A New Way to Play With Cards

RTSSCG - Real-Time Strategy Systemic Card Game

DAMAGE

ACTION

PRESERVATION

CONSTANT

Damage cards only damage your opponent. The little golden arrows at the top right of the card point away, demonstrating this.

Action cards modify either your own, your opponent’s, or both players stats and are usually linked to certain areas of the map. An action card that raises the dead will only work in the cemetery. The little golden arrows can point to yourself or the opponent (or both).

Preservation cards either heal you, grant protection, or boost defense against specific circumstances. A preservation card may make you stronger when it’s snowing, or simply stronger against ice damage.

Constant cards are with you for the whole match, and you only get one. This card modifies your stats by either boosting them automatically or when you’re in certain parts of the map. The Toad’s Soul card grants a boost to the player’s base jump height.

There are only 4 main card types. There is a 5th super rare card that isn’t in play as often.

“Ender Card” is a special card only given to the player that finds the 5 hidden items in the castle first. This card will overpower the owner and allow them to end the game as victor.

A Deck Builder with Cards you Collect

In Paper Mages every player starts with 30 cards, all the same. The more you play, the more cards you unlock, and those cards are added to your randomly built deck. A lucky player may even stumble upon rare cards.

The Shattered Hero & the First Paper Mage


Every 5 years the Mage duels are held, and the trained apprentices set out to become graduates on the battlefield. Such an archaic thing. So many died proving themselves, increasing in ranks, and what a waste. Yet, for the longest time, nothing was done… Until Eltrest Grefaren. They thought he had lost his mind when his apprentice died in the duels. His apprentice Variscitan, an orphaned beryllian boy. Such promise he had, but more so, heart. Both apprentices perished that day in the tower fall.

On the next 5th year, and the next mage duels, Eltrest emerged from his towers, almost aged 15 years over. He showed them a new magic. He sat a piece of paper on the table and a glowing piece of Heliodor stone in the center, and then he placed a ring next to it. With his hand over the paper, the mage whispered a few words and his eyes glowed amber gold. The light from his eyes went into the gem, and the other mages gasped as they watched. The paper folded itself around the gem, and up to two little legs, then the paper folded two arms, and a head. The ring on the table floated up and over the paper man’s wrist, and stayed there.

Eltrest had created a small version of himself, a paper champion, a paper mage.

These little mages are linked to their creators. They think as their mage thinks, they act as their mage would act. They feel no pain, and can be made again and again. There was no struggle in adopting this new way of battle. That day, the two mages set to duel, learned how to create their own little champions,  and no lives were lost.

The shattered hero, Eltrest, changed life for all the mages in the world.

There were some wizards who were opposed, how could a caster perform his best without threat of death? But that is a tale for another time.

10 Playable Races

Systemic arena, dynamic gameplay

Cards are taken from a flat playing board and thrown into a dynamic and systemic third-person arena. A Werewolf’s Moon card grants power at night, while the Medusa’s Gaze card will sway you from moonbeams from risk of paralyzation. Paired with special race traits, action cards that modify abilities, and skill in how the map is used makes Paper Mages home to unique duels, every single time.

A Mage’s Duel Done Right.


Fireball

The “Fireball” card is cast, glowing red to indicate it is a Damage card.


Borrow Flame

Casting the “Borrow Flame” Card, you take every candle flame in your area and it stacks, per flame, onto the next fireball attack.

Action cards glow yellow, telegraphing that action is coming.


Fireball +

With the “Borrow Flame” activated, this “Fireball” card is bigger and deals more damage.


If the opponent were to have used a “Mage Orb” card, they would have been protected either way.

Start with 30 cards, play to collect the other 100

Base cards, special cards, & rare cards make up the collection.

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