Runes Gambit

Dolven is a two-player strategic card game where the objective is to reduce your opponent’s life points to zero. Players use a 20-sided die to track life points and a 6-sided die to resolve battles.

The gameplay offers a familiar card-battling experience, but with a unique twist: the outcome of battles is influenced by rolling a 6-sided die. The die roll boosts both attack and defense, introducing an element of chance that adds an exciting layer to your strategic choices.

Game Title: Dolven: Runes Gambit
Number of Players: 2
Theme: Medieval Fantasy card combat, tactical strategy, and rune-enhanced mechanics

Overview:

Dolven: Runes Gambit is a tactical 2-player card game where players compete to outwit each other using a combination of strategic card play, dice rolls, and rune-enhanced abilities. Each player commands a deck of mercenaries, and spell cards. The objective is to reduce your opponent's Life Points to zero by defeating their cards in combat and diminishing their lifepoints.

Game Components:

  • Decks: Each player uses their own deck of 32 cards, consisting of mercenary, and spell cards.

  • Life Points Tracker: Each player starts with 20 Life Points on a 20 sided die.

  • Rune Dice: 6-sided dice used to add an element of chance to combat encounters.

  • Mana Tokens: Your currency to play cards limited per 40 tokens per deck.

  • Hand Limit: Players draw and hold up to 7 cards in their hand at any given time.

Welcome, brave travelers!

I am Eldorin, keeper of ancient runes and master of forgotten lore. You stand at the threshold of Dolven: Runes Gambit, a game of strategy, power, and fate. Within this realm, cards become your champions, and the roll of dice bends fortune to your will. But heed my words: it is not mere chance that will guide you to victory, but wisdom, foresight, and mastery over the runes.

Step forth, and let me teach you the secrets of the game. For only those with cunning and courage will emerge triumphant in the battles to come.

Setup:

1. Set Life Points: Both players start with 20 Life Points.

2. Shuffle Decks: Each player shuffles their 32-card deck and draws an opening hand of 5 cards.

3. Determine First Player: Roll the Dice. The player with the highest roll goes first. If tie, roll again until one wins.

4. First Player: Draw 1 mana and 1 card to begin.

Rune Power is the strength of the card.

Archetype/Suit:

Strength - Red

Dexterity - Green

Intelligence - Aqua

Mana: The mana cost the mercenary requires before he will assist you in battle.

Gameplay Rounds:

Each game round consists of the following phases:

1. Draw Phase:

  • At the start of a player's turn, they draw one card from their deck and one mana from the mana pool. If a player has 7 cards, they must choose one to discard before drawing.

2. Deployment Phase:

  • The player may place any of the cards in his hand on the battlefield provided he has enough mana.

  • When mercenaries are first deployed, they cannot be used to attack until the next turn.

  • Mana remains on the card and returns to the player on next turn.

  • Spell cards can be placed on a mercenary card to provide a buff, mana applies.

3. Combat Phase:

  • Players initiate combat by challenging one of their opponent's face-up Hero cards with one of their own.

  • Place the attacking mercenary in front of the opponent card. Roll the dice to determine the winner.

  • Winner is determined by adding the value of rune and die.

  • Dice Roll: Both players roll their die. The rolled number is added to the Rune Power of the card.

  • Victory in Combat: The card with the highest combined Rune and dice roll wins. The losing card is removed from the grid and sent to the discard pile.

4. Life Point Attack:

  • When a player has no mercenaries on the battlefield, their opponent can attack their life points directly. To attack, Select a mercenary card and declare an attack. Both players then roll the dice. The attacker's card value plus their die roll determines the damage dealt to the opponent's life points. However, the opponent's dice roll acts as defense points and reduces the amount of damage taken. Regardless of the outcome, the attacker's card stays in play after the round.

The game is won when the lifepoints of one reach zero.

Mana cost

Rune / Suit

Earn Mana with Hand Combo’s:

Form combos by matching runes on cards. Announce combos before the end of the Card Play phase to receive rewards. Cards in play can be reused for new combos.

Combo Rewards: When making combo’s player must announce the combo to receive the reward.

  • Triad - 3 runes of the same count: 1 mana

  • Suited Triad - 3 runes of the same suit: 1 mana + draw 1 cards

  • Quad - 4 runes of the same count: 1 mana + draw 2 card

  • Suited Quad - 4 runes of the same suit: 2 mana + draw 2 cards

Suited Triad - earn 1 mana + draw 2 cards

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