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- Fire procs on the attacker turn (a.k.a in the stage of your turn where you'd inflict damage to the other player, whether you attack or not, they'll take the BURN damage, same with poison)
- There are cards with the basic rules in the table! If you do have any specific questions, write them out here
Yes, that's how it would work, and the damage to that specific hermit would continue even when they're switched to AFK.
The damage would also continue if you put Etho in AFK, or if Etho is knocked out. The only way to remove the BURN is with a water bucket or some hermit special attacks!
The way the game handles weaknesses and strengths is to add 20hp damage whenever you make an attack against a weaker card type.
The chart shows in the middle column each of the types, to the right of those you have the types that inflict extra damage on that type, and to the left of them you have the types that the middle column inflicts extra damage against.
For example, the second line has the Builder type in the middle column. To the right of it you can see both Prankster and Explorer, those two types are strong against Builder, meaning that they do extra damage with their attacks. Meanwhile, on the left side is the Terraform type, meaning that Builder types do extra damage with their attacks to Terraform type Hermits.