Hello everyone, I'm here to present and test my very own card game,
Raiders and Relicsb]This thread is approved by Echo.[/bWhat is Raiders and Relics?
Raiders and Relics is a strategic card game in which players race to explore ruins and excavate the very valuable relics found inside. To do so, the very powerful Raiders build up their dig camp and protect it from monsters and rival Raiders with traps and mercs, while bolstering them with equipment and treasures. The ultimate goal is to accumulate the most wealth from your expedition, but to do so, you will no doubt need to dirty your hands and sabotage your opponent's efforts.
As of now, the Relics and Raiders is on version 0.4.0.
So, how do you play Raiders and Relics?
The Gameplay is quite simple: You build yourself a deck, draw cards, play resources that will, in time, allow you to play other cards such as Mercs, Traps, Treasures, Equipment and Orders to affect other cards in play. The goal of these cards is to support and protect your Raider who is key to excavating the ruins, which leads to treasures and, periodically, to very valuable Relics, which are key to winning the game. If you're familiar with Magic: The Gathering, you should pick up on Raiders and Relics quickly.
So, how is Raiders and Relics different from Magic?
Raiders and Relics diverges from Magic: The Gathering in several ways.
- instead of having life points, you have a Raider, which can attack and use abilities and is key to excavating and exploring ruins.
- The Goal is not to kill the opponent, it is to obtain the most wealth by exploring ruins.
- Players pick a Raider at the beginning of the game, adding a layer of strategy to the deckbuilding, as Raiders have unique and powerful abilities but may not be copied.
- Raiders grow during the game as you destroy creatures and gain XP, allowing you to bestow new abilities upon them. Additionally, there is a strong emphasis on equipment, meaning even your lowliest merc can become a powerful engine of destruction.
- Players have 3 Decks of their own, the Main Deck, the Resource Deck and the Ability Deck. Additionally, there is a shared Excavations deck that you dig through to get to the Relics.
- As mentioned earlier, resources are in their own, separate deck, meaning you're never resource-starved due to poor luck.
- Resources include the ability to draw more cards, meaning you always have more options.
- Resources also include troop resources, which generate a steady stream of token creatures.
- The emphasis is less on playing creatures and more on building up traps and treasures to support the creatures you generate.
Sounds fun, How do I play?
I made a plugin for a program called LackeyCCG that allows people to play Raiders and Relics online. To get the program and the plugin, simply visit
this page for information on how to install the plugin and get the game working.
To begin a game, you need to have one player load the Vitals Deck into the Vitals Deck shared zone and the Excavations Deck into the Excavations Deck shared zone. This is important. That's how you can have the Raider and Relic cards available to all players. Another important point is that you should open up the left section of the screen, by dragging it open. That's how you can have access to the Token tab which lets you drag tokens into the field. it's also a good idea to stretch the window as the game's virtual table can get quite crowded.
You can drag cards from various areas and can use a variety of functions to emulate playing the game, it's all manual, nothing's automatic, just like real life. Be sure not to cheat, as that is totally lame.
The program also allows you to build your own decks quite easily. Just make sure to put the right cards in the right decks: Traps, Treasures, Equipment, Mercs and Orders go in your Main Deck, Resource Buildings go in your Resource Deck and Abilities go in your Ability Deck. Relics, Raiders, Ruins Rooms and any Excavated card don't go in your decks, they're in the Shared decks, you don't need to worry about those. It's not that complicated to get it working, you just load the full deck to yourself when in a game.
That should just about cover it, if you have problems with LackeyCCG, post here, I'll do my best to help you out.
Whoah, hold on! Where are the rules? And the cards?
You can find the rules, the cards and some decks on
This handy site i made for the game.How can we help you with this game?
You can help me by participating in games, by commenting on the cards or rules or concepts in general, by building better decks to really test the limits of the game and, if you're artistically inclined, by allowing me to use your work as card art. Don't be afraid to criticize the game. There's no way it'll get better without criticism and I am aware that it may very well be completely broken already, but i believe in it, and i want it to be better. Just, keep in mind, constructive criticism is better than simply saying "Your game sucks" or "This card sucks".
Also, I'm open to card suggestions, mechanics suggestions, et cetera. This game is not nearly close to version 1 yet, so everything can change. Think of this as a pre-alpha release.
I have other questions!
Then ask away in the thread, i'm not afraid of questions.
Handy Links
Posts
Here are people who play the current version of the game:
@21stCentury
@Winky
Also, we have a Steam group: Raiders &Relics, it can be useful to find people who want to play the game with you. So if you're interested in the game, shoot me a message via Steam and i'll add you to the group!
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"A Main deck containing at least 30 cards, a Resource deck containing at least 15 cards and an Ability Deck containing at least 3 cards."
But for the rest of the rules it pretty much just refers to either the main deck or the resource deck. The ability deck is never mentioned, nor is how to draw or play cards from it.
I'll give it a shot.
Oh, well, it's mentioned that whenever you draw, it may be from any deck, but i'll look into it again. Thanks for pointing it out.
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pretty sure that should say "counters."
the "no true scotch man" fallacy.
Good eye there, yes, it should, i'll put that on my to-do list.
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Why do all the resources say "basic?"
What is the meaning of "basic?"
None of the cards say "Legendary."
Also:
If I can have 5 of any card, why does it matter whether we use duplicates?
Oh, wait, here it is, in a completely different section:
You should start by putting all deckbuilding restrictions in the same place in the rules, preferably at the beginning.
the "no true scotch man" fallacy.
Oh, that's phrased badly. I guess the "Basic" in resources is redundant. The Legendary rule has been removed, i had forgotten to remove it when i removed legendary types.
As for the Raider and relic cards, i mean cards with Raider in their type and Relic in their type.
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Unless you have this guy.
the "no true scotch man" fallacy.
- Terence McKenna
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Consequently, that makes cards like this kind of scary:
the "no true scotch man" fallacy.
Wait,there is a limitation. You can only play 1 resource card only per turn, unless you have a card that says otherwise.
Wow, tickle my winkle, i forgot to mention the resource limitation in the rules. Good catch there, Feral. No idea how that happened.
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I assume from this that there's a restriction to one resource per turn.
the "no true scotch man" fallacy.
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In other words, if Berthram is knocked out, or has been tired by an ability that does not let him ready on the next commerce phase, do I still get a discount on traps?
the "no true scotch man" fallacy.
No, he's knocked out. i should make that clear. Good catch, again!
But the passive is still around when tired, just, not when knocked out.
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the "no true scotch man" fallacy.
the "no true scotch man" fallacy.
Hmm, I didn't think of it like that. I guess it works better that way, because as it is, it's too easy to guess what the trap is just from what was paid.
Sure, let's go with that!
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maybe i'm streaming terrible dj right now if i am its here
Well, you can't reveal it if you can't pay for it.
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K, makes sense. Just wasn't sure whether traps were revealed by the owner or tripped by the opponent (I skimmed)
maybe i'm streaming terrible dj right now if i am its here
Note. This now allows an element of bluffing that wasn't there before as you can lay down traps that you know you can't activate but your opponent doesn't.
not having internet makes joining in on this a little problematic
I will be in as soon as I get it tho
That isn't a bad thing to be honest. Bluffing just adds another level of strategy to the game play.
- Terence McKenna
I need to spend some time going through the rules and cards like Feral is, but man
I really like this so far- I would play the CRAP out of this if it was a Real Game. I don't know if you are really thinking about making this a thing, but I could see it doing well as a "packaged" card game I.e. Ascension.
Like, you get all the cards (or a set of them) in a box, without having to worry about booster packs and stuff.
I want to !Sign In/Up
I will playtest!
Typo in your rules text!
So- a clarification. You start the game with one Active relic, and you can play more relics on your turn, but they are facedown and inactive (During the Build phase)? And the winner is the one who has all the relics at the end of their turn (which you can steal after you knock their raider out)?
I have one active relic (Idol of the druids) and one passive (Eagle's wing) which is facedown. My raider gets knocked out, and my opponent can now choose to steal either the faceup one or the facedown relic?
And then, say my raider is Alexia (2 turns). She stays knocked out for two turns, and in those two turns I am basically "safe" from having my second relic stolen?
And are those "two turns" my turns, or my opponent's (say, in a multiplayer game)?
You misunderstood how Relics work. You pick all the relics at the beginning of the game, right after you pick your Raider.
Your Raider gets knocked out, the other player could pick the relic of his choice, yes.
Yes, you're "safe" for two turns, but you lose any passive effect from your raider.
They're two of your turns.
Let's say turn 5, your raider gets knocked out.
The opponent picks the relic he or she wants from you and then you start your turn 6. Your raider is knocked out for one more turn. Then your opponent plays, then you play with your raider still out, then your opponent plays and then, at the beginning of your 8th turn, your raider gets back up.
Hope this helps.
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Another question- Traps come into play facedown and tired, yes? so then I can't flip them until my next turn, but when I do I can automatically tap them?
If so, does Spiriting away kind of get around this?
Instead of adding more posts, I will compile a few more things in this one
Firstly- how does healing work? Do raiders "keep" damage done to them? What about creatures? I assumed from the description of battling it was like magic and damage heals at the end of turn, but maybe I missed something.
Also the card image for Stone Golem itself has a typo on it: "Stone Golem may no attack"
okay, Turn 2, you play Spiriting Away. It's tired (tapped). Turn 3, it untaps, but stays face-down. Then, when you want to use it, you reveal it and its effect doesn't need you to tap it, since you destroy the trap as part of its effect.
@Zombiemambo, @Kilnaga. Whenever you're ready, post something to that effect and we'll start the first test game. Think how many cards from which decks you want. If your initial draw is not satisfactory, I have no problem with mulligans. i'd suggest, for the initial draw, about half from the resource deck and half from the main deck.
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Edit: Check the OP's Links at the end to find the Deck hub.
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- Terence McKenna
i'm gonna use a RNG to shuffle the cards for all 6 decks. it should work. What i'll need (when Zombiemambo picks his deck) is how many cards from which decks you want for your starting hand of 8.
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- Terence McKenna
So 2x3 = 6 decks.
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- Terence McKenna