Introduction
Zeporath is a card game inspired by 2 other 2010's card games:
1 - Skystones Smash (Trap Team ver.)
2 - Card Wars (1st Edition)
There is lighter inspiration from other games, but I'll leave them out.
The game is played on a 2x4 board, and there are 3 kinds of cards to choose from:
1 - Landscape
2 - Creature
3 - Inspirit
Your goal is to get your opponent's health to 0, while keeping yours above 0.
There may be optional modifiers you can enable during your match, such as
1 - Disasters (essentially just natural disasters, rng based and are equal to you and your opponent)
2 - Governing (tossing cards off your deck, giving cards to the opponent, or putting cards towards a 3rd party "governor")
3 - Revolting (your cards begin to dislike you, with some of them opting to either join your opponent, or outright leave)
Despite these, you must still follow your goal.
Cards
Your cards are the only way as to how you may lower your opponent's health, by synergizing Landscapes, Creatures, and Inspirits, you will eventually win against your opposition.
Landscape cards are by far the most important, as they're what allows you to start your attack. Landscapes have 3 main features:
1 - Type
2 - Health
3 - Passive
Types are determined by the location of a Landscape, so if you were to play a "Grassland" card, the type would be "Grassland", simple.
Health comes from the quality of your card, this is determined by RNG, but usually ranges at a respectable number.
Passives come with Types, if we were to bring up the Grassland Type, you could get a Passive of "The first Creature to be placed on this Landscape receives +1 damage." (this is just an example)
Creature cards are what allow you to attack your opponent, and are determined by your Landscape. Creatures have 2 main features:
1 - Health
2 - Attack
If a Creature reaches 0 HP, the Creature perishes, and the Landscape becomes empty (you can play another creature in them), Some cards may be Well-Rounded, some may be focused on Attacking, and some may be focused on Defending.
Inspirits are the only "optional" card. They are cards that "possess" your Creature, and give it different stats, and disabling the Passive for the Landscape that the card resides on.
For instance: Imagine your Grasslands card (let's say, a sheep) gets an "Underwater" Inspirit. The sheep would receive a new passive, and a differentiation to it's HP and ATK. The previous passive would exist on the next Creature, but not on the current Inspirited one.
Type Advantages
Just like Pokémon, there are type advantages. I haven't fully developed what they are, but if we were to make some examples,
Grasslands < Magmaroad
Magmaroad < Underwater
Underwater < Grasslands
So essentially, just Grass, Fire, and Water.
Conclusion
I hope this game seems interesting to you. It may never be made, but it's a nod to some of my favorite card games out there. Let me know about what you think, I'd love to hear your suggestions!
Everyone hates everyone.
Neifarious.
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