Continued from yesterday’s post.

In the Norvendae card game, a player’s deck is intended to serve a number of roles. Beyond providing a random element via shuffling, I intend to eventually create cards for a full customizable card game. I don’t want to limit a player’s deck-building around something arbitrary like a power source (“basic lands” being a prime example).

Cards in a Norvendae deck serve in the role of tracking a player’s hit points or life total. Each player starts with fifty-two cards, and therefore fifty-two “hit points.” From there, cards go into the commons, which is effectively a player’s hand, but unlike the majority of card games, the commons are always visible to every player.

“Bluffing” isn’t impossible, it just takes on a different form. Players spin different types of lies when all of their cards are quite literally laid out on the table. In my opinion, these are more interesting than the lies players spin when only they see their cards.

Like other card games, the cards in a player’s “destiny,” their deck, remain face-down and unknown to everyone. The process of turning over cards and adding them to the commons is called “revelation.” Norvendae takes place in an “ancient world,” and divination, prophets, oracles, and deities play a big role in the game’s setting.

Once a player’s destiny moves to the commons, it ceases to be their destiny, and becomes the day-to-day resources they use in all their normal activities. Here, the cards serve their next important role: as a power source. Card are numbered one to thirteen (Aces are one, Jacks eleven, Queens twelve, and Kings thirteen).

One of Norvendae’s core concepts is “pay a card to play a card.” Every card has a cost, and that cost is determined by its value. A card with a value of eight requires a player to pay a card worth nine or more to play it. That brings up another concept at the game’s core — and that’s to do with efficiency of play.

It isn’t enough to spend a card of equal value (there are only four of each number, after all), a player must pay a card of greater value to play another card. This comes into play again with the Depletion power, where the target player is forced to discard one resource of greater value, or lose a card from destiny.

Spent cards wind up in the flux, whether because they were committed to pay a cost, drawn as lot, or otherwise exhausted. At the end of a player’s turn, cards in the flux are “recycled,” and moved back to the bottom of the deck. Cards are vulnerable to being removed from the game, no matter where they are.

Once a player’s destiny is depleted, they lose the game.