A downloadable game for Windows

This is a Prototype Layout for the Game Concept (Project Daybreak)

Scope 1: How the Game Would Function

Project Daybreak is a strategy card game based on Magic The Gathering and Hearthstone that places emphasis on the notion of aging and patience to effectively play your deck strategy. The game features a theme of threes: three decks, three lords, three lanes, all revolving around the cycle of dawn, day, and dusk. Players will notice that the unspent mana they cast cards with ages as turns go by, allowing them to play the cards themed around the later parts of the day cycle. To win a game of Project Daybreak, a player must have enough foresight and be keen on noticing opportunities to know when to go all in or save their resources for more impact later.



The board has 3 lanes labeled as 'Dawn', 'Day', and 'Dusk'. Each player has a corresponding deck that sits in each of those isles.

Each player has 3 'Lords', each one stands in front of their decks in each of the lanes. Each Lord has 10 health.

The game ends when a player reduces all enemy lords to 0 health.

Start of game: Each player draws 3 cards for each hand and can cycle hands using the 'cycle button'.


↩️ Turn Cycle:

Mana Recharge: On the start of a players turn, that player refills all empty mana slots with Dawn mana and gains 2 additional mana slots filled with Dawn Mana. If a player had unspent mana from the previous turn, it ages (Dawn Mana becomes Day Mana, Day Mana becomes Dusk Mana, but Dusk Mana doesn't age).

All of Players 'Fatigued' creatures lose the Fatigued status effect.

Draw Cards: The player whose turn it is draws a card for each hand, from each deck. If a player has 6 cards in a hand, they do not draw a card from that deck.

(Alternatively we could keep the Dawn, Day and Dusk turn cycles and have the player only draw a card of the designated turn cycle)

Phase 1: The Player can spend mana to cast cards into the Isles of their choice.

Attack Phase: Player can choose to declare attacks with played cards.

Block Phase: If attackers were declared, opposing player chooses blockers.

Damage Calculation: Attackers deal damage to blocked creatures first, if blocked creature/s survive, they then deal damage to the attacker. If no blockers were declared the attacking creature deals damage to the opposing Lord in their lane. All attackers survived gain the 'Fatigued' status effect (cannot be used to block on opposing players turn).

Closing Phase: The Player can spend remaining mana to cast cards into the Isles of their choice.

End Step: Player turn ends and the opposing player starts their turn, repeating the cycle.


💎 How Mana works:

Players always earn 2 full Dawn Mana slots every turn and replenish empty slots with Dawn Mana during the Mana Recharge phase

If a player has unspent mana from the previous turn during the Mana Recharge phase, it ages (Dawn Mana becomes Day Mana, Day Mana becomes Dusk Mana, but Dusk Mana doesn't age).

Creatures cannot attack the turn they are played.

Dawn cards can only be played using Dawn Mana, Day cards can only be played using Day mana, and Dusk cards can only be played using Dusk Mana.


👾 Playing and using Creature Cards:

When a player plays a Creature Card, they can choose to place it in the Dawn, Day, or Dusk lane.

Creatures can only attack Lords and block creatures in their corresponding lanes.

Creatures cannot attack the turn they are played.

If a player attacks with a creature, that creature becomes 'fatigued' meaning they will not be able to block on the opposing players next turn.

In combat when dealing damage, the damaged creature deducts the attacking creatures 'Attack' from their 'defense'. If a creatures defense reaches 0 or below, that creature dies and is shuffled back into the players deck.

At end of turn, all damaged creatures still alive are restored to their previous 'Defense'


StatusReleased
PlatformsWindows
Rating
Rated 4.3 out of 5 stars
(4 total ratings)
Authornatsirtmo

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Comments

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Good detail behind the games design. Even though it wasn't fully fleshed out, being able to place down cards on the play surface in 3D was a neat feature. I liked the concept of 3 different isles to do actions on as well.

There was a lot of thought behind the game, and it was cool to see the planning on miro. Due to all the different mechanics in the game, it might be nice to design a tutorial game for new players.

Very interesting game concept! I enjoyed the similarities that it shares with Magic The Gathering and Hearthstone. I think something that could be improved upon is that the mana ages as the player doesn’t use it, and also that dusk mana could stay as dusk within the game.

Super cool concept! I really like the three hand mechanic, I think you could come up with some sick strategies. I hope to get to play it one of these days, it would be a sick twist on the TCG genre.

Great idea for an awesome card game! Totally reminds me of magic and it has a ton of potential! Also super fun! 

Yo this is fire! I like the Miro board; very thorough !

Can't wait to play the full game! :)