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This looks very promising! Wishing your full release the best of luck!!

STANDARD RULES/NOTES

  • Each DECK is a set of 30 cards.

  • If two cards have clashing effects, rarest card win.

  • If a card makes you pick up 1 or more cards from the deck, always shuffle the deck afterwards.

  • ARTIFACTS used as either WARDEN or CHARGE will always be discarded from play.

  • You can only play 2 TRAPS & ACTION cards per round.

  • You can only have 5 active cards on field.

  • Pick up so you have 5 cards in hand after each round.

  • Your TRAP cards can be discarded to the graveyard on your turns if you can't get the effects to trigger.

    mat-template_black.png
Free

'Make Your Own' Asset Pack

Version: 0.2.019 days ago
Asset Pack that contains card template (.psd), icons, fonts & play mat example.

The Goal

Your goal is to defeat the enemy HERO! You do this by playing cards and attacking.

example1.png

1. Get Ready!

Each player draws 5 cards. Decide who goes first (roll dice or something).

example2.png

2. Prepare Phase (Setting your board)

Player 1 plays cards from their hand onto the table.

Player 2 looks at what Player 1 played, then plays their own cards to try and stop them.

(You use cards as CHARGE to play other cards, cards used as charge are put back into the deck.)

example3.png

3. Combat Phase (The Battle)

This is where the action happens!

Player 1 Attacks: Chooses their target(s). You can attack the enemy HERO or any card on the field. (depending on your opponents cards).

You use your HERO as any other CHARACTER on the field.

If a card is defeated, move it to the graveyard immediately. (If told otherwise.)

Player 2 Attacks Back: Attacks with any cards they have left on the field.

example4.png

A HERO's Artifacts can't be attacked unless they have been played (put on the field). Their effect are always active until they are no longer in play.

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4. Switch Roles

After everyone has attacked, the round ends and both players pick new cards from their deck until they have 5 on hand.

(After each round the Player that starts changes.)


titlehero.png

THE HERO CARD IS YOU, THE PLAYER. IF YOUR HERO CARD GETS DEFEATED YOU LOST THE GAME. EACH HERO HAS THEIR OWN "PLAY STYLE" WITH THEIR OWN UNIQUE ABILITIES/STRATEGIES.

titleaction.png

ACTION CARDS ARE EFFECTS YOU CAN USE DURING A ROUND. THE EFFECT OF AN ACTION CARD CAN BE ANYTHING, AND IF THE EFFECT TRIGGERS BEFORE OR AFTER THE ROUND IS DEPENDING ON THE CARD.

titleartifact.png

ARTIFACTS ARE THE EQUIPMENT OF HERO CARDS, EACH HERO HAVE AT LEAST 2 OF THESE (ONLY 2 ARTIFACTS CAN BE PLAYED IN A GAME).
ARTIFACTS CAN BE USED AS WARDEN CARDS OR CHARGE IF YOU'RE IN A PINCH, BUT YOU WILL LOSE THE PASSIVE ABILITY SAID ARTIFACT PROVIDES. (ARTIFACTS USED WILL BE REMOVED FROM PLAY).

titlecharacter.png

CHARACTERS ARE YOUR MAIN DAMAGE DEALERS (DEPENDING ON YOUR DECK BUILD AND HERO).
MUCH LIKE ACTIONS, SOME CHARACTERS HAVE THEIR OWN ABILITIES THAT ARE TRIGGERED WHEN THE CARD IS PLAYED IF SAID OTHERWISE.

titlecharge.png

EACH CARD COST AN AMOUNT OF CHARGES, INDICATED BY THE NUMBER NEXT TO THEIR NAME.
EACH CARD DOES ALSO HAVE A "CHARGE WORTH" THAT IS DISPLAYED AS 6 CHARGE ICONS ON THE CARD.
ANY CARD CAN BE USED AS "FUEL" FOR OTHER CARDS, THESE USED CARDS WILL GO BACK INTO THE DECK INSTEAD OF THE GRAVEYARD.

titlewarden.png

WARDEN CARDS ARE SHIELDS, THESE CARDS MUST BE DEFEATED BEFORE THE OPPONENT CAN ATTACK YOUR HERO CARD.

titletrap.png

TRAP CARDS WORK SIMILAR TO ACTION CARDS.
BUT UNLIKE ACTION CARDS, YOUR OPPONENT CAN'T SEE WHAT TRAP CARD YOU PLAY, AND TRAP CARDS ARE TRIGGERED BY ACTIONS MADE BY YOUR OPPONENT AND WILL REMAIN IN PLAY UNTIL TRIGGERED.
(IF YOU CAN'T GET A CARD TRIGGERED, IT MAY BE DISCARDED).


titlesick.png

SOME CARDS MIGHT HAVE THE ABILITY TO INFLICT THE SICK STATUS.
CHARACTERS INFLICTED WITH SICK WILL HAVE THEIR ATTACK DECREASED BY 1, THIS STATUS CAN STACK UP TO 3 TIMES.

THIS EFFECT CAN BE LIFTED BY EITHER HEALING THE CHARACTER OR USING A CARD THAT REMOVES STATUS EFFECTS

titlesleep.png

SOME CARDS MIGHT HAVE THE ABILITY TO INFLICT THE SLEEP STATUS.
CHARACTERS INFLICTED WILL NOT BE ABLE TO BE PLAYED UNTIL THE EFFECT IS LIFTED. SLEEP CAN BE REMOVED IF ONE OF YOUR CARDS ATTACK THE CARD INFLICTED WITH SLEEP, THIS DOES NOT DAMAGE THE CARD, IT ONLY REMOVES THE EFFECT.

THIS EFFECT CAN BE LIFTED BY EITHER HEALING THE CHARACTER OR USING A CARD THAT REMOVES STATUS EFFECTS

titlebleed.png

SOME CARDS MIGHT HAVE THE ABILITY TO INFLICT THE BLEED STATUS.
CHARACTERS INFLICTED WITH BLEED WILL TAKE 1 DAMAGE AT THE END OF EACH ROUND, THIS STATUS CAN STACK UP TO 3 TIMES.

THIS EFFECT CAN BE LIFTED BY EITHER HEALING THE CHARACTER OR USING A CARD THAT REMOVES STATUS EFFECTS


There are multiple different CLASSES: Celestial, Horde, Technic & Neutral (More coming soon?).

classes.png

You can't mix different classes into your deck, the only cards that work with different classes are the NEUTRAL cards, they can be used with any deck. (NEUTRAL doesn't have HERO cards.)

You pick a HERO and build your deck around that HERO.


#strategy #rpg #tcg #cardgame #action #other



all-ages

Working on a mechanic that will help players "snap" the different cards to the right places on the player mat.

Accessibility and comfort in one go

Introducing STATUS EFFECTS

- Been working a lot on the Credits System along with a proper "Vending Machine System" that will allow for adding of cards & other items.

- You can buy unique play mats or make your own.

- Also added a tool that helps with reading the cards.

Vending Machine!!

Hanging out in the Card Shop earns you 100 Credits each minute, that you can spend on cards.

Some 6★ cards might even be foiled

Booster Packs