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Hermits' Familiars- Trading Card Game

Rules

1. Setup

  • Deck Size: 40 to 60 cards.

  • The Void: This is your discard pile.

  • Winning: You win by either reducing your opponent's Life Points (starting at 30) to 0, or by "Voiding" their entire deck.

2. The Board

  • The Frontline: Space for up to 3 Familiars.

  • The Foundation: Space for 1 Structure card.

  • The Backstage: Space for Magic cards and Artifacts.

3. The Turn Order

  1. Mining Phase: Draw one card.

  2. Resource Phase: Gain 1 "Energy Essence" (the currency used to play cards). Your max energy increases by 1 each turn (up to 10).

  3. Build Phase: Play Familiars, Structures, or Magic cards. Equip Artifacts.

  4. Interaction Phase: Declare attacks with your Familiars.

    • Note: If a Structure is on the board, the opponent must destroy the Structure before they can hit your Familiars (unless they have a "Flyover" ability).

  5. End Phase: Resolve "end of turn" effects.

Gameplay Mechanics

The "Admin" Synergy

Glitch cards are your "boss" moves. For example, a Glitch card like "Creative Mode Flight" might allow a Familiar to bypass Structures and hit the opponent directly. However, if your Admin-type Familiar is knocked into the Void, all active Glitch effects immediately fizzle.

The Void Interaction

Since the discard pile is the Void, certain Familiars (especially those themed after the End or technical grinders) might have "Void-Sifting" abilities, allowing you to pull Action cards back into your hand at a high Energy cost.

The Card Types

  • Familiar Cards (Main): Your primary attackers. Each Familiar has a Type (e.g., Builder, Redstoner, Chaos, Admin) and specific HP/Attack stats.

  • Action Cards: One-time use effects that resolve and go straight to the Void.

  • Artifact Cards: Items you "equip" to a Familiar to give them permanent stat boosts or new abilities.

  • Magic Cards: Field-altering effects or ongoing enchantments that stay on the board until destroyed.

  • Glitch Cards (Admin Only): High-tier, game-breaking cards. You can only play these if an Admin-type Familiar (like a Guardian of the Xelqua or a Red-Eyed Watcher) is currently on your board.

  • Structure Cards (New Type): These represent the legendary bases. Unlike Magic cards, Structure cards have "Durability" (Health). They provide cover for your Familiars, soaking up damage until the Structure is "demolished" into the Void.

Cards Design

Contact

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P.O. Box 1546 Barnwell, SC, 29812

(803) 571-5461

[Narrative Design]

[Level Design]

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