Hi, welcome to this post, We will discuss the Yamafuda! 2nd station – List of all keywords in this post, and we sincerely hope you will find it helpful.
A list of all the keywords found in Yamafuda! Station number two. If you haven’t hiked Mt. Fuji yet, beware of spoilers!
Introduction
This guide contains a list of every keyword found in Yamafuda! 2nd station.
This guide will be expanded to include status effects, but that’s a story for a different day.
The second half of this guide contains spoilers, so please be careful if you haven’t hiked Mt. Fuji yet!
With that out of the way, please always stay hydrated and be careful when hiking.
Keywords (Koharu)
Below is a list of all of Koharu’s keywords, listed in the order of their first instance being found on cards in the card collection menu.
Keyword | Effect |
---|---|
Hike [n] | Reduce the distance between you and the next Station by [n]. Reach the next Station by reducing the Distance to 0. Any cards with Hike are dubbed “hiking cards”, which will end your turn when played. |
Care [n] | Reduce the damage you’ll receive from Trail Ruggedness this turn by [n]. Most Hiking cards have a Care value. You’ll have to turn back if your life reaches 0, so be careful! |
Heal [n] | Recover [n] lost life. You can’t heal beyond your max life. |
March | Gain 1 March. This card gets +1 Hike and +1 Care for each March you have. Lose all March when playing a Hiking card that doesn’t have March. |
Miracle [n] | This card gets +[n] Hike for each March you have. (You still lose all March.) |
Hot [n] | Gain [n] Hot. Trail Ruggedness is increased by 25% as long as you have Hot. Hot and Cold cancel each other out. Hot ticks down by 1 each turn. |
Eager [n] | Gain [n] Eager, which is converted to Step at the start of your next turn. Each Step increases Hike by 1 until end of turn. |
Balance [n] | Gain [n] Balance. Care in excess of the Trail Ruggedness is converted to Careful as long as you have Balance. Each Careful increases Care by 1 until end of turn. Balance ticks down by 1 each turn. |
Calm [n] | Gain [n] Calm, which is converted to Careful at the start of your next turn. Each Careful increases Care by 1 until end of turn. |
Flawless | Gain 1 Flawless. When you would get a negative status effect, prevent it and lose 1 Flawless instead. |
Excite [n] | Gain [n] Excite. Each Excite increases Hike by 1 for the rest of the Station. |
Earthy | Find twice as many Stones when Hiking using this card. |
Twinkle [n] | If Hiking using this card makes you reach the next Station, gain [n] max life (and heal [n] life). |
Coord [n] | This card gets +[n] Hike for each card in your hand (including itself). |
Strong | This card gets additional Hike equal to twice its Care. |
Cold [n] | Gain [n] Cold. At the end of your turn, lose 1 life for each Cold. Hot and Cold cancel each-other out. Cold ticks down by 1 each turn (after you lose life). |
Carefree [n] | This card gets +[n] Hike (wherever it is) each turn. After you Hike with it, or when you reach the next Station, its Hike returns to normal. |
Join [n] | This card gets +[n] Hike for each Step (instead of just +1 per Step). |
Remember | Choose a card in the discard pile and put it into your hand. |
Station | Can only be used once each Station. (It’s removed from play instead of being put in the discard pile.) |
Signal | Gain 1 Signal. Cards have twice as much Care as long as you have Signal. Signal ticks down by 1 each turn. |
GoodFeel [n] | When this card is put into your hand (including by drawing it), gain [n] Excite. Each Excite increases Hike by 1 for the rest of the Station. |
Unplayable | This card can’t be played. |
Serenity [n] | Gain [n] Serenity. Each Serenity increases Care by 1 for the rest of the Station. |
Once | Can only be used once. (It’s removed from your deck permanently instead of being put in the discard pile.) |
Shower [n] | Gain [n] Shower. At the end of your turn, gain 1 life for each Shower. Shower ticks down by 1 each turn (after you gain life). |
Bond | Infinite Care. (Negate all incoming Trail Ruggedness this turn.) |
Step [n] | Gain [n] Step. Each Step increases Hike by 1 until end of turn. |
Echo | This card gets +1 to its keyword numbers (denoted as [n]) for each 100m you’ve hiked. (Your height is indicated at the bottom right of the screen.) |
Sight | Choose a card in the draw pile and put it into the hand. |
Careful [n] | Gain [n] Careful. Each Careful increases Care by 1 until end of turn. |
Refresh | Tick down all negative status effects by 1. |
Quick [n] | Gain [n] Quick. Draw one more card at the start of each turn as long as you have Quick. Quick ticks down by 1 each turn. |
Anyone [n] | Draw [n] card(s). |
Hero [n] | Cards get +[n] Hike and +[n] Care as long as this card is in your hand. |
Instant | After Hiking (while this card is in your hand), this card is removed from play instead of being put in the discard pile. |
Heat [n] | When this card is put into your hand (including by drawing it), gain [n] Hot. Trail Ruggedness is increased by 25% as long as you have Hot. Hot and Cold cancel each-other out. Hot ticks down by 1 each turn. |
Frozen [n] | When this card is put into your hand (including by drawing it), gain [n] Cold. At the end of your turn, lose 1 life for each Cold. Hot and Cold cancel each-other out. Cold ticks down by 1 each turn (after you lose life). |
Crack [n] | When this card is put into your hand (including by drawing it), the Trail gains [n] Rockfall. Each Rockfall increases Trail Ruggedness by 1 for the rest of the Station. |
Timidly [n] | Cards get +[n] Care as long as this card is in your hand. |
Inundation [n] | When this card is put into your hand (including by drawing it), gain [n] Sodden. You can’t play non-Hiking cards as long as you have Sodden. Sodden ticks down by 1 each turn. |
Grope [n] | When this card is put into your hand (including by drawing it), gain [n] Darkness. Each turn, a random card in your hand is unplayable as long as you have Darkness. Darkness ticks down by 1 each turn. |
Silent [n] | When this card is put into your hand (including by drawing it), gain [n] Calm, which is converted to Careful at the start of your next turn. |
Keywords (Spoiler)
Spoilers ahead! Please do not read past this point if you haven’t hiked Mt. Fuji!
Keyword | Effect |
---|---|
Hike [n] | Reduce the distance between you and the next Station by [n]. Reach the next Station by reducing the Distance to 0. Any cards with Hike are dubbed “hiking cards”, which will end your turn when played. |
Care [n] | Reduce the damage you’ll receive from Trail Ruggedness this turn by [n]. Most Hiking cards have a Care value. You’ll have to turn back if your life reaches 0, so be careful! |
Heal [n] | Recover [n] lost life. You can’t heal beyond your max life. |
Charge [n] | Gain [n] Battery. You can’t charge beyond your max Battery. Battery is used to play certain cards by paying their Battery cost. |
Colorful [n] | This card gets +[n] Hike and +[n] Care for each Autogear you have deployed. (The Autogears are Walker, Roader and Floater.) |
Boost [n] | This card gets +[n] Hike for each Battery you have (calculated before paying Battery costs). |
Hot [n] | Gain [n] Hot. Trail Ruggedness is increased by 25% as long as you have Hot. Hot and Cold cancel each-other out. Hot ticks down by 1 each turn. |
Powered [n] | This card gets +[n] Hike and +[n] Care for each Battery you have (calculated before paying Battery costs). |
Balance [n] | Gain [n] Balance. Care in excess of the Trail Ruggedness is converted to Careful as long as you have Balance. Each Careful increases Care by 1 until end of turn. Balance ticks down by 1 each turn. |
Calm [n] | Gain [n] Calm, which is converted to Careful at the start of your next turn. Each Careful increases Care by 1 until end of turn. |
Flawless | Gain 1 Flawless. When you would get a negative status effect, prevent it and lose 1 Flawless instead. |
Excite [n] | Gain [n] Excite. Each Excite increases Hike by 1 for the rest of the Station. |
Stabilize [n] | This card gets +[n] Care for each Battery you have (calculated before paying Battery costs). |
Twinkle [n] | If Hiking using this card makes you reach the next Station, gain [n] max life (and heal [n] life). |
Prism [n] | This card gets +[n] Hike and +[n] Care for each card in your hand (including itself). |
Belief | This card gets additional Care equal to half its Hike. |
Cold [n] | Gain [n] Cold. At the end of your turn, lose 1 life for each Cold. Hot and Cold cancel each-other out. Cold ticks down by 1 each turn (after you lose life). |
Carefree [n] | Each turn, this card gets +[n] Hike (wherever it is). After you Hike with it, or when you reach the next Station, its Hike returns to normal. |
Serenity [n] | Gain [n] Serenity. Each Serenity increases Care by 1 for the rest of the Station. |
Once | Can only be used once. (It’s removed from your deck permanently instead of being put in the discard pile.) |
Shower [n] | Gain [n] Shower. At the end of your turn, gain 1 life for each Shower. Shower ticks down by 1 each turn (after you gain life). |
Bond | Infinite Care. (Negate all incoming Trail Ruggedness this turn.) |
Step [n] | Gain [n] Step. Each Step increases Hike by 1 until end of turn. |
Back [n] | Collect your oldest [n] deployed Autogear(s), returning its card to the discard pile. Trigger its Back effect. |
Tuning [n] | Gain [n] Tuning. Deployed Autogears tick up twice each turn as long as you have Tuning. Tuning ticks down by 1 each turn. (Walker and Roader grant their Turn effects twice. Floater ticks up by 2.) |
Station | Can only be used once each Station. (It’s removed from play instead of being put in the discard pile.) |
Packing [n] | Collect your oldest deployed Autogear, returning its card to the discard pile. Trigger its Back effect, multiplying its keyword numbers by [n]. |
Autogear | Deploy this Autogear. Its Turn effect triggers at the start of every turn. Its Back effect triggers when it’s collected by a card with Back or Packing. (Walker grants Step, Roader grants Careful, and Floater grants Flawless.) |
Unplayable | This card can’t be played. |
Instant | After Hiking (while this card is in your hand), this card is removed from play instead of being put in the discard pile. |
Heat [n] | When this card is put into your hand (including by drawing it), gain [n] Hot. Trail Ruggedness is increased by 25% as long as you have Hot. Hot and Cold cancel each-other out. Hot ticks down by 1 each turn. |
Frozen [n] | When this card is put into your hand (including by drawing it), gain [n] Cold. At the end of your turn, lose 1 life for each Cold. Hot and Cold cancel each-other out. Cold ticks down by 1 each turn (after you lose life). |
Careful [n] | Gain [n] Careful. Each Careful increases Care by 1 until end of turn. |
Crack [n] | When this card is put into your hand (including by drawing it), the Trail gains [n] Rockfall. Each Rockfall increases Trail Ruggedness by 1 for the rest of the Station. |
Timidly [n] | Cards get +[n] Care as long as this card is in your hand. |
Inundation [n] | When this card is put into your hand (including by drawing it), gain [n] Sodden. You can’t play non-Hiking cards as long as you have Sodden. Sodden ticks down by 1 each turn. |
Grope [n] | When this card is put into your hand (including by drawing it), gain [n] Darkness. Each turn, a random card in your hand is unplayable as long as you have Darkness. Darkness ticks down by 1 each turn. |
Silent [n] | When this card is put into your hand (including by drawing it), gain [n] Calm, which is converted to Careful at the start of your next turn. Each Careful increases Care by 1 until end of turn. |
Sight | Choose a card in the draw pile and put it into the hand. |
Remember | Choose a card in the discard pile and put it into your hand. |
Keywords (Spoiler; cont.)
Keyword | Effect |
---|---|
Overed [n] | Multiply the amount of Step you have by [n]. |
Refresh | Tick down all negative status effects by 1. |
Quick [n] | Gain [n] Quick. Draw one more card at the start of each turn as long as you have Quick. Quick ticks down by 1 each turn. |
Anyone [n] | Draw [n] card(s). |
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