Digital card game in a medieval fantasy setting with positional strategy and exploration. 7 armies with unique decks and cards wage war
Digital card game in a medieval fantasy setting with positional strategy and exploration. 7 armies with unique decks and cards wage war
Emerald Lands is a turn based fantasy card game, which is 2 years in the making. It will be available for PC, Android and iOS. What started out as a desire to make a catalog of fantasy creatures evolved into much more. We drew inspiration from Greek, Roman and Slavic Mythology and games and comic books of similar genres. We wanted to create a unique world, setting and rules that are easy to learn and fun to play. Our game is not about card collecting and bonus decks, instead we wanted to offer all the cards and armies to the player from the get-go. The goal was to create a complete experience with flexibility and not be limited with strategy options within a chosen army. We wanted to focus on balancing gameplay rather than using time and resources for a card collecting option.
At the beginning of the game, a player chooses an army and creates a card deck. They can only use cards from that army. Player receives points for constructing their deck which can vary depending on whether the player chooses quick battle against a computer or friend, or if they are playing a campaign. Points are redistributed based on how many cards of a particular unit will be in that deck until all points are spent. If a campaign is chosen, player is taken to the world map where their story begins. If a quick battle is chosen, then the player chooses a battlefield stage and plays a quick game.
When a battle starts, 2 players (or more if it's a boxed version of the game) take turns and chose what type of cards they will use to attack their enemy. The goal of the game is to reduce enemy's commander health points to zero, which are represented at the bottom of the screen for the player and at the top for their opponent. When player is done selecting which cards are going to attack and which ones will move or use magic, player then ends their turn and receives upkeep (money) which is needed to place cards on the battlefield. When end turn is selected, all the attacks and spells are resolved and then enemy player has their turn.
We are huge fans of games such as Heroes of Might and Magic, Kings Bounty, Magic the Gathering and Warhammer fantasy tabletop, and we wanted to create a game that feels epic and really pulls the player into a fantasy setting. Disheartened by the fact that so many quality card games use a system of bonus decks, microtransactions, legendary cards and pay to win, or have a very long grind mechanic, we were determined to create a game in which every card feels usable even in later stages of the battle. Since the game is being developed for PC and Android/iOS we wanted to make the cards look big on screen and not lose any of the fine details when a player chooses a mobile option. Also we wanted to make battles fast paced and quickly introduce new players with simple, easy to understand numbers and controls. We wanted to create armies that feel unique and not have any common cards that are usable by all armies. For example, you cannot recruit skeleton archers if you are leading a human army. We are very well aware that feature might be difficult to balance since each faction will have unique cards and spells. That is why we will provide constant updates where backers can provide their suggestions and feedback.
Terrain plays a very important role in battles and here it's introduced simply as cards that are dealt in the beginning and as a background stage of the game. Depending on what kind of background stage you are fighting, player will receive bonuses or penalties for certain cards. For example, a cavalry unit type will receive a bonus for an attack on more open terrain such as crop fields or desert landscape. Infantry will get bonuses for defense in woods, hills and mountains, while artillery units will get penalties for the same terrain. Archers, while defending a castle siege, will get huge bonuses on attack and defense. In the forests, they will receive penalties for an attack. Monster type units will get bonuses for ruins type terrain and so on...
Terrain cards that are dealt in the beginning, represent obstacles which units can use for cover. Since they have a fairly large defense value, depending also on which terrain battle is fought, they are of tactical advantage to the player. Terrain cards CAN be destroyed, so each player has to take full advantage of it until more units come on the battlefield or larger monsters appear.
Player receives 4 random cards from a deck at the beginning of the battle and draws a new card each turn. There will be special rules when a player can draw more cards or simply pay more in-game currency to draw more than one card. Maximum number of cards a player can have in his hand is 8. On a battlefield, there are 2 rows and 5 positions a player can position his cards so the maximum number of units a player can have on the entire field is 10 (terrain cards included if any). The first row is for more offensive units such as infantry and the back row is more usable by units such as artillery and archers because they are fairly weak in defense and have to be protected. The enemy player, in most cases, cannot attack your card in the back row if there is a card in the first row on the same position. Many cards will have special rules allowing them to attack from both rows, while others can only attack from the first. For example, cavalry, due to its speed, archers and artillery will be able to attack from the first and second row. For many cavalry type units there will be a special rule, when attacking from the second row they receive a bonus to attack (charge).
Magic works differently in this game and for every spell card u want to cast, it is advisable to have a caster from your deck on the battlefield. If you want to cast a spell without a caster present it will cost you considerably more points, but it is still an option. To get more information on a specific card, player can simply click (or tap) on its icon and a large portrait of the card will appear in the middle of the screen and also a parchment will emerge from the bottom of the card with all the info and special abilities that card has. So to summarize, our game is more like a turn based strategy game with a card mechanic. Fast paced, simple, easy to learn hard to master, FUN!
- All the cards in one purchase
- Turn based positional gameplay
- Exploration and rich story
- Terrain which influences battles
- 7 different armies
- More than 300 cards in total
- More than 30 different terrain types
Story takes place on a northern continent of the fantasy world Siantess called Emerald Lands. It got its name from predominantly lush forest landscape and recent findings of diamond and emerald mines all across the continent. There is a civil war in the largest land of the continent called Justice Kingdom. It is mostly settled by humans, but is on constant intrusion from other unholy and mythological races. There is now a war between all inhabitants of Emerald Lands for control of the mines and territory. Once a beautiful and rich place to live has now turned into a battleground, and intolerance, mistrust and hatred grew between factions.
In the north, forces of nature and ancient inhabitants of the continent, want to prevent excavation of the mines and drive settlers away. They vow not to stop until land is restored as it once was millenniums ago.
In the northeast, where Dwarven realms lie, their only concerns are excavation of mines and continuous accumulation of wealth. They consider any attempt to stop digging as an act of war. Captain of the dwarf guard sees things more realistically than his king and is prepared to offer a truce and peace for all who live in dwarven lands and a share of the mines.
In the west of the continent where the human kingdom is, a ruthless old king is on his deathbed and begs his oldest son to make peace and to not go down the same path as him. He asks his son to find his long lost brother and together unite whole of human lands. There is constant struggle against pirates and mercenaries roaming on borders of their empire. Because of frequent intrusions, peasants are scared and can no longer produce enough food for themselves, let alone pay taxes for their king.
In the southern forests, Elves are very mistrustful of anyone who enters their realm. They are locked in the battle against unholy creatures recently risen from the dead, coming from every corner of Everlasting Forests. Once a great kingdom in the south, they now occupy just a batch of land in forests. Recent reports to the elven king are of fast dark shadows spotted in the southeast unlike anything they have ever seen before...
Magic is a rare sight in the world of Emerald Lands and is used by those who are most proficient and trained in the art. Powerful wizards can annihilate entire armies and change the course of war. Dragons, ogres, and other big fantasy creatures are not so common and are close to being extinct. They are willing to fight for their landlords but only on a promise of being rewarded with land and peaceful coexistence. Swords and shields are being forged rapidly by all armies and the future does not look so bright...
Guardians of nature in all its glory. Wild, strong and just. Ancient animals who roamed the land of Siantess for millenniums. They allowed humans to settle in the northern continent without ever challenging them, until they began to destroy the wild and expand for their interests. Abused and betrayed by their new neighbors, they want to restore their land which humans took for granted. Their army consists of tough late game creatures and inexpensive entry beasts with centaurs as very mobile archers.
DARK ELF ARMY
Now separated by ideology from their close kin, the elves, they are inhabitants of caves and underground dungeons. Organized as tribes, they don't have a single ruler and their spider queens are leaders of each tribe. Their skin and mind is damaged by sunlight so they rarely go out from their lairs during the day. That is the curse bestowed upon them long ago by their former elven king Ellias. Dark elf army is very mobile and with exceptionally tough late game creatures such as Black Dragon. They have fast and horrifying night creatures as well as exceptionally skillful archers.
Settled in Emerald Lands a few centuries earlier than humans, dwarfs have always been greedy and opportunistic. Jewels and gold dug from north not only gives them enormous wealth, but also makes them addicted to the mere sight of any shiny rocks. Basing their entire culture on mining, they spend most of their time in the freezing caverns in the north. Their army consists of very powerful machines and artillery and a small but tough infantry. They are first class stone masons and builders. Since halflings are of a similar size, they settled alongside them in houses on the northern part of the continent. At first, they were not particularly loved by the dwarfs, but eventually they learned to peacefully coexist with each other. Dwarfs recruit them for scouting and as skirmishers during war times.
The elves, mostly located in the southern forests, are very protective of their territory. Because their history and a lot of their knowledge got lost during recent wars with dwarfs and dark elves, elves cannot be sure of their origins. Most of their people believe they are the true guardians of Emerald Lands continent and that they are ancient. Trees and everything that grows is sacred to them and they have based their magic off it. Their king Ellias alongside his queen Corra have been ruling the elven realm for 500 years. Elf army is light but fast. They have the best archers in the game. When threatened, they can call an entire forest with its magic for defense.
An old King Herreus is at his death bed. He pleads with his eldest son to find his long lost brother in order to make peace and unite the entire human lands. Reluctant, Prince Toruel takes his father's offer knowing fully well it would be almost impossible to reason with his younger brother. He no longer shares the views of the crown and is calling to arms against corruption that he believes is eating away his former kingdom. Toruel must crush rebellions spreading through western parts of Emerald Lands, stop numerous intrusions of foreign armies poised to invade his future kingdom, and bring his rebellious younger brother in chains for treason. A task his heart finds so difficult to bare. He commands a mighty army, lots of experienced soldiers and best armed and equipped cavalry in the game.
Under the leadership of a young mysterious prince, Rum Island became a safe haven for cruel mercenaries and pirates. Criminals and scum from all of human lands seek refuge there. Although he persuaded them that his mission is to restore law and end corruption in Justice Kingdom, they are willingly joining him not out of thirst for order, but of plunder and rewards. There are rumors of dark magic spreading through Rum Island and having influence on the young prince. His loyal comrades do not care. They are eager for blood and battle in hope of riches. Tactics of mercenary armies is hit and run. They have lots of cheap lower tier units with high initiative and the best stealth units in the game. Witches and ogres aid them when they are overwhelmed by a stronger enemy.
Feeling betrayed by his former king, a young priest heads south to live in isolation. The journey was hard on his body and tormented soul. Thirsty and bruised, he finds an ancient cave in the middle of the desert. While exploring his new habitat each day, he finds a hidden passage to a library inside the cave. Being a scholar and of a curious nature has gotten him in trouble before. There is nobody around to forbid him from doing anything now. He finds a book of death and learns secrets of necromancy. He still remembers torture and banishment by his former king. The time for revenge has come. Undead army has numerous and cheap low tier units and very powerful magic.
WHAT THE MONEY WILL BE USED FOR
Risks and challenges
We began this project with a desire to make a catalog of mythological creatures. We did this for our own personal satisfaction and a long desire to make our own video game. As time went by, we wanted to improve the artwork even more and were very happy with the results. Since all of our team members are longtime fans of fantasy battles, card games and tabletop systems, we decided to make a game that will attempt to merge both worlds together. Although we originally wanted to create a mix of RPG and strategy game, we realized that with our limited funds it is not yet possible and we then got the idea how the game might work even without expensive production, lots of programmers, and actors. The choice fell on cards. Cards are not too demanding for animation. Everyone loves to play them and they are not technically and materialistically demanding. What you need is a good idea, timing, world lore, and a story. We had that in spades. Our team is a mix of experienced designers and beginners who are great enthusiasts and fans of fantasy fiction. We have been working on this game for over 2 years now, and before that we had lots of preparation work with graphics, story and whole lore of Emerald Lands world. All the team members involved are very hard working, ambitious and optimistic about the future of the project. 90% of the graphics are already done. What remains are details, AI programming, fixing sounds and general polish of artwork and the game itself.
Game development is a very hard and time consuming process. All team members are very dedicated and hard working. We invested a lot of our funds and time into this project and therefore, we take most of the risk. We need your support and money in order to finish the game properly. We need to hire voice actors, additional programmers, beta testers, and additional artists so that the game would look and sound on a level as we imagined. Without additional funds from Kickstarter, the game will have a hard time getting to the market and there would be a significant delay in making it. If we manage to achieve at least our first stretch goal, the risk is almost non-existent. We are confident that with additional funds and your help, we will be able to achieve all that we had promised in the campaign. We dreamt of a game which does NOT involve microtransactions and additional purchase. We dreamt of a game with cards that forces tactical battles and in which all the cards matter from the beginning until the end. Help us realize these dreams. We hope that you will like the game and that you will actively participate in the creation of this project.Learn about accountability on Kickstarter
- (30 days)