Today we are going to talk about one of the core mechanics of the game: the cards!
Cards are the main way players can perform actions and there are several ways of acquiring different types of cards. Each card has a type and phase which dictates how they can be acquired and when they can be played.
Phase defines when and how the card can be played. There are currently 4 types:
- Vote: Played during a vote check.
- Free Action: Played during a player’s turn. Consumes no action.
- Die: Played during a die check.
- Action: Played during a player’s turn. Consumes one action.
Phases the card can be played
There are currently four card types: Skill, Special, Admiral and Wild.
Skill cards are the most common type of cards. Each player receives skills cards based on their character skill set, but they can also be obtained by various other means.
The only type of cards with strength and sub-groups, both of them will be discussed on another post. Each sub-group specializes in a set of actions: Leadership, Tactics, Politics, Combat, Support.
Examples of Skill Cards: EMP Strike (left), Scout Destination (right)
Wild cards are given to the player holding the Joker title. These cards allow the Joker player to control the flow of the game with various powerful actions. Joker players can freely draw these cards.
Example of an Wild Card: The Fool
Admiral cards are given to the player holding the Admiral title. These are powerful combat cards which should be used as last measures as they are extremely limited.
Example of an Admiral Card: Nuke
Special cards are powerful cards unique to each character. These cards complement the playstyle of each character giving them unique abilities.
That's all for now guys. You can support the development of our game and gain access to Alpha builds by becoming a Patron. See you next time!