> For the complete documentation index, see [llms.txt](https://mixmob.gitbook.io/mixmob-player-guide/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://mixmob.gitbook.io/mixmob-player-guide/the-game/cards-and-strategy/targeting-types.md).

# Targeting Types

There are different targeting types for cards, which determine how they work during races. Whether it's **Attack**, **Defense**, or **Remix**, each type of card has a specific way of targeting. Here’s the breakdown:

1. **Bombardment (AOE Cards)**
   * **Effect**: These cards affect **everyone on the track**, except the user. No matter where your opponents are, they’re bound to get hit when you use a Bombardment card.

     <figure><img src="https://content.gitbook.com/content/ymeWiraMgu0d0none8sI/blobs/DLDqfQA9VdQsLZJJzYCB/image.png" alt="" width="326"><figcaption></figcaption></figure>
2. **Homing**
   * **Effect**: Homing cards directly **seek out a specific opponent** and guarantee a hit, regardless of their position.

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3. **Directional Cards**
   * **Effect**: These cards target a **single lane**, traveling straight until they hit an opponent or an obstacle. They are powerful for blocking lanes and hitting targeted enemies directly. However, if they hit an obstacle, both the obstacle and the card get destroyed.

     <figure><img src="https://content.gitbook.com/content/ymeWiraMgu0d0none8sI/blobs/bYq8txT1sM4xnp0QxeYa/image.png" alt="" width="326"><figcaption></figcaption></figure>
4. **Deploy (Trap Cards)**
   * **Effect**: Mostly traps that are deployed right behind or in front of an opponent. You might think it's useless to drop it behind you, but since the game has **three laps**, opponents could still hit the trap in subsequent laps. Just remember not to get too excited—nothing’s worse than running into your own trap!

     <figure><img src="https://content.gitbook.com/content/ymeWiraMgu0d0none8sI/blobs/6Jff1OhRZ4Rr3jJuorwC/image.png" alt="" width="327"><figcaption></figcaption></figure>
5. **Reaction Cards**
   * **Effect**: These cards **trigger based on specific conditions** during the race, like when another MixBot gets too close or when you “die.” For example, if the condition is met, you might be revived instantly. Each reaction card comes with a different set of triggers—make sure to **read the description** to know when it’ll activate.

     <figure><img src="https://content.gitbook.com/content/ymeWiraMgu0d0none8sI/blobs/SToTw1UXsvpRUakaFznP/image.png" alt="" width="307"><figcaption></figcaption></figure>
6. **Collision**
   * **Effect**: These cards **activate when they physically collide** with another MixBot. Collision cards usually apply effects like **stun, slow, or burn** debuffs. They’re useful for disrupting opponents who come too close.

     <figure><img src="https://content.gitbook.com/content/ymeWiraMgu0d0none8sI/blobs/d1ruEoj7wtGwWnH9TEh4/image.png" alt="" width="314"><figcaption></figcaption></figure>
7. **Self**
   * **Effect**: These cards **target your own MixBot**. They’re used for **boosting stats**, applying shields, or healing yourself.

     <figure><img src="https://content.gitbook.com/content/ymeWiraMgu0d0none8sI/blobs/HOwkEasODW3e8AKtV22k/image.png" alt="" width="317"><figcaption></figcaption></figure>
