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Author Topic: Rebirth CCG: Core Ideas  (Read 40 times)

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February 10, 2012, 06:49:44 pm
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Hobbiton Lad

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Rebirth CCG: Core Ideas
« on: February 10, 2012, 06:49:44 pm »
A few months back, I was able to show you guys some prototype images of Rebirth and give you an idea of where the game was going. After a lot of hard work (and more still to come) I'm excited to announce that  the alpha build for the first faction in Rebirth is ready for viewing. And the rest won't be far behind!

But first there are some things you have to understand. In order not to infringe on the intellectual property of a certain other company, it became necessary to change a majority of the game terms. I did this on the advice of one of my best friends, who just happens to be an intellectual property attorney. I didn't want to, but he assured me it was necessary.

So with that being said, here's a quick glossary for you, but this is by no means an exhaustive list.

Phases of the Turn:
  • Order Phase
  • Chaos Phase
  • Tactical Phase
  • Magic Phase (this is a new phase exclusive to Rebirth)
  • Ranged Phase
  • Encounter Phase
  • Combat Phase
  • Rally Phase

Card Types:
  • Guardian
  • Fiend
  • Aide
  • Effect
  • Ploy
  • Item
  • Relic
  • Mount (this is a new card type exclusive to Rebirth)
  • Spell (this is a new card type exclusive to Rebirth)

Key Game Terms:
  • Might - A character's strength.
  • Fortitude - A character's health.
  • Spirit - A guardian's ability to continue onward in the face of peril; his will.
  • Expend -  Being expended places an injury token on a character. You cannot expend a character to death.
  • Injure - Being injured also places an injury token on a character. Injuries can cause death.
  • Fatigue - A fatigued character is one that has injury tokens such that he/she cannot be expended.

This is just a taste of what's to come with the game. But I think to really get a handle for it, you need to see some actual cards! Check out the Aristocracy thread to get a first glimpse at the faction's development.