SECOND EDITION OUT NOW!!! ALL NEW CARDS, NEW MECHANICS, NEW GAMEPLAY!!!
This card game is a game I made for fun. It is based off the current D&D campaign I run for my friends, and features many of the major characters, places, artifacts, and magic. I tried my best to keep it balanced – let’s hope it’s fun.
This is a strategic deck-building game. There are five card types: Beings, Landmarks, Relics, Quests, and Spells. Beings wield relics and fight while spells turn the tides of battle. Each player brings their own deck to the table.
Winning
Remove all the cards from the opponent's deck before you use all of yours.
When a player takes damage, they put that many cards from the top of their deck into their pit.
Deckbuilding
There are two rules that must be followed while building a deck:
- Each deck must have exactly 50 cards.
- Each deck may have no more than 3 copies of any single card.
The Turn
The acting player draws a card and collects any resources they generate.
Then, the acting player may play any cards they are able to.
Then, the acting player may declare quests and attacks against opposing players.
Then, the acting player may play any other cards they are able to.
Then, the acting player discards cards until their hand size is 5, and passes the turn to the next player, clockwise.
Relics
Relics are ancient and mystical artifacts of great power. These artifacts hold incredible abilities and can grant extraordinary enhancements to the beings who wield them. They represent legendary items, mythical artifacts, or divine weapons.
Acquisition – relics can be acquired through specific card interactions.
Wielding – relics can only be wielded by beings. When a relic is acquired, it is attached to a being on the playing field, granting that being the relic's abilities and enhancements. When a being is slain, their relics go with them to the discard pile.
Activation – once attached to a being, the abilities of the relic can be activated during the appropriate game phases or under certain conditions.
Beings
Beings represent a diverse array of individuals and creatures, with distinct abilities, strengths, and characteristics.
Life – a being’s life force, the amount of damage needed to kill them in one turn.
Strength – a being’s power, the amount of damage they can deal in one hit.
Cost – resources or requirements needed to play the being.
Deployment – players can deploy beings from their hand onto the playing field by paying the required cost. Beings with connecting pips can join Companies to consolidate their power into one amount when attacking or questing. Individual beings can still be targeted by other effects.
Control – players have control over the beings they deploy onto the playing field. Control can change through effects and spells.
Initiative – beings are only able to take an action the turn after they are played, unless stated otherwise. During the turn, beings gain the initiative and can be sent to quest or to attack. Never both or more than once, unless stated otherwise.
Landmarks
Landmarks represent significant places or structures within the world that hold specific importance and offer distinct benefits to the players who control them. These can range from mystical realms and sacred sites to simple fields or powerful strongholds. Landmarks serve as valuable assets for players, generating resources, bolstering defenses, or providing special abilities that can turn the tide of battle.
Resource Generation – landmarks typically generate resources each turn. Resources can be in the form of Power, Magic, Valor, or Greed. The specific amount and type of resources generated are stated on the landmark card.
Discovery – landmarks must be placed in connection to all owned landmarks via pips on the left/right/top/bottom of the card.
Spells
Spells harness the forces of magic, allowing players to shape the game to their advantage. Whether summoning elemental forces, casting devastating spells, or performing mystical rituals, spells offer a wide range of effects and strategic options.
Casting Spells – players can cast spells from their hand at any time by paying the required resource cost. The player declares the spell they are casting and follows any specific casting rules or targeting instructions indicated on the spell card. Once a spell is cast, other players have the option to match that cast with their own before any effect is settled. Effects are settled in order from most recent to first cast.
Quests
Quests are lasting goals with life and strength requirements for completion. Upon completion, they typically grant rewards. Hexes are special quests that are assigned to a player, typically coming with negative effects until they are resolved.
Keywords
Ranged – deals damage first in combat.
Piercing X – deals an additional X damage to the attacked player when assigned to attack.
Dodge X – avoids the first X damage every time damage would be taken.
Ribbon – special ability that is able to be used like a spell when the activation is paid, so long as the being has no ribbon tokens. After the ribbon is used, place a ribbon token on the being.
Challenge – you and an opponent each elect a being. Those beings fight. If one being dies, its owner is the loser.
Combat Sequence
1. Sending Beings to Battle:
· During their turn, a player can declare an attack by selecting one or more of their beings to attack an opponent.
· The defending player may assign each attacker a defending being.
2. Resolving Combat:
· Attacking and defending beings deal damage to each other.
· At this time, any spells, relics, or other activated abilities may interfere in the order in which they are cast, from most recent to first played.
3. Consequences of Combat:
· Defeated Being: If a being is defeated, they go into the pit of their owner, along with any relics equipped to them.
· Marching Back: Any being sent to attack must tap, and is unable to act until their controller's next turn.