The Card Game
Prototype of the card game page, under a LOT of construction!
This page is for the collection, and explanation of the Card game in development for Felarya. Designed by Wowandwas and Durendal5150, the game is based on the idea of size being an important variable in game play.
Contents
The Basics
The Types of Cards
Beings
Beings are the cards that exist in the game as a sentient being. They act as your agents in the world, and it is through them that you advance in the game.
Creature
Creatures are any corporeal being that has a physical body and a will. Things like humans, nagas, and cats are all creatures. Creatures can always use objects, and when specified as a "caster" they can use casts.
Specter
Specters are non corporeal beings with a will. They include spirits, elementals, ghosts, and AI. Specters can always use casts, and only sometimes can they use objects.
Leader
A leader is a special being card (either creature or specter) that can be played normally as a being, or can be played as your leader. Played as a leader, this being adds its glyphs to the Homeland, allowing greater play options.
Casts
Casts are actions invoicing magic of some type. They are played through beings; meaning that the one "Casting" is the being, not the player. To play a cast it must be a type that shares a glyph with the homeland and the caster. I.E. to play a fairy cast, both your homeland and the being casting must have a fairy glyph on their card.
Epic
Epic casts are special and powerful cards played by the player. They are rare and often act globally or on a large scale.
Spell
The most common type of cast, spell casts are played by beings, and are specific and local in their effect. They also have limited duration or have some sort of limit to their use over multiple turns. I.E. a spell can change the scale of a being temporally.
Charm
Charm casts are long lasting and can effect a locality: this is either a zone, or the zone a charmed creature is in. They effect all cards in a zone that has been charmed, directly or indirectly. Charms can be positive or negative in effect and can be placed on your opponent's, or your own, zones and creatures.
Objects
Objects are physical non sentient things...
Weapon
An object designed to cause harm of some sort to a being.
Vehicle
An object designed to transport a being.
Relic
An object that has an effect, magical or otherwise, that does not fit the idea of a weapon or a vehicle.
Zones
These are territories that the game is played upon. They give resources that you can allocate to bring forth beings casts and objects into the game. They must be defended from enemy advance so you must weigh the risk of greater resources versus a larger line of engagement. Most of the strategy of the game is in the deploying of zones. The game dictates the way they are deployed.
Homeland
A homeland is a zone that you declare as a homeland. This zone becomes the centerpiece of your game and shapes the rest of your strategy. It is what you must defend from invasion, as you try to take your opponents.