Cards of Yore is a computerised card game meant for all players, it features fast paced strategic gameplay with a greater focus on the childhood joy of collecting, trading and playing cards. With original game modes, guilds, player hosted tournaments, accessibility, and various other features, it’s a CCG like No other.
A short video which just runs over the basics gameplay Loop. Using essence cards and harvesting Flora to gain Essences, spending those essences to play cards. Fauna, character and construct cards attack automatically each turn, Flora harvest automatically when their growth timer hits zero, and can retaliate when attacked. Having an attacking card with clear line of sight to your opponent lets them attack directly, the game ends when your opponents health hits zero.
The biome card serves as the basis of your deck and has a significant impact upon it. The biome card changes your half of the game board to the region the card represents. Howling tundras, oceanic depths, blistering deserts, lush forests and more. Biomes can be Freezing, cold, mild, hot, and scorching as well as aquatic, terrain or a mixture of both.
The Flora of the Biome, these cards grow for a cycle and then are harvested, triggering any abilities. Typically unable to attack, many flora do however have defences, and can fight back! Flora are limited to which biomes they can be placed in based on conditions and environment type.
The creatures of The Realm, Fauna are a fundamental component to a deck. With various abilities, stats and costs there’s a Fauna for every occasion. More capable of travelling beyond their natural borders than Flora, Fauna gain penalties when played in unfavourable biomes, and cannot be played in biomes which are extremely different to their own. Fauna are also limited by their classification as aquatic, amohibious, land going, or flying. While amphibious and flighted creatures can prove effective regardless of Terrain, land based creatures and aquatic beasts are unable to survive in each other’s worlds.
Heros, villains, adventurers... whatever they may be they are the mightiest among the denizens of the realm, few and far between are the noteworthy members of the many races, as such these cards are rare and often very powerful.
Buildings, gadgets and artifacts. The ingenuities of The Realm’s intelligent races know few limits. They are as varied in their applications as the whimsy of invention itself. From humble farmsteads and workshops, to dominating siege fortresses, constructs can seriously steer the tide in a battle. These cards are played on the back row of your field, or can expand one tile from another building... just remember that even if the building falls, Flora won’t grow on built up ground.
Life essence, Nature Essence, and Mineral Essence. These elemental energies crystallise in the magic drenched atmosphere of the realm. Used to play Cards, Essences of different kinds and in different volumes will be required for each card. Essence cards are and Flora are your primary source of Essences, but at the cost of sacrificing cards.
The first thing you do in Cards of Yore is both play your biome cards. You’ll find them placed to the right of your field, which is the half of the board closest to you, made up of 12 card placements, organised in 4 columns and 3 rows, and facing your opponent and their field.
Then it’s time to draw a hand of five cards for your first turn, the optional discard.
Here you can, if you wish, remove cards from your hand and discard them. At the end of your turn you will draw the same number of cards.
For the rest of the game take turns playing cards. Play essence cards to gain essence, drawing a card and discarding a card with each essence played. You can play as many essence cards per turn as you like.
Use Flora and Fauna to play the game, your Fauna attack automatically at the start of your turn, while flora only retaliate against their attackers. An attacking card will normally target the first card directly in front of it.
Flora also grow and harvest, when their growth counter reaches zero turns they will harvest, triggering their effect.
You will draw a card at the start of each turn, and if both players consecutively played down to less than two cards in their hand, you draw an additional two cards.
The goal is to reduce the opponent to zero health from 15.
Remember to check card’s stats and abilities carefully, and keep an eye on your health and how many cards are still in your deck!
When your deck is empty you’ll take damage each turn.
Let’s walk you through this real quick!
Created by a race of gentle and nomadic called Alkrhin, the cards started as a way to teach their fawn about their home.
The Alkrhin as a whole hold the belief that to settle is to destroy, while they look at migrating animals and see a force of rejuvenation and balance in the world. Following this example the Alkrhin have been nomadic for generations beyond memory now, travelling the world in small groups using roads which no other race on the face of The Realm know as well as they do, While famed for their knowledge of the Fauna and Flora of many regions there is none which they know better still than their home.
Forbidden by their own laws from ever dwelling in the forests from which they first emerged, the Alkrhin have long taught Fawn of the natural dangers and treasures of their home forest. Using paintings of these Flora and Fauna on small thin sheets of softwood they kept their knowledge alive through the ages alongside renderings of characters from various tales and parables.
Typical of youths of any race, the young fawn would play with them, and various games were created to amuse young minds on long journeys. As the tribes crossed paths a common rule set was established though other versions are often still played. This game of their cards of yore became popular with their race in every corner of the horizons, regardless of age.
In their travels and dealings, the Alkrhin became a familiar caravan for many races as they traded exotic wares on their forever journeying. Among these interactions the cards of yore spread, and soon other races began adding their own regions and indigenous nature to the cards, and the game as it is known today evolved and grew.
At full release the game will be available firstly to PC and Mac users, available initially via our website and the Epic Store, with release to Steam to follow, and other stores/markets to be considered over time.
iOS and Android will come alongside PC and Mac in the initial release. The experience on mobile will be the complete game, but tailored to take best advantage of the platforms strengths and weaknesses in terms of how the game is controlled. This is particularly important in terms of the accessibility systems.
Console release will likely be slightly behind the PC and Mobile release, but will come about as soon as can be managed. All going well a console release could be possible from day 1, but no promises. We are hoping to bring the game to the Xbox, PlayStation, and Switch platforms. Controls and layouts will be tailored to each platform in keeping with typical control schemes on the platform.
We have a VR design which is both awesome and a little ambitious, for this reason VR will likely be the last to receive a launch, but it will be worth it. We plan to make full use of the incredibly unique and immersive experience offered by VR.
Specifics on VR stores/devices are yet to be decided, but knowing us we will try and reach them all.
For the moment we are working primarily on consistently smooth and enjoyable functionality with NVDA, though we have turned our gaze towards JAWS and other screen readers, and will endeavour to support as many softwares as we can. Naturally, we will be focusing on the accessibility software which comes with the operating systems we are targeting also.
If you would like to see CoY bridge onto another platform, or become usable with another software, or be localised to another language, get in touch and let us know! We’d love to hear from you!