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Ashes of Creation Card Game - Over 235 Cards Version 1.5.1(Huge Balance Overhaul) Alpha - Fan Made

LashingLashing Member
edited January 5 in Community Creations
The notes for version 1.5 have been posted. This update is a minor overhaul of the production Units and a lot of small balance changes. There is also some new stuff for Tabletop Sim.

Updated with additional Changes. (1.5.1)
It was not really until this specific update that I was happy with how the resource system worked. It took several iterations and hundreds of card changes but it is finally in a place where I can build on it instead of it holding me back.

The Table Top sim board has been improved and new testing decks have been added. The board now reflects the 1.5.1 update.

If you have any card effects you would like to see feel free to post them. I will credit you if I use it.

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

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.

Card Examples:

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. Resources to produce materials and Essence are 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. Select the 5 starting Resources you want to use. Fill out the rest of your deck with units and dual type units that match your node type and any additional resource cards or production units you might want. 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 Albums:
Nodes and base game Pieces

Contingencies - usable at any time

Rites - Usable during Preparation when no other action is taking place.

Freeholds - Persistent field effects

Production Units - Used to convert resources into usable materials

Equipment and Augments - Used to modify Units on the field.

Resources - Basic Resource cards and Specialty Resources

Gold -
Talisman -
Research -
Steel -

Dual Type Units -


Link to rule and Keyword Information:

List of Cards and Type:

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.


  • This is great! I know you've been working on it a while so it's cool to see it in a playable state. I think the premise is pretty solid - having to level a node via caravans while also allocating resources to its defense seems like a fun set of strategic choices to make.

    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?
  • LashingLashing Member
    edited December 2021
    I think I fixed the card list. Unfortunately the card list was made using notes on the document and I do not know how to publish it with the notes.This link should let you see the card notes.

    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.
  • Suh-weet!

    Looking at this stuff the moment I get home. Thank you - was hoping someone with game-dev experience would whip up some "pre-games"!
  • YAY I am so glad to see you got this posted up, I know it's been a huge undertaking for you! <3 Think I mentioned this to you earlier but I'd love to see this in a simulated situation as well, so folks can test out the cards and play!

    I can't wait to see how you expand this further with more art moving forward! :smiley:
  • I added a Board with Game Pieces and Rules to Tabletop Simulator. You can make a deck with TTS Deck Builder. Let me know if there is any issues with the board or uploading a deck.
  • Wow! Congrats! The project looks very good :blush:
  • Not sure if this is possible but could this card game be implemented in the game?
    @Lashing really impressive work!
  • LashingLashing Member
    edited March 2021
    Version 1.1 Update
    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

    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.
  • LashingLashing Member
    edited March 2021
    Version 1.2 Update
    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
    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.
  • LashingLashing Member
    edited March 2021
    UPDATE 1.3 Notes

    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

    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.

  • Dude, this project of yours just keeps getting cooler! Thanks for doing this. I just wish there was a bigger pool of art to draw upon, at this point.

  • @Tyranthraxus Yeah the art is going to take a while. I was using some concept art for it but I realized there was not near enough. My current plan is to use only in game screen shots to have consistency. That plan delays it a lot however.
  • LashingLashing Member
    edited December 2021
    Update 1.4 Resource Overhaul

    I finally fixed the core issue that was plaguing me the whole process of making this game (I hope). The game should be much better overall and easier to balance.

    Changed the core Resource mechanic to be more simple. Changed all the resource cards and production unit cards. Should make deck building more dynamic and you will no longer be dependent on luck to gain resources. Resources and production units put in a deck still give a bonus but are no longer mandatory. There is a new rule for attacking (ganking) a production unit if there are no Normal units to defend.

    64 card changes and Revamped the 4 Node Cards.
    The full notes for card changes are on the google sheets page.

    Resource Changes:

    Resource Cards
      -You start the game with 5 exhausted basic Resources on the field. These can be any type you choose. -At the start of the game you unexhaust 1 resource a turn during maintenance step. The amount of resources unexhausted may change depending on other cards in play or based on node level. -You may Spend 1 Essence to unexhaust a resource card. -You may have any number of basic resources in your deck. Non-basic resource cards have the normal deck limit. -Unless stated otherwise a resource must replace an existing resource that is already in play. -Only 1 resource may be put into play per turn. -A resource will enter play unexhausted even if you replace an exhausted resource unless stated otherwise.

    -When a material is gained it must be used. A caravan may only be loaded with a resource if the action queue is empty. You must declare that you are loading the Caravan before exhausting a resource (You may not redirect a Material in a response to your opponent’s actions) If you Exhaust a Resource and do not use the Material to either play a card, activate an effect, or load the caravan the material is lost.
    -Unexhausting a resource with Essence is instant and ignores the Action Queue.
    -Gaining a Material by exhausting a resource is instant and ignores the Action Queue unless you are loading the Caravan.

    General Changes

    -Removed the Trailblazer Unit because it is no longer necessary. I might add it back in a different form if I feel the need for more things to spend essence on.
    -Changed the node defense to state that you may exhaust an opposing Resource and put its corresponding material into your Caravan.
    -List of Cards that were changed to reflect the new Resource Mechanics.
    -Changed the 4 node cards to reflect the new Resource Mechanics.
    -Scoundrel Units received a small rework on stats and the Charlatan interaction.
    -Updated the Table Top Sim board to reflect the new changes
    The board no longer has starter decks because they are outdated. I will add starter decks if I get around to making some. I updated the rules in the notebook to reflect the changes. The updated node cards and a set of 10 of each basic Resource are placed on the side to people can pick the 5 they need to start.
    -Updated all the imgur links to have the new cards.
    -Updated card list to show all the changes

    Caravan Attack Changes

    If you succeed in an Attack on a Caravan and destroy it you may unexhaust up to 3 of your own units that were involved in the attack.
    -You may pay 1 Essence to unexhaust a unit that was involved in an attack on a Caravan that failed to destroy the Caravan.

    Production Unit targeting rule

    If you have no non-production units on your field, your Production units may be targeted directly by an attacker. The Attacker selects 1 production unit as a target and one of their units as the attacker. Other production Units may defend. If there is no defense, normal damage calculations take place even if the target is Exhausted. The Attacker may not attack the node or the departed caravan if they choose to target a Production Unit.

    I have a lot more ideas for new Freehold and Unit cards I came up with when designing this rework. I will probably save them in case I ever feel like making an expansion. I have been making these updates for myself so that is why this one took so long. I knew there was core issues and it took a while to think of a solution. Implementing it is a huge time sink in itself outside of design work.
  • LashingLashing Member
    edited November 2021
    Spent a bit of time to add some very basic art to the board for Table Top Simulator.
    Edit: Added some foliage
    Here is the link to the steam workshop. There is 3 basic testing decks already on the board.
  • VirtekVirtek Member, Phoenix Initiative, Royalty, Kickstarter, Alpha One
    Still keeping an eye on this one. Please do keep working on it!
    Excited to see how this develops further
  • AshesCreationAshesCreation Member, Braver of Worlds, Kickstarter, Alpha One
    This looks nice. always been a fan of card games. Really hope this turns out well.
  • Were the cards created with MSE?
  • LashingLashing Member
    edited November 2021
    NullaAmet wrote: »
    Were the cards created with MSE?

    I taught myself how to use inkscape. I did not know about MSE when I started this or I probably would have tried to use it instead.
  • LashingLashing Member
    edited January 5
    Update 1.5 Production Overhaul & Playability upgrades

    This update focuses a lot on fixing some small balance issues along with an overhaul on the Base production Units. After the Resource changes I left the production units in a bad state with too many repeated effects that made them boring cards to use. The new effects are all unique but generally accomplish the same goals but in different ways. I also included many new game pieces for the TableTop Simulator board to add flavor and playability.

    Overview and General Changes

    -Added Stealth Overlay cards to indicate if a Unit still has stealth active.
    -Added Corruption Overlay Cards
    -Added to all nodes that the first person to reach stage 1 and 3 draws a card.
    -Added new Caravan Cards that indicate their new effects from node stages.
    -Corruption Rule for companions → Companion is destroyed at the end of the turn when corrupted but does not lose stats
    -Switched Essence and Resource generation (banking resources will cap much faster)
    -Change Stage 1 and 3 of all node cards to indicate Resource/Essence Change. (change notebook)
    -Add rule to clarify that Companions always take damage first when blocking with its summoner
    -Change rule for caravan life calculation (Now 1+ Base Resource regen*2) It is the same value as before.
    -Added rule for minimum Materials requirements to send a Caravan. Based on Resource Regeneration. (1/2/3)
    -Change Node Defense to grant 12 node levels (Testing) (Stealing points does not reduce last reached stage)
    -Changed the base production units to all be unique again. They now fit into 3 categories.
    -One time use.
    -Resource card utility for decks that have extra resources in them.
    -Offensive units that are efficient if you can keep them alive through attacks.
    -Changed the 4 Freeholds that granted node levels to be unique. (Shrine, Analysis Chamber, Trade Outpost, and Refinery all now have unique effects.)

    Updated Card List with all the Changes.

    New Cards: 18 New card effects total including the new Freehold and Production Units
    -Added 2 new equipment cards because the options were lacking
    -Chipped Edge sword (General attack buff that rewards breaking the weapon)
    -Short Blade (Attack Charge buff that requires an already equipped Unit)

    -Added a Neutral New Freehold with the old effect for the 4 node specific freeholds that all had the same effect.
    -Groundwork (Sacrifice Resource Generation to instantly grand node levels)

    Modified Cards and Misc. wording changes:

    -Magician (Changed from replacing a blocking unit to an attacking Unit that was blocked)
    -Racketeer (Node->Node Defense)
    -Burglar (Node->Node Defense) (1 gold -> put 2 gold into Caravan)
    -Mugger (1 gold -> put 2 gold into Caravan)
    -Shady Dealer (2 Gold->1Gold)
    -Pick Pocket (Added stealth bonus effect)
    -Serviceman (Changed effect to attacking a caravan and unexhaust a mine Resource, Reduced Health by 1)
    -Forged Shipping Notice (Cost reduced to 1G and added an effect to ignore minimum resource requirements)
    -Warlock (Changed detonate to target damaged Unit or caravan, Increased warlock attack to 2)
    -SongCaller (Added effect If this Unit is affected by a Song, Trigger Companion Summon., Increased attack by 1)
    -Brood Warden (Changed the stats around slightly. Added missing Wyrmling Companion card)
    -Demolition Mace (Changed from 0 damage if blocked to - 2 damage)
    -Oracle (Changed to be less powerful if you target a caravan that has not departed)
    -Conjurer (Added an on Death effect to this Unit to make it useful even if Grand Summon is not used)
    -Predator (Fixed typo)
    -Prayer to Creation (Reduced Cost by 1 Essence)
    -Expedition Outpost (Made Unique)
    -Muster and Arm (Reduced Steel Cost by 1 and Units requirement by 1)
    -Refinery (Added new effect, Bonus Caravan Steel based on Production Units)
    -Analysis Chamber (Added a new effect, A bonus effect for Units being summoned)
    -Trade Outpost (Added a new effect, Caravan Gold Generation)
    -Shrine (Added a new effect, Gain a bonus effect for Vow and Prayer Cards)
    -Smithery (Changed to specify only the owner’s Equipment is affected)

    Production Unit Changes:

    -Monk (Temple Resource Draw effect)
    -Postulant (Spend Essence to unexhaust many Resources at once)
    -Abbot (Pacifist monk that gains Attack Charges with Recite and consumes them to gain Talisman while blocking)
    -Boffin (Bonus Research in Caravan for Libraries entering the field.)
    -Student (Gain Corruption to Unexhaust Resources)
    -Vanguard (An all or nothing Offense Unit, Attack on the turn it is summoned or you lose the effect)
    -Trapper (Track Bonus and a Gold bonus for Replacing a Hunt)
    -Woodsman (Charges that double the effect of a basic Resource, Attacks each turn if has no charges)
    -Shikari (Stealthing Unit that is encouraged to attack, Breaking Stealth loads the Caravan.)
    -Metallurgist (Equipment Durability Restore for destroyed Mines and a Bonus Steel for destroyed Equipment)
    -Apprentice (Enters Exhausted to increase passive Resource Gain)
    -Maven Renamed to Custodian (Loads the Caravan but must defend the Caravan it loaded.)

    Additional Changes. 1.5.1

    Change to Essence:

    I wanted to make sure Essence is not just a 1 to 1 for materials. I am increasing the cost to unexhaust a resource to 2 Essence. This will have a few side effects. The essence effect that replaces a material but the unit gains corruption will now be a more attractive option in a pinch. To balance this I am increasing essence gain per turn and changing the essence cap.

    The current rate I am testing is 2 starting Essence per turn and increasing it by 1 at stage 3. It does reduce the materials at stage 3 to 4.5 instead of 5 but if a card has an Essence cost it will be more efficient than before. The new essence cap is 4 or 6. The cost to draw a card with Essence is increased by 1 to make it 4. This will ensure you cannot draw a bonus card every turn.

    Minor Changes:

    -Changed Essence abilities display on TTS
    -Make sure to specify that Essence effect to draw a card may only be used on your own turn.

    Additional Card Changes:

    -All 4 node cards have had wording changes for Essence gain.
    -Guardian (Reduced Essence cost and increased Steel cost)
    -Postulant (Now pay 2 Essence)
    -Infuse Essence (Increased Material Cost)
    -Reckless Abandon (Increased Essence cost by 1)
    -Enrage (Increased Essence Cost by 1)
    -Essence Collector (Increased Remnant Charge requirement to 6)
    -Trickster (Removed the death mechanic and replaced it with the unit becoming a scoundrel if it does not have civilian)
    -Bulwark (Increased Steel Cost and removed Essence cost)
    -Shadow Guardian (Changed wording on effect because stealth is not broken until after damage step)
    -Guild Master (Reduced Health by 1)
    -Minstrel (Changed wording on ability. Made it a song so it interacts with other song effects)
    -Companion Accelerator (Now also gives companions +1 Health on the turn they are summoned)
    -Game Trail (Changed to work with tracking)
    -Nightspell (Changed wording and changed it so it only gives initiative to itself.)
    -Shadow Caster (Changed Effect to give an Attack Charge if attacking while Stealthed)
    -Shadow Lord (Reduced attack by 1)
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