This post is part of a continuing series where I present my ill-formed thoughts about a DDO-inspired card game to you for review and suggestion.
DDO the Card Game features several different kinds of cards. Some of these cards are played directly in front of you, or “deploy” to your “deploy area”. Other cards do not play directly to the table top but rather deploy onto other cards. Especially the character card; most of your Loot deck will consist of cards that deploy to your characters to make them better.
Cards that deploy to your deploy area
Characters go on quests and earn Loot. When you add other Loot cards to your Character, you form a “Character Stack”. You may have as many Character Stacks as you like.
Public Instances deploy to your deploy area and have permanent effects. You may deploy as many Public Instances as you like.
Events apply until the beginning of your next turn when the card is discarded. You may only have one Event at a time.
Festivals deploy to your deploy area. Festivals effect everyone in the game. There can only be one Festival in play at a time; when someone plays another, the current Festival is discarded.
Cards that build your character
Level Ups Your character begins at first level, and gains a level whenever you add a Level Up to its Character Stack. You may have five Level Ups in each Character Stack. Any Level Up can be deployed on any character. If you play a Rogue Level Up on a Barbarian, you create a mutli-class character that has attributes and effects from each class. Later you can add a Wizard level too. Or whatever you like.
Determining Character Level
The word “Level” gets used a lot and not always in the same way. Your Character Level is 1 (for the Character card) plus the total number of Level Ups in the Character Stack.
The various attributes in your Character Stack each represent a different kind of Attribute Level – for instance, your “Warrior level” is the total number of Warrior attributes in your Character Stack.
Race cards add attributes and effects to the character. You may only have one Race card in each Character Stack.
Enhancements come in chains that are each three cards long, that can only deploy in the proper order, with the third card in the chain being the most powerful. Enhancements are either class-specific (can only be deployed on a character that is a specific class or that has a Level Up in that class) or race-specific (can only be deployed on a character that has a specific Race card). You may have any three Enhancement cards in each Character Stack.
Feats can be deployed on any character, but some Feats have to be deployed in a specific order, for instance, you cannot deploy Great Cleave onto a character unless the character already has the Cleave Feat. You may have one Feat in each Character Stack per Character Level (up to six at max level).
Spells are another type of card that deploys into a Character Stack. Spells come in two types: Divine Spells mainly consist of effects that do good things to characters. Arcane Spells mainly consist of effects that do bad things to monsters.
You may only deploy spells onto a character that has the correct spell casting attribute. Wizards, Sorcerers, and their Level Ups all have the Arcane Caster attribute. Clerics, Favored Souls, and their Level Ups all have the Divine Caster attribute. Bards and Bard Level Ups have both.
All Magic Items deploy onto the Character Stack. When you deploy a Magic Item to a character, it is “bound” there, although some cards allow you to pool items or move them from one Character Stack to another.
Weapons, Armor, and Shields add to combat values. Some Weapons cannot be in the same Character Stack as a Shield.
Clothing and Jewelry may add to combat values but may also have other effects. There are several different types of items in this category. You may Stack more than one piece of magical clothing or jewelry, but not of the same type. For instance, one Character Stack could contain both a Headgear card and a Necklace card but not two Necklaces.
Scrolls and Potions have a variety of one-use effects. You may carry as many Scrolls and Potions in your Character Stack as you wish.
Trinkets have a variety of effects. You may only have one Trinket in each Character Stack.
Monster Cards come in three flavors: Heroic, Epic, and Legendary. Until the first Raid, quests will consist of only Heroic Monsters. After the first raid, Epic Monsters are used, and after the second raid, Legendary.
Monsters contain a combination of effects and combat values. You must defeat all of the monsters before you can defeat the quest Boss and win the quest.
Puzzles require one character to have a specific Attribute Level. An iron gate may require so many Warrior Levels to open; a locked door may require so many Trapsmith levels; a Sigil may require so many Divine Caster levels, etc. You must solve all puzzles before you can face the quest Boss.
Traps can be resolved either by setting them off or by removing them. Traps have differing harmful effects, some of which damage the Character setting them off while others damage everyone on the quest. Traps can be removed by a character with so many Trapsmith levels. You must resolve all traps before you can face the quest Boss.
Optional Objectives represent a choice; the party may complete the objective or discard it. If it is completed, everyone in the quest takes the specified amount of damage and gets a bonus reward (usually drawing a bonus Loot card). Optional Objectives must be completed OR discarded before you can face the quest Boss.
Quest cards may contain special effects, and will always describe the quest Boss. The Boss is a Monster, and may act during the Monster Phase of combat, but cannot be effected by players until all of the Monster cards are resolved.
There are only three Raid cards: Sor’Jek, Velah, and Arraetrikos. Raid Bosses are also Monsters, and may act during the Monster Phase of combat, but cannot be effected by players until all of the Monster cards are resolved. If you fail to defeat any raid boss you lose; game over.