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Lightseekers cards

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The card game was created to be played 1 on 1 but supports multiple players. Each player has a hero card and a deck of 35 cards containing 30 action cards and 5 combos. Each player has two actions at a time. They can play a card, then use an ability on the card, or play two cards. For any action that is not spent, the player will take a draw card for it instead. The goal of the game is to take the hero's health to zero. Each action card can be included in a deck up to three times but only one copy of a specific combo card can be in a deck. 

When the game starts, the players will need to select a Hero. 

Hero CardsEdit

The heroes of the game use a specific branch or subset of the magical energy, which is referred to as an ‘Order’. There are six known Orders that equate to six different playstyles:

Tcg order types

Each Order contains three ‘Elements’ that generally break down the gameplay to a specific style; aggressive, defensive, or utility-based. In addition to using cards every turn to influence how your hero reacts or fights, saving cards to play devastating combo cards can be an instant game changer and turn the tide. To see all the Hero cards - see Hero Cards

Card TypesEdit

Astral - Yellow Deck

Dread - Purple Deck

Mountain - Red Deck

Nature - Green Deck


Storm - Blue Deck

  • Lightning
  • Water
  • Air

Tech - Orange Deck

  • Mechanical
  • Time
  • Explosives

Unaligned - These cards can be placed in any deck. 

Card CategoriesEdit

Action and combo cards come in four categories: Attack, Defend, Buff, and Item.

  1. Attack cards are directed at other heroes and apply their effects to the recipient and are discarded when played.
  2. Defend cards are directed at yourself and are discarded when played.
  3. Buff cards are placed on the table when played, and their effects linger for as long as they stay in play. If a buff card has empty corners, it stays in play indefinitely. If a buff has a rotating arrow symbol in the corner, it means that it is a rotating buff.
  4. Rotating buffs with circles in the corner rotate 90 degrees at the start of your turn. Rotating buffs With an irregular shape in the corner only rotate 90 degrees when their effect is triggered. If the rotating buff rotates to a position where its top left corner is empty or back to its original upright position, it has expired and leaves play (is moved to the discard Pile).

The PlaymatEdit

TCG play mat image
The custom playmat includes a place to put cards and discards, the Hero card and a buff space. It also includes a health counter to help the players remember where they are in the game. 


Gameplay BasicsEdit

At the beginning of the game, the player has chosen their deck type and Hero card. During the first play, each player will draw four cards. Their next turn

Handle any cards that do something, at the start of a turn. Rotate any cards that need rotating. Any cards that are about to expire or have an X in the corner are considered 'active'. Any cards that have rotated back to the start, or has an empty corner are moved to the discard pile. Trigger the effects of the active buffs. At this point the player can either play a combo card, or take up to two actions. Playing a card or using an ability, cancels an action. The player may also pass. 

If the player used a combo, they will draw one card at the end of their turn. Otherwise they will draw a card for each action played or a pass. 


MediaEdit

GalleryEdit

VideosEdit

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