Game Rules Overview

 

Below you will find a brief rules overview for play testing Ocera. Please note that this is not the final version of the game, and all materials are subject to change through our play testing rounds.

If you are interested in play testing Ocera, please visit our Community Page to sign up.

 
 
 

Class System

 
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Each Champion Card includes an icon to indicate which class they belong to.

In gameplay, there are three main classes and three hybrid classes to choose from. These classes will determine which Action Cards and Equipment Cards you are able to utilize, as each Action and Equipment Card has a class requirement.

Champions that operate in Hybrid Classes acquire many of the benefits and some of the detriments of each type.

 
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MARTIAL

Uses strong weapons, attack skills, and heavy armor. Some attacks deal damage to armor, or armor and health. 

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FINESSE

Uses light armor and weapons, and skills that allow you to do more in a turn. Some attacks bypass armor.

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MAGIC

Uses magical staves, wands, and spells to deal damage and protect yourself without the use of conventional armor and weapons.

 
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MARTIAL - MAGIC

Uses spells, however can't use heavy armor or heavy weapons.

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MARTIAL - FINESSE

Uses heavy, medium, and light weapons. As well as access to both heavy hitting and quick action cards. However this class cannot use heavy armor.

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FINESSE - MAGIC

Uses spells and light weapons, however cannot use armor aside from shields.

 
 
 

Card Types


 

Champion Card

 
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Action Cards

 
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Equipment Cards

 
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Champion Card

This Card will be the core of your deck. The Champion you choose will represent you in the field of battle.

Champion Name

This will be the name of the Champion you have selected to prepare for battle.

Special Ability

Each Champion has their own unique special ability they can deploy during the game.

Special Ability Description

This is where the Champion’s Special Ability is elaborated upon. If the Ability has an Energy Cost it will be indicated here as well. Please note that some Special Abilities are one time use. The card will say so.

Class Icon

This icon indicates which Action and Equipment Cards your Champion is able to utilize. See above section on Class Types for more information.


Action Cards

The Action Cards are how you make moves against your opponent within the game.

Action Name

This will be the name of the Action, represented by card artwork.

Energy Cost

The number in this icon represents the amount of Energy Points (EP) it takes to play this Action. You must have a store of EP at least equal to the number indicated here.

Action Type

This dictates which of the following four subcategories an Action belongs to:

  1. Attacks - Martial and Finesse maneuvers that primarily deal damage.

  2. Skills - Martial and Finesse abilities that control the battle or debilitate you opponent, often without dealing damage directly.

  3. Spells - Magical spells with a wide variety of effects, including dealing damage or manipulating energy.

  4. Consumables - Items available to all classes. Consumables costs no energy to play, but are discarded after being used.

Additionally, some Actions are further defined as “Persistent” or “Reaction”. Persistent Actions remain on the playing field for a set number of turns and grant passive effects or repeatable Actions. Reaction cards are played facedown on the field of battle and are activated when a specific condition is met.

Action Description

This dictates what the Action does as well as the damage it inflicts on your opponent. Some Actions have special conditions, effects, or requirements, which are detailed here as well.

Class Icon

This line dictates which Classes can play the Action Card.

 

Equipment Cards

Equipment Cards include items such as armor, weapons, wearables, and other wondrous items that your Champion may choose to equip during the game.

Equipment Name

This will be the name of the piece of Equipment, represented by card artwork.

Equipment Properties

This line dictates which of the following three subcategories the Equipment belongs to:

  1. Light - Small, fast weapons that can reduce the energy cost of basic attacks; can also include dual variants. Light armor provides minimal protection. Available to all Classes except Magical.

  2. Medium - Moderate weapons that provide decent protection and consistent damage increases. Available to Martial, Martial-Finesse, and Martial-Magic Classes.

  3. Heavy - Large, slow weapons that can deal extra damage at the cost of additional energy, and thick armor that provides maximum protection. Available to the Martial Class.

Equipment Description

This describes how the piece of Equipment functions and indicates any special conditions, effects, or requirements the item has.

Class Icon

This line dictates which Classes can play the Action Card.

 

Turn Structure

 
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