New Players Guide

VISIT THE NEW HOME OF THE MY EYE OF JUDGMENT NEW PLAYERS GUIDE 

 

Getting Started

Hey new users, Welcome to the Eye of Judgement Community fan site! So you’ve just opened that new game and set up the Eye, the mat, and opened your starter deck… but now what? Whether you’re new to card games or not, Eye of Judgement can be a daunting yet interesting strategic card game to play. To beat your opponent, you must know your own deck well first. Therefore, here is a brief description of each card in the Starter Deck that comes with the game, as well as some helpful tips to put you on your way to a first win!

Before we begin, there are a few important terms you need to know. Below, you will see the following short forms used to describe the creatures stats: SC (Summoning Cost), AC (Activation Cost), HP (Hit Points), and AP (Attack Power).

Summoning cost refers to how much mana you require to release the creature from the card (ie. place it on the playing field).

Activation Cost is the amount of mana it costs to activate a creatures abilities once they are on the field, such as magic or attacking.

Hit Points is the amount of health your creature has, or the amount of damage it can take before it must be removed from the playing field as a casualty.

Attack Power refers to the amount of damage a creature can do to an enemy. Some creatures have a number followed by a + or – sign, signifying that their attack can raise or lowered in certain circumstances.

Lastly, you must understand a creatures attack and defense patter. At the bottom of each creature card there are two grids similar to the playing field, the left grid represents the area in which a creature can attack, while the right grid represents the area in which a creature can counter attack. In the attack grid the black icon represents your creatures position, the star like icon represents the areas that the creature can attack, and the grey areas represent other directions or further damaging results of attacks. In the defense grid the black icon represents your creature, while the grey areas represent the spaces around your creature that he can counter attack from (hitting the enemy back after they have attacked you). There is one more thing to know about the defense grid, and that is a ‘B’ symbol that may appear on some creatures. This symbol means that the creature has a blind side, and if hit on that side it will take one extra point of damage, plus it can not counter attack.

With all this in mind, you’ve learned the very basics of the game! Lets get to the creatures you’ll be using!

Commons

Creatures – Commons

Bewitching Elf Archeress Type: Forest SC 1 AC 1 HP 2 AP 1
This elf is a good low costing ranged creature which is best used to slowly ware away at an enemy. As an added bonus, if she hits without killing, the enemy must turn and face the opposite direction with no chance to attack back. This ability can also be used to attack high powered creatures on the ends of the table, which will render them harmless to your creatures.
Tritonan

Ice Guard Type: Water SC 1 AC 1 HP 1 AP 1
A card is best used on the first turn to gain card advantage over the opponent. Play him on a non water field to draw a card rather then use him as an actual offensive measure. If your opponent kills him right away, you have one card extra as well as your mana back. If he doesn’t, then you have a card and a head start with one creature on the board.

Hellfire Spitter Type: Fire SC 1 AC 1 HP 1 AP 1
Quickness is the main strength of this card, as it will attack before your opponent even if he is the aggressor. Another bonus this creature holds is the fact that it can attack and defend in any direction, making it a valuable low costing fire monster. Don’t be afraid to put this character up against any weak opponent (1hp) because it will always strike first!

Verzar Foot Soldier Type: Earth SC 1 AC 1 HP 2 AP 1
The toughest close combat unit of the single mana creatures in the Starter deck, this human soldier has 2hp to begin with. Luckily there are two of these creatures in the deck, because he adds +1 to his attack for each multiple copy on the grid. This creature can take a beating if put on an Earth tile, so don’t be afraid to let him fight it out over multiple rounds of combat.

Flame Magnus Type: Fire SC 1 AC 1 HP 1 AP 1
Just because he’s the cheapest costing magic user in the game, doesn’t mean you should consider him unimportant. The ability to pick off creatures from anywhere in the mat is invaluable, even if it is only 1 point of damage. If you encounter any creatures with protection or the dodge ability, magic will pierce right though it leaving them open to the fireballs of the Magnus.

Stone Wing Dwarf Type: Earth SC 1 AC 1 HP 1 AP 1
Similar to the Verzar Foot Soldier, this character gains attributes based on the number of similar monsters on the field at the same time. With a Giant Axe Dwarf on the field, this creature gains one point of protection, allowing him to take damage without loosing any Hit Points. This creature can also attack and defend in all directions, making it a formidable early game star.

Giant Axe Dwarf Type: Earth SC 2 AC 1 HP 3 AP 1
When combined with the Stone Wing Dwarf, this creature gains +1 attack point making it strong in defense as well as a decent attacker. Place him on an Earth tile to make this character one tough low costing card. Try to keep this character on the outer edges of the board however, because the enemy will get +1 bonus damage if he hits from behind.

Twin Goblins Type: Forest SC 2 AC 1 HP 3 AP 1
This creature is actually able to hit enemies both in front and behind it, so placing it in between to enemies with low hp is a great strategy. Since it has 3hp, it should be able to take a hit from both enemies (providing they have weak attacks) without dying as well. Try not to put one of them facing your own card however, because they will strike your creature as well!

Venoan Assassin Type: Water SC 3 AC 2 HP 3 AP 2
One of the most useful cards in the Starter Deck is the Venoan Assassin. This creature is strong in both attack and defense, with a very helpful ability to boot. This creature always attacks from the back, no matter what side of the enemy he is on. This allows for a possible +1 bonus damage depending on who he attacks, and often times the enemy cannot counter attack after.

Biolith Battle Chariot Type: Biolith SC 4 AC 4 HP 5 AP 3
This is one of your decks main heavy hitters. His cost may be a bit higher then most cards, but the result is well worth it. This machine is most useful when there are two enemies in an ‘L’ shape with 3hp or lower, and he can be the connecting piece. This creature can easily surprise the enemy by destroying two of his monsters at once with one large attack.

Uncommon

Creature – Uncommon

Elven Berserker Maiden Type: Forest SC 2 AC 2 HP 3 AP 1
This elf is valuable because she has both close combat and ranged attacks, with two different ways to play her. Keep in mind that she will attack the creature in front of her if there is one, but if not then her ranged attack will be used to snipe someone farther across the board. You can boost her to 5hp by placing her on a forest grid making her a long lasting fighter, or you can place her on an Earth tile, thus dropping her down to 1hp and enabling the Berserk ability for that extra damage. This is definately one of you most useful creatures if you can apply the proper strategy for the situation.

Se Hollyn Fortress Type: Earth SC 4 AC 2 HP 5 AP 1
While you can’t hide any creatures within its walls, all adjacent creatures gain 2 points of resistance to physical damage. This card is best placed in a corner of the map with two of your characters “guarding” each side. This ensures that your characters keep the protection bonus, while the source is well protected from all physical attacks.

Taurus Monolith Type: Biolith SC 5 AC 3 HP 6 AP 3
Another of the deck’s powerhouses, this monolith is capable of punching through and damaging two enemies with one big attack. Placing this monster one of the outer edges facing two enemies in a row is a great way to shut down your opponents hopes of winning. Even if there is only one enemy and it doesn’t die, he will be pushed back a space (if open) and be unable to counter attack making this a star card in your deck.

Rare

Creature – Rare

Triceptaur Behemoth Type: Fire SC 5 AC 5 HP 4 AP 5-

This 3 headed creature is capable of incinerating multiple targets with its breath. It’s rather powerful, but unfortunately the more enemies you attack, the weaker its attack becomes. This beast is best used to attack 2 enemies at most, because it can retain a higher damage value this way. Placing it on a fire tile increases it’s effectiveness making the strongest and most durable creature in your deck, use wisely.

Ultra Rare

Creature – Ultra Rare

White Cubic Type: None SC 1 AC 1 HP 1 AP 0
This card is an ultra rare for a reason, and that’s because you can summon any creature card for free by sacrificing, without ending your turn. Plus, since it is such a weak little creature, it has a dodge attempt ability as well. Try to place this card boxed in so that the enemy cannot kill it before you are able to actually use it, and might I suggest summoning Sciondar Fire God with it?

Sciondar Fire God Type: Fire SC 9 AC 5 HP 9 AP 3
One of the strongest magic creatures in the game, this god can deal out a hefty amount of damage to every enemy not on a fire grid. Quite possibly the character with the most hit points in the game as well (11 on a fire grid), he is sure to last many turns sitting on the field if for some reason you just need a place holder. Great power comes at a great price however, and 9 mana is a hefty price to pay for a single character. Your best bet to get this creature out is to use the Cubic, though there is one other method. The gods Incarnation rule means that you can place him over top of another fire creature already on the table, and only pay the difference in mana to get him out (ie. If your Triceptaur has low HP, place Sciondar over top of it on your turn and pay 4 mana to get him on the table. Triceptaur costs 5 mana, so 9 – 5 = 4). This way, you can in a sense sacrifice a fire creature to him to play him for a cheaper mana cost.

Spells

Spells

Requiling Fog Type: Spell SC 0
This card is more useful then you think. Changing the direction of your towering monolith or your battle chariot into a useful position after it’s initial placement can change the tide of the battle. One minute your monolith is facing your own creatures just taking up space, the next it’s punching through two enemies for the kill… and it’s free too! Is there a pesky enemy creature you just can’t kill? Make it face off the mat and it becomes useless! This card can save you headaches more then you think.

Parmetic Holy Feast Type: Spell SC 0 – Discard creature
Missing that mana or two you really need to summon a good creature, or do you just want to stock up for later in the game? This card is perfect for both situations, all you have to do is discard a creature card. At most any point in the game, discard one of the low costing weak characters for two mana so you can play something bigger, or finish off an enemy or two with attacks. There’s no denying that mana is important in this game, and more is always better.

Healing Shower Type: Spell SC 2
Every game has its healing cards or creatures, and Eye of Judgement is no exception. This spell however takes the cake of healing abilities, as it works on all creatures of the same element. Therefore, this healing spell can come in handy if used at the appropriate time to seal a win by raising the HP of multiple creatures at once. Use it when you have 2 or more creatures of the same type out on the mat for the best effect.

Fissures of Goghlie Type: Spell SC 2
One of the most effective spells in the game, the fissures literally transform the land under your feet. You know by now that when a creature is placed on their elemental grid space, they gain 2hp. Well all you have to do is damage the enemy a bit, and then surprise them with this spell to steal the last 2 hp away without risking your own creatures. If you get lucky, this spell can even cause 4 damage to an enemy if it changes to the opposite element on the grid. Use this to easily cut an enemy down to size when they are on their own element grid space, or to plain finish them off for a small price.

Good luck

Conclusion

Well, that wraps up the New players guide, though I’d like to congratulate you for making it through the entire thing, as well as thank you for visiting the site. I hope this guide has helped you get the basic knowledge and strategy of your deck down! If you have any strategies you find work for you often, post up in the comments section and they may be added to the list!

~ SonicKaos

One response

30 10 2007
New Players Guide « Eye of Judgment Community Talk

[...] New Players Guide [...]

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