
(I'm new to the forum and thought I'd start with a post about my own game)
(Sorry about the wall of text... I get into it when I talk about my game.)
(All art, card design, etc. is very basic and not in any way final. I am no artist.)
Heroes of the Fallen is my CCG that I have been working on alone for the past year or so. Basically I was inspired by MMOs and RPGs to create a card game in which you could create a hero and fight with it. There are Raids (Encounters), dungeons, and Hero vs. Hero combat but I focus most of my efforts on the raids.
The game takes place in a fantasy world of my own creation called Archislan (I might rename it). This world has seemingly been abandoned by its Gods after there was a great war thousands of years ago. While the Elves retreated to their woodland homes the Humans thrived and created the Pyrian Empire. The Empire's prime years have long passed, however, and it is beginning to crumble due to corruption and greed running rampant. As the world begins to plunge into darkness the Gods begin to realize the horrible acts committed in their absence and although they have returned to the world their creations abandoned them long ago. The only way the Gods can regain the faith of their creations is to send heroes, whom they call Harbingers, to do their bidding. At first only a few Harbingers are created; one for each of the 7 Gods. However, some of the Gods begin to feel they deserve more power on Archislan and create more Harbingers. Vying for supremacy, the Gods pit their Heroes against one another.
This is where the game picks up; Heroes are fighting in the name of Gods they often don't believe in. These Heroes are the Heroes of Gods that have fallen from grace...
RacesThere are 10 races to choose from (later ones would be added and possibly taken out as the game progresses through the world's story):
- Dark Elf
- Elf
- Highbourne (Halflings)
- Shadowcaste (Halflings)
- Dwarf
- Human
- Undead
- Troll
- Orc
- Goblin
ClassesThere are 2 main classes which then branch off into 4 specialty classes (I also have plans to add 2 more main classes, Shaman/Priest, with 4 new specialties each):
Warrior-Assassin
-Berserker
-Defender
-Monk
Mage-Air Mage
-Earth Mage
-Fire Mage
-Water Mage
TraitsThere are also a multitude of traits to choose from and many more would be added as the game progresses. (I won't list them yet but there are about 23 with more on the way.)
Card Design Hero Card Ability Equipment

The top left is the class icon. This is mostly used for deck construction, which I will get into later.
top middle is the card name.
Top right is the Memorization cost (then the cast cost under it, if applicable) for Abilites, the Equip cost for Equipment, and the Main class icon for Heroes.
In the middle there is the type of the card.
Under the type is (from left to right) attack, defense, resistance. These are the stats that the Heroes have. Here is a short description of these stats:
- Attack is the amount of damage you do when your Hero attacks directly.
- Whenever your Hero takes physical damage (from a direct attack or from abilities) the amount of damage take is reduced by your defense.
- Resistance reduces the amount of damage you take from magical attacks (mostly Mage abilities).
It is possible for a Hero to have a negative value in any of these three stats. Negative attack means you deal no damage until you add to your attack to make it positive. Negative defense or resistance, however, means you take extra damage from the corresponding damage type.
Under the stats is the card text. This is where all the rules text of the card will be.
At the bottom left is the Life of the card. This is used mostly for Heroes but there are also minions you can summon to the Field that have Life.
The bottom right is reserved solely for Heroes; it is the amount of energy you start the game with.
Between those two numbers is also only for Heroes; it is the Abilty your Hero starts with.
- (I decided to do these two mechanics because when you start an RPG (or game like it) you never start the game with zero mana and no abilities)
Deck constructionHeroes of the Fallen has two separate decks:
- Ability deck -
(minimum 50 cards)
This deck is where all your Ability cards and Energy cards go. It is the deck you draw from each turn.
You may only have a maximum of 3 of any one card. That is unless it has the Master/Mastery type, in which case you may only have a maximum of 2.
- Equipment deck -
(minimum 30 cards)
This is the deck where all your Equipment is. You may only draw from this deck at certain times throughout the game.
There are three types of Equipment: Common, Rare, and Legendary.
You may have a maximum of 2 common Equipment with the same name and only 1 of any Rare equipment. There may only be one legendary Equipment in the entire deck but these are difficult to obtain. (I have tournament plans and stuff for this game that I wont get into here)
To create the deck you must match the icon in the upper left of the cards with either of the icons at the top of your Hero card (i.e. - A fire mage cannot have Air mage abilities in his deck). If a card has no icons it can be in any deck.
Other than that there are several companion cards to choose from. They are simply cards that have abilities to enhance your playstyle. These cards do not go in your deck. Think of them as a mini Hero.
GameplayThe game starts by putting out your Hero, your companion, your starting energy, and your starting ability.
The last two cards must be part of your deck. In other words, they count towards the number of cards in your deck and are not separate. (In Lackey I have it so it is a third deck type called "starting")
There are several zones of the game:
The Field is where all your energy cards are played. It is also where tokens and minions do all the fighting.
The Hero Zone is where your Hero and companion are as well as all your Equipped cards. Equipped cards (such as armor and weapons) can be depleted (tapped, bowed, etc.). If that happens the equipped card stops giving any benefits it has until it is replenished (untapped, unbowed, etc.).
The Spellbook is where you have your memorized spells. Each player starts the game with 4 Ability slots in their spellbook, but this number can be increased with certain cards.
Now that the game is all set up it's time to begin. The game starts by all players agreeing on a way to decide which player goes first. After that is decided each player draws the appropriate amount of cards:
Warriors draw 4 Abilities and 2 Equipment
Mages draw 5 Abilities and 1 Equipment
If you don't like your hand you may Mulligan. Mulligans work by discarding your abilities and drawing one less than you had previously (you keep the equipment).
Then the first player takes his turn. The turn order is as follows:
-Replenish step (Skipped on the first turn of the game)
-Replenish all energy, enchantments, and skills but not Equipment.
-Draw a card from the ability deck
-Prepare step -Memorize Abilities
-Play Energy (only one per turn)
-Use skills and abilities
-Battle step (Each player skips the first Battle step)
-Attack with your hero and/or minions. Minions can only attack heroes if there are no opposing minions, however, heroes can attack any target.
-Announce attackers
-Cast spells/actions
-Deal Damage
-Use abilities
-Rally Step -Summon/Call minions
-Use Abilities
-End step -Discard down to maximum hand size ( 8 ) (The composition of the cards does not matter ie - 8 equipment or 4 equipment and 4 abilities)
That's pretty much it... If you want I have the LackeyCCG plugin file on my computer. It has all the cards for the first set in it (as well as a few Hero cards I was messing with)
While teaching myself C++ I made a Hero creator too. It is only a simple .exe but I can give that out too.
I want to know what people other than friends think of the whole idea of the game first before I go too much into detail... (Although I did go into a lot of detail already in this post...)
Post here with your thoughts and suggestions.
Thanks a bunch!-Drackthar