Cardgame
Bestiary
Card Game Mechanics and examples
Rules
Basic Summary
- Each player has 2 decks. A regular draw deck, and a "side deck" that contains fighter Levies.
- There is a third "Shared Deck" that contains Villages, that can be captured by each player.
- Village Deck
- Each turn, a number of cards are drawn from the shared Village deck, and put in a row. This might be from 3 to 5 cards. This might change based on the game mode.
- Each player starts with a city and X towns. These are needed to play cards.
- Each turn, players will try to capture these villages, or villages belonging to other players.
- This is the basic objective for the game.
- Army Deck
- This contains a number of cards unique to each faction
- These are not held in the hand, but are put into play from effects like MUSTERING
- Each turn, players can MUSTER from each of their Villages.
- If they MUSTER from a Village, they put down an appropriate LEVY card.
- Maybe they can choose other cards. Not 100% on this.
- A GARRISON is set by the Settlement.
- Base Deck
- This is the one you draw from and fill your hand with.
- It should probably be quite small because cards aren't drawn much.
- I'm thinking 30?
- It might be reshuffled very easily, I don't know yet.
- These cards are paid for using RESOURCES from HARVESTING
- Turn Basics
- Players all draw a card.
- MUSTERING and HARVESTING
- Each player decides whether to MUSTER a Levy from a Settlement, or not.
- If no Levy is mustered, the Settlement may be HARVESTED.(Resource Token?)
- Settlements may be EXHAUSTED (but I'm not 100% sure on what this will do, tbh)
- Probably getting double LEVY or RESOURCE but nothing the next turn.
- Lose control of the Settlement
- You lose ownership and need to "Capture" the Village again the next turn.
- SCHEMING
- Each player may use the cards in their hand.
- There is no order to this. Players may act when they want.
- Effects take place in order. No stack.
- CAMPAIGNING
- Each player decides where to put their troops.
- They may be held in defence or sent to capture villages
- Each player puts the cards FACE DOWN and then puts them in an appropriate area.
- Attacking forces are picked first, then each force is placed at a village.
- FIGHTING
- Cards are moved to their target village and flipped up.
- If two or more forces are at a village, they must fight outside the village first.
- Defenders fight with the help of the GARRISON.
- Fights are done in ORDER:
- CAVALRY attacks a target, dealing damage.
- MISSILE attacks a target, dealing damage.
- INFANTRY attacks a target, dealing damage.
- Levies with PHALANX may deal damage if they are attacked by CAVALRY Levies.
- Levies with SHIELDWALL may deal damage if they are attacked by MISSILE Levies.
- Levies with FAST are immune to INFANTRY damage.
- ATTACKING and DEFENDING
- Levies are ATTACKING if they approach an enemy or neutral Settlement
- Levies are DEFENDING if they stay to protect friendly Settlements
- SCHEMING 2?
- Same as SCHEMING 1. Second Main Phase, I guess.
- TERRITORIES
- If any Villages changed owners, they are moved to be in front of that owner.
- If any Village lost its Levies, they face MILITARY LOSSES.
- Any Settlement with MILITARY LOSSES is EXHAUSTED.
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PHALANX Levies can deal damage if they are attacked by CAVALRY Levies.
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SHIELDWALL Levies can deal damage if they are attacked by MISSILE Levies.
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FAST Levies are immune to damage from MELEE INFANTRY Levies.
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ARTILLERY Levies ignore the effects of SHIELDWALL.
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FEAR Levies reduce enemy RESOLVE by 1 after combat has ended, if they are still alive.
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FRENZIED Levies deal 1 damage after combat has ended, if they are attacking.
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BRAVE Levies ignore the effects of FEAR, and improve RESOLVE by 1 when defending.
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Settlement.
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City.
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Intrigue. Once off. Affects players.
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Plot. Remains. Affects Villages (Friendly or Enemy).
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Infrastructure. Affects FRIENDLY villages.
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Equipment. Affects soldiers.
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Decree. Affects ALL Villages.
Assorted ideas for future advancement: Basic towns or specialised like Mining (exhaust for tier 2), Fertile Township (exhaust for extra), Fortified village (only exhaust?), Hunting Village (Exhaust for T1 archers), Ranch (Exhaust for T1 Cav), etc.
Settlements
![]() Village Basic Village ![]() |
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The cornerstone of society. |
![]() City Capital ![]() |
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The seat of power, the keystone of civilisation, the font of corruption. |
Special Villages
![]() Mining Village Special Village ![]() |
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This is mine. |
![]() Mountain Village Special Village ![]() |
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Maximum 1 Infrastructure. |
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Attackers reduce Threat by 1. |
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Hard to attack a mountain, but why would you? |
![]() Abandoned Village Special Village ![]() |
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Plots may not be played here. |
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Lost to time but found by scavengers. |
![]() Farming Village Special Village ![]() |
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Farms grow food and strong men. |
![]() Port Village Special Village ![]() |
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Infrastructure costs 1 less. |
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The tides washes up more than you think. |
![]() Fortified Village Special Village ![]() |
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Infrastructure costs 1 more. |
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Walls keep enemies out and secrets in. |
![]() Forest Village Special Village ![]() |
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Cannot build Infrastructure. |
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Cavalry Attackers reduce Threat by 1 |
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The forests hide much beneath their shaded canopies. |
![]() Market Village Special Village ![]() |
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Plots here cost 1 less. |
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They trade in more than material goods. |
![]() Warrior Village Special Village ![]() |
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Levy increase Tier by 1. |
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Soldiers are made. Warriors are born. |
Thanatokeres
Infantry
FACTION FOCUS
The faction focuses on building up infrastructure to build up large armies to overwhelm their foes. They get Missile upgrades for free, which provide a decent early game advantage, and other cards also allow them to quickly gather Settlements.
Focus: Infrastructure, low-tier Levies
Weakness: Intrigue, high tier Levies
![]() Reanimated Corpses Light Infantry ![]() |
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Even the worst cowards and criminals still have their uses to society. |
![]() Risen Soldiers Medium Infantry ![]() |
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Some soldiers fight to the death. Some fight longer. |
![]() Grave Champions Heavy Infantry ![]() |
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Being "The greatest living warrior" isn't the boast it used to be... |
Cavalry
Description
Strike before Missile (Priority 1)
![]() Death Wolves Light Cavalry ![]() |
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The shepherds rejoice as enemies despair. |
![]() Grave Knight Medium Cavalry ![]() |
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None |
Missile
Strike before Infantry (Priority 2)
![]() Citizen Archers Light Missile ![]() |
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When the dead will fight for the living, the living will fight for the dead. |
Other Cards
FACTION FOCUS
The faction focuses on building up infrastructure to build up large armies to overwhelm their foes. They get Missile upgrades for free, which provide a decent early game advantage, and other cards also allow them to quickly gather Settlements.
Focus: Infrastructure, low-tier Levies
Weakness: Intrigue, high tier Levies
Deck Make-up:
- TOTAL: 30
- Intrigue 6
- Plots 6
- Infrastructure 6
- Decrees 6
- Equipment 6
![]() Posthumous Hiring Intrigue ![]() |
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Target dead enemy Levy joins your faction. |
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Some hiring practices are a bit... unorthodox |
![]() A Court Divided Intrigue ![]() |
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Target player divides their hand into two piles. You choose one to be discarded. |
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Divide and conquer. |
![]() Undead Revolution Intrigue ![]() |
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Target UNCLAIMED Village joins your faction. |
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None |
![]() Exhume Intrigue ![]() |
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Retrieve card from your discard pile. |
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Nothing is buried forever. |
![]() UNDEAD PLOT Plot ![]() |
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RULES |
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NONE |
![]() Cultist Uprising Plot ![]() |
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Target Village is Exhausted. |
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None |
![]() Corpse Tax Plot ![]() |
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Target Village creates an additional Tier 1 Levy every turn, but may not produce Resources. |
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The dead pay when the living cannot. |
![]() Undead Labour Plot ![]() |
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Target Village creates an additional Resource every turn, but may not produce Levy. |
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Death is no reason to stop working. |
![]() Unquiet Dead Plot ![]() |
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Target Village creates a Tier 1 Infantry Levy every turn under your control. |
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"Eternal Slumber" ended up being shorter than they thought. |
![]() Mausoleum Infrastructure ![]() |
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Up to 1 Levy may be stored here each turn. |
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NONE |
![]() Bone Walls Infrastructure ![]() |
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Garrison gains 2 Resolve and Fear: ![]() |
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Suffer not the living to pass. |
![]() Pet Sematery Infrastructure ![]() |
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Levy can be Cavalry. |
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Some cats get more than nine lives. |
![]() Unholy Armoury Infrastructure ![]() |
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Improve Levy Tier by 1. |
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Some smiths put their lives into their work. |
![]() Military Graveyards Infrastructure ![]() |
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Improve Levy Tier by 1. |
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Buried with full military honours. |
![]() Cold Storage Infrastructure ![]() |
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Settlement is immune to Military Losses. OR Up to 1 Levy may be stored here each turn. |
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We have reserves. |
![]() DECREE Decree ![]() |
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RULES |
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NONE |
![]() Lifebane Toxins Equipment ![]() |
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Increase Threat by 1 |
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NONE |
![]() Corpse Wagon Equipment ![]() |
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Increase Resolve by 1 |
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NONE |
Guild Alliance
FACTION FOCUS
The faction focuses on intrigue, plots, and economy. They will typically go for economic victories and follow a far less aggressive playstyle.
Focus: defence, varied Levies
Weakness: slow early game, no elite Levies
Infantry
![]() Conscripts Light Infantry ![]() |
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Every citizen is given a fair choice: Enlistment or imprisonment. |
![]() Soldiers Medium Infantry ![]() |
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The harshest training is a candleflame compared to the heat of battle. |
![]() Veterans Medium Infantry ![]() |
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Hard times make hard men. |
Cavalry
Description
Strike before Missile (Priority 1)
![]() Harrion Light Cavalry ![]() |
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Harrion are remarkably loyal and brave... for mercenaries. |
![]() Varangar Medium Cavalry ![]() |
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Varangran reputation is as much a weapon as their blades. |
Missile
Strike before Infantry (Priority 2)
![]() Peltass Medium Missile Infantry ![]() |
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Peltass Mercenaries are trained to be deadly at any range. |
![]() Cantabrian Light Missile Cavalry ![]() |
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Cantabrian Mercenaries turn in the saddle, shooting any foolish enough to chase them. |
![]() Balistra Medium Missile Infantry ![]() |
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Gastraphetan Engineers calculate distance, windspeed, and the price for each shot. |
Other Cards
Description
Cards that can be played to affect things
![]() Generous Benefactor Intrigue ![]() |
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Gain 2 Resources |
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NONE |
![]() INTRIGUE Intrigue ![]() |
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Copy target card effect |
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Good politicians borrow. Most politicians steal. |
![]() INTRIGUE Intrigue ![]() |
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Draw a card |
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NONE |
![]() Extortion Intrigue ![]() |
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Target player discards each card in their hand unless they pay 1 Resource for each card. |
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Sign here. |
![]() Bribery Intrigue ![]() |
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Remove up to X Tier of enemy Levies. |
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Gold and diamonds say what words cannot. |
![]() Good Business Intrigue ![]() |
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Target Village joins your faction. Infrastructure and Plots are unaffected. |
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Nothing personal, we just decided to go with someone else. |
![]() Spy Network Plot ![]() |
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Draw a card when settlement MUSTERS |
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NONE |
![]() War Profiteering Plot ![]() |
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Gain 1 Resource when Settlement MUSTERS. |
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The bank always wins. |
![]() Foreign Investments Plot ![]() |
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Gain 1 Resource when Settlement HARVESTS. |
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Buy low, sell high. |
![]() Guild Blacksmith Infrastructure ![]() |
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Settlement Levy Tier increased by 1. |
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None |
![]() Trading Post Infrastructure ![]() |
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Settlement generates 1 additional Resource. |
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None |
![]() Mercenary Stables Infrastructure ![]() |
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Settlement Levy may be Cavalry |
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NONE |
![]() Mercenary Barracks Infrastructure ![]() |
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Settlement Levy may be Missile |
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NONE |
![]() Storage House Infrastructure ![]() |
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Store up to 2 Resources between rounds. |
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None |
![]() Castle Doctrine Decree ![]() |
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All garrisons increase Threat and Resolve by 2. Settlements may not MUSTER. |
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None |
![]() Military Budgeting Decree ![]() |
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Settlement Levy Tier increased by 1. Settlements produce 1 fewer Resources. |
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War is business and business is booming. |
![]() Extra Rations Equipment ![]() |
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Levies gain the following rule: ![]() |
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If you cannot find your own courage, store-bought is fine. |
![]() Standard-Issue Gear Equipment ![]() |
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Levies gain the following rule: ![]() |
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NONE |
Cult of Everlasting Light
FACTION FOCUS
The faction focuses on using cards to protect and upgrade their levies. They are very strong on the attack and have a number of cards to protect them from enemy plots and intrigue.
Focus: protection, attack, levy Levies
Weakness: economy, intrigue, levy-focused
Infantry
![]() Zealots Light Infantry ![]() |
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Zeal takes the place of discipline or training. |
![]() Templars Medium Infantry ![]() |
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Though tempered, their faith burns brightly. |
![]() Chosen Medium Infantry ![]() |
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The perfect weapons, forged through the fires of zeal and battle. |
Cavalry
Description
Strike before Missile (Priority 1)
![]() Devoted Light Cavalry ![]() |
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None. |
![]() Crusaders Medium Cavalry ![]() |
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None. |
![]() Paladins Heavy Cavalry ![]() |
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None. |
Missile
Strike before Infantry (Priority 2)
![]() Slingers Light Missile Infantry ![]() |
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Let they who are without fear cast the first stone. |
![]() Arbalests Medium Missile Infantry ![]() |
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Swift bolts of righteous fury. |
Other Cards
Description
Cards that can be played to affect things
![]() INTRIGUE Intrigue ![]() |
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RULE |
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NONE |
![]() Cleanse Corruption Intrigue ![]() |
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All other players must discard up to X cards. |
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Knowledge is power and power corrupts. We cleanse corruption. |
![]() Divine Intervention Intrigue ![]() |
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Prevent target card effect. |
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In her final moments, an angel appeared. |
![]() The Light's Justice Intrigue ![]() |
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Destroy target Levy. |
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In harshest weather, in darkest night, none escape the Inquisition's light. |
![]() Religious Tithing Plot ![]() |
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Settlement may not HARVEST. Settlement may not be attacked. |
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NONE |
![]() Cult Celebrations Plot ![]() |
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Settlement may not HARVEST or MUSTER. Settlement may not be attacked. |
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None |
![]() Inquisitorial Presence Plot ![]() |
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Settlement is immune to all other Plots. |
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NONE |
![]() Grand Cathedral Infrastructure ![]() |
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Draw an additional card every turn |
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NONE |
![]() Holy Bulwark Infrastructure ![]() |
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Garrison gains the following rules: ![]() ![]() ![]() |
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Let the darkness crash upon these walls like waves upon the shore |
![]() Military Stables Infrastructure ![]() |
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Levy can be Cavalry. |
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None |
![]() Training Monastary Infrastructure ![]() |
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Settlement Levy Tier increased by 1. |
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None |
![]() Lightforge Smith Infrastructure ![]() |
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Settlement Levy Tier increased by 1. |
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None |
![]() Archery Range Infrastructure ![]() |
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Levy may be Missile. |
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None |
![]() Holy Crusade Decree ![]() |
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Settlements may not HARVEST. Settlements gain 1 additional Tier 1 Levy when MUSTERING. |
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NONE |
![]() The Light's Blessing Decree ![]() |
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Levies gain Brave. ![]() |
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None |
![]() Banner of the Light Equipment ![]() |
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Levies gain the following rules: ![]() ![]() |
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NONE |
![]() Greatshields Equipment ![]() |
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Levies gain the following rules: ![]() |
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None |
![]() Blessed Oils Equipment ![]() |
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Levies are immune to all card effects |
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None |