Tutorial Video Practice
I have made a dry run video of playing a match of Lithic Rage!
Please take a look and let me know if it is easy to understand!
Here is a lichenwight shambling over the hill.
Sound Designer
Jack Menhorn is Sound Designer for video games. Also Editor in Chief at DesigningSound.org and a panelist on Game Audio Hour
I have made a dry run video of playing a match of Lithic Rage!
Please take a look and let me know if it is easy to understand!
Here is a lichenwight shambling over the hill.
Lithic Rage is a fairly simple single player card game, but it does have a few stats and totals to keep track of at any one time. So having some counters and die will make the game go smoother, and let you enjoy the rage!
First thing youll need is the rules. Here you can find how to play:
You need cards to play a card game! For now the best bet is to print them out yourself from here.
Once you print out your cards, I recommend putting them in card sleeves with a backer of another trading card or other stiff cardboard backing.
In order to keep track of the game you will also need some way to count a few things:
2x Stamina Counters: Stamina can be 40+ so some sort of dial counter is useful. Or use an app. You can also just write on a piece of paper!
2x Energy Counters: Each Combatant can have Energy up to 6 so a six sided die (1d6) works deliciously. When a Combatants Energy is 0, simply move the die out of the play area.
4+ Condition Counters: Conditions can get counted however you’d like— but a Condition card is included in the card pdf. Using 1d6 on top of each Condition icon on the card is the recommended route.
These are the decks I have been playtesting with as well as planning on giving demos with. There are other cool and fun cards like with Bleed strategies not in these decks-- but for starting out these give a good and basic understanding of combat without overloading with conditions. (Bleed is also overpowered right now and needs some consideration on how to reign it in.)
For now all Classes are considered Level 1, so other Class abilities for higher levels may be ignored. But if you want to try them go ahead!
Player Deck:
Ancestry - Orcanen x1
Class - Floodwarden x1
Desperate Tackle x1
Read Movement x3
Test of Strength x2
Fast Dodge x2
Pommel Strike x1
Forceful Shiv x2
Anticipated Strike x2
Bloody Slice x 1
Bloody Aggression x2
Satchel Sand x2
Strong Parry x2
Enemy Deck:
Ancestry - Enemy Pawn x1
Class - Cedar Knight x1
Fast Dodge x1
Anticipated Strike x1
Quick Strike x3
Desperate Tackle x2
Satchel Sand x1
Strong Parry x5
Bloody Aggression x1
Pommel Strike x2
Forceful Shiv x1
Test of Strength x1
I have added a WIP set of rules for reference. This includes diagrams for the three main card types (Action, Ancestry, Class).
A current playset of cards can be found here and on OneDrive.
You can view it here: Lithic Rage Rules — Jack Menhorn
For a few months now I have been working on a card game idea: Lithic Rage.
The gameplay is 1v1 PvE collectable card game combat with leveling mechanics. Players take turns using Attacks and Defenses and has mechanic inspiration from TTRPGs like Draw Steel/DnD and CCGs like DBZ CCG and Star Wars and .hack//ENEMY CCG.
Each card has a numerical value "cost" used for deck building. "Dice rolls" for attacks are done by drawing 3 action cards as a hand, selecting 1 for the attack action effect and the cost/value of the other two determine what the dice roll was and thus how effective the attack is. Defending likewise is drawing 3 cards and using the cost of one card as the damage reduction value. You keep the other two cards for your next attack, so you get some glimpse of what cards to choose for your next attack and decide to save your best draws for offense or defense.
The PvE comes into effect that the enemy deck works the same way and with interchangeable cards from a gameplay standpoint. So the player does their stuff, then the enemy deck works semi-autonomously with the player just drawing and resolving Enemy attacks while playing their own defenses. So it feels like symmetrical 1v1 match as much as possible.
WIP Action Attack/Defense cards with placeholder layout art.
The TTRPG vibes come in with a character that is able to level up their class between matches, and progresses in a campaign gaining bonuses and deck building options against progressively stronger opponents.
A combatant is a combination of Ancestry and Class cards.
The art is all photography that is edited to have an old school punk zine, photocopy, Bakshi’s Lord of the Rings rotoscope style with JoJo’s Bizarre Adventure color palettes. No AI or other nonsense involved, just me and a laptop with open source image editing software.