ZARDS

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Rarity: Common
Rarity: Gold Star Promo
Rarity: Super User
Rarity: Legendary

ZARDS is a collectible card game created by TracerON that has two components: the trading cards, and the Pocket Runners Arena! Cards can be obtained from opening Booster Packs that are sometimes for sale in the Weekly Deals section of the Market. The most rare variants are only obtainable during special Events.

The Cards

ZARDS are cards of Wizards or other notable players from Runsafe history. They are collectible and tradeable!

ZARDS (Wizards)

  • 01 - Korakk
  • 02 - Thall
  • 03 - CastAtlas
  • 04 - Alvadar
  • 05 - Sythric
  • 06 - AcidSkass
  • 07 - Proto
  • 08 - Kiiaz
  • 09 - Pieman
  • 10 - Cybersplice
  • 12 - Propasta
  • 13 - Crayble
  • 14 - Piboy
  • 15 - Nerothis
  • 16 - mddoctor
  • 17 - Wyntir
  • 18 - Bumblebee
  • 19 - BenTheDragonborn
  • 20 - Phoenix
  • 21 - Oseis
  • 22 - LordPutte
  • 23 - exposedgun
  • 24 - MrMarc
  • 25 - Azurescen
  • 26 - Solonari
  • 27 - Novah
  • 28 - Branterson
  • 29 - CapriSploosh
  • 30 - LachiDaPotato
  • 31 - Ratlys

ZARDS (Super Users)

Only obtainable from Super User related quests or events.

  • 11 - Gerald (EX SUPER)
  • 32 - Backmatt (SUPER)
  • 33 - Cast Atlas (SUPER)

ZARDS (Admins)

Only obtainable by winning events. Not numbered.

Rarities

In ZARDS, there are many rarities, so it can be confusing at first. Do not fret, because the rarities are written on each card, so you know exactly what you have! Here is a list of rarities you might see on your card:

  • Common
  • Uncommon
  • Rare
  • 1st Edition - Indicates that the card is from the first run of ZARDS.
  • Gold Star Promo - A special promotional card.
  • Super User Legendary - A super rare card with special synergy with other Super User ZARDS. (See the section on abilities below)
  • Legendary - The rarest. Only obtainable by winning events. (See the section on abilities below)

Note: If you see a white glow around the rarity diamond in the right bottom corner of your card, that indicates that the card is a Secret Rare.

How to Play

In ZARDS, you and your opponent choose 3 Wizards and battle it out to see who is the last wizard standing! The first player to knock out all 3 of their opponent's wizards first, WINS!

Actions

At the start of your turn you will receive 1 Action Token. This token may be used to do one of two things:

  • Attack
  • Use Item

Once you have decided what action to take, your token will be spent, the turn will play out, and then your turn will end. You only get 1 Action Token per turn throughout the entire game, so choose wisely!

Attack Types

In ZARDS there are two types of attacks:

  • Direct Damage
  • Field Effect

Direct Damage is damage that is dealt directly to your opponent on that turn. For example, if you choose to shoot your bow, it will deal 1 DMG that turn.

The second way to attack is to apply a Field Effect. Field Effects apply a special condition to your opponent's side of the battlefield. For example, if you choose to Burn your opponent, the active ZARD on their side of the field will experience 1 DMG (Burning) at the start of their turn until the Field Effect is removed via 'Extinguish.'

(Note: Some ZARDS have special resistances to specific Field Effects, such as MrMarc (resists Sleep), Ratlys (resists Poison), and BenTheDragonborn (resists Burning). In such a case, the field effect will persist, but the result of any of those effects will be ignored.)

Field Effects

There are three Field Effects:

  • Sleep: Flip a Coin, if Heads, the enemy ZARDS are Asleep.
  • Poison: Flip a Coin, if Heads, the enemy ZARDS are Poisoned.
  • Burn: Flip a Coin, if Heads, the enemy ZARDS are Burning.

The only way to remove a Field Effect is to:

  • Awaken
  • Cure
  • Extinguish

(Note: Resistances only prevent effects from being applied, they do not remove the conditions.)

If ZARDS are Asleep and fail to Awaken 3 times, they will Awaken naturally.

Direct Attacks

There are two Direct Damage attacks:

  • Shoot Bow: Deals 1 DMG.
  • Cleave: Flip 3 Coins, for each Heads, deal 1 DMG.

Items

There are six items to choose from:

  • Health Potion: Restores 3 HP.
  • Poison Resistance: Resists Poison for 2 Turns.
  • Fire Resistance: Resist Burn for 2 Turns.
  • Extinguish: Flip a Coin, if Heads, remove Burning.
  • Antidote: Flip a Coin, if Heads, remove Poison.
  • Awaken: Flip a Coin, if Heads, your ZARDS awaken. If attempts to Awaken fail 3 times, ZARDS Awaken naturally.

Blocking

Blocking allows you to cancel a coin flip during your opponent's next turn. Block does not affect the opponent's flip to Awaken...that would be a snooze fest!

Wizard Types

Not all Wizards are created equal. Before the game begins, you will choose three ZARDS for your team, then you will decide your promotion roster. There are three tiers you may promote your ZARDS to, but once you have assigned a ZARD to a teir, you can not assign another ZARD to that tier. It is important to choose wisely, because not only will promoting a ZARD give them increased stats, but it will be the order in which they will appear in battle. See the section on 'Defeat' below. The tiers are as follows:

  • Wizard
  • Sorcerer
  • Sorcerer Supreme

Wizards are your basic ZARD. They have no special perks. Sorcerers deal 1 DMG extra on top of their Direct Damage attacks. For example, if a Wizard shoots a bow, they deal 1 DMG, but if a Sorcerer shoots a bow, they deal 2 DMG. Sorcerer Supremes' are the pinnacle, dealing 2 DMG extra on each Direct Attack, and 1 DMG extra on Field Effects that are cast by them. If a Field Effect was already active prior to the arrival of the Sorcerer Supreme, no extra damage is dealt.

Defeat

When a ZARD is defeated in battle, it Faints and a higher tier ZARD tags in to fight. The ZARD cycle is as follows:

  • Wizard > Sorcerer > Sorcerer Supreme

Win Condition

The first player to defeat their opponent's ZARDS wins the match!

Example of Team Composition

Player 1:

  • Azurescen (W), 1st Up
  • MrMarc (S), 2nd Up, +1 DMG (Shoot/Cleave)
  • Propasta (SS) 3rd Up, +2 DMG (Shoot/Cleave). +1 DMG (Burn/Poison)

Player 2:

  • Korakk (W), 1st Up,
  • Oseis (S), 2nd Up, +1 DMG (Shoot/Cleave)
  • Thall (SS), 3rd Up, +3 DMG (Shoot/Cleave), +2 DMG (Burn/Poison)

(Note 1: Notice how Thall's DMG output is modified by Korakk's unique ability, Guidance, which gives +1 to Supreme Sorcerer perks. Since Thall is the Sorcerer Supreme for Player 2, he benefits from his Wizard's ability.)

(Note 2: When the game begins, Azurescen is summoned to the field by Player 1, which activates Azurescen's unique ability, Scorched Earth, which sets Player 2's side of the battlefield on fire. This means that at the start of Player 1's next turn, Korakk will take 1 DMG from Burning.)

Abilities

Each ZARD comes with a unique ability, and higher quality ZARDS may have more than one. Below is a list of current abilities. Please note that changes may be made for balance.

Wizard Abilities

01 - Korakk

  • Guidance: +1 to Sorcerer Supreme Perks

02 - Thall

  • Lifesteal: Restore +2 HP on 2's

03 - CastAtlas

  • Hidden Fate: -2 HP to Self, +4 DMG to Direct Attack

04 - Alvadar

  • Swordsmanship: +2 DMG on Cleave 1's

05 - Sythric

  • Rewind: If Sythric Faints, Revive (Basic) Wizard

06 - AcidSkass

  • Acid: Poison on Summon

07 - Proto

  • Backstab: +2 DMG on 1's

08 - Kiiaz

  • Headshot: +2 DMG on Bow Shots

09 - Pieman

  • Baking: Burn deals +2 DMG extra

10 - Cybersplice

  • Cyber Slice: +1 DMG on 2's

12 - Propasta

  • Kill Aura: +3 DMG on 3's

13 - Crayble

  • Generocity: Heal +1 HP on 1's

14 - Piboy

  • Pie Day: Direct Attacks deal either 3, 1, or 4 DMG as random chance

15 - Nerothis

  • Revenge: Upon Faint, deal 3 DMG to Opponent

16 - mddoctor

  • Dr's Note: Cure All Conditions

17 - Wyntir

  • Inspiration: All ZARDS Heal +1 HP

18 - Bumblebee

  • Queen Bee: If your opponent used a Bow last turn, Deal +2 DMG extra

19 - BenTheDragonborn

  • Dragonborn: Fire Resistant

20 - Phoenix

  • Ember: Guaranteed Burns

21 - Oseis

  • Spleef: Opponent's ZARD Cycles 1 Time (Once)

22 - LordPutte

  • Reaper: Heal +3 HP on 3's

23 - ExposedGun

  • Naked Gun: +1 DMG on Misses

24 - MrMarc

  • Moosic Man: Cannot Be Put to Sleep

25 - Azurescen

  • Scorched Earth: Burn Opponent on Summon

26 - Solonari

  • Booming Voice: All ZARDS Heal +1 HP

27 - Novah

  • Fox Hunt: Healing Restores 6 HP

28 - Branterson

  • Reflect: Opponent's 3's will Reflect DMG to Them

29 - CapriSploosh

  • Splooooosh: Extinguish Restores +2 HP

30 - LachiDaPotato

  • Potato Farmer: +1 HP per turn

31 - Ratlys

  • Rat Poison: Poison Resistant

Super User Abilities

Super User ZARDS possess the unique ability to use the SU Skills of other Super User ZARDS on their team, regardless of who is in the active slot.

11 - Gerald (EX SUPER)

  • SU /jail: Jail an Active Wizard once per turn, rendering them unusable until freed by an Admin.
  • ex Council Ruling: If Kruithne & Cybersplice are Opposing, Gerald is Demoted, but becomes a Sorcerer Supreme.

32 - Backmatt (SUPER)

  • SU /mute: If Asleep, Awaken. Silence your Opponent's ability to cast Sleep for 3 turns.
  • SU Power Trip: With 3 Super Users on your team, you may use their abilities interchangeably.

33 - Cast Atlas (SUPER)

  • SU /rank: Reduce the opposing Wizard's Perk Rank by 1. Does not stack.
  • SU Power Trip: With 3 Super Users on your team, you may use their abilities interchangeably.

Admin Abilities

Admins have the most powerful magic at their fingertips.

docpify

  • Host: All ZARDS Deal +1 DMG and Heal +1
  • Absolute Power: Admins wield absolute power. Once per turn, Nullify a Special Condition.

Kruithne

  • Monkey Business: Lift an ability from any of your opponent's ZARDS and give it to two of your ZARDS.
  • Absolute Power: Admins wield absolute power. Once per turn, Nullify a Special Condition.

Centralan

  • Centrolling: Upon Summon, reduce opposing ZARD's remaining HP by Half.
  • Absolute Power: Admins wield absolute power. Once per turn, Nullify a Special Condition.

RainbowDeborah

  • Chunk Loader: Upon Summon, ignore the Opponent's next 2 Cleaves.
  • Absolute Power: Admins wield absolute power. Once per turn, Nullify a Special Condition.

Zozael

  • Sweet Dreams: Upon Summon, put opposing ZARD to Sleep.
  • Absolute Power: Admins wield absolute power. Once per turn, Nullify a Special Condition.

TracerON

  • Sword Dancer: Cleave restores +2 HP
  • Absolute Power: Admins wield absolute power. Once per turn, Nullify a Special Condition.