The Eye of Judgment FAQ/ Walkthrough

Eye of Judgment General FAQ v0.2 

By Jerry Hsu ([email protected], PSN - confu2000)

The latest version of this document will always be at

I can be contacted at [email protected]

Table of contents

1. Introduction

2. Setting up

3. Gameplay

3.1. Basic Turn Order

3.2. The Board

3.3. Cards

3.4. Status effects

3.5. On-screen Information

4. Strategy

5. Tips

6. Troubleshooting

0. History

v0.2 - Made the card information section more

comprehensive. Restructured layout slightly.

v0.1 - Initial faq. Mostly random troubleshooting tips.

1. Introduction

The Eye of Judgment is a collectible card game for the PS3.

It uses the Playstation Eye to read cards and track in-game

stats for the player. A game will typically take 30 to 60

minutes though a drawn out game can take up to 90 to 120


This FAQ is a WIP. Frankly, the manual for the game sucks

so I'm trying to supplement it for new players.

2. Setting up

The game manual does a reasonably decent job of explaining

how to setup the camera and play area.

A few tips which are also repeated in the troubleshooting


* You don't need a particularly bright source of light and

in fact, too much light may tend to cause glare which can

also interfere with reading the cards.

* For camera settings, using a manual setting instead of

the automatic setting will usually produce better results.

* Make sure that your Playstation Eye stand is fully

compressed. If the alignment view shows any significant

space between the mat's grid and the green overlay grid,

then your stand is too tall and can be squeezed down


* Lightly ironing your mat to remove the folds greatly

improves the play experience. It may also help detection

to a small degree.

* During online play, the game will draw cards for you (to

prevent cheating). So having your cards organized into

multiple piles will help make finding them faster.

3. Gameplay

3.1 Basic Turn Order

Start Phase

Both players start with 5 cards. Each player may review his cards and

choose to mulligan once (reshuffle and redraw) if they don't like their

hand. After both players have drawn their initial hands, the first

player begins his turn.

Draw Phase

A turn begins by drawing a card from the deck and receiving 2 mana.

The first player does not draw a card on his first turn (to balance

the advantage of going first).

If a player can not draw a card during this phase (or at any other

point) due to the deck being empty, he loses.

Attack Phase

During a turn, a player may, in any order, try to:

1) play spells,

2) activate an existing creature to have it attack,

3) rotate an existing creature,

4) summon a new creature.

Existing creatures may be turned 90 degrees once per turn and activated

once per turn.

Some spells may also end the turn as part of their effect so read the

descriptions carefully.

Options 1 to 3 may be performed multiple times per turn (2 and 3 on

different creatures) as long as the player has mana available to pay

for the associated costs.

Summoning a new creature will end the turn so the other actions must be

performed first.

If a player has no creatures on the board, he may summon a creature to

any field. Otherwise, creatures may only be summoned to fields

adjacent to any existing creature (allied or enemy). Fields that are

valid for summoning have a white highlight effect.

Newly summoned creatures will automatically attack. Creatures will not

attack if there are no enemy creatures in range (ie, they will not

attack allied creatures if those are the only ones in range).

Creatures will attack allied creatures if they have a forced multiple

square attack pattern (Twin Goblins for example) and there is an enemy

creature in range of one of their attacks.

Likewise, creatures can not be activated if there are no enemy

creatures in range.

If a creature is attacked from a direction that it can attack, then it

will normally counterattack. The attacking character first does damage

and then if the defending character is still alive, it will perform its

counterattack (ie. damage is not simultaneous). The counterattack is a

normal attack and so creatures that have multiple square attack

patterns will attack creatures on all squares (including allied


Resolution Phase

At the end of the turn (either due to summoning or ending

the turn with the "End Turn" card), there are a few things

to check.

There is a hand limit of 7 that is checked at the end of your turn. If

you have more than 7 cards in your hand at the end of your turn, the

computer will direct you to discard down to 7.

If you now control 5 fields (due to summoning your 5th

creature), then you win.

An important thing to note here is that you must control 5

fields at the end of your turn. If you summon a 5th

creature, but it dies or causes another of your creatures

to die prior to the end of your turn, then the game


3.2. The Board

The board is a 3x3 grid. Boards in general seem to always begin with 2

fields each of Fire, Water, Earth and Wood elements and 1 Biolith.

Each field has two sides, the second side indicated by a small cutout

in the lower right corner. The element of the second side is not

necessarily the opposite element of the top side.

Flipping a field is called a "fieldquake" and can be performed by

spells and some creatures. More information on elemental effects are

in the next section.

3.3. Cards

Card Basics

There are 2 types of card, creature summons and spells.

All cards have a summoning/casting cost which is listed as the first

number on the left side.

Creature cards also have activation/rotation cost, initial HP and base

attack values.

Some cards have a lock and chain symbol around their summoning cost.

Almost all biolith cards seem to have this. The summoning lock is in

effect while there are fewer than 4 creatures on the board (in total

for both players). After the fourth creature is summoned, the

summoning lock will release and creatures that are locked can now be

played. If the number of creatures drops back below 4 (due to being

killed), the lock will go back into effect, but any creatures already

summoned are not affected.

A creature can have one of 6 elements: Wood, Earth, Fire, Water,

Biolith and Neutral.

Wood and Earth are in opposition, Fire and Water are in opposition.

Biolith and Neutral are both neutral.

For Wood, Earth, Fire and Water, creatures summoned on fields of their

own element gain a +2 hp bonus and fields of the opposing element

results in a -2 hp penalty. Biolith and Neutral creatures have no

penalty or bonus for any field.

In particular, this means that Biolith creatures do not get any benefit

from being summoned on Biolith fields.

Cards have two icons at the bottom, attack and defense.

Attack icons with only solid red arrows indicate that the creature can

and will attack multiple fields (Twin Goblins). Icons with solid red

and light red arrows indicate that the creature has the option of

attacking any one of the fields (Hellfire Spitter).

The primary purpose of the defense icon is to indicate blind spots for

the creature. An attack to the blind spot of a creature will do +1

damage. In general, if a creature is attacked from a position that

they can themselves attack, then they will counterattack. Some defense

icons may not make this obvious.

Special Creature Types

Fortress is a special type of creature. Despite what the attack icon

may seem to indicate, fortresses do not have an initial attack when

they are summoned. Fortresses will counterattack as appropriate.

Incarnations are another special creature. Incarnations can be

summoned on top of another creature of the same element. When they are

summoned this way, the cost is the difference between the incarnation

and the creature it is replacing. For example, if a Hellfire Spitter

is in play, the Scionder Fire God may be summoned on top of it for a

cost of 8 instead of the usual 9. When summoned this way, the

incarnation does not get an automatic attack and your turn does not

end. Creatures that are summoned this way can not be activated on the

same turn. You may still summon another creature afterwards (provided

you have enough mana).

3.4. Status effects

Cards may gain or have inherent status effects.

Quickness - Quickness allows the creature to counterattack first when

attacked. If the creature attacking also has quickness than that

creature will attack first as normal. If a quickness counterattack

kills the attacker, then the defending creature will take no damage.

Protection - Protection will absorb a certain amount of physical

damage. Protection from multiple sources stacks (ie, +2 protection

from one source and +1 from another results in +3 protection total).

If a creature has 2 hp and +2 protection, then a 3 damage attack will

only do 1 hp of damage. A 2 damage attack will do 0 damage.

Protection does not defend from magic attacks.

Dodge - Dodge provides a 50% chance that a physical attack will miss.

Dodge can be provided from multiple sources. So a creature will 2

dodge attempts has effectively a 25% chance that a physical attack will

miss. Magic attacks bypass dodge.

Perfect Dodge - Perfect dodge provides a 100% chance that a physical

attack will miss (effectively immunity from physical attacks). Magic

attacks bypass perfect dodge.

Invisibility - Invisibility provides immunity from both magic and

physical attacks. Your only hope for a creature with invisibility is

to either remove the source of invisibility or to try to

move/fieldquake the creature to an opposing element field and hope

that the resulting hp loss will kill it.

Possession - A possessed card is still owned by its

original owner but can no longer be controlled. The

possessor may trigger the card's attack on the turn after

it is possessed.

3.5 On-screen Information

The sides of the screen list your mana, number of cards in

your deck, number of cards in your hand and number of cards

in your discard.

The first row for creature overlays shows the current HP

and attack power.

The second row shows the costs for the creature: summoning,

activation, rotation. Note that though activation and

rotation start the same, they can be affected by various

status effects independently.

The third row shows icons indicating from left to right:

quickness, protection, dodge/perfect dodge, change to a


4. Strategy

<empty for now>

5. Tips

* It can be hard to see the elements of the board at times. R1 will

toggle through a few displays, one of which shows the front/back

elements of the board. The normal hp/attack display also shows the

elements of the field the creature is summoned on by colors in the

upper left (top field) and lower right (flip field) corners.

* During online play, you'll want to use the status screen frequently

to see what the opponent's cards can do/attack patterns/blind spots

(since you won't have them physically in front of you). L1 will bring

up the status screen and I find it easier than using the status card.

* During online play, the computer draws your cards for you

to prevent deck stacking. Press X to review your current

hand if you lose track.

* Creatures do not have a "max" hp, just a starting hp. Healing

effects will always work and have no inherent limit.

6. Troubleshooting

Q: The Eye doesn't recognize my cards on the field.

A: The game is capable of working with fairly low amounts

of light. Among things I've heard, I'd say the first thing

to do would be to go to camera setup and change the camera

setting off of Automatic exposure and set it to

Warm/Normal/Blue as appropriate for your lighting type

(incandescent, fluorescent) and Dark/Normal/Bright for the

amount of lighting. Many people find that Warm/Dark works


Another thing is to make sure the stand for your Eye is

properly assembled. The tubes for the stand are very tight

and it is easy to have the stand be too tall after you

initially assemble it. During the alignment screen where

the Eye shows the field with a green overlay grid, the grid

should match up with the field very tightly. If the grid

is larger than the field by any amount, your stand is

probably too tall and you should apply some more force to

squeezing it down. Another way to tell if your stand is

too tal is if it seems wobbly. The stand when properly

assembled should be pretty stable.

Q: The Eye can see the field fine, but I can't get it to

recognize my discards (for spells or other effects).

A: The first thing is to make sure you're holding the card

properly. The Eye sees the cards by using the green

triangles and the black bars at the top and bottom. If any

of those are obscured, it won't recognize the card

properly. So either holding the card in the palm of your

hand flat, or along the middle, sideways with your fingers

between the green triangles should work well. I find the

second lets me hold the card steadier.

The second thing is that the Eye wants the cards held up

towards it. This means that you should hold the card in

the air about midway between the board and the Eye. I've

found the Eye can get confused if the discard card is too

close too the board.

Q: The game lets me setup a room and I can even voice chat

with my opponent, but when it starts the game, I'm stuck at

waiting and then the opponent disconnects.

A: I believe this problem is due to your router. I think

the game uses VPN for transferring the game data (cards

played). Some routers do not handle VPN data well. I've

had problems with the Apple Extreme Base Station. For this

particular router, I need to specify the PS3 as the

"default host". This might be known as DMZ on some other

routers. If you have problems, I suggest googling your

router model with "VPN" or "VPN problems" to see if there

are any solutions.

Q: The game tells me that a card is invalid to place but

I'm sure it is.

A: Especially in online, the game has certain states that

it enforces to prevent things like accidental re-summoning

of creatures. If you place a card and the game reports

that it is invalid, remove the card and wait a few seconds

for the game to recognize that the state is correct. Then

replay the card. It should be accepted at this time.

Playing a card too quickly will most likely result in

"invalid" messages.

It's also possible that there is a limitation that you're

not aware of. In offline, the game will enforce card

restrictions such as having only 3 of any single card in

your deck. Online, the game will prevent you from playing

a spell card if your hand does not contain the appropriate

discards needed to fuel the card. And remember to be aware

of things like summoning locks.