The World of Cards

2026 · BGG
Avg rating
10.00
Bayes rating
0.00
Weight
0.00 (Light)
Players
2-4
Playtime
2 hr
Ratings count
1

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Description

The World of Cards is a dark fantasy tactical card and board game for two or four players. It combines asymmetric faction decks, battlefield positioning, hidden information, resource management, dice-based combat and direct confrontation between powerful heroes. Players enter a world shaped by six competing powers born from primordial chaos. Each player commands one hero and the faction connected to that hero. The objective is not to conquer territory, but to defeat the opposing hero and gain control over the Echo of the Source, an ancient power capable of rewriting the laws of existence. [b]Six asymmetric factions[/b] The game includes six factions, each represented by a hero and a dedicated deck of 35 character cards. Every faction follows a different tactical doctrine and rewards a distinct approach to combat. [b]Demon[/b] focuses on risk, sacrifice and life manipulation. It can turn losses into additional power, exploit weakened enemies and create destructive combinations at a considerable cost. [b]Gorgon[/b] specializes in battlefield control and disabling opposing characters. Instead of relying exclusively on direct damage, the faction can put enemies to sleep, restrict their actions and use immobilized characters as a source of advantage. [b]Priest[/b] emphasizes healing, resurrection and endurance. It performs particularly well in longer battles, where its ability to restore life and maintain a stable battlefield can gradually exhaust more aggressive opponents. [b]Viking[/b] represents direct aggression, momentum and explosive attacks. The faction can sacrifice resources to generate powerful offensive turns and may end a battle quickly when its abilities are combined effectively. [b]Dwarf[/b] concentrates on defense, cooperation and support. Its characters become stronger when protecting and reinforcing one another, allowing the faction to establish a resilient formation that is difficult to break. [b]Ninja[/b] uses speed, precision and chained attacks. Individual actions can trigger additional effects, allowing the faction to create sequences of strikes before the opponent has time to reorganize the battlefield. [b]Tactical battlefield[/b] The battlefield is divided into columns and two combat lines: a front line and a back line. The position of every character matters. Weapon type determines where a character can be deployed and which targets it can attack. Melee characters usually fight from close range, ranged characters can attack from protected positions, and magical attacks follow their own targeting rules. Players must consider not only which card to play, but also where to place it, which column to reinforce and which enemy formation to disrupt. A powerful character deployed in the wrong position may be unable to reach its intended target. A weaker character placed at the correct moment can protect an important ally, block an attack or create an opening for another unit. [b]Hidden cards and bluffing[/b] Characters enter the battlefield face down. The opponent can see the mana cost of a played card, but does not immediately know its identity, statistics or abilities. This hidden-information system introduces bluffing and prediction into the game. An expensive face-down card may represent a major threat, a defensive character or an attempt to draw attention away from another part of the battlefield. Players must decide whether to attack an unknown card, prepare a defense or continue developing their own strategy. [b]Mana and the round cycle[/b] Mana is the primary resource used to play cards and activate tactical options. The available mana develops according to a cycle from one to ten, causing the pace and scale of the battle to increase as the game progresses. Early rounds focus on preparation, positioning and reading the opponent. Later rounds allow players to deploy stronger characters, combine abilities and execute more complex tactical sequences. Resource management remains important throughout the game, as spending all available mana may create an immediate advantage while leaving the player unable to respond to the opponent. [b]Combat and damage[/b] Combat combines character statistics, attack and defense values, battlefield position and success dice. When an attack is made, the result of the success die determines whether the defense is effective. A successful defense reduces incoming damage by the value of the target's shields. Damage is represented by bleeding-heart tokens placed on the affected card. Characters can also receive additional life, become immobilized with sleep tokens or gain attack and defense symbols. Because the game state is represented directly on the battlefield, players can see which characters are wounded, protected, strengthened or temporarily unable to act. Each hero begins with 30 life. The player or team that reduces the opposing hero's life to zero wins the battle. [b]Game modes[/b] The World of Cards includes three game modes. [b]One versus one[/b] is the standard competitive mode for two players. Each participant controls one hero, one faction deck and their own resources. A typical game lasts approximately 60 to 90 minutes. [b]Two versus two[/b] is a team mode for four players. Allied players share a mana pool and perform a common team turn. Cooperation, communication and interaction between faction abilities become central elements of the battle. A typical team game lasts approximately 90 to 120 minutes. [b]Quick Game[/b] is a shorter variant intended for demonstrations, tournaments and more spontaneous sessions. It preserves the main tactical concepts while reducing the expected playing time to approximately 40 to 60 minutes. [b]Components[/b] The first edition contains: 6 Hero cards 210 Character cards divided into six faction decks of 35 cards 4 Hero life counters 1 round marker covering the one-to-ten mana cycle 2 success dice with YES and NO results 18 Destiny Crystals in six faction colors 30 War Sword attack tokens 30 Survival Shield defense tokens 30 additional life tokens 30 Sleep Moon tokens 60 Bleeding Heart damage tokens 60 Mana Bottle tokens A complete rulebook covering the setting, factions, card anatomy, game setup, turn structure, combat, team play and Quick Game mode [b]Development and presentation[/b] The World of Cards was developed over a period of thirteen years. Its mechanics, setting, factions, illustrations and accompanying music were created as parts of one connected project. The original illustrations were drawn by hand using pencil and charcoal. They were subsequently scanned, vectorized and digitally colored for use on the cards and other game components. The game also includes an original soundtrack designed to reflect the atmosphere of the setting and the personalities of its heroes. The project received first place in Poland in a competition for the best engineering thesis, where it was presented as a complete combination of game design, visual development and technical implementation. The World of Cards is intended for players who enjoy direct competition, asymmetric factions, tactical unit placement and the uncertainty created by hidden cards. Its six different faction decks, multiple game modes and positional battlefield are designed to make every confrontation develop in a different way.

Mechanics

Action Points Area Movement Command Cards Deck, Bag, and Pool Building Dice Rolling Hand Management Multi-Use Cards Pattern Building Programmed Movement Roles with Asymmetric Information Simultaneous Action Selection Take That Variable Player Powers Zone of Control

Themes

None recorded

Publishers

(Self-Published)

Designers

Jan SzymaƄski