::In the Beginning
You start out with a deck of 35 cards when you first play. as you win matches, you add cards to your collection. I plan to have a deck builder set up, so you can have more than 1 deck to be able to load (maximum probably 6). You start out with 1 card in your hand, and can mulligan for another but you will be unable to play cards on your first turn. Every turn your maximum hand size is increased by 1 to a maximum of 6. If you chose to mulligan, your hand size won't increase until your third turn, and no matter what not on your first turn. The game is still in development, and nothing is set as something that will definitely go in, so I am open to any suggestions and criticism!
::Getting the Mana
In your starter deck you get 10 cards that say Essence that you can play to get +3 Essence. You also can discard cards to get +1 essence per card. Although you can only play up to two essences each turn, you can discard as many cards as you want each turn. A deck should be about 30-40% Essences.
Essence/Foil Essence
::Obtaining Cards
You can get cards by earning Gold by playing matches. After the match, you get Gold to your total equal to the amount of Victory Points you had at the end of the game. In the deck builder, you have an option to buy packs. Packs are bought for 60 Gold.
Cards
::Winning the Game
Games are won by skill, among other things. A player has two things to keep track of: Morale and Victory Points. Morale starts at 5 for both players, and when it reaches 0 your opponent gains 5 Victory Points each turn until your Morale goes above 0. Victory Points start at 0 and are given by certain cards, Morale and attacking your opponent. One more point of what would normally be damage is now a Victory Point. Reaching 30 will win the game for you.
::Types of Cards
There are 8 card types: Monster, Hero, Enchantment, Spell, Duty, Order, Warmachine and Equipment.
NOTE: You can play cards only during your turn outside of combat UNLESS the card has Spontaneous.
Monster - Monsters are your primary source of winning in most decks. they deal damage and give you Morale (and of course Victory Points)
Hero - A Hero is a special sort of Monster that you can only (normally) have 1 of that card type in play at a time. They bring powerful effects to the table and some can change the course of the game.
Warmachine - A Warmachine is a construct of metal and magic. Not necessarily a unit holding a lot of attack damage, or any at all, it can still be attacked and provides any type of help you may want.
Enchantment - An enchantment is imprinted on a unit after it is played. Although Enchantments do very powerful passive effects, when the imprinted unit dies the Enchantment is lost.
Spell - Spells are influential to the course of the battle. If you have a 1/2 and your opponent has a 2/3. If you cast a spell to give your 1/2 +2/+2 then you can kill your opponent's 2/3!
Duties - Duties are special cards. They don't actually come into play but affect the play area outside the game. When the Duty's owner plays another, the old one is discarded and the new one comes in.
Orders - Gold costing spells that require you to have a certain type of duty in play to cast them. Example: I have a Duty with the subtype Military, I cannot play an order with the subtype Economic, but can play orders with Military.
Equipment - They become attached to a unit and start affecting it (and possibly others) immediately. Usually giving bonus strength and stamina, they also can grant another effect(s).
::Side Notes::
> You don't have to worry about having lands just lying around.
> You don't have to lose units to play units.
> The cards are simpler than "3500 Attack" and "4000 Defense"
> You don't have a life total.
> You can have up to 5 units in play and 5 cards in your hand.
> You draw cards until you have 6 each turn.
> Bonuses like +1/+1 last until the unit dies.
> You can have up to 4 players in the same match.
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