Talk:Playing Manual/@comment-5423547-20120820031559/@comment-5230871-20120820082302

1) Yes, There are 5 'clans' and each clan is 1 colour (similar to Magic: The Gathering). As stated above there is Blue, Black, Green, White and Red. Mixing clans is A-OK (I myself have a Blue/Black deck) The only problem with mixing colours is the same with Magic, you need to 'sleep' at LEAST 1 of the same colour to play the card (ie. I want to play a White card with a cost of 5, I 'sleep' 1 White and 4 Red to pay the cost). This means you need to be wise when creating a deck as you need to balance the colours as well as abilities.

2) Simple breakdown:

Red = Dealing Damage.

Red's main focus is on dealing damage to an opponent's ZX with cards that have "When this card is played, select 1 ZX in a normal square and deal 3000 damage to it.".

Green = Resource

Green is about resource gathering, many units have abilities that give it a boost if you have a more than a certain amount of cards in resource as well as cards that upon being 'killed' by another ZX are placed into the resource instead of the charge zone.

Black = Destruction

Black focuses mainly on shooting others ZX, although there is a small faction which seem to like putting more cards into the charge zone...

White = Power Up

White seems to be the opposite of Red. While Red deal damage, White likes to pump its units up usually with a "+3000 until the end of the turn" effects.

Blue = Bounce/Draw

Blue is a little hard to pin down, Blue seems to excel in both returning your cards from the field to your hand whilst at the same time drawing more cards. There are a few that bounce the opponent's cards but still follow the same bounce format.