Eye of Judgement Manual

Views 4 Likes Comments Comment
Like if this guide is helpful

Manual (Eye of Judgement Cards)

BY 'EOJ CARDS' (EBAY SHOP)

 

DESCRIPTION

Through use of an included "9 Fields" table mat featuring a 3x3 rectangular grid, and special trading cards encoded with Cyber Code, players conquer a playfield by employing various creatures and spells, taking turns playing cards of their choice strategically on the mat, and performing actions through gestures that are captured through the PlayStation Eye camera. This is mounted on a special stand (also included with the game). The first player to occupy five spaces (more than half the field) wins the match.

On each turn, players can either Cast a spell, change a creatures orientation, attack with a creature or summon a creature. The cards are divided into two main classes: creature cards and spell cards. When a creature card is placed face-up on the grid, the creature is "summoned", and displayed perched on top of the field. Creatures have different offensive and defensive levels depending on their orientation on the field, and are more vulnerable to attacks from different blind spots. During an attack, the view switches from the field view to a "battle mode", in which the two battling creatures are shown battling. Spell cards can be used to attack other creatures, or cause an effect on a space.

Each of the nine fields, as well as most cards, are categorized by one of five elements. The elements are fire, water, earth, wood, and Biolith.  Fire and water are opposing elements, as are earth and wood. Creatures played on a field that corresponds to their element, such as a fire creature on a fire field, get an automatic bonus of +2 points to their hit points, making them significantly tougher to kill. Creatures played on a field of their opposite element automatically lose 2 hit points, giving them a serious disadvantage.  In fact, if a creature with 2 hit points or less is played on its opposite element, it immediately dies. Biolith cards are neutral, and gain no bonus or penalty to life by being placed on any field. Each of the nine fields has a second element associated with it. This element is partially revealed on the edge of the field. That second element becomes active when certain cards cause the field to be "flipped". The original element then becomes inactive. It is not uncommon for the second element to be the original element's opposite.

Most actions in the game cost "mana". This includes summoning creatures, casting spells, attacking, and rotating a friendly creature that is in play. At the beginning of each player's turn, they gain 2 points of mana. If a creature is killed, it is moved to the discard pile and its owner gains 1 point of mana. There are other cards in the game that allow a player to gain mana in various ways.

There are 110 original cards however as from 27 March 2008, there will be a further 100 cards published.  Players choose a deck of 30 cards to play with in the game.  Some cards have limits to the amount that can be in your deck and some do not.

CARD DETAILS

====================
Starter Deck
====================

2x Bewitching Elf Archeress
1x Biolith Battle Chariot
2x Elven Berserker Maiden
1x Flame Magus
1x Giant Axe Dwarf
2x Hellfire Spitter
1x Sciondar Fire God
2x Se Hollyn Fortress
1x Stone Wing Dwarf
1x Taurus Monolith
1x Triceptaur Behemoth
2x Tritonan Ice Guard
2x Twin Goblins
2x Venoan Assassin
2x Verzar Foot Soldier
1x White Cubic
2x Beguiling Fog
1x Fissures of Goghlie
2x Healing Shower
1x Parmetic Holy Feast

====================
Biolith Scourge Theme Deck
====================

2x Behemoth Groundbreaker
2x Biolith Battle Chariot
2x Biolith Bomber
1x Flame Magus
2x Freedonian Wanderer
2x Imperial Biolith Guard
2x Leapfrog Bandit
1x Monk Elder of Okunada
2x Morning Star Warrior
1x Novogus Catapult
1x Ouroboros Dragon
1x Samurai Nagirashu
2x Skeleton Soldier
1x Taurus Monolith
2x Tritonan Ice Guard
1x Goghlie Altar
2x Healing Shower
1x Seer Vizak's Calamity
2x Summoner Mesmer's Errand

====================
Earth Emperor Theme Deck
====================

2x Aluhja Priestess
1x Arelai the Protector
2x Flame Magus
2x Giant Axe Dwarf
1x Great Minos of Sciondar
1x Imperial Biolith Guard
2x Novogus Catapult
1x Partmole Fire Oracle
2x Partmole Flame Lizard
1x Se Hollyn Fortress
2x Stone Wing Dwarf
2x Tritonan Harpoonsman
2x Verzar Canine
2x Verzar Foot Soldier
2x Beguiling Fog
1x Fissures of Goghlie
2x Fist of Verzar
2x Summoner Mesmer's Errand

====================
Fire Crusader Theme Deck
====================

2x Bewitching Elf Archeress
1x Didi the Enlightened
2x Flame Ascetic
2x Flame Magus
2x Freedonian Wanderer
2x Hellfire Spitter
1x Lesser Gravenoa
1x Morning Star Warrior
2x Novogus Catapult
1x Novogus Golem
1x Partmole Flame Guard
1x Partmole Flame Lizard
1x Skeleton Soldier
2x Twin Goblins
2x Verzar Foot Soldier
2x Clare Wil's Banner
1x Fissures of Goghlie
2x Healing Shower
2x Sciondar Inferno

====================
Water Barrage Theme Deck
====================

2x Aluhja Priestess
1x Biolith Bomber
2x Cloud Runner
1x Elven Berserker Maiden
1x Juno Tree Haunt
1x Mercenary Savior Latoo
2x Monk Elder of Okunada
2x Skeleton Soldier
2x Sleeptrap
2x Stone Wing Dwarf
1x Tentacles of Possession
2x Tritonan Harpoonsman
2x Tritonan Ice Guard
2x Venoan Assassin
1x Fissures of Goghlie
2x Healing Shower
2x Ice Flood of Okunada
2x Summoner Mesmer's Errand

====================
Wood Swarm Theme Deck
====================

2x Bewitching Elf Archeress
1x Biolith Battle Chariot
1x Cloud Runner
1x Edin the Persecuted
1x Elven Rider
2x Freedonian Wanderer
2x Hellfire Spitter
2x Leapfrog Bandit
2x Monk Elder of Okunada
2x Samurai Nagirashu
2x Sleeptrap
2x Tritonan Harpoonsman
2x Twin Goblins
1x Venoan Assassin
2x Beguiling Fog
1x Fissures of Goghlie
2x Healing Shower
2x Wrathful Winds of Juno

PHANTOM CARDS

Phantom cards are unique in the Eye of Judgement as they have no details of the cards written on them.  Alot of people when the game was first released thought these cards were misprints, however this is not the case.  There details are only revealed once you put them under the Playstation Eye.  Here is a list of the details of them cards, one for each element.

No. 015. Warden Hilda
Betrayer
Phantom
Attribute: Fire
Attack Range: front
Counter: front
Blind Spot: rear
Summon: 3, Activation: 2, HP: 4, Attack: 2+
Limit: 1 per all races per deck. Warden Hilda adds 1 to her Attack if
the target creature is a Fire creature. While on a non-Fire field, Hilda
gains Possession of all enemies on Fire fields.

No. 033. Siam, Traitor of the Seas (WATER)
Betrayer
Phantom
Attribute: Water
Attack Range: front
Counter: front
Blind Spot: rear
Summon: 3, Activation: 2, HP: 4, Attack: 2+
Limit: 1 per all races per deck. Siam attacks the same target twice. The
counterattack of the target creature occurs after second attack. Siam adds 1 to
his Attack if the target creature is a Water creature. All enemies on Water
fields subtract 1 from their attack.

No. 051. Blackhood Dwarf Vulitra (EARTH)
Betrayer
Phantom
Attribute: Earth
Attack Range: 2 front
Counter: front
Blind Spot: rear
Summon: 3, Activation: 2, HP: 4, Attack: 2+
Limit: 1 per all races per deck. Vulitra adds 1 to his Attack if at
least one target creature is an Earth creature. If Vulitra is
destroyed on a non-Earth field, your opponent must discard cards
equal to the number of Earth fields.

No. 086. Inquisitor Koog (WOOD)
Betrayer
Phantom
Attribute: Wood
Attack Range: front/left/right
Counter: front/left/right
Blind Spot: rear
Summon: 3, Activation: 2, HP: 3, Attack: 2+
Limit: 1 per all races per deck. Inquisitor Koog adds 1 to his
Attack if the target creature is a Wood creature. If Inquisitor
Koog is destroyed, you gain additional mana equal to the number
of enemies.

No. 086. Wormak, Biolith Heir (BIOLITH)
Betrayer
Phantom
Attribute: Biolith
Attack Range: All
Counter: None
Blind Spot: rear
Summon: 4, Activation: 2, HP: 4, Attack: 2+
Limit: 1 per all races per deck. Magic Attack. If the target is
an enemy Biolith, Wormak’s Attack is equal to 2 plus the number
of non-Biolith creatures on the board. Gain 1 mana each time
an enemy is summoned.

GLOSSARY OF TERMS USED IN EYE OF JUDGEMENT

This is a list of terms used in the Eye of Judgment and an explanation of these terms (both in SET.1 and SET.2)

Board
The board is the area of the Play Mat that consists of nine fields and is where battles take place.

Cast
The act of using a spell.

Creature
A character that is summoned when a Creature Card is placed on a field. All creatures fall into one of the following element categories: Fire, Water, Earth, Wood, Biolith or “Neutral.”

Deck
The 30 cards to be used during battle. A deck can consist of Creature Cards and Spell Cards and can be assembled according to strategy or preference.

Decoy
Distracts affected enemy creatures so they can only attack target creatures with Decoy.

Dodge
A creature with Dodge avoids all damage from physical attacks half the time. A creature may have more that one Dodge attempt — only one needs to succeed to negate all damage.

Draw
The act of taking a card from the deck.

Element
An element is one of five attributes that categorize either a creature or a field. The five elements are Fire, Water, Earth, Wood and Biolith. A field’s element affects the Hit Points of a creature that is summoned on to it, for example an Earth Field will naturally favor an Earth Creature. Biolith Fields have no affect on any creature’s Hit Points and Biolith Creatures are not affected by any particular Field element.

Field
There are nine fields on the board and each field is essentially a square of land. When a creature is summoned onto a field, the field becomes the summoning player’s own territory.

Fieldmorph
Changes a target field to the same element as the creature occupying it.

Fieldquake
A magical effect that results in a field tile being flipped over to its reverse side.

Fortress
A Fortress cannot attack. It may counterattack, if able to do so.

Graveyard
Discarded cards are placed in the Graveyard, as well as Creatures trashed from the board, and cast Spell Cards. Cards in the Graveyard are viewable by the opponent.

Half the Time
Certain cards refer to events that happen half the time. Before starting the game, you should agree on how to resolve these events. This can be done by flipping a coin, rolling a die, playing ‘Rock, Papers, Scissors’, or any other method with a 50/50 probability. You should define one outcome as a ‘win’ and the other as a ‘lose’ or the affected player.

Hand
A set of Game Cards in a player’s possession at any one time.

Incarnation
Incarnation is a form of summoning. A creature with Incarnation may be brought onto the board on top of an existing allied creature of the same element. You must sacrifice the allied creature on the board to summon the new creature onto that field, paying the difference between the Summoning Cost of the new creature and that of the sacrificed creature.

Intercept
Deals direct damage (half the time) to newly summoned enemy creatures.

Invisibility
When a creature gains Invisibility it avoids all damage from physical and magical attacks all the time.

Invocation
Allows you to incarnate a creature onto another creature of the same element or race.

Library
The deck of 30 cards that you draw from throughout the game. Shuffled and placed face down at the start of the game.

Magic Attack
Unless otherwise stated on the card, a Magic Attack targets 1 enemy creature of your choice. Magic Attacks cannot be counter-attacked and are not affected by Dodge attempts or Protection.

Magic Protection
Prevents damage from a magic attack.

Mana
Mana is a form of energy that is required to play a Game Card. Mana is gained at the start of a turn and mana reserves must first be built up so that more powerful Game Cards can be played.

Mana Return
Allows you to bring your recently defeated creatures back to your hand for one Mana.

Mulligan
The act of replacing your cards if you are not content with your opening hand. In this case, you return all 5 cards to the deck, reshuffle, and draw another hand of 5 cards. This may only be carried out once at the beginning of a battle.

Owner
The owner of the card stays the same throughout the battle.

Perfect Dodge
A creature with Perfect Dodge avoids all damage from physical attacks all the time.

Phase
A set of action steps within a turn. During the same turn, a player cannot go back a phase.

Possession
When you gain Possession of an enemy creature you can activate it in your Phase 2 as if it were one of your own creatures. The possessed creature cannot be activated by its original owner. Creatures that are possessed upon summoning do not carry out their initial attack. A possessed creature cannot be activated on the turn it is possessed. Creatures with the power of Possession may themselves be possessed.

Protection
When a creature has Protection, the damage from a physical attack is reduced by the amount of that protection. For example, Protection +2 would reduce an Attack of 4 to an Attack of 2. In the case of a creature that attacks more than once, each attack is reduced by the amount of the Protection.

Quickness
A creature with Quickness counterattacks before the attack of a creature without Quickness. Attacking a creature with Quickness can be dangerous — if the counterattack destroys the attacking creature, it is destroyed and does not attack at all. If both attacker and target have Quickness, the attacker attacks first as normal.

Resurrection
If a creature with Resurrection is destroyed and you hold a duplicate in your hand, you many summon the duplicate to the previously occupied field by spending one mana.

Sacrificed
If a creature is sacrificed, its card is taken from a field and put into the player’s graveyard. The creature’s owner does not receive mana for losing the creature (see Destroyed).

Spell
The effect of magic that appears with the use of a Spell Card. The four major types of spell are “Ritual”, “Conjuration”, “Dominion”, and “Sorcery.”

Summoning Lock
When four or more creatures have been summoned onto the board, the summoning lock will be unlocked and the summoning restriction will be lifted. A creature with Summoning Lock can always be summoned to a field of it's own element.

Trash
The act of discarding a Creature Card to the graveyard. A Creature Card is trashed when the HP falls to zero in battle. The owner of a Creature Card whose Hit Points falls to zero during battle gains one point of mana.

Turn
A turn is a set of actions taken by a player, such as casting a spell or summoning a creature. Battles are fought between two players taking alternate turns.

THANKYOU

David McGill

(EOJ CARDS)






Have something to share, create your own guide... Write a guide
Explore more guides