In a distant world, a once dormant magical relic known as Ragnarok has awakened once again. Whoever shall possess Ragnarok will be given unfathomable power. For this reason many seek to claim Ragnarok, each for their own wicked or noble desires. But what of you? What do you seek? Is it Fame? Fortune? Power? Redemption? Or..perhaps bringing back a lost loved one? Ragnarok will give you all these things...and more. Choose your champion and forge a deck filled with powerful creatures, skills and item cards to battle against players and their decks. You can turn the tides of battle to your favor by strategically using your champions 2 powerful abilities to claim victory. Days of Ragnarok's Awakening will contain multiple single player and multiplayer games modes and an in-game store.
Hello everyone, Ken here with an more informative update than usual. In this update I'll explain a little bit about the different types of cards that you'll be playing with in DoRA.
DoRA is what I call a Champion based TCG, which have become quite popular with game devs within the recent years. If you've played tcgs like Shadow Era, Might & Magic: Duels of Champions and Hearthstone then you'll be familiar with how DoRA is played. Champion based TCGS feature a deck and a Champion (or Hero card) that is played outside the deck. The goal of these games is to forge a deck that utilizes your Champions strengths in order to lower your opponent's Champion's health to 0. The decks you create in these types of card games usually contain allies, abilities, armor and weapons cards to help achieve victory.
So with that out of the way, let's get on to the card types you'll find in DoRA...though I warn you, it's a bit long.
The champions in DoRA, like in all Champion-based TCGs have health and abilities. What separates our champs from the rest is that they have 2 abilities instead of the more common single ability champs/heroes found in other games. These abilities also require mana in order to be used and, once used, have a specific number of turns that need to pass before they can be used. This is called cooldown time. What also differentiates DoRA from the others is that your champions can only use these abilities a specific number of times before your mana runs out since mana does not replenish unless you use certain cards. How you use your mana and Champions is up to you; Perhaps you want to rush your opponent with powerful abilities and try to claim an early victory, try to be resourceful and use abilities when you need to dominate the mid game, or stall with your deck enough to win decisively late game.
Champions also have a Class and Element assigned to them that determine which cards they can play in their deck, baring Creatures and Terrain cards. We'll cover Elements and classes in a future update.
Creatures are usually your main source of damage dealt to your opponent. Although they have borders that indicate what Elements they work best in or are affiliated with in the lore, they have no true loyalties. You can play any creature you want given you have enough of the required resources to play them. Some creatures have effects that help you win.
Creatures have 3 stats located near the top right of the card. In order they are Attack, Health, Speed. Attack determines the amount of damage a creature deals Champions and other creatures. Health determines how much damage a creature can be dealt before it dies. Speed determines which creatures deals damage first in battle regardless of who's turn it it. Champions do not have a speed stat, but are treated as if their speed matches the attacking creature, which means the creature attacks first and then the Champion defends, if they have a weapon attached. The First Strike ability ensures that the creature defends first before the attacker deals attack damage. Creatures with high attack don't have high health or speed, creatures with high health don't have high attack or speed and creatures with high speed don't have high attack or health.
Terrain provide the resources needed in order to play the other card types in your deck. The resources they provide come in the 5 elements in the game; Nature, Fire, Water, Light and Dark. Only 1 Terrain card can be played per turn. On every other card type contained in a deck there is a number on the top left corner of the card. This number indicates the total cost of the card aka the total amount of resources needed to play the card. Under the total cost there may be a number of small colored circles (from 1-5) that indicate how many of the total resources need to be of a certain Element in order to be played.
It should be noted that although all Terrain cards provide resources, not all resources are terrain cards. There are other cards that temporarily or permanently add resources to your resource pile. These resources are usually Neutral (A 6th "Element" that can be used by all Champions) or can be of a certain Element.
Skills act as secondary "abilities" used by your Champions and can only be used if they match the Element and/or Class of your Champion. Nature Champs can't play Fire skills and Mage champs can't play Warrior skills. They usually are played once and then are sent to the graveyard.
Skills are very diverse in function; some may deal damage, others may heal health or mana, so hinder creatures while others may empower them. It all depends on attributes associated with the Class and Element of your Champion. Some skills do not have a Class or an Element and some can be played by all Champions.
Items are cards similar in function to skills except they are more "tangible". Some remain on the field by themselves until they are destroyed by a card effect or have fulfilled their purpose where as Skills can only remain on the field if they are attached. Items are far less common than skills and are usually found within certain Classes or Elements. Some items do not have a Class or an Element and some can be played by all Champions.
Though different types of cards, they are similar in function so I'm putting them in the same section.
Weapons and Armors are cards that are found in most Champion-based TCGs in some form or another. They grant your Champion stats that they normally would not have. Weapons give your Champion an attack stat and allows them to attack and defend. Armor give your Champion defense stats that reduce the damage your Champion takes from attacking and defending creatures and Champions.
The stats are located when the stats of creatures are, except they only have 2. The first stat is the Attack (For weapons) or Defense (for Armor). The second is Durability, which is similar to Health, but indicates the actual number of hits the armor can take or the number of attacks/defends a weapon can do before it's destroyed instead.
Some, like other cards in the deck, also have Element and/or Class restrictions, but there are cards that do not have a Class or an Element and can be played by all Champions.
Thanks for reading, next week we'll provide an actual update on the progress of the demo.