Note: This is a class project and not for profit. All Card Art is 'Fill in Art' to give an idea of what type of art direction would suit the game. Hence all art belongs to their respective owners. 
Do you think you have what it takes to become the ultimate Summoner, the keeper of dimensions?
Do you wish to become the ruler, the highest known power?
Test your mettle in the world ‘Rift Wars’! Summon powerful magical familiars, from Fallen Knights to Infernal Wyverns, into The Void and conquer countless of dimensions. Battle countless of cunning and ruthless enemies – but beware, if a Familiar falls so does the Summoner. Only one victor will emerge, who will it be?
Can you outwit your enemy long enough to see the throne of the ultimate keeper or will you fall short and succumb to a tragic demise?​​​​​​​
Rift Wars is a two player Card Battle Duel. The Goal of the game is to get your opponent's life from 30 to 0 through battle. (Use a calculator or pen to do keep track of the game.) You can also win if your opponent surrenders or if their Familiar dies in battle.

Each player has a deck of 40 cards: 1 Familiar (red), 10 Mana (light grey), and 29 cards that can consist of any combination of Battle Card (green), Spells (blue), Traps (purple) and Equips (brown).
Step 1: Decide who goes first Via coin toss or rock, paper, scissors. Then place cards in respected Zones. Familiar can go either to the left or right of your Battle Card Zones, at the beginning.

Step 2: place Mana Cards down, start with 2. Up means available, down is unavailable and slightly angled is in use. At the end of a players second turn the amount of mana available will increase by one. This will continue every end of turn until the player reaches a maximum of 10 mana.

Step 3: Shuffle each others deck. Once your deck is  returned shuffled, draw 5 cards from the top. You can return to your deck up to 3 cards  to re-draw 3 new cards. At the beginning of each turn draw one card, you get a maximum of 7 cards in your hand.
Step 4: Summon a Battle Card. The amount of man they cost are on the top left Corner. Regular for attack and sideways for defense. Cards can only attack once per turn. First player can not attack on the first turn.

Step 5: In battle: ATK vs ATK = higher damage wins. Only attack directly when your opponent has no Battle Cards.

ATK VS DEF = if DEF < ATK, direct damage is negated but  defensive card is destroyed. If DEF > ATK, attacking faction takes direct damage difference.
(e.g. DEF 15 vs. ATK 10 = direct damage to attacker = 5 points.)

Trap activation from a defensive party negates the rest of the attacker's turn.

The cost of a Spells/Traps/Equips are located on the top left corner of the card. Spells can only be played on your turn. Traps can placed on your turn but activated on your opponents turn. (You use your mana to place it down).

A Maximum of 2 spells or Equips can be used at one time. Only 2 traps can be placed at a time.

Equips last as long as the card states, or until the Battle Card is Destroyed.


Step 6: Familiars cost 10 mana to become active Battle Cards. They have passive abilities that take effect throughout the duel. When they become Battle Cards their active abilities can be used.

A Familiar's DEF acts as its Life source. The ATK of a Battle Card will lower the DEF based on the Card's stats. Once a Familiar's DEF = 0 the attacking Player will win.
Rift Wars
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Rift Wars

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