• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.
  • The Hive's 22nd Icon Contest: Creep Abilities is now concluded, time to vote for your favourite set of icons! Click here to vote!
  • ✅ The POLL for Hive's Texturing Contest #34 is OPEN! Vote for the TOP 3 SKINS! 🔗Click here to cast your vote!
  • ✅ The POLL for Hive's Techtree Contest #20 is OPEN! Vote for the TOP 3 FACTIONS! 🔗Click here to cast your vote!

Iron Sceptre Card Game v. 1.7

Welcome to The Iron Sceptre Collectible Card Game


1. What is it?


Warcraft III has just turned into a turn based collectible card game.
Players collect cards, build decks and battle in fast paced duels (1v1), but always turn based.
You may gain deep knowledge about the game and craft your own deck. You can also start playing fast by accepting the premade deck offered at the start (you can tweak it as you please of course). And if you are seasoned enough you may now be crowned champion on a glorious tournament.
Features 76 cards, different skins to play as, and 7 friendly NPCs that you can challenge. Are you an overworked and/or angry man? A taxman? A child prodigy? Or just a humble lady? You see...everyone is accepted and can reunite here to play some cards.
All time nostalgia favorite mechanics such as "fusioning", "fields" and "legal cheating" are present.
Inspired in the old Play Station 1 gem Yu-Gi-Oh Forbidden Memories.





2. Absolute basic rules


Casual Mode (default, free):
  • Players start and just choose a skin to play.
  • 22 cards per deck, no more than 3 copies of the same card.
  • You can collect all the cards you want freely.
  • Hand size is 6.
  • Players are also expected to select 1 Ability that can be used when dueling.
  • When ready, players challenge each other with the Duel ability.

NEW Tournament Mode (random draft with rounds, recommended for experienced players):
  • Players must first VOTE to start this mode. Requires the consent of atleast half the human players.
  • NPCs may participate to complete the brackets (either 8 or 16 participants will play).
  • Deck is DRAFTED: 22 sucessive offers (timed), each with 3 random options. No same card limit.
  • Hand size is 6.
  • Players are also expected to select 1 Ability that can be used when dueling.
  • Single elimination rounds. Only one player prevails at the end.
  • The champion is crowned...

3. How to play

3.1. Game Rules:

All cards have:
  • Traits (ie. Knight, Knight - Holy, Beast, etc.)
  • Power (ie. 25)

Some cards have special effects that trigger under certain conditions (ie. When Summoned, reduce the enemy summon Power by 25).

You can only have ONE summon active.
Still, you may summon multiple times on the same turn, but this means that you will either kill the previous summon or you will atempt to combine it with the new.
If you kill it, you just did a tribute. But if they can combine, you are atempting a fusion. You may repeat this process until you empty your hand.

3.2. Round Turn Loop (with video):

Players first are directed to an arena, and a random arena field is placed. These have easy to understand effects (ie. The Primal Forest: Beasts summons gain 15 Power).
One player is set as "Attacker", meaning that he will atempt to kill the enemy player. He can: summon (multiple times, remember that), use his ability (also multiple times, but these require mana), or simply pass the opportunity.
If the Attacker didn't pass, then the other player is set as "Defender", meaning that he can react to that atempt in kind (summon, use the ability, pass, etc.)
If both the Attacker and Defender have summons active, then these engage in combat. The one with the highest Power wins. The survivor keeps his overall power intact, but the damage it took will persist on the following turns.
If the Attacker won, then he smacks the enemy player in the face (remember that even if he took damage, the power is intact).
Then the turn ends and in the next turn the roles change.
You win the game by killing the enemy.
Players will draw 1 card automatically at the start of their turn. For balancing purposes, this draw does not activate on the first 2 turns.
Players may also concede the match.


3.3. Fusions.

This is a major feature of the game. To atempt it, you just try to summon while already having a summon on your side.
When you fuse, the resulting summon will have the power of the materials combined, and all the damage taken healed.
There are currently 53 different fusions. Some are three or even fourth fold...
To master this key mechanic you just have to play the game but know that fusions are thematic and kind of obvious (ie. if you try to combine an honourable Footman with a Horse what would think it will happen?)

3.4. Collection, deck, and graveyard.

Players have access to their collection of cards and their deck through simple interfaces. I just played around the default WC3 limitations here, no fancy UI frames.
Once you collect a card, you add it to your deck by just selecting your collection and clicking the desired card. To return a card from the deck to the collection you do the same.
When you play a round you can always see the cards that are still on your deck (you will never now which one you will draw of course), while having access to the cards that were discarded or destroyed on another simple interface called graveyard.

3.5. Abilities.


Each player may select 1 ability from 13 options, such as giving your summon some Power, calling a powerful titan under certain conditions (rituals), dealing direct damage to the enemy (for the burn deck lovers), or even searching your deck in the middle of the round to appear as if you draw a card.
All these abilities cost mana, and you don't regenerate it by normal means.
Also, soon there will be the possibility to save/load decks for fast switching.


3.6. NPCs.
The game features 7 NPCs that you can challenge if you want to test the game for yourself. All these have thematic abilities or decks.

4. Notes.

The NPCs were created to test the game and fix bugs, but i've never tested the game with real players. Your tests and reports help me a lot.
You can contact me regarding bugs, feedback (specially player vs player experience), and suggestions (cards, fusions, fields, abilities, you name it).

Thanks to all the WC3 modding community that made amazing resources. Credits are as following (models are identified by the name they have in the game):

Vexorian: vJass structure & TimerUtils
Anitarf: Event structures
Flux: Buff system structure
Bribe: Table system
Bannar: RegisterPlayerUnitEvent & RegisterNativeEvent systems
BPower: CameraEQNoise system
Maker: TextTag system structure
Nestharus: WorldBounds & Alloc system structures
Chopinski: "Missile & LinkedList system structures
Spellbound: UnitFly system structure
Tasyen: Charged ability system.
MasterHaosis: Inferno Cybersoldier model
HerrDave: The Iron Sceptre model
bakr: The Iron Sceptre model
frostwhisper: Sea Serpent, Two & Three Headed Hydra models
Alethos: Little girl villager model
Elrath: Tax collector villager model
KC & diosilva16: Tunic villager model
Greedy Martyrdom: Hat villager model
Villagerino: Barkbarossa & Jezebel models
Khil: Ascension effect -halo & wings- models
Ujimasa Hojo: Sharpshooter, Cursed Duke, Tiger & Mad Scientist models
Tranquil: Thane & Sharpshooter snipe effect models
General Frank: Houndmaster & gear effect models
Explobomb: Free Spirit model
Maximal: Bat model
Gluma: Sentence effect model
OVOGenez: Water puddle model
doomsheep: Hit effects -water, earth, fire, machine, & air- models
Empyreal: Factory arena assembly model.
Wandering_Soul: Highwayman model.

5. Upcoming features.
I think the game is in playable state.
Still i'm working on some new features to, hopefully, add in the future. Some of these were halted to publish the game first, otherwise i will never end the game:
  • Coming: Saving/loading decks.
  • Ban/unban cards (on a player votation system basis)
  • RPG mode, where players stand against the idolaters of the world and the evil nations once more, always using infantile card games. This is a long term plan...may even be discard.
  • More cards, fusions and abilities. Remember that you can send me your suggestions.
6. Changelogs

Ver 1.7. || 02/07/2026
1. Other:
added Fusion Lists on the Quest Menu (F9) (aprox. 60 fusions are listed, some will still be kept secret).
2. Fix: another bug regarding projectile actions on multiplayer has been fixed.
Ver 1.6. Hot Fix || 01/07/2026
1. Hot Fix:
Shops are now right clicked to open, to hopefully avoid desync issues.
Ver 1.6. || 30/06/2026 || Tournament Mode
1. New Mode
Tournament, for those that already know the game (specially card effects).
a. ONCE per game session, any player may CALL to start a Tournament.
b. When called, the remaining players must VOTE (yes or no). Atleast half the human players must consent.
c. NPCs will participate to atempt bracket completion (participants will be either 8 or 16).
d. Decks are DRAFTED. 22 offers, 3 random options each, these are timed, so don't slack.
You may surpass the 3 of the same card limit.
Ability selection is free.
e. Duels are played on SINGLE ELIMINATION rounds until a sole player prevails. Altough hero level is just cosmetic, players gain experience faster on tournament duels.
f. The champion is CROWNED...
2. Field Revamp Black Market field redone:
a. Grants 10 power bonus to Rogues.
b. When playing Rogues, players also gain +1 Reputation.
c. Every so often, random items will continually spawn around the Black Market (maximum 4).
d. Items may be collected but you need Reputation. You see your Reputation and collect the items with an Ability.
e. There are currently 4 items, that provide simple immediate effects to make the round dynamic.
3. Balance: Infest ability now also place Scarabs on the enemy graveyard (for trollmaxxing).
4. Balance: Judgeman & Warlord no longer fusions (see below).
5. New Card: Judgeman (a very strong Holy Knight Mage summon, surely he can even the scales).
6. New Card: Scavenger (a weak Fallen Undead summon, he likes to rob the enemy's graveyard).
7. New Card: Warlord (a strong Warrior Beast summon, he empowers other warriors when boldly charging unto battle).
8. Minor Fix: random issues with searching actions (ie. Destiny, Necromancer special not working randomly) should be alright now.
9. Minor Fix: card shops respond much better when selected.
10. Cosmetic: combat responds visually better:
a. Summons will actually walk to strike.
b. Sound impact when the strike lands.
c. More effects when the player is hit.
11. Other: added Tasyen to credits (charged abilities system).
12. Other: removed "Elder" trait (unused).

Ver 1.5. || 22/06/2026 || Last Stable
Major Fix:
games should no longer crash randomly at the killing blow of an hero.
Fix: combat no longer leaves random corpses when a summon dies.
New Premade: added another Thematic premade deck (this time Rogue trait based).

Ver 1.4. || 22/06/2026
Major Fix: an issue that bugged multiplayer games (missile actions like the combat phase, draw, discard, etc.) has been fixed.
Hot Fix: Haunt special should no longer leave effects on the ground.
Balance: Mountain field now only provides bonuses to Air.
Balance: Jasper, Emerald, Ebon, Gold, Emerald & Sapphire Dragons, also Chimaera and Knochen, that is, most flying dragon summons are now also "Air".

Ver 1.3. || 18/06/2026
Gameplay:
the center mall is now closed and whenever you end a duel you are automatically teleported at the center.
New NPC: Bagri (an old rifleman with a deadly pew pew pew themed deck).
Fix: While on a searching action (ie. Necromancer special) you may now use the Pass ability to end it (this helps mostly when the AI triggers these actions, so they pass the turn quickly).
Fix: Timer helper dialog (that shows timed Phases, ie. Attack Phase, and timed Actions) on games is shown only to the players in the respective game.
Fix: A bug (a very dumb one) that made Arena Fields work improperly is now fixed.
Cooming soon (i hope): Random Draft Tournament mode, right now the coronation area can be seen, just need to test for unexpected crashes.


Ver 1.2 || 15/06/2026
New NPC: John (a pious man that uses a Holy themed deck).
New Card: Spider (Fallen - Earth, when summoned reduces enemy summon power).
New Ability: Infest (place 3 Scarabs - these are weak and disgusting summons- on the enemy deck).
New Fusion: All-Knowing Shadow (Wraith+????)
New Fusion: Tinker's Glory (Tinker+????)
Modified Card: Tyrant power 51>47
Modified Card: Tyrant special is now Intimidate: when he gains power, the power of the enemy summon is reduced by 50% of power gained.
Balance: Contract special power 40>3X (triplicates).
Cosmetic: some summon attacks now have an inherent effect (for now, Holy themed summons).
Fix: I'm Spy special works fine now (previously it would crash the game when stealing the girl NPC ability).
Other: added Empyreal and Wandering_Soul to credits.

Ver 1.1 || 13/06/2026
New card:
Mad Scientist (Undead - Rogue, discard your entire hand and gains power for each)
New fusion: Risen Champion (Revenant + ?????)
New premade: Thematic (just to show example of Undead summons)
Balance: Miracle special heals 40>50
Balance: Cure special heals 20>25
Fix: Destiny ability fails correctly if no cards are available to search.
Fix: In general casting the abilities wrong now is recognized with effect+text. You still fail tho.
Cosmetic: Turn effect (indicator of which player has initiative, ie. attacker or defender) can now be seen properly.
Cosmetic: Power text number (the text that appears to show the power of the summon) is smoother, slower and more clear.
Cosmetic: Death Coil ability is now an actual coil/missile.

Previews
Contents

Iron Sceptre v1.7 (Map)

Reviews
deepstrasz
Quite a neat map. The start is slow though. However, variety/replayability. Approved. If you want more reviews, you should participate in the The Grand Review Exchange! R U L E S Site Rules Map Submission Rules M A P - D E S C R I P T I O N BB...
Quite a neat map. The start is slow though. However, variety/replayability.
Approved.


If you want more reviews, you should participate in the The Grand Review Exchange!

R U L E S

Site Rules
Map Submission Rules

M A P - D E S C R I P T I O N
BB CODES
BB Codes | HIVE

MELEE MAPS
Description Guide - Melee Maps
Describing Your Melee Map
Melee Map Description Generator v1.3


MAPS IN GENERAL
The importance of a Description
Description Guide - Maps
Map Thread Guide
Map Description Making: Good & Bad
Map Description - Templates
Map Description Generator [1.2]

How to Add a Screenshot to your Map Description


ADDITIONAL NECESSARY INFORMATION
  • A credits list in the map thread description is required where the names of the resource (models, skins, icons, spells, sound etc.) authors are mentioned along with the specific resource. It would be a luxury to have links leading to the used resources. Credits in the Quest Log would be appreciated too.
  • A detailed changelog in the first post would be helpful to reviewers and notify fans about the newest implementations to your map.
  • Map thread tags are important. Please use those that fit and not more or none.


M A P - C R E A T I O N - G U I D E S

If you're not satisfied with the review and wish another opinion, contact the other reviewers or use the staff contact:
https://www.hiveworkshop.com/forums/staff-contact.692/
 
Back
Top