Start of Match
Turn Structure
A key component of the game is the Legend Ability System. Legend abilities aim to add consistency to match length and interesting choices along the way through their strategic design elements. Legend ability resources will be generated by playing specific cards. Through limiting the resource required for the abilities and designing the abilities specifically to synergize with that Legend's deck we are able to achieve our goal of having these abilities add consistent and impactful decision making to the game.
Units and spells are cards played from your hand and make up the composition of your deck. With these card types we aim to remain relatively consistent with what players are familiar with. Our focus is on recreating unit and spell concepts that have worked well in the past and are easy to recognize from a player onboarding perspective.
Decks are made up of a composition of 30 Unit and Spell cards. The cards in each deck will have been chosen to work with that specific Legend. Each card has a rarity. This rarity determines how many copies of that card are in that deck. There are 12 unique cards in each deck (3 with 4 copies, 3 with 3 copies, 3 with 2 copies, and 3 with 1 copy).
Aegir Tactics does not have reactionary cards or blocking mechanics. We see these mechanics as “snowballs” that mostly benefit the player in the lead. This tends to make games heavily dependent on early card draws and can create out-of-balance favorable/unfavorable matchups.
All card games have some element of random. We are designing Aegir Tactics with a focus on limiting random mechanics as much as possible. These mechanics have diminished competitive play in multiple games by having the potential to offset many turns of solid strategic decisions with one single action that usually does not require "ability" on the behalf of the player.