# CROD: Card Dictionary
This document contains the labeling name suggestion.
```
category:name:tag
```
Where
* `name`: represents the card name.
* `category`: can be any value in `troops (tp)`, `defensive building (db)`, `passive buildings (pb)` or `spells (sp)`.
* `tag`: can be any value in `prev`, `norm`, `post`.
* `norm` (`nm`): Principal figure of the used card.
* `post` (`po`): State of a card where there is a transformation of the figure (such as sub-troops, or significant visual change of the image of a card).
Some of the labeling suggestion come with a brief description that might be considered; there is a note if the card corresponding to the labeling name suggestion spawns another card. Both labels and categories were derived from careful gameplay observations and using the following resources:
* [Clash Royale Wiki](https://clashroyale.fandom.com/wiki/Cards)
* [Stats Royale](https://statsroyale.com/es/cards)
There are a total of **107 labels** with the following distribution:
| Category | Labels |
|----------|--------|
| TP | 72 |
| DB | 7 |
| PB | 6 |
| SP | 22 |
## Troops (tp) - 72
### `tp:archers:nm`
Each creature from this card should be individually identified.

### `tp:baby_dragon:nm`

### `tp:balloon:nm`
The resulting "bomb" is not identified as a transformation of this card.

### `tp:bandit:nm`

### `tp:barbarians:nm`
Each creature from this card should be individually identified.

### `tp:bats:nm`
Each creature from this card should be individually identified.

### `tp:battle_healer:nm`

### `tp:battle_ram:nm`
* spawns: `tp:barbarians:nm`
The resulting "barbarians" should be identified as `tp:barbarians:nm`.

### `tp:bomber:nm`

### `tp:bowler:nm`

### `tp:cannon_cart:nm`
This card has multiple representation but there isn't a significant visual change to consider identifying it as a separate one.

### `tp:dark_prince:nm`
This card has multiple representation but there isn't a significant visual change to consider identifying it as a separate one.

### `tp:dart_goblin:nm`

### `tp:electro_dragon:nm`

### `tp:electro_wizard:nm`
We can ignore the "thunder" that summons this card.

### `tp:elite_barbarians:nm`
Each creature from this card should be individually identified.

### `tp:elixir_blob:nm`
Each creature from this card should be individually identified.

### `tp:elixir_golem:nm`
* spawns: `tp:elixir_golemite:nm`

### `tp:elixir_golemite:nm`
* spawns: `tp:elixir_blob:nm`
Each creature from this card should be individually identified.

### `tp:executioner:nm`

### `tp:firecracker:nm`

### `tp:fire_spirits:nm`
Each creature from this card should be individually identified.

### `tp:fisherman:nm`

### `tp:flying_machine:nm`

### `tp:giant:nm`

### `tp:giant_skeleton:nm`
The resulting "bomb" is not identified as a transformation of this card.

### `tp:goblin_brawler:nm`
This is the troop form of the `goblin_cage`.

### ~~`tp:goblin_gang:nm`~~
This card is a composition of `goblins` and `spear_goblins`. Thus, it's not possible to correctly identify it.

### `tp:goblin_giant:nm`
* spawns: `tp:spear_goblins:nm`
The post transformation of this card is ignored since the result is a pair of `globlins`.

### `tp:goblins:nm`
Each creature from this card should be individually identified.

### `tp:golem:nm`
* spawns: `tp:golemite:nm`
The post transformation of this card is ignored since the result is a pair of `golemite`s.

### `tp:golemite:nm`

### `tp:guards:nm`
Each creature from this card should be individually identified. The guards have a shield that can be broken, resulting in a significant visual change: `tp:guards:po`

### `tp:guards:po`
This is a `tp:guards:nm` without a shield.

### `tp:heal_spirit:nm`

### `tp:hog_rider:nm`

### `tp:hunter:nm`

### `tp:ice_golem:nm`

### `tp:ice_spirit:nm`

### `tp:ice_wizard:nm`

### `tp:inferno_dragon:nm`

### `tp:knight:nm`

### `tp:lava_hound:nm`
* spawns: `tp:lava_pup:nm`
The post transformation of this card is ignored since the result is a set of `lava_pup`s.

### `tp:lava_pup:nm`
Each creature from this card should be individually identified.

### `tp:lumberjack:nm`
* spawns: `sp:rage:nm`
The post transformation of this card is ignored since the result is a `sp:rage:nm`.

### `tp:magic_archer:nm`

### `tp:mega_minion:nm`

### `tp:mega_knight:nm`

### `tp:mini_pekka:nm`

### `tp:miner:nm`
The previous form of this card is ignored since it doesn't lasts long enough.

### `tp:minions:nm`
Each creature from this card should be individually identified.

### ~~`tp:minion_horde:nm`~~
Deprecated since we should identify individual `minions`.

### `tp:musketeer:nm`

### `tp:night_witch:nm`
* spawns: `tp:bats:nm`
The `bats` spawned from the `night_witch` should be considered as independent.

### `tp:pekka:nm`

### `tp:prince:nm`

### `tp:princess:nm`

### `tp:ram_rider:nm`

### `tp:rascal_boy:nm`

### `tp:rascal_girl:nm`
Each creature from this card should be individually identified.

### `tp:royal_ghost:nm`

### `tp:royal_giant:nm`

### `tp:royal_hogs:nm`
Each creature from this card should be individually identified.

### `tp:royal_recruits:nm`
Each creature from this card should be individually identified.

### `tp:skeletons:nm`
Each creature from this card should be individually identified.

### ~~`tp:skeleton_army:nm`~~
Deprecated since we should identify individual `skeletons`.

### `tp:skeleton_barrel:nm`
* spawns: `tp:skeletons:nm`
This card has multiple representation but there isn't a significant visual change to consider identifying it as a separate one. The post transformation of this card should be identified as `skeletons`.

### `tp:skeleton_dragons:nm`
Each creature from this card should be individually identified.

### `tp:sparky:nm`

### `tp:spear_goblins:nm`
Each creature from this card should be individually identified.

### ~~`tp:three_musketeers:nm`~~
Deprecated since we should identify individual `musketeers`.

### `tp:valkyrie:nm`

### `tp:wall_breakers:nm`
Each creature from this card should be individually identified.

### `tp:witch:nm`
* spawns: `tp:skeletons:nm`
The `skeletons` spawned from the `witch` should be considered as independent.

### `tp:wizard:nm`

### `tp:zappies:nm`
Each creature from this card should be individually identified.

## Defensive Building (db) - 7
### `db:bomb_tower:nm`
The resulting "bomb" is not identified as a transformation of this card.

### `db:cannon:nm`

### `db:inferno_tower:nm`

### `db:mortar:nm`

### `db:tesla:nm`
The `tesla` has the ability to hide itself. This is a significant visual change and this is represented with a`db:tesla:po`.

### `db:tesla:po`
Is the hidden version of `db:tesla:nm`.

### `db:x_bow:nm

## Passive Building (pb) - 6
### `pb:barbarian_hut:nm`
* spawns: `tp:barbarians:nm`
The `barbarians` spawned from this card should be individually identified.

### `pb:elixir_collector:nm`

### `pb:furnace:nm`
* spawns: `tp:fire_spirits:nm`
The `fire_spirit` spawned from this card should be individually identified.

### `pb:goblin_hut:nm`
* spawns: `tp:spear_goblins:nm`
The `spear_goblins` spawned from this card should be individually identified.

### `pb:goblin_cage:nm`
* spawns: `tp:goblin_brawler:nm`

### `pb:tombstone:nm`
* spawns: `tp:skeletons:nm`
The `skeletons` spawned from this card should be individually identified.

## Spells (sp) - 22
### `sp:arrows:nm`
Represent launched arrows that will then become static arrows `sp:arrows:po`.

### `sp:arrows:po`
Represents static arrows, coming from `sp:arrows:nm`.

### `sp:barbarian_barrel:nm`
* spawns: `tp:barbarians:nm`

### `sp:clone:nm`
Pending discussion.

### `sp:earthquake:nm`

### `sp:fireball:nm`
Represent a launched fireball that will then explode `sp:fireball:po`.

### `sp:fireball:po`
Represents an exploded fireball, coming from `sp:fireball:nm`.

### `sp:freeze:nm`

### `sp:giant_snowball:nm`
Represent a launched giant snowball that will then explode `sp:fireball:po`.

### `sp:giant_snowball:po`
Represents an exploded giant snowball, coming from `sp:giant_snowball:nm`.

### `sp:goblin_barrel:nm`
* spawns: `tp:goblins:nm`

### `sp:graveyard:nm`
* spawns: `tp:skeletons:nm`

### `sp:lightning:nm`

### `sp:mirror:nm`
Pending discussion.

### `sp:poison:nm`

### `sp:rage:nm`

### `sp:rocket:nm`
Represent a launched giant snowball that will then explode `sp:rocket:po`.

### `sp:rocket:po`
Represents an exploded giant snowball, coming from `sp:rocket:nm`.

### `sp:royal_delivery:nm`
* spawns: `tp:royal_recruits:nm`

### `sp:the_log:nm`

### `sp:tornado:nm`

### `sp:zap:nm`
