For those of you who haven’t been following the game in detail, this new dTCG which is currently on Kickstarter has several unique element/mechanics when compared to the other dTCG. One of which is rather than standard 5 color + no color usually i.e. 6 element/colors/shards approach, it have twice the number i.e. 12 colors. There are several people on the official forum asking about more detail in how they differ, and some even raised a concern will they be enough difference among the colors? I had no doubt there would be as there are many deck types you can make for dTCG. Some would say there are 16 core deck types in Magic, so you can at least have 16 strategically different decks. In any event, we now have a detailed explanation of each of the colors by the Chromancer developer on the official site.
Rune: Sapling / Buck Symbol
Aspect: Material, Good, Direct
Heal (creature can activate to restore life to an ally)
Scouting (creature can inspect the opponent’s decks)
Evolve (creature becomes more powerful when cycled)
Green is the color of nature and natural powers. Green magic specializes in healing, regrowth and regeneration. Green is the color that rules many wild creatures and is the primary color of elves also. Green magic tends to have a strong affinity for forests, and can spawn and protect them.
Green is a defensive color that can also be relatively fast with small creatures, and it heals well. It can build somewhat over time as it hordes creatures or evolves them, and it can outstrip the opponent by spawning many forests. However, green is weak in direct damage and manipulation of the opponent’s assets. Green’s strategy will not be to stop the opponent, but rather to mitigate his damage by healing and defensive attributes, and then to gradually overpower him with swarms.
Elements: Poison, Acid
Rune: Potion Bottle / Overturned Chalice
Aspect: Material, Evil, Direct
Poison (poison reduces a foe’s life turn by turn)
Scavenger (creature can steal income from an opposing field)
Mug (creatures can gang up to deal extra damage)
Yellow is the color of poison and acid, and it governs all sorts of vile creatures. The strawhides — goblins, orcs, ogres and trolls — are the most common spawn of yellow magic, and they are just as destructive to an opponent’s resources as they are to opposing creatures. Hills and swamps are common hangouts, but strawhides are so dispersed and so common they have made homes in every type of terrain.
Yellow is not an efficient color, being blunt and offensive. It has medium swarms of creatures and medium weaponry, and its spells are not convincing. However, yellow is extremely effective at eroding the opponent’s strength, bringing him down to such weakness as to take advantage and overpower him once frail.
Elements: Metal, Magnetism
Rune: Iron Ingots / Giant Fist
Aspect: Material, Neutral, Direct
Penetrate (creature’s attacks bypass shields)
Overrun (creature deals carryover damage after defeating a foe)
Equipment Mastery (creature can use equipment of all colors)
Gray is the color of metal and technology. Dwarves and giants are ruled by gray magic and are without equal in physical prowess. Gray is also the color with the strongest affinity for battle equipment, from powerful swords to impenetrable shields, and a gray wizard can even tap the power of magnetism to deflect and redirect spells. Gray creatures often hail from the mountains although it is not a hard and fast rule.
For all their strength, gray creatures’ affinity for material renders them notriously expensive. However, the dwarves are known for their uncanny ability to exploit resources and terrain to generate incredible riches. Count on this color to build gradually, but to dominate direct conflict in battle, and to have utterly superior access to armor and weapons, and immense, powerful structures. Gray magic can sometimes manipulate opponent’s spells, but it is lacking in its own arsenal of magic. Some gray creatures can also divest a considerable amount of energy instead of performing another action, so a gray chromancer can use them as an alternate revenue source and worry less about maintaining a Bank; this is important because gray creatures can also often be rebuilt when destroyed in battle, for a cost.
Elements: Aether, Magic
Rune: Mirror / Severance of Physical Bonds
Aspect: Spectral, Neutral, Indirect
Teleport (creature can move to any space using only 1 movement)
Voidwalker (creature takes no damage from the Void)
Spell Mastery (creature can use spells of all colors)
Purple is the color of aether and the essence of magic. Powerful magi are the minions of the purple chromancer, and many of the fae and gnomes as well. Purple’s affinity for spellcasting enables its minions access to more spells than usual, and also makes them more effective at casting spells overall. Additionally, those who can travel the aetherial planes can transport themselves almost instantly, anywhere, with little effort. However, those who favor purple do so at the expense of battle prowess: mages are known neither for their strength of arms nor for their battle skill.
The best strategy for a purple chromancer is to strike from a distance, never letting the opponent near. With superior positional control and the ability to evade and even reflect magic, as long as purple minions stay away from the enemy they will have the upper hand. Purple will prefer a control game, disabling the opponent from setting up his strategy and ignoring any battle strength he might build up. Not letting up is critical: purple minions stand no chance in direct confrontation with opponents.
Rune: Flames / Growth Symbol
Aspect: Spectral, Evil, Direct
Attacker (creature deals extra damage when attacking)
Destroyer (creature deals extra damage to structures)
Anger (creature gains power whenever damaged)
Red is the color of fury and passion, fire and flames. Perhaps the most straightforward color, red’s essence is relentless aggression, sometimes at the cost of self control. Demons are wrought of red fire, and red’s fury is also known to orcs and giants. Powerfully destructive spells and rapacious creatures bent on malevolence are packed in a red chromancer’s arsenal. As the battle grows long, red creatures and spells only get stronger, feeding off of each other. However, red has no means — and no interest — in defending or healing. It would rather sacrifice itself, in some cases, to cause ever more havoc and harm. In some cases, deserts serve the red wizard well, as they intensify the aggression of fiery spells, but forests are also popular as wood serves so well to fuel red blasts.
A red chromancer must remain on the offensive, and will beat his opponents by destroying all that he can. Luckily, red chomancers come well equipped, with powerful damage spells to wipe out foes and structures alike, and some of the most destructive creatures ever known to Prisme. Red is fast and furious, but can get in serious trouble if the opponent can resist the initial onslaught because it has no staying power unless it is always in attack mode.
Elements: Water, Ice
Rune: Waves / Forestallment Symbol
Aspect: Material, Good, Indirect
Freeze (prevent foe from moving or attacking)
Pin (creature’s attacks cannot be dodged)
Adaptation (when creature takes damage it becomes resistant to that color of damage)
Blue is the color of water and ice, of mountain storms and vast oceans alike. The creatures of the sea, the merfolk, and lizardkin are all aligned with blue, and they share a penchant for neutralizing and gradually overwhelming foes rather than immediate assault. Nonetheless blue is not without battle prowess: in particular the merfolk are powerful fighters; and ice magic is known for effective damage spells, too. Blue can also swarm the opponent with creatures if given the chance, as they are deadly in great numbers.
A neutral color, chromancers who favor blue magic will be well balanced, between offense, defense, healing and resource management. Versatility might come at the expense of dominance in any one category, or so it might seem. If left unchecked, blue can outlast most opponents because it is efficient and balanced … and only gets harder to beat as time goes by. Blue has a natural affinity for waterfronts, can spawn and spread them, and gets more powerful the more it controls.
Elements: Earth, Stone
Rune: Rockbed / Citadel
Aspect: Material, Neutral, Indirect
Push (creature can move opponents)
Guardian (structures behind creature cannot be targeted by attacks while it is present)
Stone Form (inactive state of creatures from which they emerge with max life)
Brown is the color of earth and stone. The minions of brown include the dolm — ancient rock-men — and other beings attached to the earth, such as gorgons and sauria. Dwarves and troglodytes also have an affinity for earth magic, of course. Brown magic has the greatest control over land and buildings, and superior means of self-defense. While brown minions are exceedingly slow, they are also immensely difficult to take down in a fight; but they have a corresponding weakness against magic. Many field types serve well for the brown wizard, but especially swamp and desert.
A brown chromancer will have the most success at stalling his opponent. While brown creatures are slow, they are extremely durable, and they lend that durability to their master’s structures and strongholds. Further, brown magic can slow the opponent to its own pace, and put up barriers and blocks when the opponent gets too fiesty. Brown chromancers will be able to pad their Castles to such an extent, they will be virtually invulnerable.
Rune: Wind / Divination Symbol
Aspect: Spectral, Neutral, Direct
Flight (creature does not take damage from non-flying defenders)
Double Strike (creature deals each of its attacks twice)
Quest (search deck for a given card)
Cyan is the color of air, mist, winds and storms. Its minions are as fast and furious as the wind, and as unassailable too. Cyan magic also embodies the spirit of questing and magical perception. Creatures ruled by cyan are as capricious as one would expect: all kinds of fae and genie are elements of the wind, and also the many tribes of hawk-men. Though wind-swept mountaintops are sometimes preferred, most often cyan minions will happily go wherever the wind might take them.
A cyan chromancer can benefit from the speed and relative immunity of cyan magicks, and can further protect his minions with spells of deflection and remoteness. But just as cyan creatures shun most others, cyan does not combine well with other colors naturally … it will take a skilled chromancer to do so.
Elements: Shadow, Unholy
Rune: Shadows Below Horizon / Fangs
Aspect: Spectral, Evil, Indirect
Invisible (creature or location cannot be seen by opponent)
Pilfer (steal equipment from opposing creatures)
Evasion (activate to ignore effects of a spell or feat)
Black is the color of shadows, dark rituals, stealth and sleight. Devils are the prime minions of black, but many other creatures share a black persuasion, such as vampires, goblins, kobolds and djinn. Black minions are subtle and sometimes vicious, but rarely direct, often preferring to ambush an opponent or outright to steal an opponent’s assets instead of producing one’s own.
Black chromancers deal in trickery and sleight as their minions. Experts at taking the opponent’s assets and at surprise attacks, black nonetheless has relatively weak creatures when it comes to battle, and does not benefit from many direct damage spells. Further, black does not produce income well as it is so bent on taking that of others … but it is difficult indeed to prevent! Black magic also excels in illusionism and misdirection, forcing opponents into false assumptions and mimicking other colors to bypass defenses or deal extra damage.
Elements: Light, Holy
Rune: Ankh / Rising Sun
Aspect: Spectral, Good, Indirect
Halo (creature is immune the turn it enters play)
Awe (weaker creatures can’t use spells or feats)
Truesight (creature can see invisible foes, traps, etc)
White is the color of light and holiness. The mighty angels are the primary minions of white, and elves also share a white allegiance. Powerful healing and even resurrection is possible with white magic, as well as all forms of purification and protection. The minions of white invoke the providence of their gods for immunity in battle, and occasionally bring down the wrath of the heavens on their foes. While capable on any battlefield, cities where believers live in peace, and untainted forests’ depths serve well for white armies.
White chromancy is an act of patience and strategy, as inevitably not many creatures will see the battlefield. But those who do are unparalleled in their power, and are even sometimes invincible. If white can survive long enough to bring out an angelic host, it can wreak merciless havoc on its opponent’s structures; but overall it serves best as a defender and protector of others, as is its nature. Some white creatures also pay for themselves over time with their penitence, relieving a chromancer of his need for preserving income in a Bank.
Elements: Death, Blood
Rune: Crossbones / Execution Symbol
Aspect: Material, Evil, Indirect
Undeath (creature can emerge directly into play from Graveyard)
Malison (when creature is killed its killer takes direct damage)
Terror (weaker creatures can’t attack)
Crimson is the color of death, the netherworld, and magic to control the blood. Its minions are the terrifying undead, ghosts and vampires. Trolls also have an affinity for crimson. Crimson magic centers on death and is multiplied in power the more death it can create around it. Vicious crimson wizards use this to their advantage, often finding ways to inflict mass murder on their own troops in order to feed the undead. Barren deserts, bereft of life, are a common homestead for undead armies, but also dark swamps where unspeakable rituals take place.
Crimson chromancers should have no modesty about killing everything they can. Self-destruction is one of their means of attack, and foes often find themselves helping a crimson army’s cause the more they topple structures and slay creatures. Crimson is very slow to start and most of its minions are misleadingly weak … but they never stay dead for very long, and sooner or later they might turn into an unstoppable horde. Crimson chromancers will want to favor their Graveyard over other structures, as so many of their creatures will emerge directly from the Graveyard, and do so more reliably than from the Castle … and some will even draw power from the all of the minions still stuck in the Graveyard, for that matter.
Elements: Energy, Electricity
Rune: Lightning Bolt / Connectivity Symbol
Aspect: Spectral, Good, Direct
Initiative (creature deals damage before opponent in battle)
Disintegrate (if creature is destroyed by disintegration, it leaves play permanently instead of going to the Graveyard)
Evanescent (creature leaves play permanently when destroyed instead of going to the Graveyard)
Pink is the color of energy, spirits and electricity; it governs the lifespark and the verve that makes creatures “go.” Pink minions are few and far between because they tend to wink out of existence altogether once their brief time is up, but they are powerful indeed. Most pink minions are spirits and ghosts. The incredible speed of these creatures is second to none, and they strike hard and often. Further, pink magic is of the most destructive and merciless sort known … and it rarely even leaves a corpse, vaporizing altogether those unlucky enough to be targeted.
Pink chromancers will live and die by haste. Either they will dispatch the opponent before he can react, or they will run themselves into oblivion faster than they expected. Since pink creatures and spells rarely travel to the Graveyard when destroyed, there is little need for a pink chromancer to worry about maintaining one. In fact some pink creatures are slowed by the attachment to the physical, and will only get more powerful the fewer structures their owner controls. On the other hand, their power will often wane as the number of active spirits thins. Any color that relies on material benefits for victory had better be wary of pink … though it may not fare as well against the more magically oriented colors. And, unfortunately, because creatures with access to pink spells are so few and far between, it is also a difficult color to combine with others.