When you start collecting Worra you'll pick a particular class that you'd like to focus on with your deck. This class will determine which abilities you'll want to look for in Booster Packs or trade for with your friends. Each class has unique Abilities and Powers that are used and discarded or placed on the field during game play. These Abilities and Powers enhance your character in various ways in order to help you do more damage to your opponent(s) or better defend yourself from attacks.
This game is recommended for people who like to hunt for rare cards and are passionate about TCG's or CCG's. It's designed to be completely customizable for your particular style of game play with many options for classes, weapons, armor, items and abilities.
There are four classes in Worra Duels - Bronze Series 1st Edition:
- the Thief (focused on daggers and bows as well as poison abilities, evasion tactics and counter attacking)
- the Warrior (using axes and maces as well as shields has many abilities to both add physical damage and add physical or elemental defense)
- the Monk (using religious artifacts to enhance his healing and shielding abilities as well as using various counter attacks)
- the Mage (armed with staves and wands to enhance his elemental damage while also putting up magical shields and having his own healing powers)
During a duel each player will have their Race and Class represented by their chosen card on the field which create a player's character. They will also have many equipment cards on the field with different weapons to choose from depending on the abilities they have in their hand.
Each player will also have a draw deck made up of Abilities, Items, Powers and Guardians. Each of these different card types help your character to win the duel.
Duels can be played 1 on 1 or in teams. Any combination of classes can duel one another. Building a deck allows players to create a character that is completely unique and one of a kind.
My brother Andrew and I started what would become the first rule book of Worra in 2001. We were both teenagers at the time, seeking a game that would capture our imaginations and feed that need we had for adventure. It was a chance encounter with the classic tabletop RPG "Dungeons and Dragons" that set us on a path where there would be no turning back. With a notebook of graph paper and some creative story telling I created a world in which magic was real and monsters were all too prevalent. During the first few months we established the foundation for what would later become the Worra Class Tree.
After that we branched off from the typical races one would play in an RPG and found ourselves coming up with new and fantastic playable creatures. It took many years before we established an ideal weapon system with different qualities, damages and types but it eventually just fell into place. What we were never prepared for is how much our friends would love the game. We played many campaigns between 2004 and 2009 but there was always something lingering in my head about the game play. It was too slow and it took too much time for me to come up with adventures during what free time I had between school and work.
What I always dreamt of was a way to make the game faster and more tangible for the players. I wanted the players to feel as though they were actually collecting treasure and items as they delved deeper and deeper into caverns, ruins, and dungeons throughout the land of Worra. By this time we had a full map of the Realms and players could choose to travel here or there and slowly players began to use miniatures to represent themselves during battle. We had a game board made of hexagons and a rather extensive collection of dice and various other board game trinkets, but we never got the game to move any faster nor did I spend less time building out the next adventure.
Finally it was late 2010 when Andrew and I put our heads together to come up with a way to not only change Worra forever, but build a game that the masses would be just as excited to play as we've always been.
That incarnation of Worra was the game we play today made up of collectible playing cards that represent every aspect of your character. What this did for gameplay is allow me as the "game master" to generate dungeons, items, treasure and monsters instantly and randomly, thus keeping the game moving along quickly and more efficiently than ever.
What we've built over the past decade is a structured game that builds off of the ideas of choice and freedom. When you do the math you find out that there are millions of combinations each player is presented with then it comes to their Race, Class, Abilities, Equipment and Items. That makes for and Excellent gaming experience, and that's what Worra is truly all about.