MIGHTYMON

ENDS IN

Terminology

What Means What?

Here's a quick rundown of the terms that relate to our game. We use these quite a bit!

Ether is our version of "Energy" in the card game, and more like "magic" in our lore

Environments are similar to "Stadium" cards

Maps are what we call our board peices

Tamers are similar to "Trainer" or "Sorceries" where these cards give you a boost during your turn, in the lore Tamers are anyone who collects and trains Mightymon and any race or job class can be a Tamer

Calling Classes are the separation of the types of professions people of our world fall into (Rangers, Paladins, Knights, Wizards)

Affecter Status Tokens are our version of "Affect Coins" or "Affect Tokens"

Quests are what we call the Board Game Boxes

Battle Packs are what we call the TCG/Card Game Boxes

Chiefs are the ones in charge of Dojos, where Tamers train their Mightymon, and there are 12 of them in each kingdom

Domiyos are the unofficial "leaders" of each kingdom, and it takes someone beating all 60 Cheifs to become a Domiyo, there are 5 total

Shogun are the main champions of all the lands, they have beaten not only all 60 Chiefs, but also the 5 Domiyo to claim their title

Headmasters are those who teach others about Mightymon, and are also the ones who introduce kids to their first Mightymon

Races

Who Are The people?

Here is the list of different races of Astradia:

- Humans
- Hobgoblins
- Lycan
- Vampires
- Fae
- Anunnaki
- Elves

Classes

What Are "Calling Classes"?

Calling Classes are the areas of study that anyone can choose to follow once they turn 13. Each calling class has three subclasses that you must graduate before being able to get to the next class level. 

There is a large celebration for each new group of children who get to choose which calling class, if any, they wish to pursue. This is also the time that children get to pair with their very own Mightymon, usually one that their Headmaster has picked for them based on their personailty traits. 

The Calling Classes are:

Rangers
This calling class specializes in speed, and can give Tamers a speed boost when battling with their Mightymon.

Rangers Start at Scout, Move to Explorer, and End at Ranger.

Paladins
This calling class specializes in defense, and can give Tamers a defense boost with their Mightymon.

Paladins Start at Monk, Move to Cleric, and End at Paladin.

Knights
This calling class specializes in attacks, and can give Tamers an attack boost with their Mightymon.

 Knights Start at Fighter, Move to Warrior, and End at Knight.

Wizards
This calling class specializes in Ether, and can give Tamers an Ether boost with their Mightymon.

Wizards Start at Mage, Move to Druid, and End at Wizard. 

Ether

What Is "Ether"?

Ether is our version of "energy" when it comes to the card game and more like "magic" in our lore. We have 9 types of Ether, and each type has unique attributes associated to it.

Our Ether are:
- Electric
- Water
- Fire
- Plant
- Wind
- Earth
- Cosmic
- Mystic

Card Types

Cards That Make Up Our Game

Card Types:
Mightymon are Creature cards, or cards that feature a specific Mightymon

Tamer Cards consist of:
- Items Single use cards that provide a benefit to the player or attached Mightymon
- Tools which attach directly to a Mightymon and are continuous use, typically for the duration of the Mightymon’s life
- Environment Cards are ones that change the battlefield conditions and affect both players.

Ether Cards are what allows Mightymon to attack

Action cards are cards typically activated during an opponents turn, very similar to "trap cards", where certain conditions must be met for the player to use the card, and the card stays in the players hand during gameplay

Fate cards are cards that DO NOT come in packs, and are for the board game ONLY - These cards are drawn when rolling the dice and landing on the "Fate" side of the die - check out How To Play to know more

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