Ashes of Creation Card Game (4Tabletop Sim Decks) Over 235 Cards Version 1.3 Alpha Update - Fan Made

The notes for Update 1.3 have been posted. This update has a focus on expanding some Augment and Freehold Options.
Tabletop Simulator has been updated to include 4 starter/testing Decks. There is one deck for each node type.
The Decks are Military - Equipment, Divine - Bard, Econ - Scoundrel, and Scientific - Gift of the magi Mage
Let me preface this by saying this is very early in terms of Balance. Most of the cards do not have card art. I was only working on this as a hobby to pass the time. I am also not an artist. I set out to make a card game with as many Ashes of Creation Related concepts as possible. That may have been to the detriment of the game or maybe it made it better. All I know is that I think I accomplished my goals. The game contains leveling Nodes, Corruption, Caravans, Resource management, all 64 Class cards, and more. If there is interest I will finish the art when we get access to more information and art. I planned to put the class emblem on all the class cards but that information might be years off at this point. I will look into getting permission to upload these to tabletop simulator if people are interested. If Intrepid asks me to take take anything down or to cease working on this I will comply immediately. This is a non-profit Fan project. It is heavily inspired by Magic the Gathering so a lot of the core concepts will be familiar.
The easiest way to look at all the cards is probably this https://docs.google.com/spreadsheets/d/1qJ_j_oQS-T_u2eiTt_BXZsF77sDe7vXae-cPs9ZY9bI/edit#gid=0
If intrepid is unhappy with anything I have done using their IP now or in the Future I would be happy to take everything down immediately no questions asked.
Game Concept and overview:
The Objective of the game is to gather and transfer materials to the node to upgrade it fully. You may also decide to destroy the enemy node defense for a boost to your node levels.
As the node receives materials, it is upgraded. The node has 6 stages. Upon reaching stage 6 you win the game. The node can be attacked so be sure to have some defenders ready to intercept. There is 4 node types to build a deck around. The node defense tentatively has 20 Health. It currently takes 25 Materials to fully upgrade the node to win.
To transfer materials to the node you use a Caravan. A Caravan is vulnerable to attack while traveling. It leaves after the Caravan Departure Phase and arrives at the start of your next turn. The enemy has an opportunity to attack this caravan to stop the materials from reaching the node. You may choose to delay the departure of the caravan to rally some defenders. There is a score card slider to keep track of when the node is upgraded a stage. The actual amount needed is subject to change.
Units are summoned using essence and materials. Essence is automatically generated at the start of your turn based on the highest node on the field (this includes the enemy node)
Most cards have a base essence cost to use. Essence can be used to replace a material cost in a pinch but this comes with a penalty.
Building a Deck:
Card minimum is 60. Same card restriction is 3. There is no limit on Basic Resource Cards. The Resources that are not the 4 basic cards have the normal deck limit.
To build a deck you are going to want to start by picking a node. The nodes are upgraded faster by the type of material specified on them. After that you want a decent amount of Resource and Production Units. Fill out the rest of your deck with units and dual type units that match your node type. The Talisman material has Augmentations. Steel has Equipment. Gold has a special unit type called scoundrel. Research has a larger selection of Rites and Contingencies to choose from.
More Information on how to play is below. Feel Free to DM me on Discord if you have any questions. Lash#1803. I can be found on the Ashes of Creation Discord as well. I probably left out a lot of details so ask me anything.
Card Examples:






Card Albums:
Nodes and base game Pieces
https://imgur.com/a/dcO2Kut
Contingencies - usable at any time
https://imgur.com/a/dwvnqI7
Rites - Usable during Preparation when no other action is taking place.
https://imgur.com/a/OSz15cP
Freeholds - Persistent field effects
https://imgur.com/a/NvgokXX
Production Units - Used to convert resources into usable materials
https://imgur.com/a/uVbkMui
Equipment and Augments - Used to modify Units on the field.
https://imgur.com/a/QwlSLGv
Resources - Basic Resource cards and Specialty Resources
https://imgur.com/a/JPp5mV9
Units:
Gold - https://imgur.com/a/LDQ56GE
Talisman - https://imgur.com/a/3hHypr5
Research - https://imgur.com/a/FTK6ZgA
Steel - https://imgur.com/a/INfTSYV
Dual Type Units - https://imgur.com/a/9C7iAOm
Link to rule and Keyword Information:
https://docs.google.com/document/d/e/2PACX-1vSBpMbAC573Yo6hlPc3J8ZR8yudRuzLhNS6jnE73m1Ay3Tuyro4rbqzc8y7BuvJJisHvavMb1uduqmE/pub
List of Cards and Type:
https://docs.google.com/spreadsheets/d/1qJ_j_oQS-T_u2eiTt_BXZsF77sDe7vXae-cPs9ZY9bI/edit#gid=0
https://www.dropbox.com/sh/uwhqnhei49wo8s8/AABV-BHB8t_RNiZSpGNFtZZda?dl=0
Let me know if any of the links are not working.
I added a Steam Workshop upload for Table Top Simulator. You can make a deck using TTS deck Builder.
https://steamcommunity.com/sharedfiles/filedetails/?id=2372834980
Balance Notes: The section where I muse about balance.
Tabletop Simulator has been updated to include 4 starter/testing Decks. There is one deck for each node type.
The Decks are Military - Equipment, Divine - Bard, Econ - Scoundrel, and Scientific - Gift of the magi Mage
Let me preface this by saying this is very early in terms of Balance. Most of the cards do not have card art. I was only working on this as a hobby to pass the time. I am also not an artist. I set out to make a card game with as many Ashes of Creation Related concepts as possible. That may have been to the detriment of the game or maybe it made it better. All I know is that I think I accomplished my goals. The game contains leveling Nodes, Corruption, Caravans, Resource management, all 64 Class cards, and more. If there is interest I will finish the art when we get access to more information and art. I planned to put the class emblem on all the class cards but that information might be years off at this point. I will look into getting permission to upload these to tabletop simulator if people are interested. If Intrepid asks me to take take anything down or to cease working on this I will comply immediately. This is a non-profit Fan project. It is heavily inspired by Magic the Gathering so a lot of the core concepts will be familiar.
The easiest way to look at all the cards is probably this https://docs.google.com/spreadsheets/d/1qJ_j_oQS-T_u2eiTt_BXZsF77sDe7vXae-cPs9ZY9bI/edit#gid=0
If intrepid is unhappy with anything I have done using their IP now or in the Future I would be happy to take everything down immediately no questions asked.
Game Concept and overview:
The Objective of the game is to gather and transfer materials to the node to upgrade it fully. You may also decide to destroy the enemy node defense for a boost to your node levels.
As the node receives materials, it is upgraded. The node has 6 stages. Upon reaching stage 6 you win the game. The node can be attacked so be sure to have some defenders ready to intercept. There is 4 node types to build a deck around. The node defense tentatively has 20 Health. It currently takes 25 Materials to fully upgrade the node to win.
To transfer materials to the node you use a Caravan. A Caravan is vulnerable to attack while traveling. It leaves after the Caravan Departure Phase and arrives at the start of your next turn. The enemy has an opportunity to attack this caravan to stop the materials from reaching the node. You may choose to delay the departure of the caravan to rally some defenders. There is a score card slider to keep track of when the node is upgraded a stage. The actual amount needed is subject to change.
Units are summoned using essence and materials. Essence is automatically generated at the start of your turn based on the highest node on the field (this includes the enemy node)
Most cards have a base essence cost to use. Essence can be used to replace a material cost in a pinch but this comes with a penalty.
Building a Deck:
Card minimum is 60. Same card restriction is 3. There is no limit on Basic Resource Cards. The Resources that are not the 4 basic cards have the normal deck limit.
To build a deck you are going to want to start by picking a node. The nodes are upgraded faster by the type of material specified on them. After that you want a decent amount of Resource and Production Units. Fill out the rest of your deck with units and dual type units that match your node type. The Talisman material has Augmentations. Steel has Equipment. Gold has a special unit type called scoundrel. Research has a larger selection of Rites and Contingencies to choose from.
More Information on how to play is below. Feel Free to DM me on Discord if you have any questions. Lash#1803. I can be found on the Ashes of Creation Discord as well. I probably left out a lot of details so ask me anything.
Card Examples:






Card Albums:
Nodes and base game Pieces
https://imgur.com/a/dcO2Kut
Contingencies - usable at any time
https://imgur.com/a/dwvnqI7
Rites - Usable during Preparation when no other action is taking place.
https://imgur.com/a/OSz15cP
Freeholds - Persistent field effects
https://imgur.com/a/NvgokXX
Production Units - Used to convert resources into usable materials
https://imgur.com/a/uVbkMui
Equipment and Augments - Used to modify Units on the field.
https://imgur.com/a/QwlSLGv
Resources - Basic Resource cards and Specialty Resources
https://imgur.com/a/JPp5mV9
Units:
Gold - https://imgur.com/a/LDQ56GE
Talisman - https://imgur.com/a/3hHypr5
Research - https://imgur.com/a/FTK6ZgA
Steel - https://imgur.com/a/INfTSYV
Dual Type Units - https://imgur.com/a/9C7iAOm
Link to rule and Keyword Information:
https://docs.google.com/document/d/e/2PACX-1vSBpMbAC573Yo6hlPc3J8ZR8yudRuzLhNS6jnE73m1Ay3Tuyro4rbqzc8y7BuvJJisHvavMb1uduqmE/pub
List of Cards and Type:
https://docs.google.com/spreadsheets/d/1qJ_j_oQS-T_u2eiTt_BXZsF77sDe7vXae-cPs9ZY9bI/edit#gid=0
https://www.dropbox.com/sh/uwhqnhei49wo8s8/AABV-BHB8t_RNiZSpGNFtZZda?dl=0
Let me know if any of the links are not working.
I added a Steam Workshop upload for Table Top Simulator. You can make a deck using TTS deck Builder.
https://steamcommunity.com/sharedfiles/filedetails/?id=2372834980
Balance Notes: The section where I muse about balance.
10011
Comments
I think the google doc containing your list of cards has not yet been published - I can't view it at any rate.
What are your recommendations for testing? Do you have any thoughts about what a good starter deck might be? And what sort of feedback might you be interested in at this point?
https://docs.google.com/spreadsheets/d/1qJ_j_oQS-T_u2eiTt_BXZsF77sDe7vXae-cPs9ZY9bI/edit?usp=sharing
The most obvious synergies with the cards are in the gold cards. The scoundrels are made to work with the Charlatan as it greatly buffs them. There is a few other cards that work with scoundrels. There is also some synergies with the Track mechanic. There is a card that lets to add the tracked card to your hand. Tracking is basically looking at the top card of your deck but if you use it more than once at the same time you can place the cards back in any order.
In order to test this I am going to see if I can get permission to upload the cards to tabletop simulator. I do not want to do it without permission.
In terms of feedback I just would love to hear some general thoughts. I am aware it is not easy to test a game like this.
Looking at this stuff the moment I get home. Thank you - was hoping someone with game-dev experience would whip up some "pre-games"!
I can't wait to see how you expand this further with more art moving forward!
https://steamcommunity.com/sharedfiles/filedetails/?id=2372834980
@Lashing really impressive work!
In this update I focused on fleshing out the resources. There is 16 new resource cards with a variety of effects. Most of these effects will either make it easier to play dual color decks or specific theme decks.
New Resource Cards https://imgur.com/a/JPp5mV9
There is a new Node Defense Mechanic. Instead of defeating the enemy node being a win condition you will gain Node levels to your Node and reduce some levels of the defeated player. This node defense can be defeated repeatedly. The Numbers are first pass
The other major change is a Trailblazer Production Unit. You start the game with this Unit and you may Pay Essence to Summon more. These units can either be used to produce materials or used to attack and block if needed. They are not efficient cost wise but should help with production issues.
I fixed Various Typos as well.
I finished adding in some more diverse Production Units. These new cards include 1 for each base class and 2 for each dual color type for a total of 20 new cards. 4 of the old Production Units were also remade to make them unique.
Link to all the new Cards https://imgur.com/a/uVbkMui
Here is a small preview
I also added a new rule clarifying Control.
The rule Concerning Production Units not having the New Arrival Restriction has been removed. The Trailblazer has Jolt to indicate that it is specifically not restricted.
I updated the collection of Companion cards with the 2 new companions.
The basic 1 cost production unit's cost was changed from 1 essence cost to its color material cost. This is because the trailblazer unit change.
With the new collection of Production Units and new Resource Cards it should be a lot more of a choice when building out your production in your deck.
Uploaded 4 starter Decks to the TableTop Simulator board and removed the old testing decks. There is 1 for each node type. The main focus of each deck is to test specific mechanics so they are not necessarily as good as they could be. Link to TTS https://steamcommunity.com/sharedfiles/filedetails/?id=2372834980
The Deck Themes:
Military - Equipment
Economic - Scoundrels
Divine - Bards
Scientific - Gift of the Magi
This Update focuses on enhancing augments with more options and a buffed recite ability. Freehold should be a more attractive option now but there is a way to destroy them.
Changed Recite to also work with the first Augment Played per turn
- Cards changed - Chant, Busker, Tellsword, and Paladin
Reworded the effect on Shadecaller
Added a few more Augment Cards to fill out the options:
- Interchange: Shield Charges on augmented Unit are Attack Charges. Attack Charges on augmented Unit are Shield Charges 2T
- Surmount: When outnumbered while Attacking, augmented Unit gains a Shield Charge. 1T
- Spark: When Augmented Unit dies in Combat return it to your hand. This Augment is destroyed. 2T
Modified the Node Defense to give an Option of Stealing node levels or destroying an opposing freehold.
Added more Freehold Cards and rebalanced the existing ones.
- Change cost on Concert hall to 4T
- Change Cost of Smithery to 4S
- Remove Essence Cost on the 4 Resource Freeholds
- Reduce Cost of Companion Accelerator to 2R
- All 4 Resource freeholds have had their Essence cost removed.
New Freehold Cards:
- Intensifying Beacon: Augmented Units on your Field gain +1 Health Exhaust: Change the Bonus Health to Attack this Turn. 3T
- Scrap Yard: When your Caravan is Destroyed add a Bonus Steel to your Next Caravan. Exhaust and remove 2 Steel from your Caravan to give your Caravan a Shield Charge. 3S
- Formation Arch: Exhaust with Long Maintenance to store a Rite or Contingency from your hand in this Freehold. Exhaust to use a stored Rite or Contingency and send it to the graveyard. Stored Rites may only be used during Preparation. 5R
- Overlook: Exhaust with Long Maintenance to allow a target Ranger Unit to Attack while Exhausted. 3G
- General Store 3X: All Materials in a Caravan count as the Suitable Type for Node levels. If you gain 3 or more Unsuitable Materials in 1 turn you may put General Store on the Field from your Hand
Resource Card Changes:
-Changed Commander’s Stash and Volcanic Mountain to add the Cannot be loaded into the Caravan restriction. This was because these cards were good in every deck even if you did not need their effect.
-Changed Alternative Accounting to only count as any Unsuitable Basic Resource for the same reason as above.