Template:ZCPvZHMisc


 * -||-|Zombiecrab New Effects and Traits=

Unseen
If a Plant or Zombie has this trait, Plant or Zombie fighters in it's lane do not attack it, but attacks directed towards other cards on the field can damage it (if there is a card behind it, Zombie or Plant fighter will try to attack that card, but hit the Unseen one in front of it, or something attacks in it's lane and the next land over, if the card with Unseen is in the next lane, it will be damaged). However, if it is alone in it's lane, the Plant or Zombie fighters will not try to attack the Hero behind it, and skip their attack. The enemy player (or AI Hero) cannot see the health or strength of it. Tricks cannot be played on it, but tricks directed at other cards can hurt it, unlike fighters with Untrickable.

Radioactive
Plants and Zombies with this trait have a strength icon that glows light green and has the nuclear symbol on it. When a card with this trait hurts a plant or zombie (not a Hero), the damaged plant or zombie's health icon turns green with the nuclear symbol on it. They lose one, two, or three health (depending on Radioactive 1, 2. or 3) at the start of each turn, and they cannot regain any health. The term for making a card be put in this state is "Irradiate", used on trick descriptions (for example, "when this plant is destroyed by a zombie, it gets Irradiated 1) and a plant or zombie under this effect is "Irradiated". The amount of heath that they lose in this situation is specified by the number after "Irradiated". Any card with this trait is immune to being Irradiated by an enemy card.

Toxic
Plants and Zombies with this trait have a strength icon that is a sickly pale green, with a biohazard symbol in the background. When a card with this trait hurts a plant or zombie (also not a hero), the damaged plant or zombie's health icon turns the same color with the biohazard symbol in the background. They lose one health (no Toxic 2 or 3) and one strength at the start of each turn, and if they are destroyed by the Toxic effect, all plant/zombies next door gain the same effect. The term for making a card be put in this state is "Toxify", used on trick descriptions (for example, "when this plant is destroyed by a zombie, it gets Toxified) and a plant or zombie under this effect is "Toxified". Any card with this trait is immune to being Toxified by an enemy card.

Poisonous
Plants or Zombies with this trait have a dark purple strength icon. When a card with this trait hurts a plant or zombie (not a Hero), the damaged plant or zombie's health icon turn the same purple shade. They lose one, two, or three health (depending on Poisonous 1, 2, or 3) at the start of each turn. The term for making a card be put in this state is "Poison", used on trick descriptions (for example, "when this plant is destroyed by a zombie, it gets Poisoned 1) and a plant or zombie under this effect is "Poisoned". The amount of heath that they lose in this situation is specified by the number after "Poisoned". Any card with this trait is immune to being Poisoned by an enemy card.

Disguised
Plants and Zombies with this trait appear to be a different fighter in every way possible to the opposing Hero when they are first played, but then, either after set circumstances (amount of turns, tribe of fighter played, etc) via ability or after they would have been destroyed, they are revealed to be what they really are to the opposing Hero. To the allied Player, it is always visible for what it really is, but it is covered by the transparent grey outline of whatever fighter it is Disguised as until it is revealed. In the description of a fighter with this trait, "Disguised" is always listed under the fighter's traits, but it is always mentioned in the ability/special section of the description, in the form of, "This is Disguised as a (Name of fighter it is Disguised as) until (that fighter is destroyed/some other circumstance)." If not specified, it is assumed that a fighter with Disguised will also be revealed when it's fighter disguise is destroyed, unless the next line of the fighter with Disguise's ability/special mentions that something else happens if it's fighter disguise is destroyed. When a Disguised fighter is revealed, whatever stats that it's fighter disguise had are wiped and replaced by the stats of the actual fighter with the Disguise trait, as well as it's traits, tribes, abilities/ability, and rarity. Also, when fighter with Disguise is played, the amount of Brains/Sun it costs will be equal to that of it's fighter disguise, and the Hero that played it loses or gains (or possibly neither, if the fighter disguise and the fighter with Disguise have the same cost) Brains/Sun when the fighter with Disguise is revealed, depending on whether the fighter with Disguise cost less or more than it's fighter disguise.

Determined
Plants and Zombies with this trait have a medium-gray Strength icon, and the number inside is in yellow text. Any fighter with this trait cannot lose Strength, temporarily or permanently, in any way.

Stun
A fighter that is Stunned loses 1, 2, 3, 4, or 5 Strength next turn (depending on how much Strength the fighter with Stun has, the amount of Strength a Stunned fighter loses is equivalent to the Strength of the fighter that Stunned it minus one), but gains back all lost Strength the turn after that one. If a fighter is Stunned by a trick, the amount of Strength that a fighter loses while Stunned by the trick is one greater than the cost of the trick. If a fighter gains Strength in the turn that it is Stunned, it will still gain back the exact amount of Strength lost the next turn, giving it it's original Strength plus the added Strength. The same applies to lost Strength. Cards that have an electrical theme often have Stun.


 * -|Zombiecrab's New Tribes=

New Tribes
Zombie Team: Vampire, Automatic, Karate

Plant Team: Atomic, Weather

New End Tribes
Zombie Team: Robot