Armour

Playable now

Extra health on top of a card's health, which healing never restores.

You can do this now.

What it does

  • Damage takes armour first. Only what is left over reaches health.
  • Healing restores health only. Armour that is lost stays lost for the rest of the match.
  • An ability can give armour, with no limit, so a minion can end up harder to kill than its card prints.
  • A hit that armour soaks up entirely does not wound the minion.

On a card it is the 馃洝 number. On the board it is grey shields just above the right end of the health bar, one per point, or one shield and a number above 4.

An example

  • A minion with 1 armour and 2 health takes 3 damage to destroy, the same as a minion with 3 health.
  • Hit it for 2: the armour is gone and it has 1 health left. Healing can bring it back to 2 health, never back to its armour.
  • Give it 3 armour while it has 1 health, and it takes 4 damage to destroy.

Deck masters and the Town Wall

  • A deck master starts with none unless its Signature or an edition gives it some.
  • A Town Wall has armour and no health. When its armour reaches 0, it falls.

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