> For the complete documentation index, see [llms.txt](https://synergyofserra.gitbook.io/the-compendium-of-serra/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://synergyofserra.gitbook.io/the-compendium-of-serra/the-cards/what-card-types-are-there.md).

# What card types are there?

### <img src="/files/-M_11zTHSujTlIxFKSXj" alt="" data-size="original"> Unit cards

Simply enough, Unit cards are the units that fight your opponent. They have attack and defence values similar to other card games and when their defence drops to 0 the unit goes into the Discard Pile. Each unit has a specific number of slots that can be filled with attachments to enhance the unit. Any attachment can be replaced, moving the previous attachment to the discard pile.

### <img src="/files/-M_12KwrgJt3iFbqdWdS" alt="" data-size="original">Attachment cards<img src="/files/-M_12Q8q1bXGkKRSMRR4" alt="" data-size="original">

Attachment cards can be attached to slots on Unit cards. The key word will become the unit’s effect, for example, *Shield generator* provides a unit with “Force Field” *permanently* which absorbs full damage once. The colour of the attachment and the colour of a used slot decides how many faction points are awarded. For more on faction points, see the [How do I get synergy effects?](https://synergyofserra.gitbook.io/the-compendium-of-serra/the-game/how-do-i-get-synergy-effects) page. Units keep their attachments for the whole game, even when they go to the discard pile.

### <img src="/files/-M_12m8LIMxLnK-KCRj0" alt="" data-size="original"> Power cards

Power cards like *Hallucination from Incense* can be thought of as a spell card. However, Serra is a sci-fi world without magic. This card’s power for example is time travelling, enabling complex strategies alongside more traditional heal, damage or buff Power cards.<br>
