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Core Aesthetic

I want the players to strategize about how they would overpower their opponent in new and
unique ways, while also considering the options possible to the opponent. I also want them to
be drawn into the world I create.

Rules
I kind of like the idea of non-direct combat. Is there a way I can implement a type of combat that
does not include direct damage or killing?

Influences
Dungeons & Dragons- With certain items and stats, as well as the luck of the dice, many options
are then given to the player on how to proceed.
Magic the Gathering- I want this to be a card game, and I want it to have immersive worlds like
MtG. Also the considerations of costs to play cards and to do actions is important.
Yu-Gi-Oh- The use of Hidden Cards, like Traps, and the strategies involving hidden cards is
something I like

Narrative
I would like there to be benefits to keeping a consistent storyline in the play, but I know that
having a card game with interchangeable cards makes that more difficult. However, in the
simplest of senses, the story is that two rival forces are competing for control, one defending
and the other invading.
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Players’ Goals
Overpower the Enemy - Vitality is the Measure. Whoever gets to zero first loses.

Methods of Achieving the Goal


Will - Demoralizing or Depleting the Constitution of the Enemy
Force - Injuring, Killing, actively damaging the Enemy’s forces and defenses
Charm - Depleting the enemy’s Influence or persuading the enemy to surrender
Mind - Strategically Outmaneuver the enemy or Reduce their strategic stance

All of these actions can either directly affect Vitality Points, or they create other effects
(Destruction of Property, Turning Troops, Thwarting Plans, Reducing Resources) that will
negatively impact their game.

Each Power Type has an advantage and disadvantage:


Mind Over Force - Outsmarting an Overly-Aggressive Enemy
Force Over Charm - Full-Onslaught is undeterred by flattery and words
Charm Over Will - The proper persuasion can easily sway an enemy’s constitution
Will Over Mind - A strong moral constitution outlasts even the most skilled strategy

Setup
Make a deck of 30 or more cards, with these decks divided by Power Type. Any one Power
Deck must have at least 10 cards, unless that Deck is not used.
Each Player then chooses by coin flip, who will be the Defender and who will be the Invader.
Defenders choose their Lord and the Terrain (Without showing the opponent)
Invaders choose their Hero (Without showing the opponent)
Play begins with each player laying their Lord, Hero, and Terrain face-down on the field. Players
then shuffle their whole deck together (so as to hide the ratio of their Power Types) and then
draw 6 cards from this shuffled deck. [There needs to be a way to have the Power Types visible
on the back of the cards, but a way of keeping the players from intentionally having a card type
they want on the top of the deck when shuffling]
Then the Players divide the cards according to their Power Types into their respective piles.
Then the Invader shows their Hero Card and lays down any cards stating their battle type.
(Offensive, Provisionary, or Defensive)
The Defender then flips the Terrain and Lord Cards and plays down any cards, stating their
battle type.
Play begins with the Invader, who draws one card from their choice of decks. (Hand size cannot
exceed 6. If hand size is 7 or above at end of turn, a card must be removed from play)
There are no rules on where a card needs to be played on the field, but the Battle Types are
important for how combat and activities on a turn are carried out (Battle Type is written on the
card)

Progression of Turn
Beginning of Turn Effects
Draw one Card from any one Power Deck
Place any cards on the field from the hand. Only one Offensive and one Defensive per turn. Any
number of Provisions.
At same time, any amount of mid-turn effects can be activated.
Attack with any Offensive Cards
Discard any excessive cards
End of turn effects

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