Compatibility
Minecraft: Java Edition
Links
Tags
Creators
Details
To display cards normally, you need to download Optifine or CIT Resewn!
It is also recommended to install the RP Renames
Card names
resource packs work by renaming the paper to a specific name, so here are all the names of the cards
Anems:
acp Finnic
acp Fennech
acp Snow
acp Aisu
acp Barcool
acp Los
acp Dredo
acp Marquiz
acp Fireleo
acp Waterime
acp Aquaime
acp Hydrime
acp Prizmox
acp Illusox
acp Dragolite
acp Dragomax
acp Firedrag
acp Aquadrag
Actions:
acp Attack
acp Strenght
acp Firegun
acp Ring of fire
acp Watergun
acp Flood
acp Nettle
acp Thickets
acp Vine
acp Freeze
acp Ice wall
acp Beam
acp Bubble
About anems
Anems is a simple card game with multiplayer options. The game features several cards with anems and their actions, which are distributed by type
About game
Basic
all cards are divided into 2 parts, namely: information about the card and statistics

at the top we can find out: the anem's appearance, its name and type
Below we see the anem's statistics, namely:
- maximum health
- defense
- level required for evolution
- speed
Below are shown the attacks, as well as their level that anem can use
Types
There are currently 6 types in the game, all of them are presented below

from left to right: Normal Type, Fire Type, Grass Type, Water Type, Ice Type, Magic Type
each type has one against which it is effective, ineffective and useless
effective:
Water -> Fire
Fire -> Ice
Fire -> Grass
Ice -> Grass
Grass -> Water
Magical -> Normal
ineffective:
Grass -> Fire
Water -> Grass
Normal -> Fire
unless:
Normal -> Magic
Ice -> Fire
Fire -> Water
Actions
Outwardly, action cards are similar to anem cards. The scope, name and type are shown at the top, while at the bottom there are three scales that correspond to the three levels if the scale looks like a health scale, this is the damage that the anem inflicts on the enemy if the scale looks like a protection scale, then the person using the card is given an amount of protection that corresponds to his level
Evolution
Finnic -> Fennech
Marquis -> Fireleo
Snow -> Aisu
Barcool -> Aisu
Los -> Dredo
Watertime -> Aquaim -> Hydraim
Prizmox -> Illusox
Dragolite -> Dragomax
Dragolite -> Aquadrag (in aquatic environment)
Dragolite -> Firedrag (in a fiery environment)
!*&@#)@ -> ALL
Rules of the game
Classic:
Players must have: A deck of 3 attacks for 1 anem (not taking into account different stages of evolution, for example: Fennech, Aisu, Dredo) it is desirable to have the same number of anems as the enemy (without taking into account the stages of evolution) There must be at least 1 anem card
There is a playing field that represents a miniature location; it is necessary to install frames (invisible if possible) in the areas where the player can move. Field can be of different sizes, but it is desirable that the two opposite sides are odd. Players choose sides and start from the center of their side the field can also be designed for different types, this can affect some evolutions (for now only Dragolite), if this design is not there, then the anem evolves at the request of the owner (meaning that the owner himself chooses who his anem evolves into)
in 1 turn, players can move to any adjacent cell (simply moving the card to the desired cell), as well as attack 1 time
the effects of some attacks may remain for the duration of the field of use
- Fire ring - remains for 1 turn around the anem that used it, the enemy's anem can enter the cell with an attack action, but will receive the damage indicated on the card. Exception: water anems, entering a fire ring cell they will not receive damage
- Ice wall - remains for 2 turns in the place where the attack was used, the enemy's anem cannot enter the cell with the attack effect. If he was already on this square, then he moves back one square. Exception: fire anemas, when entering a cell with an ice darkness, the attack action is reset
- Thickets - remain for 5 turns in the place where the attack was used, the enemy’s anem cannot enter the cell with the attack effect. If he was already on this square, then he moves back one square. Exception: fire anemata, when entering a cell with thickets, the attack action is reset to zero
- Flood - remains for 4 turns in the place where the attack was used, the enemy’s anem takes damage
- Nettle - remains for 5 turns in the place where the attack was used, the enemy's anem can enter the cell with the attack action, but will receive the damage indicated on the card. Exception: fire anems, when entering a cell with nettles, the attack action is reset to zero
for convenience, cells can be marked in any way convenient for you
also some attacks impose a status on the enemy (only 1 so far)
Freeze - the enemy cannot move for 1 turn. The exception is genic anemas, freezing does not work on them
if a player wants to change an anem, he simply changes the anem card to another (but this should not be the evolution of an anem. Exception: the anem with which they want to replace the current one has already evolved in this game) also, when replacing an anem, a player can change only 1 attack card
If an anem runs out of health, he is eliminated and can no longer participate in this game
The player who loses is the one whose all anems have completely lost their health; for convenience, health can be marked in any convenient way
Mini:
Players must have a deck of no more than 6 anems (not including evolutions), and a deck of no more than 5 attack cards
the turn ends when both players have taken an action
In this game, attack areas don't matter, but some attacks have special features
- Ring of fire - persists for 1 turn, when attacking a melee attack, the enemy loses 1 HP or 1 defense if it is not 0 (by physical attacks we mean: Attack, Vine)
- Ice wall - persists for 1 turn; when attacking the anem, no damage is caused. The exception is fire anems, they can break through an ice wall
- Freeze - the enemy cannot do anything for 1 turn. The exception is genic anemas, freezing does not work on them
- Flood - persists for 4 turns, fire attacks during this time destroy 1 less HP
- Nettle - persists for 2 turns, the enemy's anem receives the damage indicated on the attack card. Exception: fire anemas, the attack does not affect them
- Bubble - persists for 1 turn, the anem becomes invulnerable to all attacks for this time
the environment can be chosen by the players before the battle, or the owner of the anem himself chooses who to evolve into
Players can come up with their own battle options!
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