
Hi everyone,
While giving some details on the lore of Everbane is quite exiting, there is one other thing that we would like to talk about: gameplay.
Let’s start from the basics. Everbane is a competitive role playing card game,
where each player will play a specific hero, venture in the world of Everbane, and complete quests. And therefor where will be 3 types of cards in the game: Hero cards, action cards & quest cards.
In this devblog we will start by talking about hero cards. At the beginning of each game all players will start by selecting a hero card. Each hero card will represent a specific hero ranging from a mighty knight to a shady rogue, without forgetting priests and mages. In a future dev blog we will talk more in depth about each and every playable hero. But for now let’s discuss a little bit more about the hero card itself.
A core element that we wanted to add to the game was some classical role playing gameplay mechanics. This is why we early on added attribute scores which you could find in many
classic ttrpg’s. But at the same as it is still a more lighter game (rules wise) then a full ttrpg, so we only selected 3 attributes that would represent each hero. This was a pretty good tradeoff between an rpg and a lighter faster game.
It was very easy for us to select 3 attributes that would represent each hero.
We basically took the most common 3 classes combination of many games: warrior/rogue/mage.
And just defined which is the most prominent attribute that would represent them: Strength/Agility/intellect.
This way we easily created 6 heroes with an attribute score for each, which could easily represent many iconic classes from beloved fantasy worlds.
Another aspect that was important for us was to get an easy visual representation of this attributes. So players could easily identify each attributes instantly. For that we color coded them and only used a specific color to represent them in game. Red for strength, Green for Agility, Blue for intellect.
The last thing we should talk about is probably what do we need them for? It’s fairly simple, a lots of cards will require to make an attribute test. Imagine you need to make a Strength test to overcome an encounter. For that you will need to roll a d20 (dice included in the base game) and add your strength attribute score to it. If the value is equal or bigger then the required one: you pass the test. If not you fail at it. With depending of the card – different outcomes.
I will also will note that there will be ways to upgrade your attribute score with perk cards. But that’s for a future dev blog…

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