What is Argent Saga?
Argent Saga is a brand-new trading card game (TCG) from Alter Reality Games (ARG). ARG is known around the world as one of the largest card retail shops and for their Circuit Series of cash tournaments.
Alter Reality Games has been in business for over twenty years and as such has seen the rise and fall of innumerable card games. Every time a game unfortunately dies off, we see a community of players left without a place to go. We hate seeing this happen, especially when the reason for a game’s untimely demise is publisher mismanagement.
We created Argent Saga to give the power back to the community by engaging with our players on an intimate level. Between our unprecedented level of community involvement and our team’s combined experience of over 100 years in the game business, we aim to avoid the pitfalls of our predecessors and create the next big thing in card gaming.
Argent Saga: Trading Card Game is the result of countless hours of playtesting and devotion to one central idea: Let’s make a game that’s fun, easy to pick up, and that can react quickly to player feedback. We’re not a huge company with corporate overlords to please; we started small and have grown because of the community. In many ways, Argent Saga is a love letter to that community.
A trading card game by the Community, for the Community
Argent Saga was designed by world-renowned Yu-Gi-Oh! player Jeff Jones and Force of Will and Kaijudo champion, Rob Hebert, with art direction by John Kimmel, lore by Ian Spiegel-Blum, and additional assistance from Christopher Medina. Jim McMahan and Brad Hoisington of Alter Reality Games are the masterminds behind the whole project.
While we’ve got plenty of industry insiders behind the scenes, the game is really the product of a year’s worth of community involvement. Everything from the logo to the colors used on the templates and names for keywords has gone through our dedicated and growing group of Facebook followers. We’ve kept our community in the loop from step one and plan to continue to do so as we grow. Oh, and we plan to grow. Lots.
Overview of Gameplay
In Argent Saga, players take on the role of a Champion who leads an army of Units and casts powerful Spells to destroy their opponent’s five Towers of Power and ultimately taking over the sixth tower, the Argent Tower.
What about Organized Play?
Argent Saga: Trading Card Game will be heavily featured at all future ARG Circuit Series events with cash prizes given out for top placement, including a $10,000 Invitational Tournament summer 2019.
Each tier includes all of the items from previous tiers. For example, tier two includes items from tier one.
What kind of rewards can you get?
Each reward is given as its own entity.
New, exclusive promos and more to be announced!
A Unique Fantasy World
The World of Argos
Argent Saga takes place on the planet Argos. The planet has six continents, each of varying sizes, four main oceans, strings of islands throughout, incredibly diverse topography and vegetation with many familiar climate-types and a few totally alien. These so-called “alien” climate-types would be unique to earthlings, and could include markers like Light Showers, burning fog, volcanos that erupt snow, places where metal sleets from the sky, and more.
Despite having many different continents, countries, and cultures, nearly all of our first set takes place on the continent of Turrim during Age 778. Every 10th spot represents 100 years in Earth time. So, for example, Age 768 would be ten years prior to Age 778.
Turrim is twice the size of the United States and broken up loosely into seven unique districts. Each district is defined by a Tower of Power that lies within it. Everything on Turrim revolves around these towers; they provide sustenance to the ground, power to their machines, energy for spellcasting; shards of the towers are used as currency. Control of the towers, therefore, represents control of the continent and, as far as the people on Turrim know, the world.
At the beginning of our story, the Turrim people are too far from the other continents to know that they even exist, and as such believe they are the only people on Argos. How could this be, one might wonder? Turrim technology, while advanced, is almost totally reliant on the towers for fuel. Shardlight is the gas for any motor; the further one gets from the source of Shardlight being used, the less a machine works. Go far enough, and your plane could fall out of the sky, your new-fangled motor vehicle stops in its tracks, your horse-body augmentations malfunction. (Horse-body augmentations, such as lasers on horse’s heads, armor, and robotic legs to increase speed, are all the rage in the Scarlet District).
The geographical ignorance of the Turrim people could become a troubling point down the road but will not be particularly relevant for us at the beginning. The entire society is based on Shardlight; almost nothing is possible without it, from travel to communication to farming techniques. Because of this, weapons and accessories that may not be relevant in today’s real-world society, like swords, axes, and medieval style cannons, are significantly more useful in Argos when powered up by immense Shardlight.
We can also surmise that the culture of Argos plays a large role in which technology has flourished and which hasn’t. Couldthe people of Turrim create airplanes that run on a different energy source to get to another continent? Sure. But why would they? That’s like saying, “Could you create a form of life that doesn’t rely on the sun?” Maybe. But... we have the sun, so there’s not much pressure to do so.
As touched on in “The World of Argos” section, the continent of Turrim is roughly broken up into six districts organized geographically around one central Tower. In the center of the continent is the biggest, most powerful of these towers, called The Argent Tower. No district lays claim to this tower; instead, the immediate surrounding city, known as the City of Silver, or just Silver, is a sort of demilitarized zone.
In most districts, the people are both effected by the cold war running through society but can live their lives without being majorly affected at all.
Within the districts are many unique communities, sub-districts, burroughs, and neighborhoods. Surrounding the districts proper are smaller villages, a few off-the-map shanty towns, mercenary outposts, forts, bases, and lawless riders.
The people of Turrim have a mostly capitalistic society with all of the virtues and problems that capitalism brings. There are weaponsmakers, bankers, lawyers, brother owners, bakers, teachers, business people... everything one might expect in a society of people organized by wealth instead of birthright.
In the early days, royalty existed in Turrim and some districts even still profess their loyalty to the throne. But this is mostly unimportant and viewed as a novelty by most of Turrim society, a holdover from a more inferior time. Secret societies, too, exist and pull strings behind the scenes.
In other words, there is no more aristocracy in Turrim than there is in modern-day America, which is to say, the rich get richer and the poor get poorer. Society has adjusted to an invisible guillotine over their heads; for generations now, the Frigid War has threatened to break out into open war amongst the districts. If this happens, the very soul of Argos and the future of the Turrim people and the towers will be at stake.
Turrim Society is roughly broken into two major groups, each of which follow the Mayor of their district and adhere to a certain vision of the future. These two groups are called The Forge and The Rose.
The Forge and the Rose
The Forge and The Rose are the two names given to the loose association of districts that exist among ideological lines.
The Forge believes that the power of the towers, known as Shardlight, should be used to force society forward. They would use the power to increase their means of production, generate new technology, build new robots, and force the world into a new industrial age in which order and balance reign. They would burn everything down to its roots to forge a new future of their own design.
The Rose, on the other hand, believes in freedom. If they adhered to a modern-day American political philosophy, they would be Libertarians. They wear brightly colored clothes, use technology sparingly, and want, more than anything, the freedom to do what they want. They’re a little flowery in dress, many-petaled, and thorny.
The Towers and the Districts
As discussed previously, Turrim society is based almost entirely on who controls the six Towers of Power.
The Towers are living, breathing entities, and are wells of enormous power. They can defend themselves, refuse to let people inside, and choose in a spiritual way who they bestow with their Shardlight — their immense power made portable and used throughout society to channel energy into machines, cast spells, heal, and more. They have long memories, may choose champions to grant power to, and can even communicate on a spiritual level. They could produce avatars to interact more directly with the people if they so choose. This is most apparent in the existence of Spirits within the shards.
Spirits are creatures made manifest from the power of individual shards. Champions partner with spirits to enhance their powers, cast spells from different elements than their own, and to perform incredible feats.
People who use shardlight must do so by channeling the energy through a physical shard: a piece of the tower from which the shardlight originated. For example, if someone wanted to channel Scarlet shardlight, they would need a shard broken off of the Scarlet Tower. In the card game, these will be represented as our resource system.
Think of the towers as bottle caps on top of a shaken-up soda pop: if a tower falls or were to be removed, the resulting explosion of energy would be catastrophic.
As described above, the towers are somewhat cognizant and as such demand certain sacrifices from those that would use their power. The Shadow Tower, for example, demands blood. The Vigilant Tower demands emotion. The specific demands of each tower are closely held secrets by those that control the Districts in which the towers reside; if others were to discover the means of extracting power from the towers, they could theoretically offer sacrifices to the tower to replenish their stores of Shardlight. No District would give up their power so easily, as each color of Shardlight corresponds to a different element and set of abilities.
Each of the six districts surrounds a tower. Below, I have listed each of the towers, their surrounding districts, symbol, and more.
The Argent Tower
- Primary Color: Silver
- Element: Neutral
- District Name: The City of Silver, Silver
- Symbol: Silver Lynx
- Demographics: The City of Silver surrounding the Argent Tower is one of the most diverse in all of Turrim. People of every creed, color, and birth-district flock to the neutral safety of the City of Silver. It has two major ports with excellent waterway access to the other districts, making it an economic powerhouse. Religious cults and scholars can be seen. To the north, one can easily see the Shadow Tower, made of gray slate, and to the south, the Vigilant Tower, made from pristine white marble.
- Political Body: A network of local politicians vie for power, but the true influence in the City of Silver is in the hands of the seafaring merchants. For those few influential families that control the seas control the economic ebb and flow of the city.
- Alignment: Neutral
The Vigilant Tower
- Primary Color: Yellow
- Element: Light
- District Name: Knitehood
- Symbol: Sphynx
- Demographics: The Vigilant Tower is primarily organized into militaristic defenders who, as their name implies, remain vigilant in the face of an always-changing world. This is a strict military district almost entirely made up of military men and women. Their colors are white and purple and each member of the district needs at least a modicum of military training. Almost all have shaved heads and shaved eyebrows. They are people of few words, choosing instead to remain as stalwart bulwarks against their foes. They desire order more than chaos.
- Political Body: Everything in the district serves the military force stationed within.
- Alignment: Starts out as the Rose; betrays them, joins the Forge
The Azure Tower
- Primary Color: Blue
- Element: Water
- District Name: Stormheld
- Symbol: Vampire Squid
- Demographics: Stormheld shares a main waterway with the City of Silver, and therefore has a thriving merchant community as well. This attracts men and women of every persuasion; it is the largest District geographically and by population. It is a beautiful, colorful place with much of society centered around the docks.
- Political Body: Various magical cults vie for power over Stormheld. The most prominent of these is the Iaikuma, led by Mei Yu, a powerful channeler with a hidden agenda. In this world, magic and science often go hand-in-hand; in Stormheld, you could find an enchanter on the same street as a DNA-splicing scientist.
- Alignment: The Forge
The Skytree Tower
- Primary Color: Green
- Element: Air
- District Name: Sol
- Symbol: An Alkonost
- Demographics: If Stormheld controls the waterways, then Sol controls the skies. Between the two, almost all control of trade and commerce is under their purview. Nearly the entire district surrounding the tower is a desolate, barren desert; the tower, uniquely, is thinnest at its base, growing like running vines rapidly as it ascends to the heavens. Eventually, the vines blossom into a tremendous bulb, upon which the district truly resides. The people of Sol are an aerial, somewhat militarized bunch. Their cousins in the outskirts of the district are an agrarian society of farmers and ranchers. Beyond the deserts underneath the tower lay quite possibly the most beautiful lands in all the districts, and where our main character, Ariana, grew up.
- Political Body: This district is one of the most spread out and includes those that live on the branches of the tower in the sky and the “sandlanders” beneath.
- Those living in the agrarian areas of the district are largely inspired visually from Oriental and Aztec societies. As such, they typically wear beautiful, fine silks with big bursts of color. The people are generally beautiful, positive, forward-thinking and colorful. They laugh easily and love music. They would prefer not to think about politics much and leave much of the war-waging to the Shogunate of the Sun. As in our history, the shoguns are a sort of de facto shadow government; while the physical landscape of Sol is doused in splendid sunlight, the politics are shadowy and bloody. The Shogunate employs futuristic ninjas as spies and a unique mixture of Aztec and Samurai styles as foot-soldiers.
- Alignment: The Forge
The Shadow Tower
- Primary Color: Dark grays, charcoal, black
- Element: Darkness
- District Name: Gloom
- Symbol: Crow
- Political Body: The people of Gloom are quick to smile — too quick. You can never fully Demographics: District Gloom has an almost Tim Burton-esque vibe; the people of Gloom have huge personalities, a flair for the dramatic, and a tremendous sense of style. They wear tailored suits with pinstripes and patterns, bowties, occasional top hats, carry canes... They are largely pale, having lived most of their lives underneath the darkness of the Shadow Tower, with long, thin limbs and conniving minds. They are almost vampiric in appearance and tend to stay away from overly sunny spots; you won’t see many District Gloom residents vacationing on the beaches of Sol. In many ways, this district is a gothic wonderland. While most people prefer to handle their dealings behind the scenes with overly complicated lawsuits and sowing chaos through the legal system, the frontline of their defense is a group of citizen-policemen gunslingers. As opposed to the finely tailored suits the dandies of Gloom prefer, the gunslingers wear cured leather, stylish hats, ride destriers, and carry shardlight-infused hand cannons (i.e., guns). Gunslingers have their own independent codes of morality and ethics that differ from one to the next. trust a citizen of Gloom; but you can trust that they’re trying to get one over on you. It may not be apparent; they are masters of the long con, twisting and turning every situation to their favor. As such, they are the most distrusted member of the Rose; both other districts believe they would change sides as soon as it became convenient. While individuals in Gloom are highly efficient, the government is anything but — by design. They are key trading partners with Stormheld, despite being on opposite ends of the Forge/Rose war.
- Alignment: Rose
The Scarlet Tower
- Primary Color: Crimsons and deep
- Element: Fire
- District Name: Rao
- Symbol: Dragon
- Demographics: District Rao is primarily made up of aristocratic factory-owning elites and the blue-collar workers that perform the grunt work; this district is where nearly all machines are made. The waterways cannot be used by anyone except the Rao, who have developed special boats and marine vessels designed to withstand the heat. As such, their underwater animal life has evolved to adhere to the heat; it is said that long, slithering dragons live in the Lava Oceans, as they’re called. The closer one gets to Stormheld, the cooler the water becomes. Nearly all of the trees in this district are scarred by unending burns. However, pieces of bark from these trees are used in various potions, including healing and more.
- Political Body: The Rao are the only people that still adhere to a sort of constitutional monarchy — the “High Lord” rules in name above all of the other Lords, who rule over the Handlers. But the High Lord is rather ineffectual; he’s a young ruler, just into his 20s, and lacks the power of command his elderly father had. The Lords tend to ignore them and work as somewhat independent fiefdoms. One potential side-story could be the rise or fall of the royal family; they are, of course, named Rao.
- Alignment: The Rose
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As retailers ourselves, we have the utmost respect for brick and mortar stores. We will be working hand-in-hand to provide unique opportunities and items for brick and mortars to make sure we always put you first.
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Risks and challenges
Any time a new company enters the trading card game space, there are inherent risks. The startup costs for printing, graphic design, artwork, organized play, shipping, foiling, packaging, and shipping are astronomical, and along the way anything could go wrong. The printer could go out of business. Shipments could be delayed. Unexpected costs arise. The first set could be received poorly and not warrant publication of a second set. Rest assured, however, that we plan to do everything in our power to avoid these pitfalls and already have set two designed and ready to go.Learn about accountability on Kickstarter
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