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Alpha Rulebook: Playtesting Version 0.7.1

  • Writer: INDI
    INDI
  • Dec 3, 2024
  • 3 min read

Updated: Dec 20, 2024

Welcome to Old Mana Game, a strategic trading card game combining tactical decision-making and resource management. Players become champions with unique abilities, enlisting allies, weapons, and abilities to influence battles. Each choice is crucial, requiring players to plan ahead. This guide covers all aspects of the game, including setup, gameplay flow, and core mechanics. Learn to select your champion, build your deck, and understand card synergy. Discover the structure of turns, phases of play, and key decisions in each round. We also explain the core mechanics like mana management, card drawing, and combat resolution, along with their strategic impacts. This guide aims to deepen your understanding, enhance your strategies, and help you win battles. Immerse yourself in a world where every card matters and your tactical skills are tested.


 

1. Game Setup


Before starting the game, both players build their decks. Each deck includes:

  • 1 Champion: The main character of the deck, representing the player in the game.

  • Each champion belongs to a class and selects one of three specializations (specs) to influence their playstyle.

  • 1 Utility Location: A special card that provides strategic bonuses and cannot be swapped out during the game.

  • 40 Cards: Cards can be chosen from the selected class and neutral cards. The Singleton format allows only one copy of each card in the deck.


 

2. Starting the Game


Determining the Starting Player

  • Both players roll a die to determine who goes first. The player with the higher roll starts.

  • The second player receives one gold coin as a balancing advantage.


Drawing Cards and Mulligan

  • Both players draw 5 cards.

  • Mulligan: Players may either discard (once) all 5 cards to draw a new hand or keep the entire hand. Discarded cards are shuffled back into the deck.


 

3. Gameplay

The game proceeds in alternating turns. Each turn consists of the following phases:


1. Start Phase:
  • Draw one card from your deck.


2. Main Phase:

Mana and Gold:

  • Players begin with 1 Mana, increasing by 1 each turn (up to a maximum of 10).

  • Gold is generated through defeated allies, effects, and cards (up to a maximum of 10 gold).


Actions:

  • Play cards from your hand, such as Allies, Weapons, Armor, Abilities, or Traps.

  • Use your Utility Location.


Attacking:

  • Allies can attack opposing allies or the champion.

  • Tank Allies must be attacked first.

  • Champions can also attack.

  • Champions do not take damage when attacking other champions.

  • When attacking allies, champions take damage equal to the attacked ally’s ATK (unless they have a weapon with the Range effect).


3. End Phase

End your turn when you can no longer perform actions or choose not to.


 

4. Card Types and Effects

Champions:

  • Start with 30 health points and 1 base ATK.

  • Can equip weapons and armor to improve their abilities.

  • Weapons allow champions to attack and can have effects like Range, preventing counter-damage.

  • Armor provides additional protection (armor points) that reduce damage taken but do not increase health.



 


Allies:

Allies can have various effects, such as:

  • Passive: Always active while the ally is on the field.

  • On-Attack: Triggered when the ally attacks.

  • After-Attack: Triggered after an attack.

  • On-Death: Triggered when the ally dies.

  • Survive: Triggered when the ally survives a round.

  • Instant: Triggered when the card is played.



 


Weapons:

Weapons are divided into:

  • Two-Handed: Occupies both weapon slots.

  • Main-Hand: Occupies one weapon slot.

  • Off-Hand: Occupies the second weapon slot.

  • Weapons have Durations and can break when fully used.

  • A Weapon has to be bought with Gold.



 


Armor:

  • Provides armor points that reduce damage.

  • Champions can equip up to 2 pieces of armor.

  • Armor has to be bought with Gold.



 


Abilities:

  • One-time-use spells or skills with immediate effects.



 


Traps:

  • Hidden cards that activate under specific conditions.



Locations:

  • Provide strategic bonuses determined before the game begins.

  • Locations cannot be swapped during the game.



 


5. Loot System

  • Defeated allies drop loot in the form of gold, based on their mana cost and rarity.

  • Gold can also be generated through card effects and Utility Locations.


 


6. Winning the Game

The objective is to reduce the opponent’s champion’s health points from 30 to 0. Use your strategy, combine effects, and control the battlefield to claim victory!

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