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** After that, however, it's averated. The multiplier is permanently set to 1, and even at max level you can still get "level ups" that will usually give you a rare card. You can get many of the Shadow Nerd's cards this way, even without buying the Shadow DLC, though at a much slower rate than beating the Shadow Nerd repeatedly.
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* TankGoodness: Most of the heavy vehicles are tanks, including the heavily-armored, high-HP Defensor [=Mk2=] and the speedy, hard-hitting Skirmish Tank.
** HATE BIT often declares his love for tanks, and has a

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* TankGoodness: Most of the heavy vehicles are tanks, including the heavily-armored, high-HP Defensor [=Mk2=] [=Mk3=] and the speedy, hard-hitting Skirmish Tank.
** HATE BIT often declares his love for tanks, with many of the tank cards used by other commanders, one that's normally only available through DLC, and has a one that deploys three tanks at once.

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* AntiArmor: The Can Opener, the only unit with the Vehicle Slayer ability, does bonus damage to vehicles

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* AntiArmor: The Can Opener, the only unit with the Vehicle Slayer ability, does bonus damage to vehiclesvehicles.



* {{BFG}}: Shadow Krak is a two-space unit; her gun takes up one of the spaces

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* {{BFG}}: Shadow Krak is a two-space unit; her gun takes up one of the spacesspaces.



* BloodKnight: Cpl. Krak

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* BloodKnight: Cpl. KrakKrak, who is equally excited regardless of which of you is killing the other.



* CrypticBackgroundReference: Tyson Zan is said to be humanity's greatest hero, but it's not explained what he did or how HATE BIT got hold of him

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* CrypticBackgroundReference: Tyson Zan is said to be humanity's greatest hero, but it's not explained what he did or how HATE BIT got hold of himhim.



* EvilCounterpart: The Shadow Nerd is this to the player character. He also has cards based on evil (or eviler) versions of other enemy commanders, like Bizarro Blok and Evil Stardog

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* EvilCounterpart: The Shadow Nerd is this to the player character. He also has cards based on evil (or eviler) versions of other enemy commanders, like Bizarro Blok and Evil StardogStardog.



* PokemonSpeak: Stardog says nothing but her name over and over.

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* PokemonSpeak: Stardog says nothing but her name over and over.with different inflections.



** Cytonistor makes several references to the [[Franchise/X-Men]], like saying "To me, my mutates!" (a variation of Professor X's "To me, my X-Men!") or his title, "Master of Mutates" (a reference to Magneto's "Master of Magnetism").



** The Bizarro Blok card used by and winnable from the Shadow Nerd. Bizarro Blok is tied for the second highest starting HP of any card in the game, has 2 Armor and a bonus to his Pushing, but claims only 2 AP.

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** The Bizarro Blok card used by and winnable from the Shadow Nerd. Bizarro Blok is tied for the second highest starting HP of any card in the game, game (10), has 2 Armor and a bonus to his Pushing, but claims only 2 AP.



* TankGoodness: Most of the heavy vehicles are tanks, including the heavily-armored, high-HP Defensor [=Mk2=] and the speedy, hard-hitting Skirmish Tank. Stardog's vehicles are tiny, so she fields Microtanks, which are cheap and have no special abilities.

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* TankGoodness: Most of the heavy vehicles are tanks, including the heavily-armored, high-HP Defensor [=Mk2=] and the speedy, hard-hitting Skirmish Tank.
** HATE BIT often declares his love for tanks, and has a
**
Stardog's vehicles are tiny, so she fields Microtanks, which are cheap and have no special abilities.
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A sequel, ''Calculords 2'', was announced on the game's Facebook page on January 2, 2016, [[https://www.kickstarter.com/projects/611279740/calculords-2-rise-of-the-shadow-nerd/ with a Kickstarter going to secure funding.]]

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A sequel, ''Calculords 2'', was announced on the game's Facebook page on January 2, 2016, [[https://www.kickstarter.com/projects/611279740/calculords-2-rise-of-the-shadow-nerd/ with a Kickstarter going to secure funding.]]
]] This was sadly not successful, however it is still said to be under development "with no set timetable."
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You don't need to take damage to heal or repair. Your hit points can increase from their starting score.


* DoWellButNotPerfect: Many of the medals are hard to get, but look at Under Siege. You have to draw a battle out to ''30'' turns, which is not likely to happen unless you're deliberately stalling. There's also the Purple Heart medal for winning with 1 Base HP left; generally you have to carefully engineer this yourself. And the Surgeon medal for healing or repairing 40 HP in a battle, which obviously involves ''taking'' at least 40 HP of damage in the first place. To get these (and many other) medals on Fancybot and Stardog you have to ''really'' hold back.

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* DoWellButNotPerfect: Many of the medals are hard to get, but look at Under Siege. You have to draw a battle out to ''30'' turns, which is not likely to happen unless you're deliberately stalling. There's also the Purple Heart medal for winning with 1 Base HP left; generally you have to carefully engineer this yourself. And the Surgeon medal for healing or repairing 40 HP in a battle, which obviously involves ''taking'' at least 40 HP of damage in the first place. To get these (and many other) medals on Fancybot and Stardog you have to ''really'' hold back.

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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but takes dramatically increased damage from non-direct sources, especially HerdHittingAttack tactic cards.

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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Shadow Nerd can throw at you, but takes dramatically increased damage from non-direct sources, especially HerdHittingAttack tactic cards.



* CastFromHitPoints: Quantum Overload wipes a lane of units, friend and foe alike, and does damage to your base equal to the total number of units destroyed.



* TheTurretMaster: Turrets are introduced in the Shadow Nerd update as immobile "Structure" units. The Shadow Nerd uses them to block lanes, as they can't be pushed back unless their abilities are wiped.

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* TheTurretMaster: Turrets are introduced in the Shadow Nerd update as immobile "Structure" units. The Shadow Nerd uses them to block lanes, as they can't be pushed back unless their abilities are wiped. He also starts the battle with Shadow Bunkers in the middle of each lane, preventing you from pushing him back as he deploys units behind them.
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* CurbStompBattle: The Juggernaut medal is earned by winning on your first turn -- in Cpl. Krak's case, ''the'' first turn, before she even has a chance to do anything.


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* LifeDrain: The Neural Leech tactic.
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* VillainousBreakdown: The Shadow Nerd undergoes one the longer a battle drags on, slipping from a cold, sadistic demeanor into desperation and anger.

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* DeathSeeker: Cpl. Krak. She might ''thank you'' for killing her. Fancybot can be, too, if you take too long to finish him...which he [[WhatTheHellPlayer comments on]].
* DoWellButNotPerfect: Many of the medals are hard to get, but look at Under Siege. You have to draw a battle out to ''30'' turns, which is not likely to happen unless you're deliberately holding back. There's also the Purple Heart medal for winning with 1 Base HP left. And the Surgeon medal for healing or repairing 40 HP in a battle, which obviously involves ''taking'' at least 40 HP of damage in the first place. To get these (and many other) medals on Fancybot and Stardog you have to ''really'' hold back.

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* DeathSeeker: Cpl. Krak. She might ''thank you'' for killing her. Fancybot can be, too, if you take too long to finish him... which he [[WhatTheHellPlayer comments on]].
* DemolitionsExpert: Units with the [=C4=] ability do 2 bonus damage to bases. The Deploy Semtex tactic card grants it to ''all'' of your units on the field -- have fun.
* DoWellButNotPerfect: Many of the medals are hard to get, but look at Under Siege. You have to draw a battle out to ''30'' turns, which is not likely to happen unless you're deliberately holding back. stalling. There's also the Purple Heart medal for winning with 1 Base HP left.left; generally you have to carefully engineer this yourself. And the Surgeon medal for healing or repairing 40 HP in a battle, which obviously involves ''taking'' at least 40 HP of damage in the first place. To get these (and many other) medals on Fancybot and Stardog you have to ''really'' hold back.



* JetPack: There are a few Soldier units with the Flying ability, and this is how. Johnny Starborn seems to have more of a JumpJetPack.

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* JetPack: There are a few Soldier units with the Flying ability, ability (Can Opener and Johnny Starborn), and this is how. Johnny Starborn seems to have more of a JumpJetPack.



* SergeantRock: Sgt. Blok, if you couldn't tell from the name. He's a hypermuscled, cigar-chomping hardass dedicated to protecting what's left of Earth.



** Captain Defensor of the "Unkillable Legion" DLC pack is named after Defensor, an obscure Marvel Comics superhero Seanbaby had previously expressed distaste for in one of his Cracked articles. The Defensor MK2 tank, as well.

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** Captain Defensor of the "Unkillable Legion" DLC pack is named after Defensor, an obscure Marvel Comics superhero Seanbaby had previously expressed distaste for in one of his Cracked articles. The Defensor MK2 [=MK2=] tank, as well.



* TakingYouWithMe: The Self-destruct ability. It's easy to get HoistByHisOwnPetard with these, because when they blow up they do big damage to units within two spaces of them, forward ''and'' back. These explosions can also damage your own base if they're close enough. HATE BIT invites you to come close as he dies so he can "try explode on you."

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* TakingYouWithMe: The Self-destruct ability. It's easy to get HoistByHisOwnPetard with these, because when they blow up they do big damage to units within two spaces of them, a certain range, forward ''and'' back. These explosions can also damage your own base if they're close enough. HATE BIT invites you to come close as he dies so he can "try explode on you."


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* WhatTheHellPlayer: Uracillon chides you for sadism as you inflict overkill damage to his base, not that anybody else (besides Cpl. Krak) is happy about it.
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* TheEngineer: Cards with the Fortify ability heal your base once per turn.

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* TheEngineer: Cards with the Fortify ability heal your base once per for 1-2HP every turn.

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Nowhere in the game or any of the supplemental material is Hate Bit's name spelled with a period in the middle, but it is always in ALL CAPS. Plus other updates.


* CrypticBackgroundReference: Tyson Zan is said to be humanity's greatest hero, but it's not explained what he did or how Hate.Bit got hold of him

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* CrypticBackgroundReference: Tyson Zan is said to be humanity's greatest hero, but it's not explained what he did or how Hate.Bit HATE BIT got hold of him



** HATE.BIT is a real pain because of this. His units come ''barreling'' at your base, and do big damage. It's a huge challenge gaining ground against him while defending all three lanes equally.

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** HATE.HATE BIT is a real pain because of this. His units come ''barreling'' at your base, and do big damage. It's a huge challenge gaining ground against him while defending all three lanes equally.



* MyRulesAreNotYourRules: Almost every enemy has "quirks" to their deck -- usually in the form of certain cards they always have handy, and cards with special abilities that they ''don't'' have if played by you. For instance, Uracillon can use Transport Seal ''every'' turn, and Hate.Bit's Cosmo Wreckers have the Phalanx ability.

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* MyRulesAreNotYourRules: Almost every enemy has "quirks" to their deck -- usually in the form of certain cards they always have handy, and cards with special abilities that they ''don't'' have if played by you. For instance, Uracillon can use Transport Seal ''every'' turn, and Hate.Bit's HATE BIT's Cosmo Wreckers have the Phalanx ability.



* TheQuisling: According to their profiles on the official website, Cosblast and Uracillon betrayed the galaxy to join Hate.Bit

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* PunnyName: HATE BIT's name is a play on "eight bit", which is why he talks like badly translated Nintendo (i.e., 8-bit) games.
* TheQuisling: According to their profiles on the official website, Cosblast and Uracillon betrayed the galaxy to join Hate.BitHATE BIT.



* SuperSpeed: The Double-time ability, which makes a unit moves twice as many spaces. Hate.Bit's Cosmo Wreckers [[MyRulesAreNotYourRules seem to be faster than other units with the ability]], moving more than halfway across the battlefield in one turn. The Stardog and Shadow Nerd updates both added some cheap Push units with Double Time, for when you want to gain ground fast.
* TakingYouWithMe: The Self-destruct ability. It's easy to get HoistByHisOwnPetard with these, because when they blow up they do big damage to units within two spaces of them, forward ''and'' back. These explosions can also damage your own base if they're close enough. HATE.BIT invites you to come close as he dies so he can "try explode on you."

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* SuperSpeed: The Double-time ability, which makes a unit moves twice as many spaces. Hate.Bit's HATE BIT's Cosmo Wreckers [[MyRulesAreNotYourRules seem to be faster than other units with the ability]], moving more than halfway across the battlefield in one turn. The Stardog and Shadow Nerd updates both added some cheap Push units with Double Time, for when you want to gain ground fast.
* TakingYouWithMe: The Self-destruct ability. It's easy to get HoistByHisOwnPetard with these, because when they blow up they do big damage to units within two spaces of them, forward ''and'' back. These explosions can also damage your own base if they're close enough. HATE.HATE BIT invites you to come close as he dies so he can "try explode on you."



* WakeUpCallBoss: Prior to the Stardog update, players were thrown at Sgt. Blok ''immediately'' after beating Fancybot ''once''. Let's just say you probably went back to Fancybot a few more times to level and get more/better cards. After Stardog was added and placed just after Fancybot, Blok was switched with Cpl. Krak. Her relentless, fast-paced offense is a huge hurdle for new players to get over, and she's leagues more challenging than Stardog or Fancybot.

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* WakeUpCallBoss: Prior to the Stardog update, players were thrown at Sgt. Blok ''immediately'' after beating Fancybot ''once''. Let's just say you probably went back to Fancybot a few more times to level and get more/better cards. After Stardog was added and placed just after Fancybot, Blok was switched with Cpl. Krak. Her relentless, fast-paced offense is a huge hurdle for new players to get over, and she's leagues more challenging than Stardog or Fancybot. However, she also lets you take the first turn and lacks push units, putting a huge hole in her strategy. She's still a wake-up call, but not as much as Blok was.



** Stardog, after the update that introduced her. She puts up more of a fight than Fancybot, but that's not saying much -- her cards are really cheap and weak for the most part. Apparently it was felt that throwing you right into the actually-challenging commanders after Happybot was unfair.

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** Stardog, after the update that introduced her. She puts up more of a fight than Fancybot, but that's not saying much -- her cards are really cheap and weak for the most part. Apparently it was felt that throwing you right into the actually-challenging commanders after Happybot Fancybot was unfair.



** This is essentially Hate.Bit's strategy, flooding the lanes with units, especially the weak-but-speedy Cosmo Wreckers who do bonus damage to your base. The Shadow Nerd uses a more focused version, deploying en masse in one lane until you start to push him back, at which point he simply starts deploying in some other lane.

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** This is essentially Hate.Bit's HATE BIT's strategy, flooding the lanes with units, especially the weak-but-speedy Cosmo Wreckers who do bonus damage to your base. The Shadow Nerd uses a more focused version, deploying en masse in one lane until you start to push him back, at which point he simply starts deploying in some other lane.
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* TheJuggernaut: The Torga Bestoid. It has ''12'' HP, the most of any standard card, and thanks to the unique Rage ability its attack is boosted by taking damage -- shooting it just makes it ''mad''. Bizarro Blok qualifies as well, being the hardest unit to kill with direct damage thanks to high health and armor.

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* TheJuggernaut: The Torga Bestoid. It has ''12'' HP, the most Mutatro is a virtually unstoppable killing machine if formed from a strong enough lane of any standard card, and thanks to the unique Rage ability its attack is boosted by taking damage -- shooting it just makes it ''mad''. Bizarro Blok qualifies as well, being the hardest unit to kill with direct damage thanks to high health and armor.Mutates

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* InvisibilityFlicker: The animation for the Cloak Bike.



* TheJuggernaut: The Torga Bestoid. It has ''12'' HP, the most of any standard card, and thanks to the unique Rage ability its attack is boosted by taking damage -- shooting it just makes it ''mad''. Bizarro Blok qualifies as well, being the hardest unit to kill with direct damage thanks to high health and armor.



** The Bizarro Blok card used by and winnable from the Shadow Nerd. Bizarro Blok is tied for the highest starting HP of any card in the game, has 2 Armor and a bonus to his Pushing, but claims only 2 AP.

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** The Bizarro Blok card used by and winnable from the Shadow Nerd. Bizarro Blok is tied for the second highest starting HP of any card in the game, has 2 Armor and a bonus to his Pushing, but claims only 2 AP.



* WhiteMaskOfDoom: Cpl. Krak, whose mask is reminiscent of [[TeenageMutantNinjaTurtles Casey Jones]].

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* WhiteMaskOfDoom: Cpl. Krak, whose mask is reminiscent of [[TeenageMutantNinjaTurtles [[Franchise/TeenageMutantNinjaTurtles Casey Jones]].

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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but dies instantly (or takes dramatically increased damage from) HerdHittingAttack tactic cards.
* ActionBomb: Cards with Self-Destruct. They all have low health (one has 3 HP, the others have just 1) so they're designed to die as soon as they're damaged and devastate a large area when destroyed.

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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but dies instantly (or takes dramatically increased damage from) from non-direct sources, especially HerdHittingAttack tactic cards.
* ActionBomb: Cards with Self-Destruct. They all have low health (one (Plasma Saboteur has 3 HP, the others rest have just 1) so they're designed to die as soon as they're damaged and devastate a large area when destroyed.



* BasementDweller: Cosblast sometimes yells at his mom to leave him alone.



* HerdHittingAttack: The Guerrilla Strike, Strafing Run, and Artillery Barrage tactics damage all enemy units in a lane[[note]]unless they have the Flying or Stealth abilities[[/note]] for (respectively) 1, 2, and 3 HP. Neural Leech saps 1HP from every enemy in a lane, ignoring armor, and adds the total to your base's health.

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* HerdHittingAttack: The Guerrilla Strike, Strafing Run, and Artillery Barrage tactics damage all enemy units in a lane[[note]]unless they have the Flying or Stealth abilities[[/note]] for (respectively) 1, 2, and 3 HP. Neural Leech saps 1HP from every enemy in a lane, ignoring armor, and adds the total to your base's health. Bioagent HX does 3 damage to ''every'' unit on the field.



* ZergRush: This is essentially Hate.Bit's strategy, flooding the lanes with units, especially the weak-but-speedy Cosmo Wreckers who do bonus damage to your base. The Shadow Nerd uses a more focused version, deploying en masse in one lane until you start to push him back, at which point he simply starts deploying in some other lane.

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* ZergRush: ZergRush:
**
This is essentially Hate.Bit's strategy, flooding the lanes with units, especially the weak-but-speedy Cosmo Wreckers who do bonus damage to your base. The Shadow Nerd uses a more focused version, deploying en masse in one lane until you start to push him back, at which point he simply starts deploying in some other lane.lane.
** Mutates seem ''intended'' to be used this way; it's easy to build a deck of nothing but Mutates and deploy them indiscriminately.

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* HoistByHisOwnPetard: One way to beat Cytosinor is to use a Mutate-intensive deck much as he does; Cytosinor uses the Spore Burst card every turn to buff his mutates, but it affects ''all'' mutates on the field, his ''and'' yours.

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* HoistByHisOwnPetard: HoistByHisOwnPetard:
**
One way to beat Cytosinor is to use a Mutate-intensive deck much as he does; Cytosinor uses the Spore Burst card every turn to buff his mutates, but it affects ''all'' mutates on the field, his ''and'' yours.yours.
** Playing or buffing a single strong bio unit (such as Mutatro) can lead to this against Uracillon; sooner or later he'll either use Mind Control to steal the unit or create a copy with Generate Clone.

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* MobileShrubbery: The SMC Flanker is a soldier unit hiding behind a bush, wearing a headband with branches sticking out from it. It's ''very'' mobile, since it has [[SuperSpeed Double Time]].



* SuperSpeed: The Double-time ability, which makes a unit moves twice as many spaces. Hate.Bit's Cosmo Wreckers [[MyRulesAreNotYourRules seem to be faster than other units with the ability]], moving more than halfway across the battlefield in one turn. The Shadow Nerd update features a few Push units with Double Time, for when you want to gain ground fast.

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* SuperSpeed: The Double-time ability, which makes a unit moves twice as many spaces. Hate.Bit's Cosmo Wreckers [[MyRulesAreNotYourRules seem to be faster than other units with the ability]], moving more than halfway across the battlefield in one turn. The The Stardog and Shadow Nerd update features a few updates both added some cheap Push units with Double Time, for when you want to gain ground fast.

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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but dies instantly to any HerdHittingAttack tactic card.

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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but dies instantly to any (or takes dramatically increased damage from) HerdHittingAttack tactic card.cards.
* ActionBomb: Cards with Self-Destruct. They all have low health (one has 3 HP, the others have just 1) so they're designed to die as soon as they're damaged and devastate a large area when destroyed.



* AmbidextrousSprite: Some units have asymmetrical sprites that are flipped depending on which side deploys them. Used almost literally in the case of most human solider cards -- when not firing, they hold a gun in one hand and leave the other free for running. The gun-hand is the left if you deployed them, and the right if your enemy did.

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* AmbidextrousSprite: Some units have asymmetrical sprites that are flipped depending on which side deploys them. Used almost literally in the case of most many human solider cards -- when not firing, they hold a gun in one hand and leave the other free for running. The gun-hand is the left if you deployed them, and the right if your enemy did.



* ChestBlaster: The PoweredArmor and Alien MiniMecha units attack this way. The Can Opener, too; he has a ''massive'' cannon mounted on his chest.



* MakeMeWannaShout: The Mutate Shrieker attacks with an armor-piercing wail.



** TanksButNoTanks: The Tiamat Tank is a hovering saucer vehicle with a mortar gun. The Hydra Tank has treads, but no turret (instead: mortar guns). The Omega Tank and Longbow Panzer seem to have fixed guns. The Scorch Track ''does'' have a turret, but it gun is an anti-armor flamethrower.

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** TanksButNoTanks: The Tiamat Tank is a hovering saucer vehicle with a mortar gun.guns. The Hydra Tank has treads, but no turret (instead: mortar guns). The Omega Tank and Longbow Panzer seem to have fixed guns. The Scorch Track ''does'' have a turret, but it gun is an anti-armor flamethrower.



* TimeMaster: Uracillon, though in gameplay this is only reflected by the Reverse Time card.



* TheMedic: Cards with the "Bandage" ability, meaning they heal your soldier units that take damage during the opponent's turn. Most of them have some kind of medic or field hospital-related name to them. Cards with "Repairs" are the equivalent for vehicles, and "Mutate Feeder" cards for Mutates (though there aren't very many Mutate Feeder cards in the game). As it happens, healing cards tend to have low AP even if they're red Attack cards.

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* TheMedic: Cards with the "Bandage" ability, meaning they heal your soldier units that take damage during the opponent's turn. Most of them have some kind of medic or field hospital-related name to them. Cards with "Repairs" are the equivalent for vehicles, and "Mutate Feeder" cards for Mutates (though there aren't very many Mutate Feeder cards in the game). Mutates. As it happens, healing cards tend to have low AP even if they're red Attack cards.cards; Green healing cards usually have 0 AP.


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* TrapMaster: Traps, in the form of landmines and the Mutate Bioweapon and Space Dump cards, are used extensively by Cosblast.
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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but takes dramatically increased damage from any HerdHittingAttack tactic card.

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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but takes dramatically increased damage from dies instantly to any HerdHittingAttack tactic card.
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* AntiArmor: Vehicle Slayer is among the rarest abilities, granting extra damage against vehicles.

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* AntiArmor: The Can Opener, the only unit with the Vehicle Slayer is among the rarest abilities, granting extra ability, does bonus damage against vehicles.to vehicles
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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but dies instantly to any HerdHittingAttack tactic card.

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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but dies instantly to takes dramatically increased damage from any HerdHittingAttack tactic card.

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* AchillesHeel: Commander Shazzu is one of the scariest cards the Star Nerd can throw at you, but dies instantly to any HerdHittingAttack tactic card.



* CrypticBackgroundReference: Tyson Zan is said to be humanity's greatest hero but it's not explained what he did or how Hate.Bit got hold of him

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* CrypticBackgroundReference: Tyson Zan is said to be humanity's greatest hero hero, but it's not explained what he did or how Hate.Bit got hold of him



* FlyingSaucer: They make up a good portion of the vehicles. Believe it or not, they'e piloted by aliens! Some of the heavier ones only ''hover'', though, and don't even avoid damage from landmines. There's even a UFO Aductor card, which removes the weakest enemy unit from the lane[[note]]as long as it has under 5 HP[[/note]] upon being deployed.

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* FlyingSaucer: They make up a good portion of the vehicles.vehicles, and are mostly used by and won from Uracillon. Believe it or not, they'e piloted by aliens! Some of the heavier ones only ''hover'', though, and don't even avoid damage from landmines. There's even a UFO Aductor Abductor card, which removes the weakest enemy unit from the lane[[note]]as long as it has under 5 HP[[/note]] upon being deployed.deployed.



* HerdHittingAttack: The Guerrilla Strike, Strafing Run, and Artillery Barage tactics damage all enemy units in a lane[[note]]unless they have the Flying or Stealth abilities[[/note]] for (respectively) 1, 2, and 3 HP

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* HerdHittingAttack: The Guerrilla Strike, Strafing Run, and Artillery Barage Barrage tactics damage all enemy units in a lane[[note]]unless they have the Flying or Stealth abilities[[/note]] for (respectively) 1, 2, and 3 HPHP. Neural Leech saps 1HP from every enemy in a lane, ignoring armor, and adds the total to your base's health.


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* PowerNullifier: The Elecwave card wipes the abilities of all enemy units (except Flying), including turning Push units into Attack units.
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* HerdHittingAttack: The Guerrilla Strike, Strafing Run, and Artillery Barage tactics damage all enemy units in a lane[note]unless they have the Flying ability[/note] for (respectively) 1, 2, and 3 HP

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* HerdHittingAttack: The Guerrilla Strike, Strafing Run, and Artillery Barage tactics damage all enemy units in a lane[note]unless lane[[note]]unless they have the Flying ability[/note] or Stealth abilities[[/note]] for (respectively) 1, 2, and 3 HP

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Battles are conducted in the Calculords system. The playing field consists of three lanes where you can deploy your cards, each with 19 spaces in them--nine for you, nine for the opponent, and a single neutral square in the middle. Due to "space treachery", the AI always goes first. There are three card types: Offense units (red), which are typically the heavier hitters; Push units (green), which can push enemies back and away from your base (and into their own, destroying them), and Tactics (purple), which are one-offs that have numerous effects that disappear after use. All units have AP and HP--attack points and hit points. Various buffs, nerfs, and direct damage can alter any one of these traits, and when a unit loses all its HP, it disintegrates...into a slab of meat. To deploy a card, you have to match is numerical value. To do that, you punch in numbers generated at random in your Star Calculator. (though through whatever numbers you choose when building your deck). When you use all your numbers, you generate a Calculords Bonus, which gives you a fresh set of numbers to use the rest of the cards in your hand. And should you use all of them in a turn, you get a Star Nerd bonus, and get your hand refilled. Once you are satisfied with your turn, or can't deploy anything else, you tap "Fight!" and they charge forward four[[note]](Ten if they have Double-Time)[[/note]] steps. Upon contact with enemy units, the attackers shoot at the defenders, or at the base, if they're close enough. When a player's base HP reaches 0, they lose.

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Battles are conducted in the Calculords system. The playing field consists of three lanes where you can deploy your cards, each with 19 spaces in them--nine for you, nine for the opponent, and a single neutral square in the middle. Due to "space treachery", the AI always goes first. There are three card types: Offense units (red), which are typically the heavier hitters; Push units (green), which can push enemies back and away from your base (and into their own, destroying them), and Tactics (purple), which are one-offs that have numerous effects that disappear after use. All units have AP and HP--attack points and hit points. Various buffs, nerfs, and direct damage can alter any one of these traits, and when a unit loses all its HP, it disintegrates...into a slab of meat. To deploy a card, you have to match is numerical value. To do that, you punch in numbers generated at random in your Star Calculator. (though through whatever numbers you choose when building your deck). When you use all your numbers, you generate a Calculords Bonus, which gives you a fresh set of numbers to use the rest of the cards in your hand. And should you use all of them in a turn, you get a Star Nerd bonus, and get your hand refilled. Once you are satisfied with your turn, or can't deploy anything else, you tap "Fight!" and they charge forward four[[note]](Ten four[[note]](Eight if they have Double-Time)[[/note]] steps. Upon contact with enemy units, the attackers shoot at the defenders, or at the base, if they're close enough. When a player's base HP reaches 0, they lose.



* {{BFG}}: Shadow Krak is a two-space unit; her gun takes up one of the spaces
* BigEater: The Hungry Blob, which gains HP whenever an enemy is killed in its lane (and when you deploy units behind it). Its attacking animation seems to be lunging at enemies to take a bite out of them.



* HerdHittingAttack: The Guerrilla Strike, Strafing Run, and Artillery Barage tactics damage all enemy units in a lane[note]unless they have the Flying ability[/note] for (respectively) 1, 2, and 3 HP



* SplashDamage: Units with the Splash ability deal a little damage to units (or the enemy base) within three spaces behind their target. Many Push cards with Splash have 0 starting AP, so this is their only means of attack without buffs. Splash damage is largely neutralized by either armor or flying units

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* SplashDamage: Units with the Splash ability deal a little damage to units (or the enemy base) within three spaces behind their target. Many Push cards with Splash have 0 starting AP, so this is their only means of attack they don't do any direct damage without buffs. Splash damage is largely neutralized by either armor or flying unitsunits.



** The Bizarro Blok card used by and winnable from the Shadow Nerd. Bizarro Blok has the highest starting HP of any card in the game, 2 Armor, and a bonus to his Pushing, but just 2 AP.

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** The Bizarro Blok card used by and winnable from the Shadow Nerd. Bizarro Blok has is tied for the highest starting HP of any card in the game, has 2 Armor, Armor and a bonus to his Pushing, but just claims only 2 AP.



* TakingYouWithMe: The Self-destruct ability. It's easy to get HoistByHisOwnPetard with these, because when they blow up they do big damage to units within two spaces of them, forward ''and'' back. These explosions can also damage your own base if they're close enough.

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* TakingYouWithMe: The Self-destruct ability. It's easy to get HoistByHisOwnPetard with these, because when they blow up they do big damage to units within two spaces of them, forward ''and'' back. These explosions can also damage your own base if they're close enough. HATE.BIT invites you to come close as he dies so he can "try explode on you."


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* TheEngineer: Cards with the Fortify ability heal your base once per turn.
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* TheGreys: All of the aliens depicted in the game (not counting Mutates), including Cytosinor and Uracillon. Skin color varies, but they're rail-thin and have large ovoid heads with big black eyes.

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Battles are conducted in the Calculords system. The playing field consists of three lanes where you can deploy your cards, each with 19 spaces in them--nine for you, nine for the opponent, and a single neutral square in the middle. Due to "space treachery", the AI always goes first. There are three card types: Offense units (red), which are typically the heavier hitters; Push units (green), which can push enemies back and away from your base (and into their own, destroying them), and Tactics (purple), which are one-offs that have numerous effects that disappear after use. All units have AP and HP--attack points and hit points. Various buffs, nerfs, and direct damage can alter any one of these traits, and when a unit loses all its HP, it disintegrates...into a slab of meat. To deploy a card, you have to match is numerical value. To do that, you punch in numbers generated at random in your Star Calculator. (though through whatever numbers you choose when building your deck). When you use all your numbers, you generate a Calculords Bonus, which gives you a fresh set of numbers to use the rest of the cards in your hand. And should you use all of them in a turn, you get a Star Nerd bonus, and get your hand refilled. Once you are satisfied with your turn, or can't deploy anything else, you tap "Fight!" and they charge forward four[[note]](Eight if they have Double-Time)[[/note]] steps. Upon contact with enemy units, the attackers shoot at the defenders, or at the base, if they're close enough. When a player's base HP reaches 0, they lose.

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Battles are conducted in the Calculords system. The playing field consists of three lanes where you can deploy your cards, each with 19 spaces in them--nine for you, nine for the opponent, and a single neutral square in the middle. Due to "space treachery", the AI always goes first. There are three card types: Offense units (red), which are typically the heavier hitters; Push units (green), which can push enemies back and away from your base (and into their own, destroying them), and Tactics (purple), which are one-offs that have numerous effects that disappear after use. All units have AP and HP--attack points and hit points. Various buffs, nerfs, and direct damage can alter any one of these traits, and when a unit loses all its HP, it disintegrates...into a slab of meat. To deploy a card, you have to match is numerical value. To do that, you punch in numbers generated at random in your Star Calculator. (though through whatever numbers you choose when building your deck). When you use all your numbers, you generate a Calculords Bonus, which gives you a fresh set of numbers to use the rest of the cards in your hand. And should you use all of them in a turn, you get a Star Nerd bonus, and get your hand refilled. Once you are satisfied with your turn, or can't deploy anything else, you tap "Fight!" and they charge forward four[[note]](Eight four[[note]](Ten if they have Double-Time)[[/note]] steps. Upon contact with enemy units, the attackers shoot at the defenders, or at the base, if they're close enough. When a player's base HP reaches 0, they lose.


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* FlyingSaucer: They make up a good portion of the vehicles. Believe it or not, they'e piloted by aliens! Some of the heavier ones only ''hover'', though, and don't even avoid damage from landmines. There's even a UFO Aductor card, which removes the weakest enemy unit from the lane[[note]]as long as it has under 5 HP[[/note]] upon being deployed.


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* JetPack: There are a few Soldier units with the Flying ability, and this is how. Johnny Starborn seems to have more of a JumpJetPack.


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* MiniMecha: Some of the vehicles are soldiers in tall robot suits. Almost all are alien, excepting only the Tinker Walker.


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* PoweredArmor: A small subset of the Soldier unit type, represented by the Aegis Suit and the Pow Suit.


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* TankGoodness: Most of the heavy vehicles are tanks, including the heavily-armored, high-HP Defensor [=Mk2=] and the speedy, hard-hitting Skirmish Tank. Stardog's vehicles are tiny, so she fields Microtanks, which are cheap and have no special abilities.
** TanksButNoTanks: The Tiamat Tank is a hovering saucer vehicle with a mortar gun. The Hydra Tank has treads, but no turret (instead: mortar guns). The Omega Tank and Longbow Panzer seem to have fixed guns. The Scorch Track ''does'' have a turret, but it gun is an anti-armor flamethrower.
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* ZergRush: This is essentially Hate.Bit's strategy, flooding the lanes with units, especially the weak-but-speedy Cosmo Wreckers who do bonus damage to your base.

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* ZergRush: This is essentially Hate.Bit's strategy, flooding the lanes with units, especially the weak-but-speedy Cosmo Wreckers who do bonus damage to your base. The Shadow Nerd uses a more focused version, deploying en masse in one lane until you start to push him back, at which point he simply starts deploying in some other lane.

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* AntiArmor: The Vehicle Slayer is among the rarest abilities, granting extra damage against vehicles.

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* AntiArmor: The Vehicle Slayer is among the rarest abilities, granting extra damage against vehicles.



* CrypticBackgroundReference: Tyson Zan is said to be humanity's greatest hero but it's not explained what he did or how Hate.Bit got hold of him



** The Shadow Nerd update introduced warped versions of the enemy commanders as playable units; Shadow Krak has a staggering 10 AP but just ''1'' HP, plus Self Destruct and Double Time.

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** The Shadow Nerd update introduced warped versions of the enemy commanders as playable units; Shadow Krak has a staggering 10 AP (the highest starting AP of any card other than potentially Mutatro and/or Commander Shazzu) but just ''1'' HP, plus Self Destruct and Double Time.



* MadBomber: Card-wise, any creature who has the Self-destruct ability, which makes them explode and deal AOE damage when destroyed. Character-wise, it's Cpl. Krak -- in her middle lane she almost exclusively plays Section Eighters, low-HP squad units with Self-Destruct.

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* MadBomber: Card-wise, any creature who has the Self-destruct ability, which makes them explode and deal AOE damage when destroyed. Character-wise, it's Cpl. Krak -- in her middle lane she almost exclusively plays Section Eighters, low-HP squad units with Self-Destruct. Naturally the Shadow Krak card has low HP and Self-Destruct.



* StoneWall: Sgt. Blok. He hates Attack units, so his deck is mostly Push cards. Though they largely have poor Attack Power, they tend to be armored and Blok has a lot of support and Tactics cards that buff them. He's very much vulnerable to being outmuscled by the same tactics - assembling a line of push units and putting armored ones out front keeps his low-attack units from gaining ground.

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* StoneWall: StoneWall:
**
Sgt. Blok. He hates Attack units, so his deck is mostly Push cards. Though they largely have poor Attack Power, they tend to be armored and Blok has a lot of support and Tactics cards that buff them. He's very much vulnerable to being outmuscled by the same tactics - assembling a line of push units and putting armored ones out front keeps his low-attack units from gaining ground.ground.
** The Bizarro Blok card used by and winnable from the Shadow Nerd. Bizarro Blok has the highest starting HP of any card in the game, 2 Armor, and a bonus to his Pushing, but just 2 AP.



* SuperSpeed: The Double-time ability, which makes a unit moves twice as many spaces. Hate.Bit's Cosmo Wreckers [[MyRulesAreNotYourRules seem to be faster than other units with the ability]], moving more than halfway across the battlefield in one turn.

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* SuperSpeed: The Double-time ability, which makes a unit moves twice as many spaces. Hate.Bit's Cosmo Wreckers [[MyRulesAreNotYourRules seem to be faster than other units with the ability]], moving more than halfway across the battlefield in one turn. The Shadow Nerd update features a few Push units with Double Time, for when you want to gain ground fast.



* ThemeNaming: Almost every Mutate card has a name that either starts with "Mutate" (ex.: Mutate Prince, Mutate Shrieker, Mutate Swarm) or ends in "-oid" (ex.: Energoid, Rockoid, Serpoid). The exceptions are the grubs with the Implant ability, Hungry Blob, and the zombies and tarbeasts used by Stardog. And if you want to be technical, Mutatro.

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* ThemeNaming: Almost every Mutate card has a name that either starts with "Mutate" (ex.: Mutate Prince, Mutate Shrieker, Mutate Swarm) or ends in "-oid" (ex.: Energoid, Rockoid, Serpoid). The exceptions are the grubs with the Implant ability, Hungry Blob, and the zombies and tarbeasts used by Stardog.Stardog, and the Shambling Cytosinor used by the Shadow Nerd. And if you want to be technical, Mutatro.



* TheTurretMaster: Turrets are introduced in the Shadow Nerd update as immobile "Structure" units.

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* TheTurretMaster: Turrets are introduced in the Shadow Nerd update as immobile "Structure" units. The Shadow Nerd uses them to block lanes, as they can't be pushed back unless their abilities are wiped.



* WarmUpBoss: Fancybot is... ''not'' hard to beat. He doesn't have the worst cards, but never deploys many at once and skips a turn every now and then. Your first battle with him is essentially a field test of what you learned in the tutorial, and defeating him again afterwards (for his cards, one would hope) only gets easier and easier. He gets ''concerned'' if you don't beat him quickly enough, and even indirectly insults you over it.
** Stardog, after the update that introduced her. She puts up more of a fight than Fancybot, but that's really not saying much -- her cards are really cheap and weak for the most part. Apparently it was felt that throwing you right into the actually-challenging commanders after Happybot was unfair.

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* WarmUpBoss: WarmUpBoss:
**
Fancybot is... ''not'' hard to beat. He doesn't have the worst cards, but never deploys many at once and skips a turn every now and then. Your first battle with him is essentially a field test of what you learned in the tutorial, and defeating him again afterwards (for his cards, one would hope) only gets easier and easier. He gets ''concerned'' if you don't beat him quickly enough, and even indirectly insults you over it.
** Stardog, after the update that introduced her. She puts up more of a fight than Fancybot, but that's really not saying much -- her cards are really cheap and weak for the most part. Apparently it was felt that throwing you right into the actually-challenging commanders after Happybot was unfair.


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* ZergRush: This is essentially Hate.Bit's strategy, flooding the lanes with units, especially the weak-but-speedy Cosmo Wreckers who do bonus damage to your base.
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* TheTurretMaster: Turrets are introduced in the Shadow Nerd update as immobile "Structure" units.

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* GlassCannon: Cpl. Krak and Cytosinor's decks and strategies are all about this. Their units typically have high Attack Power, low HP, and no armor, and in both cases they'll try to just walk right over you. Cytosinor ''does'' buff his units every turn, though. As with Sgt. Blok below, they're both vulnerable to being beaten at their own game.

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* GlassCannon: GlassCannon:
**
Cpl. Krak and Cytosinor's decks and strategies are all about this. Their units typically have high Attack Power, low HP, and no armor, and in both cases they'll try to just walk right over you. Cytosinor ''does'' buff his units every turn, though. As with Sgt. Blok below, they're both vulnerable to being beaten at their own game.


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** The Shadow Nerd update introduced warped versions of the enemy commanders as playable units; Shadow Krak has a staggering 10 AP but just ''1'' HP, plus Self Destruct and Double Time.

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