Overview
In different areas of the game there are slots into which you can play cards. You can play cards that you own into as many of these slots as you wish to, with a maximum of one card per slot, so long as any card played is of the right type for the slot (e.g. a Training card into a training slot or a Health card into a health slot), and you have enough energy available to pay for it - every card has a card-energy cost which must be paid to play the card denoted by the blue flame.
Card Types
There are 7 different types of cards that are available in the game:
- Contract
- Training
- Tactics
- Academy
- Psychology
- Weight
- Health
Every card has an energy value which ranges from 1 to 7. The higher the card energy, the more powerful its effect. To play a card, however, you must pay the cost of its card-energy from your club’s energy.
Card Focuses
Every card also has a random focus. If you play a card whose focus matches the slot’s focus then you gain a synergy bonus, which increases the effect of the card. There are also rare ‘Foil’ cards which cost one energy to play, some of which may have a wild-focus (a focus match with any slot they are played into). All Foil cards have the same effect as card with a card-energy value of 5 or higher.
Match Tactics cards (Synergy)
A quick note on Match Tactic cards - the focus of these cards are either 'League', 'Cup, or 'Ladder'. These cards provide a synergy bonus if the focus matches the type of match the card is played on e.g. if you played a tactics card with a 'League' focus then the card will create a synergy bonus if the card is played on a league match. However, you do no need to have synergy to play the card - you could play a card with a 'League' focus on a cup match or ladder match, or any ohter combination of card focus and match type, and still get the card's benefit, just no synergy bonus on top
Card Focus and Synergy Bonus
The synergy bonus for matching a focus varies depending on the type of card. Here is a breakdown of the synergy bonuses (Psychology cards do not have synergy):
Category | Synergy Bonus |
---|---|
Academy | The category 1 Skill gain of the focus is increased by x1.5 |
Contract | Card played to reduce Salary is increased by x1.5. A card played to extend duration increases duration impact by x2 |
Health | Impact is increased by x1.5 |
Match Tactics | Impact is increased by x1.5 |
Training | +10% CPL bonus |
Absolute effect cards: Some cards which give an absolute effect, e.g. the Foil Rain Resistor which removes all wet weather effects, will not receive any extra bonus from synergy.
Synergy is a bonus: While synergy is a nice bonus to get, you do not need synergy to play a card. For example, if you have a Scrum tactics card that has a Cup focus, you can still play the card on a league or ladder match and gain the card's benefits, you just will not get the synergy bonus added.
Duplicate Card Diminished Returns
The final value of each card (after any synergy bonus is applied) is diminished by half with each duplicate card played after the first. A card is considered a duplicate if the title of the card is the same, with the exception of training, which also requires the skill focus to be identical.
Daily Cards
Every day each of your club’s buildings will provide a number of Daily cards based upon the energy tech upgrades invested in that building. These Daily cards can be played into any available appropriate slots, including slots that take effect on days in the future. At the end of every day any Daily cards that have not been played will disappear, at at the beginning of the next day you will receive a fresh batch of Daily cards.
Collectable Cards
Collectable cards are gained in a number of different ways: you can buy them in card decks with tokens, or you can acquire them through various tech options or from rewards and prizes. Unlike Daily cards, Collectable cards do not disappear at the end of each day, but will be stored in your club’s card album until you eventually play them.
Quantity of Daily Cards
Each of your club’s buildings provides Daily cards. The amount of such cards they provide depends on the building’s energy tech upgrades that the club has invested in. Contract cards, however, operate on a slightly different system (see below).
Each energy tech upgrade provides one energy point, and the building will provide a number of cards whose combined energy values equal that of the total energy supplied by that building’s energy tech upgrades. The exact combination of energy values of these cards will be randomly determined, and so the amount of Daily cards your club may receive from a building may vary from day to day, but will never be more than seven cards. The maximum card-energy value of any single card is capped at the energy tech upgrade level, but no card can ever have a card-energy value greater than five.
e.g. Suppose your Training building had an energy tech of 4. That means every day the building supplies cards whose total card-energy is equal to 4 card-energy. The highest card-energy value of any card supplied will be 4 card-energy. So the building could on one day provide a single 4 card-energy training card, or could provide two 2 card-energy Training cards, or four 1 card-energy cards or any other combination that totals a total of 4 card energy.
Contract Daily Cards
Contract card supply is worked out slightly differently. Contract cards are supplied by the Office building and use Energy tech as do the other buildings. The Office will supply one contract card per negotiation you have ongoing. Energy tech levels one to five determine the maximum energy level that these cards can - any daily contract card that is generated can have an energy value up to this maximum e.g. if your energy tech in the Office was 4, then any daily contract card generated would have an energy value of between 1 and 4. The amount of energy that is added to your general energy pool (see below for more detail) will be equal to the card-energy value of the the cards you receive e.g. you have two on-going negotiations and have energy tech level 3. You will receive two cards, each between 1 and 3 energy, and the combined energy of the two cards will be added to your energy pool.
If you have one or more on-going negotiations you will also receive an additional Contract card. However you will not receive any additional energy for it. In addition, if you raise the Office energy tech to 6 or higher, then you will have a chance of receiving even more additional cards (a chance of one additional card per energy tech above level 5). These extra contract cards will not supply energy to your general energy pool however.
e.g. suppose you have Office energy tech of 7 and have one contract negotiation ongoing. That means that you would receive a Contract card and its energy value would be added to your general energy pool. You would also receive a number of additional contract cards, that would not add their energy to your general energy pool. You would automatically receive at least one additional card, as that is automatically given. However, you would have a chance of receiving up to an additional two cards on top of this, as your energy tech level is 7. The card-energy value of these additional cards will also be between one and five, just like the card you received from because you had one negotiation on-going.
General Card-Energy Pool
Every day your club will receive an amount of daily energy based upon the energy tech upgrades your club has invested in. The energy provided by each building is combined into a general energy pool, and any energy spent comes out of that general pool i.e. there are no individual energy pools attached to specific buildings. Energy not spent by the end of the day does not carry over to the following day. Whenever you play a card you must pay an amount of energy out of your general energy pool equal to the card-energy value of that card. If you do not have enough energy left in your general energy pool to pay the card’s cost you cannot play that card.