Wario Kard: Difference between revisions

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Revision as of 05:46, August 31, 2018

This article is under construction. Therefore, please excuse its informal appearance while it is being worked on. We hope to have it completed as soon as possible.

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Wario Kard is an unlockable minigame in WarioWare Gold that is unlocked after collecting all souvenirs from the capsule machine. It is located in the Arcade menu.

Overview

The objective of this minigame is to defeat enemies in a using a deck of 10 cards that are drawn through shufflers with an attack mechanism based on rock-paper-scissors.

  • As with standard rock-paper-scissor rules, rock beats scissors, paper beats rock, and scissors beat paper. It is a draw in the case of rock against rock, paper against paper, and scissors against scissors.

Defeating enemies give a reward of coins and sometimes a free shuffler draw.

Enemy Selection

The amount of attempts a player has to defeat an enemy is indicated by the "(number)x left" under the small enemy portrait on the lower screen. Most enemies have 3 attempts. Some enemies have 5, and one rare enemy, Pile of Gold, has 1. In most cases, if the player is unable to defeat an enemy in one attempt, the damage gets carried over towards the remaining attempts. Some enemies' HP is restored back to maximum between attempts. If the player is unable to defeat the enemy within the given attempts, the enemy may be removed from the list and reappear later in the playthrough.

The player is free to choose whichever enemy they decide to fight. All enemies appear in a predetermined order with the following exceptions:

  • The reappearance of enemies that the player was unable to defeat in the current playthrough.
  • The rare enemy, Pile of Gold, can appear before of the next enemy appears. Pile of Gold can appear more than once in a playthrough after defeat. Pile of Gold's level does not increase in its multiple appearances within the same playthrough. Once the last monster (Friendless Beast) appears in the list, no new enemies appear until every other enemy is defeated.

Deck

Once an enemy is chosen, the player can choose from 4 decks to use in battle. Each deck must contain 10 cards, and can be edited by the player manually, or automatically made with the Auto function. Every card in a deck is assigned either rock (red), paper (yellow), or scissors (blue), and given a rank (A, B, or C). Cards unusable due to restrictions by the enemy are grayed out with a red border and slash through the middle.

Garlic

Garlic is spent after choosing a deck for each attempt against enemies in Wario Kard. The player starts with the maximum amount of 3 garlic. It takes 5 minutes to refill one garlic. Once the player spends all of their garlic, the player may choose to spend 500 coins to challenge an enemy as the player waits for the next garlic to be refilled.

Battle

Deal

The player is dealt 3 cards to choose to attack the enemy with. Some enemies may reduce the number of cards drawn down to 2. The player is given one redeal per round, replacing cards with a new set of cards from the remaining cards from the deck. Cards replaced during a redeal are discarded and will not reappear later in the round.

Attack

Every card has a Power Level, as indicated by a number next to a red sword icon. This serves as the base damage against the enemy. Every turn, an enemy will have either rock, paper, or scissors displayed, which will affect the base damage of a card.

  • Winning deals double (x2) damage, losing deals half (x0.5) damage (rounded down), and draw deals normal (x1) damage.

Despite the enemy using rock-paper-scissors themselves, the enemy does not attack the player in any form.

Point Value

The player is given 10 points every round. The point cost on a card is indicated as a number on a yellow hexagon. Points are used to play cards to attack, as well as a penalty for not playing a card within the time limit. Some enemies may double points spent, ending the round quicker than usual. The round will end if the player is unable to defeat an enemy after using up 10 points, or if there is insufficient points for any further attacks with the player's redraw used up.

Timer

The player has a timer that decreases before choosing an attack. The amount of time added by a card is indicated as a number next to a cyan clock icon. The total amount of time a player can have depends on the total timer value from each card in a player's deck. The player must choose an attack before the timer reaches 0. The player loses 1 point (2, if double points spent) every time the timer decreases to 0. The timer resets after choosing any attack. A redraw does not replenish the timer. Some enemies may reduce the timer by half, or change the timer to a fixed amount of time each turn.

Pair Attack

A Pair Attack can be done if two characters in a player's hand are partners, regardless of rank. A glowing yellow border will appear on cards that can perform a Pair Attack.

  • If there are two cards of the same partner of different ranks , the player must choose one of the two cards to use for Pair attack.
    • For example: Kat and Ana are partners. A player has Kat (Rank A), Ana (Rank B), and Ana (Rank C) in the player's hand. When the player chooses to use a Pair Attack, the player must choose to use Ana (Rank B) or Ana (Rank C) to complete the Pair Attack. Every partner card have the same point cost as its counterpart, regardless of rank. The point cost for a Pair Attack is equal to one card of either pair.

Special Attack

A Special Attack is an additional x2 multiplier that can activate just before an attack. The chance of a Special attack can increase based on a card's SP, as indicated on a card as a number next to a yellow star. The SP of a card is increased by drawing duplicates of the same card from the shuffler. The maximum SP for each card is 50. Some enemies may prevent Special Attacks from happening.

Damage Calculation

This is the order in how damage is calculated during an attack:

  • Step 1: Power level of a single card or combined power levels of a Pair Attack
  • Step 2: Power level limit restriction, if applicable (any attack that exceeds the limit is reduced down to the limit)
  • Step 3: Win / Lose / Draw multiplier (x2 / x0.5 / x1)
  • Step 4: Special Attack, if activated (x2 multiplier)
  • Step 5: Ignore damage restriction, if applicable (either the damage being below a certain threshold or not winning rock-paper-scissors)

Chance Attack

If the player is unable to defeat an enemy by the end of an attempt, but manages to reduce the enemy's HP down to an amount of 10% or less, there will be a wheel with "Success!" (in red) and "Failure!" (in gray) that the player will stop to determine whether or not the Chance Attack will be a success. If the wheel stops on "Success!", the enemy's remaining HP drains to 0, granting a victory. If the wheel stops on "Failure!", the current attempt will end as a loss. The size of "Success!" and "Failure!" depends on how much HP is remaining. The lower the enemy's HP, the greater the chance for a "Success!"

Experience Points

Regardless of victory or defeat, all cards in the player's deck after a battle receive experience points. Earning enough experience points will level up a card, increasing its power level. A rank receives +15 per level, B rank receives +10 per level, C rank receives +5 per level. All cards start at level 1, and the maximum level is 20, therefore the maximum cumulative power level increase is 285, 190 and 95 for A Rank, B Rank, and C Rank, respectively.

Rewards

If the player manages to defeat an enemy on the first attempt, the player receives the full coin reward. However, if the player is unable to defeat an enemy on the first attempt, but defeats it on a subsequent attempt, the player receives half of the coin reward. Some enemies give one free rare Shuffler draw upon defeat. This is indicated by the blue card icon with two yellow sparkles.

Completion

Once all enemies are defeated, the list of enemies are reset back to the beginning, except with the difficulty increased, as indicated by number of skull icons. Level 2 enemies have x1.5 the HP of Level 1 enemies and Level 3 enemies have x2 the HP of Level 1 enemies. Enemies stay at Level 3 on the fourth and future playthroughs. Enemy rewards remain the same between levels.

List of Wario Kard enemies

Enemy Description Number of Tries Level 1 HP Level 2 HP Level 3 HP Coin Reward Shuffler (R)?
Tiny Ninja (Arrow Space) Uses only rock. 3 400 600 800 1000 No
Chomp the Turtle (Munch a Bunch) Uses only rock. 3 500 750 1000 1000 No
Baby Handerson (Butterfingers) Uses only scissors. 3 400 600 800 1000 No
Mr. Schnozz (Gold Digger) Uses only scissors. 3 500 750 1000 1000 No
Shop Teacher (Nail Call) Uses only paper. 3 400 600 800 1000 No
Pyoro (Super Pyoro) Uses only paper. 3 500 750 1000 1000 No
Egg (Fragile!) Uses only rock or scissors. 3 560 840 1120 1200 No
Astronaut Family (Mars Jars) Uses only rock or paper. 3 560 840 1120 1200 No
Baby Face Uses only scissors or paper. 3 560 840 1120 1200 No
Door to Nowhere (Crazy Cars) No extra details. 3 800 1200 1600 1600 Yes
Tweezy (Up for Grabs) Often uses rock. 3 560 840 1120 1400 No
Chicken Bug (Chicken Pinch) Often uses scissors. 3 560 840 1120 1400 No
Baroness Drip (Nighttime Allergies) Often uses paper. 3 560 840 1120 1400 No
Earmuff Gal (Fashion Plate) Often uses scissors or rock. 3 720 1080 1440 1600 No
Chatty Kathy (Local News) Often uses rock or paper. 3 720 1080 1440 1600 No
Handerson's Mom (Peak-a-boo-boo) Often uses paper or scissors. 3 720 1080 1440 1600 No
Haute Model (Walk This Way) On first move, uses only rock. 3 860 1290 1720 1700 No
Stray Cat (Kitty Cover) On first move, uses only scissors. 3 860 1290 1720 1700 No
Noisy Nuisance (Sleepy Head) On first move, uses only paper. 3 860 1290 1720 1700 No
Mr. Dentist (Tooth Trouble) No extra details. 3 1020 1530 2040 2000 Yes
Phantom Foodie (Spirit Spot) Double points spent. Uses only scissors. 3 780 1170 1560 1800 No
Son of Schnozz (Gold Digger) Double points spent. Uses only paper. 3 780 1170 1560 1800 No
King of Jam (Getcha Groove On) Reduces your hand to two cards. Often uses rock. 3 930 1395 1860 1900 No
Dude in Undies Reduces your hand to two cards. Often uses scissors. 3 930 1395 1860 1900 No
Tiger Cub (Kitty Cover) Reduces your hand to two cards. Often uses paper. 3 930 1395 1860 1900 No
Clever Pup (Burning Sensation) Prevents nonhuman cards from being used. 3 1110 1665 2220 2000 No
Shades (Cutting It Close) Prevents human cards from being used. 3 1280 1920 2560 2000 No
Tigronic v.1 (Manic Mechanic) Attacks ignored if you don't win rock-paper-scissors. Often uses paper. 3 1510 2265 3020 3000 Yes
Tigronic v.2 (Manic Mechanic) Attacks ignored if you don't win rock-paper-scissors. Often uses rock. 3 1510 2265 3020 3000 Yes
Tigronic v.3 (Manic Mechanic) Attacks ignored if you don't win rock-paper-scissors. Often uses scissors. 3 1510 2265 3020 3000 Yes
Distant Darling (Love Tester) Prevents Special Attacks. Always uses rock on second move. 3 1100 1650 2200 2400 No
Long-Lost Love (Love Tester) Prevents Special Attacks. Always uses scissors on second move. 3 1100 1650 2200 2400 No
Block Buster (Crack Down) Prevents Special Attacks. Always uses paper on second move. 3 1100 1650 2200 2400 No
Squibbly Eggplant (Dungeon Dilemma) Always uses the same move for first three rounds. Recovers fully after battle. 3 520 780 1040 2700 No
Snack Sucker Always uses the same move for first three rounds. Recovers fully after battle. 3 540 810 1080 2700 No
T.P. (Clog It) Always uses the same move for first three rounds. Recovers fully after battle. 3 560 840 1120 2700 No
Brown Nose Bear (Foiled Again!) Reduces time by half. Prevents nonhuman cards from being used. 3 1280 1920 2560 3000 No
Bobby Pitts (Oh, Snap!) Reduces time by half. Prevents human cards from being used. 3 1310 1920 2620 3000 No
Cave Man Reduces your hand to two cards. 5 2400 3600 4800 3200 No
Mewtroid Attacks ignored if you don't win rock-paper-scissors. 5 2800 4200 5600 4000 Yes
Handerson (Right in the Eye) Attacks of less than 60 damage are ignored. Uses only rock. 3 1600 2400 3200 2800 No
Turbo Doll (Heavy Lifting) Attacks of less than 60 damage are ignored. Uses only scissors. 3 1600 2400 3200 2800 No
Shadowy Samurai (Stab in the Dark ) Attacks of less than 60 damage are ignored. Uses only paper. 3 1600 2400 3200 2800 No
Rhythm Ninja (Sure, You Can) Attacks of less than 60 damage are ignored. Uses only rock or paper. 3 1480 2220 2960 3000 No
Part-Time Sumo (Heat Wave) Attacks of less than 60 damage are ignored. Uses only rock or scissors. 3 1480 2220 2960 3000 No
Squidian C (Strength in Numbers) Allows use of only C-Rank Cards. Often uses paper. 5 1520 2280 3040 3500 No
Shroom C Allows use of only C-Rank Cards. Often uses rock or scissors. 5 1520 2280 3040 3600 No
Random Raccoon (Sync or Sink) On first turn, uses only rock. 3 2100 3150 4200 4400 No
Odd Duck (Paddle Parade) On first turn, uses only scissors. 3 2100 3150 4200 4400 No
Clownkeeper (Goal in One) On first turn, uses only paper. 3 2100 3150 4200 4400 Yes
Soggy Cat (Off-line) Reduces any power status of more than 50 to 50. Always uses the same set of moves for the first three turns. 3 1000 1500 2000 3000 No
Gate to Beyond Reduces any power status of more than 50 to 50. Always uses the same set of moves for the first three turns. 3 1000 1500 2000 3000 No
Interviewee (Going Up) Prevents use of A-Rank cards. Reduces timer by half. 3 1740 2010 3480 3200 No
CEO (Going Up) Prevents use of A-Rank cards. Reduces your hand to two cards. 3 1810 2715 3620 3600 No
Wunderkind (Going Up) Prevents use of A-Rank cards. Doubles points spent. 3 1930 2895 3860 3900 No
Toby (Crescent Roll) Alternates between rock and paper attacks. 3 2400 3600 4800 3600 No
Menta (Crescent Roll) Alternated between paper and scissors attacks. 3 2400 3600 4800 3600 No
Head Chef (Top Notch) Alternated between scissors and rock attacks. 3 2400 3600 4800 3600 No
Bill Tanbuff (Pumped Poser) Attacks of less than 120 damage are ignored. Often uses scissors. 3 2780 4170 5560 4600 No
Iris Dryer (Dry Eye) Attacks of less than 120 damage are ignored. Often uses scissors. 3 980 1470 1960 5000 Yes
Mischievous Moon (Crescent Roll) Reduces any power status of more than 40 to 40. Often uses rock. 3 1010 1515 2020 3860 No
Eggplant Knight (Dungeon Dilemma) Reduces any power status of more than 40 to 40. Often uses paper. 3 1080 1620 2160 3860 No
Goalie Blockman (Body Block) Recovers fully after battle. Alternates between rock, scissors, and paper attacks. 3 850 1275 1700 4200 No
Rodney Snips (Sloppy Salon) Countdown changes to three seconds no matter what. On first turn, uses only rock. 3 2640 3960 5280 4800 No
Nintenman (Classic Clash) Countdown changes to three seconds no matter what. 3 2710 4065 5420 5200 No
Viridescian (Tearful Reunion) Attacks ignored if you don't win rock-paper-scissors. On first move, uses only scissors. 3 2900 4350 5800 5600 No
Vermalian (Tearful Reunion) Attacks ignored if you don't win rock-paper-scissors. On first move, uses only paper. 3 2900 4350 5800 5600 No
Man in Leotard No extra details. 3 2300 3450 4600 6000 No
Stan Firm (Extreme Patty-Cake) Reduces your hand to two cards. Prevents use of A-Rank cards. 3 2500 3750 5000 6400 No
Eggplant King (Dungeon Dilemma) Reduces your hand to two cards. Prevents use of A-Rank cards. 5 3800 5900 7600 7200 Yes
Fizeetah (Crypto Zoo) Reduces your hand to two cards. Prevents use of human cards. Attacks ignored if you don't win rock-paper-scissors. 3 2900 4350 5800 7600 No
Evil Oinker Reduces your hand to two cards. Prevents use of nonhuman cards. Attacks ignored if you don't win rock-paper-scissors. 3 2900 4350 5800 7600 No
Mr. Schnozz's Dad (Nose Dive) Often uses paper. Prevents Special Attacks. 3 3500 5250 7000 9000 No
Tiganormous X (Manic Mechanic) Often uses scissors. Prevents Special Attacks. 3 3500 5250 7000 9000 No
T.P. Tube (Clog It) Often uses rock. Prevents Special Attacks. 3 3500 5250 7000 9000 No
Lee Kasoop (Punch Out) Cycles through the same three moves. Attacks of less than 100 damage are ignored. 3 4000 6000 8000 16000 Yes
Fun Gus (Punch Out) Cycles through the same three moves. Attacks of less than 150 damage are ignored. 3 4300 6450 8600 18000 Yes
Gaz Puncho (Punch Out) Cycles through the same three moves. Attacks of less than 200 damage are ignored. 3 4600 6900 9200 20000 Yes
Rufus (Monster Chase) Recovers fully after battle. 5 3200 4800 6400 40000 Yes
Friendless Beast (RAAAARRRRGGGHH) Attacks ignored if you don't win rock-paper-scissors. Time is reduced by half. 3 8000 12000 16000 40000 Yes
Pile of Gold (Safecracker) Recovers fully after battle. Worth a lot of coins. 1 1000 1500 2000 20000 No