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Wizards and Warriors Prototype Card Game

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  Wizards and Warriors is a Table-top Trading Card Game that exists in Witch Campus and is very popular in the magical world in-universe. There is a club devoted to this game that would teach the players how to play the game, engaging in its side-story and engaging in tournaments to win prizes.

   

   There are two card sizes, normal cards that come in 5 types, Deck-master, Unit, Spell, Trap, and Item cards. Huge cards are equal to four normal cards and come in 4 types, Monster, Fortress, Spell and Trap cards. Units are your main offense as they come in either Warrior or Wizard class and ranked, Pawn, Champion or Master. A warrior can set trap cards while Wizards can set spell cards. When a unit is slain or a trap, spell and item card are used/destroyed they are discarded to Tartarus. Huge cards that are used or destroyed are removed from play.

   

   There are two modes, quick play and duel, in quick play you play on a 8 x 16 table and you play with a deck of 50 normal cards and 5 huge cards. In duel you play on a 12 x 32 table using a deck of 100 normal cards and 12 huge cards, this will be how tournaments work. At the start of a game both players ante the same number of cards as treasure, draw 10 cards and then flip a coin or roll a die to determine who's turn it is. Both players then select their deck master and place them anywhere in the deployment zone which is two rows long. At the first turn, the player can deploy as many pawns cards on their deployment zone, provided that there is space. After this Battle phase starts where they move their units around the playing field, they can also use traps, spells and items card or activate their deck masters ability (once per turn). When a player starts their turn they draw cards until they have ten in their hand. The player can either deploy more units or promote their units on the field. To promote a unit you must have a unit card of a higher rank than the desired unit and of the same class. You can promote a unit once per turn, so it takes two turns to promote a pawn into a master. The promoted unit is stacked on top of the lower lever unit card increasing its attributes and gaining new abilities. To play huge cards you must discard a total of 4 cards from you hand and/or ones you control on the field. Some special abilities require that you discard a number of cards required to use it.


Unit, monster and fortress cards have four attributes; Hit Points, Damage Points, Armor Points, and Move Points. Hit Points determine how much damage a card can take before they are destroyed. Damage Points determine the damage an ability can cause. Armor Points subtracts the amount of damage taken. Move points determine how many space a card can move. A unit can have up to 3 abilities/traits but gain up to 3 more abilities/traits when promoted, while a huge card can have up to 5 abilities/traits. Fort cards can store up to 4 units and transport them across the field. Units inside a Fort cannot perform any action until they leave the Fort.


The objective of the game is to slay your opponent's deck-master. Alternative victories include occupying your opponents deployment space, or your opponent runs out of cards to play.


I don't plan on implementing this game on my current project. I do plan on including it for a sequel.

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Waiting for 5 more votes

Uploaded
Apr 15, 2023
1:06 PM EDT
Category
Illustration

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