Card Battles - Types of Cards/ Strategies

Note: This is just my theory about the card strategies, which means there is always error or exceptions to the rules listed here. I am sorry if the information is unorganized -_-; these aren't official words. Hopefully in the future I will come with a more formal guide.

As said before, Apocripha/0 is a "card-simulated" battle game. That means you use tarot/elemental cards to battle with. After choosing an element in the beginning of the game, you have selected the element that you are strongest at in the battles.

This card is an example of the elemental cards you use. The number in the center indicates how powerful your attack will be. The "+1" (or +<number>) is somewhat there to tell you that you are at an advantage or your attack will be stronger this time (or something like that XD). If there is a "-", it means that your attack will be weaker if you use that card. Hover over the image to see an example.

For both Alex and Platina, their elements depend on the element YOU choose. However, it's not the same for the other characters. The trick is to look at the jewel color on the corners of the card. If the character's "jewel color" is the same as the elemental cards, then that character (aside from the princes) will be strongest at that element. Here is a list of the coordinates:

- Sapphirus & Jade = Earth
- Ruby & Carrol = Fire
- Lhodo & Plum = Wind
- Beryl & Zil = Water

There is a little "elemental" playing here, because if you're fighting an opponent with the same element as you and/or your partner, your PLUS power is somewhat disabled. But some elements have advantages over other elements. An obvious one is Water over Fire. Fire and Earth are compatable of going together just like Water and Wind, for some reason, but not as combos though! It's only if you already started out with a "chain" already! Well, technically, any elementals would work as long as you have "Element + Element + Element" = "1 Chain" and then the next Chain can be some other card, so it'll be "Element + Element + different card" = 2 chain. But then the next chain will only [NOT ONLY IF, but it's guaranteed] work if it's your consistent Element (meaning two of the same elements follow each other).

Here are some other special cards:

The Abyss and Heaven are also Elements, but more to the "neutral" sense. It's hard to explain... Sometimes the Abyss card is compatible with the other Element cards but not the Heaven card. Yet, they are capable of breaking your chains too, so technically they have the same nature as the Element cards, but also a little more special. Still trying to figure out the pattern of these cards +_+;

The Guard is for one character to take the damage for the other character. Once you select that, there will be a small character scene picture. Unless you have an Elemental card (see next paragraph) or a guaranteed chain to support you, the Guard card will break your chain.

The Elemental cards are very powerful elemental ones that you attain after you battle the Aprasas masters of the Seal (?). Their hit points exceed 10, so they are much stronger than the regular cards, and regardless of what element they are, all are capable of forming chains without breaking them, and you don't have to worry about the card that follows after the Elemental cards. For example, "Earth+Earth+Earth" creates a regular chain, and if you put an Elemental card next (doesn't have to be Earth Elemental), then you can put Heal or Guard or any other elements afterwards and STILL won't break the chain. BUT! After the Elemental card DISAPPEAR from the set, then the chain will end unless you make a recovering by using another Elemental or be consistent from the beginning, meaning don't do [example] "Elemental+Guard+Heal" but "Elemental+Heal+Earth" so if you put "Earth" afterwards, the chain could still continue. It's complexed.. understands.

And of course, there has to be Healing cards. There are 25, 50, or Max. 25 means you recover by 25% of your health bar, and 50 is 50%, while Max is full recovery. Again, Heals and Guards can break your combo chains! So unless you REALLY need to heal, or you have a consistent chain to support you, don't use the Heal or your chain will break.