has 2 extra defense. It requires 2 additional  to capture. Once the land is captured Hostiles are destroyed.

•  that 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.
Yuri

Yuri uses 3 Production (  ) while it is in your Deck. If you don't have enough  you cannot buy this card (first buy cards that increase your ).

Yuri has Double Strike meaning that it will be Jump-started as an extra card on the next turn.

When destroyed you add a  to your deck. This works with your clean-up cards like  but Yuri can also get destroyed by a  or .
Timer

The in-game timer 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.
PvP

You can queue for PvP games via the Compete menu once you are Level 2 or higher. There are three options:

• Ranked where you play against other people to compete on the ladder.

• Casual where you play against other people just for fun.

• Play a Friend where you play against a friend just for fun.

There are three settings for PvP mode:

1. Ranked & Casual Notifications. When invites are on you can get invites from players in the match-making queue while you're playing versus AI or are otherwise active.
2. Move Time. Sets the in-game Timer (to determine how fast the game is played). Normal is the default. Both players need to have Relaxed/Blitz selected to get a match with more/less time per move.
3. Shop cards per Tier. Determines how many Tier cards your Shop will have. 3 cards per tier means you and your enemy have 9 tier cards to choose from. 4 cards per tier gives you 12 tier cards to choose from. Both players need to have this set to 4 to get a match with 4 cards per tier.

In PvP new players are protected from having to play with too many unknown cards. This is done as follows:

There's 3 levels of expansions (correlated with the price). Base set is level 0, and players can only face expansions of max 1 level higher. So when both players have Expansion 03 or above, everything is in play. Bank is in the Shop when both players have an expansion.
Play Phase

Each turn starts with your Play Phase if you have any playable cards like Actions or Buildings in your hand. If you don't then the play phase is automatically skipped. Cards that you play will revealed to the enemy and shown on the Recent History bar on the right side of the screen. The enemy can now  and  these cards.

Cards with Presale like  can be bought during your play phase. Other cards can't and must be bought during your Buy Phase.

It is possible to skip (part of) your play phase by clicking on the play phase icon (  ). For example if you don't want to destroy an  with a .
University

University is a Building that needs to be built on a Land you control. Since it is a Great Investment, the enemy will be notified that you have made a "Great Investment" when you buy and built it. The enemy can then use  to see what it is (if University is hidden due to The Fog of War).

University requires 6 turns to build. If the land on which it is built is captured by the enemy during that time University will be destroyed. When it completes building University goes into your Deck and can be played like an Action card. When you do it Draws you three cards. Which cards you draw will be based on Hotness. In case you lose control of the Land with University then it will be removed from your Deck (and replaced by a new card if it was in your Hand) and added to the Enemy's deck.

Disrupted buildings don't build. So if  is used on University 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 University to finish.
Creeping Barrage

Creeping Barrage uses 8 Production (  ) while it is in your Deck. If you don't have enough  you cannot buy this card (first buy cards that increase your ).

After this attacks: Boost this with +1. It gets stronger every time you attack with it.

It does not need to capture a Land. Attacking a Hostiles or High Ground will also Boost it.
Action/Trigger

An Action/Trigger card plays like a action would. In addition certain conditions being met during the match can trigger the card in your Shop for an extra effect. For example when you Add a card to your Deck  Costs 2 less until end of turn. This type of trigger does nothing for Action/Trigger cards in your deck. Combo Deal looks and plays like a normal action card once it is in your deck.
Combo Deal

The base Cost of Combo Deal is 1 and 6. This cost is reduced by 2 until the end of your turn for every card that is Added to to your Deck. The cost of Combo Deal can be reduced by:

• buying cards from your Shop.

• using Action cards like  to add cards to your deck.

• the Enemy adding cards to your deck during their turn with cards like  or .

The total cost of Combo Deal in your Deck is 7. For example if you use  on Combo Deal you will draw 6 cards, no matter the price you bought Combo Deal for.

You can only buy one Combo Deal per turn (Cooldown 1).

When you play Combo Deal you Draw one card, gain 1 and 1.
Player stats

Player stats are located under the compete menu accessed by clicking on your profile.

Player stats give you information on everything involving prestige and player success

These including:

* Victory points: (current level and exact amount of VP.)
* Current ranked record™: A silly way to denote your current ranked wink and losses. Resets often. Score is shown as [X-Y(Z%)]. X being current wins, Y being current losses, and Z being your overall winrate percentage.
* Highest rank: The highest rank you've achieved so far. Will always retain even when you cry and lose the rank.
* Best defeated rank: The highest rank you've defeated. The goal is to make it platinum 3.
* Challenge 7 wins: The score achieved for the total amount of wining consecutively 7 times against specific difficulties of the AI. Stat is listed as [W, X, Y, Z]. W being normal, X being Hard, Y being unfair tier 1, and Z being unfair tier S.
* Matches played: The score achieved for the total amount of matches you've played. Stat is listed as [X Y(PVP)]. X being against another player. And Y being against any AI.
* Highest Combo: The score achieved for being the most sweatiest being possible in a single turn (Achieving the highest combo score). Score is listed as [X Y(PVP)]. X being against another player. And Y being against any AI.
* Highest attack: The score achieved for dealing the most attack in one turn. Stat is listed as [X Y(PVP)]. X being against another player. And Y being against any AI.
* Fastest kill: The score achieved for winning a match in the least amount of turns. Stat is listed as [X Y(PVP)]. X being against another player. And Y being against any AI.
Card Limit

There is a maximum of 7 copies of a certain card in your Deck. For example you can't have more than 7  in your deck. When you have 7 copies of a certain card in your deck it will be grayed out and say "MAX" in your Shop.

You can temporarily have more than 7 cards in your Hand (not your deck). For example if you use  to draw 7  and play  on a windmill. In that case you will have 9 windmills in your hand but 3 are Shadow Copy's (that are not in your deck).
Building

A Building must be placed on Land you control. Some buildings like  have a Build time which means it requires a certain number of turns to complete. Once completed buildings go into your Deck and can be played like an Action card.

If the land is captured by the enemy while the building still has build time then it will be destroyed.

If the land is captured by the enemy after the building has completed then it will be removed from your deck and/or Hand and added to the Enemy's deck (for as long as the enemy control the land). If you had the Building in your hand while it was captured, then it will be replaced by a new card.

Disrupted buildings don't build. So if  is used on a building under construction then the build time will be frozen for two turns. This effectively means that it will take 2 extra turns for the building to finish.
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 1 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).
Trade Agreement

Trade Agreement costs 1 and 4 to buy so its Cost is 5. When you buy it you gain 3. If Trade Agreement were to be destroyed or removed from your deck you will lose 3.

Playing Trade Agreement gives you 2 and Draws you one card. Which card you draw will be based on Hotness. If your deck is empty (all cards already have been drawn) then you won't be able to draw a card.

You can only play one Terrain Study per turn (Tactical). Each one after that needs  to be played (Tactical).
Field Howitzer

Field Howitzer 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 ).

When Field Howitzer attacks Destroy the cheapest Unit in the enemy's Hand. If two units are tied for the lowest Cost then one is chosen randomly. If the enemy has no units in their hand then nothing is destroyed.
Informant

When you buy Informant an Event is triggered that scouts a Tier card from the enemy Shop. This means that a Tier card from the enemy's shop that you haven't seen yet is revealed. This allows you to Disrupt and/or Counterfeit that card. The revealed card will also be added to Enemy Intel so you can use cards like  on it.

As an Action card Informant draws you one card, gives 1 Support (  ) and Jump-starts a card from your Hand when played (the Jump-start effect is not optional).
Wokchain

Wokchain was a card previously in the Capitalist Creed expansion. It no longer exist in the game.

Costs 3 Production (  ) when you buy this, not every time you play this. So if you don't have enough  you cannot buy this card and must buy cards that increase your . You regain the  if Wokchain ever leaves your Deck.

Gives 1 Money ( ) and Draws you one card when you play this.
Manage Arsenal

When you play Manage Arsenal you have to choose a card from your Hand. Destroy that card to gain Energy (  ) for it's Cost. This is the cost of the card in your deck (not your Shop). So if  has increased the cost of  to 6 in your Shop, then the cost of Tank in your Deck will still be 5. Thus destroying a Tank using Manage Arsenal will gain you 5.

Manage Arsenal cannot be used on itself (Other). So you cannot destroy a Manage Arsenal in your hand using a second Manage Arsenal.
Divide and Conquer

You can only play one Divide and Conquer per turn. Each one after that needs  to be played (Tactical).

When played, you gain 3 and Discard a random card of cost 5 or less from the enemy's Hand. If, after that, the enemy still has 5 or more cards in their hand then you discard another random card of cost 5 or less from their hand.

Works with cards like  (when played in the correct order).
Battles

Battles are individual matches against the AI. There are 7 difficulty modes:

1. Easy. Play against the easy AI.
2. Normal. Play against the normal AI.
3. Hard. Play against the hard AI.
4. Unfair Tier 1. The hard AI starts each match with Nation unlocked.
5. Unfair Tier S. The hard AI starts each match with Superpower unlocked.

The higher difficulty AI you beat, the more Victory Points and Level you will gain.
Магический век Палхорна

697-749 года.

Палхорн. Во истину необычный город дварфов с богатой историей, уходящей ещё к древнему Палхорну, уничтоженному Катаклизмом. Многое он повидал на своём веку, однако на пороге 7-го века палхорны даже не подозревали что предстоит пережить их городу.

Величавое поселение дварфов начало расширяться, а точнее приобретать новые этажи, уходя вглубь горы. Всё больше становилось и население, всё больше оно расслаивалось на богатых и бедных и всё чаще между ними были конфликты. Необходима была сила, стоящая над слоями населения, которая должна была разрешать конфликты. Ранее условный глава города заведовал только лишь экономическими вопросами, а теперь же ему давали силу, власть, подчинённых. На этот пост заступил Бензи Муцрелин.

Он был магом вокатуса. Хоть дварфы и недолюбливали магов, но этот уверил их, что он как никто другой подходит на роль миротворца и ему поверили.

Заступив на пост, он набрал огромное количество верных ему дварфов, он почувствовал силу и вскоре уже забыл о своём истинном предназначении в качестве главы города, он не считал себя служащим горожанам, он считал Палхорн своим городом.

Повышенные налоги в конце концов начали вызывать недовольство, а вскоре и забастовку на одной из шахт. Руководил ею Аргидим. О нём не известно почти ничего. Не сохранилось ни одного письменного источника, в котором можно было бы увидеть упоминание этих событий. Очевидно, что Бензи намеренно пытался стереть память о Аргидиме. Он сделал буквально всё, чтобы никто ничего о нём не узнал, но под горячую его руку попали и летописи, рассказывающие о событиях куда более ранних.

Забастовка вскоре разрослась, её поддержали практически все шахтёры, а после она вышла на улицы нижнего этажа города и стала полноценным восстанием во главе с Аргидимом. Бензи Муцрелин вместе с своей гвардией устремился жесточайшим образом подавил восстание, кровью залив весь нижний этаж.

Обычно это означало бы окончательное закрепление диктатора у власти, но, по какой-то причине, Бензи однажды отправился в темницу в своём замке и прогремел мощнейший взрыв, уничтоживший значительную часть города и погрёбший под завалом огромное количество жизней, в том числе Бензи. Впрочем, его тело так и не было найдено, а завал так и не смогли разобрать полностью, остался погребённый ещё целый район и кто знает что там можно найти?

Об этой трагедии мы также не можем узнать в деталях, так как у власти всё также остались последователи Бензи, которые всё также запрещали даже говорить вслух о восстании и его последствиях. Но вечно так продолжаться не могло и вскоре началось новое восстание, свергнувшее террористическое правительство.

Молчание прекратилось, но не осталось в живых тех, кто что-либо мог рассказать.

Все поняли, что вновь отдавать всю полноту власти единоличному правителю – безумие. Было решено на сей раз избирать управляющих на каждом этаже, а из них формировать совет. Новая власть начала постепенное восстановление города, но поняла, что от столь сильного удара самостоятельно оправиться не получится.
Inform

When you buy Inform an event is triggered that Scouts (reveals):

• the current status of the enemy's Deck. Newly scouted Tier cards will now also be shown in the Enemy's shop so you can  and  them. Everything you know about the enemy's strategy can be viewed under Enemy Intel.

• the nearest enemy land if you couldn't see it because of The Fog of War. So informing allows you to see how far the enemy has progressed on the Map.

• an enemy Base (if there are any).

You can buy Inform once per turn (Cooldown 1). Inform is a hidden event so the enemy doesn't know when you buy it.
Field Medic

Playing Field Medic Draws you one card and gives you 1. However if you play Field Medic after you have played a Tactical card, then every Field Medic you play during this turn gives 2 instead of 1. For example if you first play an  and a Field Medic after that, then the Field Medic draws you one card and gives you 2.
Bank

Bank is a Building that needs to be build on a Land you control. It goes into your Deck and you can use it during your Play Phase just like an Action card.

You can only have one at a time. If the land with Bank on it is destroyed, for example due to Fatigue or an , then Bank will be destroyed and removed from your Deck and/or Hand. You can rebuild Bank afterwards.

Buying your first card expansion unlocks Bank. After that it will always be available in your Shop.
Tier

The right side of your Shop has 3 tiers:

• Tier 1; these are the weakest Tier cards that are unlocked at the start of the match.

• Tier 2; these are medium strength tier cards that need to be unlocked by  or .

• Tier 3; these are the strongest tier cards that need to be unlocked by  or .

There are either 3 or 4 cards per tier depending on the PvP setting you have chosen.
Move Fast

Move Fast was a card previously in the Capitalist Creed expansion. It no longer exist in the game.

Buying Move Fast triggers an Event that lets you destroy a card of choice in your hand. This Destroy effect triggers cards like . After the event, it goes into your deck as an Action card that gives 3 and 1.

## Overview

Move fast is a tier 1 Event/Action card that triggers an event upon buying. This event requires that you destroy a card of choice in your hand to add it. After the event, it goes into your deck as an Action card that gives 3 and 1, acting as a resource and  generator similar to cards like Lorry and Armed Citizens

## Strategy

Move fast pairs well with decks that require a good amount of  to cycle, and is usually gained through banking or using another card to add move fast to your deck like Express Delivery.

Surprisingly, Move Fast also helps with Moving Fast across the map, allowing for higher  turns to with supported fighters, or even Tanya. Therefore Move fast is a great card to pressure or bait disrupt with.

The destruction from Move Fast is relatively okay for being an Oil+ without the  and can help slim the deck throughout the course of the game, but shouldn't be relied on due to the cooldown of buying the card. Not to mention that the destruction effect can trigger cards like , which can provide temporary non-production costing  for the card, which keeps Move Fast's buying incentive relatively good even late game.

## Trivia

* Move Fast is most notably one of the S tier AI's favorite cards for some strange reason.
* Move Fast's name could be a likely reference to "Move Fast and Break Things."
* Move Fast is one of the few destruction cards that can technically destroy itself.

Move Fast costs 2 Money (  ) and 3 Energy ( ) to buy so its Cost is 5.
Replays

Replays of your latest matches are available under Watch --> Replays in the main menu. Using the replay controls you can:

• change the speed of the replay.

• skip back&forth between moves.

• skip back&forth between turns.

The clock next to the attack button shows which turn you are watching.

Sharing replays can be done by simply copy/pasting a link or using the ingame share option. There is a button on the end game screen to view the replay from the opponents perspective (PvP only). You can also change the 1 to 0 at the end of the link to change the player perspective (for example https://tuggowar.io/replay/20230120-e0b63ac2/1 --> https://tuggowar.io/replay/20230120-e0b63ac2/0).
The Dreadnought

The Dreadnought uses 8 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 Dreadnought can only be bought once and can't be copied (Legendary).

While The Dreadnought is in your Hand the enemy's  Costs 4 more to buy (6 in total).

When The Dreadnought attacks a Land it destroys an enemy land at the back of the map instead. This works similar to the way an  destroys an enemy land. If that land has a Base like , a  or a  on it that will be destroyed as well. Destroying lands is a trigger for cards like .

The Dreadnought has Double Strike which means you'll draw The Dreadnought as an extra card next turn (Jump-started).
MMR

MMR stands for MatchMaking Rating and it determines your Rank. In Tuggowar MMR is based on a variant of the ELO system called GLICKO in which you gain or lose more MMR depending on the MMR of your opponent. This ranking system strives to show your current skill in the game as accurately as possible and doesn't reward players for playing as many matches as possible.

In addition, hysteresis is used to prevent players from being demoted immediately after they've been promoted (and vice versa).
Free-to-Play

Some engineering required commander!*This article is an explosive stub. You can help Tuggowar Wiki by expanding it!*
## Overview

Tuggowar is currently a free-to-play game as of February 2023.

It is unknown how the Mise and the gang will be able to run Tuggowar when it gets bigger. But with enough collaboration with the community, it'll surely be something acceptable by everyone.
Trigger

A trigger goes off when certain condition is met during a match. Conditions can be caused by other cards or circumstances (unless the card with the trigger on it is disabled).

For example a Land or Hand card being Destroyed triggers  causing it to grow with 1 Attack (  ) per Land/Hand card destroyed.

Note that Triggers can have different zones like your Deck or your Hand. For example the trigger of Free Radicals is only active while it is in your hand.
Inventor

## **Image needs to be updated. Units are now taken to Hand.**

Inventor costs 1  and 5  to buy so its Cost is 6. It 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.

This Adds an Action card that costs 6 or less at the time you play Investor. The cost can be in  or  or combination of both. If cards like  or  lower the cost of an Action card of 7 or more to a cost of 6 or less, then Inventor can also add this card to your deck.

Inventor can add Split Cards as long as Action is one of its card types. For example,  works but  does not.
Tanya

Tanya uses 3 Production (  ) while it is in your Deck. If you don't have enough  you cannot buy this card (first buy cards that increase your ).

Tanya gains +2  when you use support on her whenever you attack (instead of +1  like a regular Unit).

So with a single , her  increases to 3.

If Tanya is given Supportable 2 or more (with a card like ), each support will increase her Attack by 2 (with two support available, that would result in her having 5  total).

A warning is displayed when using the attack button if that would cause another unit to be supported instead of Tanya.
To prevent this, either drag Tanya to the leftmost position, or attack with her first by manually clicking on the card.
Radar

Radar is Building that you have to build on a Land you control. In case you lose control of this land Radar will be removed from your Deck (and replaced by a new card if it was in your Hand) and added to the Enemy's deck.

After building Radar it goes into your deck and an Event is triggered that reveals all lands on the map. Radar in your Shop will also be replaced with another random tier 1 Shop card (Rotate). So you can only buy Radar once per match.

When you play Radar you:

• Draw a card.

• Inform for free.

• Gain 1 if there are no neutral lands left (i.e. if you have Enemy Contact).
E.M.P.

E.M.P. is a Legendary Action card so it can only be bought once and can't be copied. After that it disappears from your Shop. It is also 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 E.M.P. you gain 3 and all cards of Cost 6 or more are Destroyed. This goes for all cards in both players Deck and Hand.

It has One-Shot so E.M.P. is destroyed after playing it. It can only be used once per match.
Matchmaking

Matchmaking is under Compete --> Play in the main menu. You can queue for PvP games once you are Level 2 or higher. There are 2 options:

1. Ranked to play a competitive match on the ladder.
2. Casual where you are still matched against opponent similar in strength, but you won't lose/win rank.

You will be matched if a suitable opponent is available. A Gold 1 player will at most be matched against a Platinum 1 player, but not against a Platinum 2. Likewise the Gold 1 player will not be matched against a Bronze 3 player.

If you are queued for a Ranked match, it can occasionally happen that you are matched against a player who is playing Casual. This means that you can still win (and lose) Rank. The opponent, however, can't gain or lose Rank this way.

How much Rank you win or lose is determined by how strong that opponent is *when playing casually*. This can differ slightly from their Rank.

Once you are queued (indicated by the Eye icon at the bottom right of your screen), you can still play in Battles or Challenges (so you can always be looking for a PvP match even when playing PvAI).

If no opponent is currently available, the game will occasionally invite suitable players (You have been challenged... message) who might be interested in a PvP game.

New players are protected from having to play with too many unknown cards. This is done as follows:

There's 3 levels of expansions (correlated with the price). The Core set is level 0, and players can only face expansions of max 1 level higher. So when both players have Expansion 03 or above, all their combined expansions are in play.

Bank is in the Shop when both players have at least one expansion.
Sniper

Sniper 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 ).

When you attack with Sniper the enemy discards an Action card that costs 4 or less. If the enemy has no Action card of Cost 4 is less then no card will be Discarded (Sniper only attacks).

Sniper works with the cost of Action cards in their Deck, not their Shop. For example if the enemy has used  to reduce the cost of  to 4, the cost of Pickoff in their deck will still be 5 so you cannot discard it using Sniper.
Pick Off

Playing Pick Off always gives you 2. After that:

• the enemy Discards one card of cost 4 or less from their Hand. If the enemy has no cards of cost 4 or less in their hand then nothing happens.

• if the enemy still has 5 or more cards in their hand after you've discarded a card of cost 4 or less, then discard another card of cost 4 or less (if the enemy has any in their hand).
Armsdealer

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

When you play Armsdealer you always gain 2. Optionally, you can choose to give a 1 Unit to the enemy. This Unit must be in your Hand in order to do so. If you do it will be Added to the Enemy's Deck (including it's  cost) and you gain 2. This ability works with the current  of the Unit. For example, if you have a  that has lost 1 because it hit a  then you can give this tank to the enemy.
Burn Out

When you play Burn Out you first have to choose a card to Destroy from your Hand. Only non-Unit cards are legal targets. Split Cards like  aren't legal targets because they have both the Action and Unit type. Burnout also can't be played on itself (Other). So you cannot destroy a Burnout with a second Burnout in your hand. If you can't choose a legal target then you can't play Burn Out.

When you have chosen a legal target, destroy that card and Draw cards for it's cost minus one. Which cards you draw will be based on Hotness. Burn out works with the total cost of the card in your Deck (not your Shop). For example if you have used  to decrease the cost of  to 3 in your shop, then the cost of Windmill in your Deck will still be 4. Thus destroying a Windmill using Burn Out will draw you 3 cards (not 2).
Nation

Nation is a Base that needs to be build on a Land you control. For as long as you control that land your Tier 2 cards will be unlocked.

You can only have one at a time. If the land with Nation on it is destroyed, for example due to Fatigue or an , then Nation will be destroyed and your tier 2 cards will be locked again (unless you have control of a land with  or  on it). When destroyed you can rebuild it.

If the enemy captures the land with Nation on it then:

• your tier 2 cards will be locked again (unless you have control of a land with  or  on it).

• the enemy unlocks their tier 2 cards (if they hadn't already).

When  is used on Nation then your tier 2 cards will be locked for 1 turn (if you don't have tier 2 cards unlocked by any other means like ).
Deck

Building your Deck of cards is the primary element of gameplay (Deck-building). You start each match with 7  and 2  in your deck. The goal is to improve your deck during the game by buying cards from your Shop or upgrading cards. There is no maximum deck size but there is a maximum of 7 cards per individual card (for example you cannot have more than 7  in your Deck). Ultimately the best deck win the game.

As long as cards are in your deck you can Draw them into your Hand allowing you to use them. Cards can be temporarily gone such that you can't draw them. For example when  is used on a card or it has been Discarded by an Action like .
Double Tap

Double Tap has Double Strike meaning it will be jump-started after you play it to be drawn as an extra card on your next turn.

Each time you play Double Tap it will give you 1 (support). If you play Double Tap after it has been jump-started then discard card of cost 2 to 5 from the enemy’s hand (randomly chosen from the available cards of cost 2-5 in the enemy's hand).

If you jump-start Double Tap by other means than playing it (for example buying it and triggering  then it will get the discard 2-5 ability immediately on your next turn. Since it is then jump-started the Double Strike ability doesn’t work anymore. You can play it only once (jump-started cards can’t be jump-started again if they already have jump-start during a given turn).
Split Card

Split cards have two card types. They are a combination of:

• Resource

• Unit

• Action

• Event

• Base

• Building

For example  is an Event/Action card. The event part is triggered when it's bought and afterwards it becomes and action.

Cards that combo with types will trigger twice. For example if you draw a  with  you will gain 1 and draw 1 card because Clean-up Crew is both a Unit and Action.
Ultimate 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 3 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).
Fatigue

After 20 Turns, War Fatigue kicks in. From then on, each turn after your turn ends, your first Land will be destroyed (the one furthest from the enemy).

The same goes for the enemy in their turn. This effectively shrinks the map, escalating the game to a conclusion.

Any structures that were placed on the land are destroyed. Tactically this means that it is not always advantageous to place structures as far back as possible, since they'll be destroyed when Fatigue starts.

The first land is destroyed right AFTER the 20th turn. You can hover the Phase icons (  ) to see which turn it is and in how many turns the Fatigue starts.
World Trade Center

World Trade Center is a Building that needs to be built on a Land you control. It is Legendary so you can build only one per match. World Trade Center has Build Time 2 so it goes into your Deck after 2 turns. If you lose control of the land while World Trade Center is still being built then it will be Destroyed. Once completed you gain 10. In case you lose control of the Land with a completed World Trade Center on it then it will be removed from your Deck (and replaced by a new card if it was in your Hand) and added to the Enemy's deck. You lose 10 and the enemy gains 10.

Playing World Trade Center gives you 2 and you skip 1 Cooldown on your Shop cards (for example Disrupt will lose one Cooldown) and also speeds up Build times for other Buildings. If the Enemy is in Range 5 (meaning if the enemy has taken a land within 5 lands of where you built World Trade Center)) when you play it gain 2 extra.
Turn

A turn in Tuggowar consists of 3 consecutive phases:

1. Play Phase

2. Buy Phase

3. Attack Phase

Moves you make during your turn typically happen in that order. First you play all your Action cards, then you buy new cards for your Deck and finally you attack with your Units. So - for example - you can't buy cards during your play phase.

There are cards that can temporarily change the rules though. For example  can give cards Presale so you can buy cards during your play phase.
Job Offer

When you play Job Offer you first have to choose a legal target for it. This can only be a card from your Shop with Cost equal to the number of Different cards in your Hand (or less). You Add the chosen card to your Deck.

Job Offer has Other, which means you cannot add itself to your deck. This also means it does not count itself or other copies of Job Offer in your hand towards the number of different cards.

Only after you've added a card to your deck will Job Offer draw you a card. Which card you draw is based on Hotness, but it can be the card you just added (for example if that is the only card in your deck).

You can't use Job Offer to draw a card without adding something (except when you don't have any targets).
Director

Playing Director gives you 1 as long as you don't have any  when playing it. You can use  before playing Director to make sure you get the support. For example by using  by playing a Supportable card like  before you play Director.

Additionally you will Draw a Supportable card (any card that can use  including Units and Tacticals) if there are any left in your Deck. Which card you draw will be based on Hotness.
Trojan Horse

Playing Trojan Horse let's you choose a card from the enemy's shop of Cost 6 or less (Tier 3 cards are not legal targets). You get a Shadow Copy of that card. Shadow copies are cards that go into your hand but not in your Deck. After you use the shadow copy it get's removed from the game. If you don't use the shadow copy during your turn the same thing happens.

Trojan Horse works with Counterfeit. For example, if the enemy has counterfeited an  - which has reduced its cost from 7 to 6 - you can get a shadow copy of it using Trojan Horse.

Trojan Horse does not work on itself (Other). You cannot gain a Trojan Horse by playing a Trojan Horse. Cards with One-Shot also aren't legal targets.

You can only play one Trojan Horse per turn. Each one after that needs  to be played.
All cards

This is a list of all the cards in Tuggowar. They're listed in the same order that they are in the in-game Shop Crafter, which is by Tier, then by Cost (counting the total of Money and Energy cost), then alphabetically.

## Default cards

* Coal
* Gas
* Oil
* Uranium
* Infantry
* Tank
* Fighter
* Inform
* Disrupt
* Counterfeit
* Nation
* Superpower
* Bank (when both players have at least one expansion)

## Tier 1 cards

#### Cost 3

* Action Junkie
* Armed Citizens
* Chopper
* Divest
* Dividend
* Freight Ship
* Loan
* Radar
* Engineer
* Tech Race
* Scientist

#### Cost 4

* Clean-up Crew
* Concertion
* Lorry
* Master Tactician
* Medic
* Oil Platform
* Refinery
* Supply Drop
* Take Stock
* Tech Espionage
* Terrain Study
* Watermill
* Informant

#### Cost 5

* Blast Expert
* Catalyst
* Diplomat
* Express Delivery
* Manage Arsenal
* Mobile Lab
* Royal Classification
* Update
* Move Fast

#### Cost 6

* Armsdealer
* Foreign Trade
* Take Out the Trash

## Tier 2 cards

#### Cost 3

* Tanya
* Wokchain

#### Cost 4

* Double Down
* Loot Hoarder
* Parts Dealer
* Retriever
* Spy
* Windmill
* Change Manager

#### Cost 5

* Await Orders
* Divide and Conquer
* Field Medic
* Pick Off
* Repurpose
* Research Expedition
* Satellite Connection
* Spotter
* Sink Cargo
* Trojan Horse
* University
* Study the Enemy
* Trade Agreement

#### Cost 6

* Allied Assistance
* Burn Out
* Carbon Tax
* Combat Drone
* Destroyer
* Minenwerfer
* Refuel
* Research
* Sniper
* Inventor
* Mad Scientist

#### Cost 7

* Sky Crane
* Tactical Unit
* Combo Deal

## Tier 3 cards

#### Cost 4

* Free Radicals
* Nuclear Missile
* Veil of Philanthropy

#### Cost 5

* Motivational Speaker
* Pipeline Network
* Shock Troops

#### Cost 6

* Creeping Barrage
* E.M.P.
* Field Howitzer
* Scale Up
* Intelligence Agency
* Update 2.0

#### Cost 7

* Aircraft Carrier
* Planned Obsolescence
* War Innovation

#### Cost 8

* Compounding Change
* The Dreadnought

#### Cost 9

* The War Machine
* Energy Upgrade

## Miscellaneous

* Dubious Alliance
* Explosive
* Supply Block
Take Stock

Take Stock was a card previously in the Cost Effective expansion. It no longer exist in the game (but will be back!).

Can Draw 2 cards of any type; Resource, Action, Unit, Building and Base as long as the Cost of the card in your Deck is 3 or less. The cost can be in Energy ( ), Money (  ) or a combination of  and . It can also draw Split Cards like .

Cards like  only temporarily lower the costs for buying cards in the Shop. The cost of cards in your deck are the same as the original shop cost.
Concertion

Concertion can only be bought if you have 2 Production (  ) or more.

When playing Concertion you:

• gain 1 Money (  ) if you have a Resource card in your Hand.

• get 1 Support (  ) if you have a Unit card in your hand.

• Draw 1 card if you have an Action card in your hand. The copy of Concertion you play does not count; you need to have another Action card in your hand when you play Concertion. This can be a second Concertion or another action card.

These effects stack but each one can trigger only once. So if you have a 2 , an , a  in your hand (besides the Concertion you are playing) then you gain 1, 1 and draw 1 card. Not 2, 1 and 1 card.

Split Cards like  trigger both the support and card draw effect.
Oil Deposit

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

Sharing the game is as simple as sending someone the link to https://tuggowar.io

**Replays**

You can also share Replays via:

1) the in-game menu when you're watching,

2) the button at the end game screen or

3) the button under Watch --> Replays in the main menu.

This allows you to copy/paste and share a link via Discord, Whatsapp, Facebook, Twitter, Outlook, Gmail, etc.

**Moments**

It's also possible to share a specific moment from a replay. Pause the replay at the moment you want to show and share it via "share moment" in the in-game menu.
Presale

Presale cards can be bought during your Play Phase (instead of during your Buy Phase). This means you can buy these cards earlier in your turn and potentially use their effects your play phase. For example buying  gives you 3 during your play phase which can be used to play more than one Tactical card (if you don't have other means of gaining support).
Cost

Cost refers to the total cost of a card. This can be either in Energy (  ), Money (  ) or a combination thereof.

The cost of cards in your Shop can be changed by using cards like , , or . The cost of cards in your Deck is always equal to the cards cost at the start of the match (without any cost altering effects). For example if you have used  to reduce the cost of  to 4 in your Shop, then you will still get 5 back if you use  on Tank because the cost of Tanks in your Deck is unchanged at 5.
All cards by expansion

# Expansions

## 1: Support Crew

 Mobile Lab | 1
 Destroyer | 2
 Double Down | 2
 Motivational Speaker | 3

## 2: Cost Effective

 Update | 1
 Retriever | 2
 Sky Crane | 2
 Scale Up | 3

## 4: Tactician Toolkit

 Terrain Study | 1
 Divide and Conquer | 2
 Tactical Unit | 2
 War Innovation | 3

## 5: Spy Service

 Tech Espionage | 1
 Satellite Connection | 2
 Spy | 2
 Intelligence Agency | 3

## 6: On the Move

 Concertion | 1
 Minenwerfer | 2
 Spotter | 2
 Shock Troops | 3

## 7: Preparation

 Watermill | 1
 Await Orders | 2
 Loot Hoarder | 2
 The Dreadnought | 3

## 8: Futures

 Loan | 1
 Study the Enemy | 2
 Trade Agreement | 2
 Planned Obsolescence | 3

## 10: Action Packed

 Express Delivery | 1
 Combo Deal | 2
 Field Medic | 2
 Compounding Change | 3

## 11: Arsenal Management

 Supply Drop | 1
 Parts Dealer | 2
 Sink Cargo | 2
 Update 2.0 | 3

## 12: Money Talks

 Informant | 1
 Change Manager | 2
 Corrupt Troops | 2
 Research Project | 3

## 13: Diversity

 Trade Hub | 1
 Diversity Officer | 2
 Show of Force | 2
 Job Offer | 3

## 14: Exploration

 Explore The Options | 1
 Greater Discovery | 2
 Trailblazer | 2
 Ultimate Discovery | 3

## 15: Full Range Warfare

 Pump & Dump | 1
 Battlecruiser | 2
 World Trade Center | 2
 Hypersonic Weapon | 3

## 16: Prime Time

 Squad Leader | 1
 Double Tap | 2
 Grand Plan | 2
 General Swartz | 3

## Discontinued cards

 Catalyst | Action | 5
 Move Fast | Event/Action | 5
 Take Stock | Action | 5