Core Mechanics

Start of Match

  1. Player chooses a Legend and presses play, they enter a matchmaking queue
  2. After being matched with another player, a match begins
  3. One player will be chosen at random to go first
  4. Each player draws four cards and then may choose up to four of those cards to shuffle back into their deck for different cards (Mulligan)
  5. The game will then progress in turns until one player’s Legend reaches 0 Health. In which case the other player wins the match

Turn Structure

  1. Player gains 1 Mana Crystal, refreshes all their Mana Crystals, and draws 1 card
  2. Player may perform any possible actions
  3. Turn ends when the timer runs out or the player presses the “End Turn” button

Ability System

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/Spells

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

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).

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Other Mechanics

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.