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Gameplay[]

Deck Building[]

A player's deck consists of cards placed into a Blueprint, which dictates the number of cards that can fit into a category, and also any effects that can affect the cards themselves. Each category follows some simple rules as to how and when they can be played in a fight:

  • Guardians - all guardians are played at the start of a fight, in the order that the player set them in their deck. This is designed to give the player a consistent starting point
  • Minions - along with spells, these are shuffled into your playable deck, drawn from a hand of 5 cards
  • Spells - these are played during the course of a fight alongside minions. When these are played, they take effect before anything else and are dismissed before any other played cards start their turn
  • Reserves - much the same as guardians, they retain their selected order, but are played when one of the following conditions are met (note: raid mechanics may mean that reserve conditions are different for the raid boss) at the start of that player's turn
    • Player is reduced to 10 health
    • No more playable cards exist for that player

Also to note are the different damage types available that exist, marked on the face of the card as a corresponding icon

  • Melee (sword) - always attacks the opposing card. If no opposing card is present, it will attack the player's health directly
  • Ranged (bow) - will attack a random opponent, preferring taunted opponents. It will attack the player's health directly only if no other targets are available
  • Spell (staff) - these cards do not have a health value, and follow the same rules as ranged attacks
  • Stunted (shield) - these cards do not have an attack value nor have a predefined attacking rule, and can have more complex effects as a result. Any method of attack will be listed under that card's skills

Cards are upgradeable, and their rank is shown as a roman numeral on the card's face. Each tier unlocks a new effect, enhancement or such for that card.

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