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For an element to GENERATE another, just check the chart. Wood generates fire, etc. The full list: Wood > Fire > Earth > Metal > Water > Wood
So an example of using FEC:
Water Spirit Seal > Five Elements Circulation > Wood Spirit - Sparse Shadow (Adds +1 Atk)
The turn would go like this:
1) Water Spirit Seal activates.
2) FEC activates - this will use Wood Spirit - Sparse Shadow's effect, giving + 1 atk
3) Wood Spirit activates on its own now, with the bonus of the +1 atk.
Not an amazing combo, but I have used it before mid game.
Also, WTF is Overcome in regard to elements? Overcome With Each Other, one of Du Lingyuan's Fates, has an effect if the previous card has the effect of overcoming elements, but I don't get what that means. I've seen the effect trigger on opponents when it was their first card. Does it mean to Activate elements? I don't think so because when I put it after Five Elements Circulation it didn't work.
Du Lingyuan can only put it first if she has the fate to activate her innate element first. So, if she has her wood innate activated, she can put overcome first and then follow it with an earth card.
https://en.wikipedia.org/wiki/Wuxing_(Chinese_philosophy)
wiki has a picture of the circle and it shows the overcoming arrows as well.
"Overcome With Each Other" states that it activates the element of the following card if the previous card has the Overcoming Elements effect. The translation is an abject mess. Does that mean that "Overcome With Each Other" will Chase and activate the following card's element if said following card's element Overcomes the card before "Overcome with Each Other"'s element? Or the reverse? Or something totally different?
Does the Overcoming of elements have any meaning whatsoever in the game besides being related to the effect of "Overcome With Each Other"? Does the element circulation have any meaning besides the effect of "Five Elements Circulation"?
I absolutely understand the Chinese elements, but the translation is really bad to the point it's impossible to tell what gameplay effect their interrelation has.
Which to be fair, is because it's really complex and not easy to communicate even if you speak English.
"ELEMENT spirit" effects can be triggered in three ways!
1. Their Element has been "activated".
2. The previous card played was the same element.
3. The previous card played was the PREVIOUS element in the cycle (this is what is called "Five Element Generating Interaction").
So, you can for example play Metal Spirit Seal -> Water Spirit - XXX -> Wood Spirit - XXX
and all of the ELEMENT Spirit: effects will trigger.
"Five Elements Circulation" could be added BETWEEN any of the cards in the above example: In that case, it would Activate the element of the following card AND duplicate its effect.
"Overcome With Each Other" triggers its effect if the PRECEDING card "Overcomes" the FOLLOWING card, meaning that the following card is exactly two steps ahead of the previous in the element chart.
In other words, "Overcome With Each Other" can REPLACE "Water Spirit - XXX" in the above example, in which case it will Activate the Wood element and Chase.
Instead it wants us to memorize an element cycle (e.g. from wiki), then look at an in-game chart, then read all the cards and their effect, find out how to use it, and be done with all of that before the timer counts down.
But even if we do all that and understand that overcome means "bridge" or "bypass", then still our opponent doesn't know what we are doing and what is happening, it's just too complicated, and not fun to watch.
There is also Smash DEF and Cliff, and you'd think that they take extra care to translate the most complicated cards very accurately, but it's a travesty.
The chart provided is not an interactive mechanism that makes for gritty gaming and interface: The haptic experience expected is replaced with an intellectual challenge bogged down by ungainly UI. [link]https://mathematics-at-school.com/images/shape-sorter/none-16-holes-intelligence-box-wooden-different-shape-sorter-baby-cognitive-and-matching-building-blocks-early-educational-toys-5.jpg[/link]
Mana also isn't explained well. You could say it's a given, but in reality games work off the premise that only the knowledge from inside the game is needed to play it; they are trying to immerse the player in a fictional world.
If you have to look at wiki every minute that will break immersion. But also it's like "copying from a textbook during a test – you’ll pass, even if you haven’t studied." "In other words, you’re using information from an external source to alter the outcome." (metagaming). https://techjury.net/blog/what-is-metagaming/
In that way the game is promoting the use of external source to win against someone who only plays with internal knowledge. And for getting the knowledge there's no game component, just a chart.
It'd be like if a western game had Fire Earth Wind and Water and just expected you to assume "Element Defeating Interaction" means putting Water before Fire
But consulting the wiki constantly? Nah, I don't know the first thing about wuxia and this was the only thing that has confused me at all really. Once I figured out how it does work it took like five minutes to internalize.
While I tried to understand the actual application and lost some games over that, I stumbled over bugs in translation, and that combined lead to a gameplay experience that wasn't engaging. I didn't feel like losing any more rank over that, and felt it had overstayed its welcome. I don't want to stress myself to find workarounds for sloppy presentation and unintuitive systems.
Wiki was an example how metagaming distracts from gameplay, including having to ask about unclear mechanics in community. As you pointed out, knowing wiki won't explain the specific logical effect in the concrete case.
Definitely very overwhelming at first and impossible to keep up with all the information but that was the most fun part of the game for me.