top of page

Frequently Asked Questions

Q: Why are cards called “spells” sometimes, unit cards aren't magic spells!

A: Actually, they ARE spells! In Key of Ijzeria, you're magically summoning an ally into battle. How hard they will fight for you is indicated by their ATK value, and how much damage they'll take before fleeing the battle is indicated by their DEF value. Techs represent technologies you're summoning from your personal collection, or powering on if you happen to have them on you already, and waves actually do indeed represent magical spells and incantations.

 

Q: Why are “techs” called “techs” and not something else?

A: “Tech” is short for both “technique” AND “technology”. Techs embody the idea of enchantments, enhancements, items, and artefacts. Even though these things are very different in terms of HOW they work, they are all quite similar in terms of what they do. So they've all been rolled into one card type for your convenience.

Q: Why are “units” called “units” and not something else?

A: Units are called “units” because it is a very wide blanket term. It encompasses the idea of a noble knight riding a horse, as well as a humble archer shooting a bow. If we called units “monsters” it would not always be true, if we called them “creatures” then we would have to have a special card type just for golems and robots, since they aren't “creatures” because they aren't alive. So we went with “units”, because it is always technically correct, which is the best kind of correct.

 

Q: Why are “waves” called “waves” and not something else?

A: In some languages, magical energy is referred to as “waves”, just as water moves in waves, so too does spiritual energy and magic. We found the use of the term "wave" to be rather beautiful, and so we went with it. Perhaps this not a totally satisfying explanation, but it's the only one we've got.

Q: Why does Key of Ijzeria use "mana" as a resource?

A: We didn't always. Originally the game's resource was simply called “supply”, then for a while it was orenda, then gold, then chi, we changed it to “bits” for a while, and then ultimately we started calling the resource mana.

 

Many other card games call their primary resource “mana”, so rather than force our players to learn a new name, we went with an already established term. Mana is four letters, two syllables, and is a beautiful word from the Maori language.

 

It was a good fit.

​

Q: How do you pronounce Ijzeria?

A: "Eye-zair-ee-uh". "Eye-zeer-ee-uh" is also acceptable.

 

The word is made up, and refers to the game world. It does not correspond to a real world place, and is not descended from any previous works of fiction.

 

Any resemblance Ijzeria may have to any locations, living or dead, is purely coincidental.

Q: What is the “Key” in “Key of Ijzeria”?

A: The word “key” has multiple meanings.

 

It can mean a physical key that unlocks a physical lock, it can mean “object integral to a greater design”, it can mean a musical key that guides the flow of music and dance. In other languages “ki”, “qi”, and “kee” mean spirit, essence, or soul, so it has some meaning there as well.

 

Our use of the word “key” in Key of Ijzeria can be interpreted many ways, but the one undeniable fact is that Key of Ijzeria was something that nobody else had named their game, and therefore it was very easy for us to copyright it.

 
Q: Why are there so many words from different languages on your cards?

 

A: That's an excellent question, and we get it a lot.


Key of Ijzeria is being made by the Ministry of Distraction. The Ministry of Distraction is based in Canada. In Canada, we are made up of many great peoples, not just one. We celebrate our diversity of nations within a nation, and we encourage all people to share their experiences. We are not perfect and never have been, however, we have always been a mosaic made of many colourful pieces.

This means that we are more comfortable with “foreign” concepts, ideas, words, and languages. We freely adopt words outside of English, and we do not hold the same aversions and fears of cultural exchange that other people do.

​

In particular, the use of the silent “J” in Ijzeria, was chosen to deliberately demonstrate that this game is not for English-speakers only, even though the game comes from a country that speaks English.

We love learning more about the world around us, and as we continue to do so, the game will grow to reflect that even more.


Q: Why do you use so much Native American imagery?

A: We have not used Native American imagery; We have used first nations Canadian imagery. There is an obvious similarity, since many of these great peoples are one and the same.

Q: Are there LGBTQ+ characters in Key of Ijzeria?

A: Yes, but it doesn't come up a lot.

 

The cards usually depict only one character at a time, so there's not a lot of room for spouses and romantic partnerships to be shown in the artwork. It's quite likely future cards may directly reference romantic relationships, but for now, it simply hasn't come up yet.

Q: What kinds of prejudices exist in the world of Ijzeria?

A: Almost none.

There are some expressions of classism, certain things cost more than others for example, but there is no racism, sexism, anti-love sentiment, or preference for a particular group or ethnicity.

 

Ijzerians do not have a word for racism or sexism, because the world has been unified and at peace for so long that the concept of prejudice is completely alien. You would have to sit someone down for a few minutes and explain the concept to them.

The average Ijzerian does not understand prejudices, and certainly won't be harbouring any.

​

Q: What's "The System"? Why do references to it appear on so many cards?
 

A: "The System" refers to the government that runs the whole world.

​

The whole planet of Ijzeria is united under one giant governing body that exists at a higher level than individual nations. City-states, countries, and kingdoms still exist, it's just that they all are part of "The System".

​

Q: If there's a world government, what kinds of conflicts exist in the world of Ijzeria?

 

A: Personal, interpersonal, historical. All sorts of things.

Every year, thousands of young people set out on adventures to explore the world of Ijzeria and find a better version of themselves. Maybe they're setting out to find old tombs, maybe they're going to train and become the strongest, swiftest athlete they can be. The possibilities are endless, and the idea that killing something is the core of life's greatest adventures is a little... Outdated.

But yes, there are plenty of things that you COULD kill, were you so inclined.

 

Q: Why is there science if magic exists?

A: This is actually a good question.

 

Our answer is that in traditional fantasy worlds, magic is an art. In Key of Ijzeria, it is more of a science. Magic on Ijzeria obeys its own set of laws that roughly correspond to the real-world laws of thermodynamics. For example; Magic cannot create energy or mass, nor can magic destroy energy or mass.

Since magic's behaviour has a kind of logic to it, then those who are the most logical have a natural edge. This is a stark contrast to a more traditional wizard, such as Gandalf from Lord of the Rings, since Gandalf gets his enormous magical power from his spirituality and wisdom, and not his logic and reasoning.

So because mastering magic is made easier by understanding the natural world, science developed as a result of the process of discovering magic; and it evolved when early magicians realized simply by applying scientific thought to nonmagical problems, success was far more likely.

Yay science!

​

Q: Why did you make this game?

A: The short answer is “we wanted to”.


The primary motivation behind making Key of Ijzeria was to provide a card battling game that was an alternative to TCGs and CCGs. Key of Ijzeria is what is known as an "expandable card game" or XCG. There are a few of us around, and if you find that Key of Ijzeria is not for you, that's perfectly alright. We do recommend that you explore the genre of XCGs before buying into another TCG. The people making XCGs want to make great games, they don't want to exploit you.

​

Most card battling games available today use a distribution model that we do not agree with. They are commonly referred to as “trading cards” or “collectible cards”, and a player acquires them through opening loot boxes or packs of randomly assembled cards and hoping they get the cards they want.

This distribution method is absolutely poisonous. It is monstrous, it is vile, and it is killing our planet.

The amount of filth, garbage, and waste that is created by plastic-covered booster packs is absurd. If you have ever purchased a trading card game by the box, then you understand the sheer volume of literal garbage the manufacturer has foisted upon you.

We will not refer to any particular TCG/CCG by name, since that would imply that a specific game is at fault. The reality is that they are all actively selling literal garbage on purpose. They deliberately ensure the vast majority of the products you buy from them are worthless. Those worthless products come wrapped in extra layers of trash, and that trash fills your home, your vehicle, and eventually your ocean.

These products destroy lives. They are, and always have been, a form of gambling. Booster packs and loot boxes that restrict access to game components are immoral, and they prey upon inexperienced buyers.

We do not agree with this practice. We believe that a game must have value because it is fun to play, and not because no one can afford to play it. Artificial scarcity is a vile, anti-consumer practice, and everyone deserves better.


We understand this answer seems very serious - which is good, because it is.

To help us further reduce waste and pollution, you can use the coupon code GOGREEN at checkout. This coupon will save you $1 or more on select items, and the items that qualify will be in more efficient packaging. (For example, they may be shrink-wrapped in corn plastic, or  wrapped in newsprint paper, rather than in a printed cardboard box.)

bottom of page