
Card Guild
Guild Card Possession and Trading Regulations
Guild Card Possession
- Each guild is entitled to have only one person holding the guild card
Trading Schedule
- Guild card exchanges and trades can only be conducted on Mondays and Thursdays
- Allowed hours: 08:00 - 23:58
Restrictions During Stories
- Card trading is prohibited during conversations or active storylines
Card Return Upon Guild Dissolution
- When a guild is dissolved, members must return guild cards within 2 days
- Failure to comply will result in punishment according to regulations
Penalty: At the discretion of HIGH AGENT and the STAFF ADMIN team
[ All Staff Admin decisions are final ]
Card Exchange System
Supported Card Sets:
- Set 1: Dismiss | Bypass
- Set 2: Optimize | Complaint
Exchange Conditions:
- Exchange rate: 2 cards for 1 card
- Fee: 20,000 per card (for both intra-guild and inter-guild trades)
- Location: Prime Minister's Office
- Business hours: Mondays and Thursdays, 08:00 - 23:58
Card Set Exchange Service
Exchange Conditions:
- Cards required: 2 cards from your possession
- Fee: 50,000 per set
- Location: Prime Minister's Office
- Business hours: Mondays and Thursdays, 08:00 - 23:58
Note : All exchanges must be conducted during guild business hours only
The King
The most powerful card in the game. Excellent for controlling and dominating the game, but rare due to low appearance rate.
Force or order a designated guild to play a storyline or with a player unconditionally (except the card user's own guild)
Damage value not exceeding 2M / Equal number of players on both sides
+ Requires 2 cards to activate
- Loses to Queen Card
- Cannot be bought, sold, or traded
The Queen
A versatile card that adapts well to many situations. However, appearance rate is low.
Force or order a designated guild to not have any disputes with your guild or another guild for 5 days
+ Requires 2 cards to activate
- Loses to King Card
- Cannot be bought, sold, or traded
Dismiss
Used to remove unwanted cards or effects. Good for clearing the field to gain advantage, but using it at the wrong time may cost you opportunities.
Cancel the status of other cards that have been announced, against yourself or the opponent
(Cannot be used to cancel King Card / Queen Card)
- Loses to another Dismiss Card
- Maximum 4 cards per storyline
+ Can be bought, sold, and traded
Bypass
The ability to skip or exempt certain opponent actions, giving you advantage in certain situations. But using it at the wrong time will cost other opportunities.
Can postpone or deflect a storyline once (with 7-day Protect)
(Cannot be used to cancel King Card / Queen Card)
- Loses to Dismiss Card
- Maximum 4 cards per storyline
+ Can be bought, sold, and traded
Increased Duration
Extends the duration of another card or effect, producing better long-term results. But sometimes may not work as expected.
Used to increase duration of postponement time / number of storyline days
/ by no more than 1 day
- Loses to Decreased Duration Card / Dismiss Card
- Maximum 2 cards per storyline
+ Can be bought, sold, and traded
Decreased Duration
Reduces the duration of opponent's effects, reducing their short-term capabilities to regain advantage. However, may not be able to reduce all effects.
Used to "reduce" duration — reduces postponement time / number of storyline days /
by no more than 1 day
- Loses to Increased Duration Card / Dismiss Card
- Maximum 2 cards per storyline
+ Can be bought, sold, and traded
Nightmare
Creates situations that put the opponent in a difficult position. May change the game in your desired direction, but risks exist if the opponent can handle it.
Used to "unlock" various special conditions in storyline play — 1 time, 1 level, or 1 item in negotiation
+ Unlock robbery anywhere: requires 2 cards
+ Reduce Police Solution by 1 level: requires 2 cards
+ Reduce opponent's guns by 1: requires 1 card
+ Reduce opponent's members by 1: requires 1 card
- Loses to Dismiss Card
- Maximum 4 cards per storyline
- Cannot be bought, sold, or traded
War gains +
Increases combat capability or scores in combat situations. Suitable for aggressive play styles.
Used to "increase" damage value such as war spoils / number of fights / number of wraps /
or type of storyline play — choose one (value increase not exceeding 2 units)
EX. War spoils from 1M to 3M / from 5 fights to 7 fights / wraps from 20 to 22, etc.
- Loses to Decreased Value Card / Dismiss Card
- Maximum 3 cards per storyline
+ Can be bought, sold, and traded
War gains -
Reduces opponent's combat capabilities, putting them at a disadvantage. But if there's no combat in the game, it may go unused.
Used to "reduce" damage value such as war spoils / number of fights / number of wraps /
or type of storyline play — choose one (value reduction not exceeding 2 units)
EX. War spoils from 5M to 3M / from 7 fights to 5 fights / wraps from 22 to 20, etc.
- Loses to Increased Value Card / Dismiss Card
- Maximum 3 cards per storyline
+ Can be bought, sold, and traded
Optimize
A card used to optimize resources or characters in the game, enabling efficient use of available resources.
Can negotiate to determine the members who will participate in a storyline (if the other side plays an Optimize card in response, it cancels the status instead)
Minimum members to play a storyline can be set to 10 people. EX. From 30v30, use card to set 10v10, etc. This does not select specific opponent members — it only determines the number of players.
[Cannot add or remove people during an active or announced storyline — use before announcement or during storyline negotiation only]
- Loses to Dismiss Card / Optimize Card
+ Can be bought, sold, and traded
Complaint
Creates problems or restrictions for the opponent, forcing them to adjust plans or deal with obstacles. May not work if the opponent has a counter card.
Can submit a house challenge request once (cannot be blocked by Dismiss Card)
- Loses to Resident Card
+ Can be bought, sold, and traded
Resident
A card related to building long-term stability. Suitable for gameplay requiring longevity.
Can deflect a house challenge storyline once (with 7-day House Protect)
(Cannot be blocked by Dismiss Card)
- Loses to Complaint Card
+ Can be bought, sold, and traded
Order
A card that creates order or controls the game through regulations, making the game clearer and easier to plan.
Can bring people in or out "without paying exit fees" or waiting for business days, or during an active storyline
(Before official announcement / or before the first fight after an announcement)
EX. Before storyline announcement, during storyline negotiation, or when you know you're about to be targeted, the card can be used
/ or use before the first fight after a storyline has been announced. E.g., if first fight is announced at 20:30,
it can be used before 20:00 — must be 30 minutes before the first storyline fight.
[1 card per 1 person. EX. Bring in 1 card, bring out 1 card. During storyline: if no storyline, bring out 1 card to cover all costs]
+ 2 of this card can be broken down into 1 random card capsule
- Cannot be bought, sold, or traded
Protection
A card used to protect from attacks or damage, keeping you safe during critical times.
Can be activated to receive 7-day Protect from Agent
(Cannot be used again while already having Protect)
+ Guilds can use once per month
+ 2 of this card can be broken down into 1 random card capsule
- Cannot be bought, sold, or traded
Benefits
Provides immediate benefits such as increased resources or points. Suitable for gaining early-game advantages.
Can receive guild welfare once with no conditions
+ 2 of this card can be broken down into 1 random card capsule
- Cannot be bought, sold, or traded
