
Comments (3)
This looks very promising! Wishing your full release the best of luck!!
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.

Free
'Make Your Own' Asset Pack
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.

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

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.)

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.

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.

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.)

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.

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.

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).

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.

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.

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

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).

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

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

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?).

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.



















































