ADAMANTINE
In the age of myth, gods themselves battled demons for the control over the world. Many demon lords were cast into separate adamantine prisons, in order to prevent them from escaping, a powerfull spell was cast. The demons that wish to escape possess powerfull champions and send them to retrieve other demon's souls. Only when a demon acquires his rival's soul can he escape the prison. But your rival won't just give it up freely, and wil send a champion of his own. That's why demons lure mortals with the promise of adamantine to build settlements and dungeons over their very demonic prisons. Should the possessed champion fall in one of your elaborate traps, it would make wrestling control of his soul very easy, and would open the path to world domination
Card types:
In the hero deck:
Possessed champion - your unique hero, that needs to be protected at all costs
Item - Items enchancing the hero and giving him abilities
Feat - Abilities for the hero to use
Class, with the prestige class subtype - Passive bonuses. Prestige classes have prerequisites to have other classes first.
Ally - Heroes recruited by the Champion or creatures summoned or charmed
In the dungeon deck:
Trap - an obstacle that challenges heroes abilities
Monster - a threat for the hero
Event - Bad luck, special encounters and so on.
Resources: All hero cards have 2 values: Gold value and Danger level.
Gold - gold is used by champions to trade for items. Recruit allies, train feats, and gain levels.
Danger level - used to indicate how dangerous obstacles the hero faces. After all a lowly peasant won't encounter any dragons at the start of his career. Danger level of the player is determined by adding all danger values on all his Hero cards together.
Rules of the game: At the start shuffle both decks (Hero deck of 60 cards and Dungeon deck of 60 cards). Before shuffling the Hero deck choose one Possessed champion card and one basic class card and put them in play. If he dies, you loose.
Game start:
The game is divided into 2 phases: Day phase where hero cards are played and used, and Night phase, where dungeon cards are played and used.
Day phase: In the first day phase draw a hand of 6 hero cards and put any card that costs less or equal to 5 gold into play. Any following day you draw until you have 6 cards in hand.
In this phase you can perform these actions:
Play cards
Move your champion into a dungeon room
Search, but only if there are no rooms that can be moved into
Possess another champion
Playing day cards: Hero, or day cards, are played by paying the required amount of gold for that card, by sacrificing cards already in play. For example you play the Buckler card (2 gold) by sacrificing Shortsword card (2 gold) already in play. As an alternative, beating dungeon cards often lets you play cards from your hand by paying for their gold cost.
Moving into a dungeon room: Choose one of your opponent's dungeon rooms and flip all face down cards and face up, then execute combat (If there is at least one monster) and/or a skill check (If there is at least one trap)
Search: If no room for exploration is availble then roll a d6 and your opponent has to draw that many cards from their dungeon deck and put them into the discard pile
Possess: You can sacrifice your champion and instead of loosing the game put another one from your hand in his place. All classes, prestige classes, and feats are discarded with the sacrificed champion.
Combat: Choose one statistic and roll a d6. Those two values combined are your damage. Divide it as you choose among the monsters that you are fighting, and if any are left alive they deal damage to you equal to their damage value.
Skill check: Roll one d6 and add the value of one statistic that the trap says. If the value after modification is higher than the value of the trap, and it is a succesfull check. A failed check is one that has a lower value than the value of the trap. A trap card indicates what happens in the case of success or failure
Night phase:
Discard all unplayed cards, and draw a new hand of 6 at the beginning of the turn. If there are no cards in the deck for you to draw you loose.
In this phase you can perform these actions:
Create a dungeon room
Create a random encounter
Creating a room:
Denizens above your prison have created a dangerous room in attempt to lure and kill the invaders. In order to create a room put any amount of cards face down in one pile. When the opponent chooses to explore that room flip all the cards face up. Events resolve now, combat happens and then a skill check for the traps. If a Champion doesn't succed in killing all the monsters and disarming, or detecting all the traps then those cards remain as a room for later exploration. You can have multiple rooms at the same time. For example you can have three rooms, one with a bugbear and a goblin, another with a spear trap and a displacer beast, and a third one with only the spear trap. However if a room is flipped over and it's combined danger value of all cards is higher than the danger value of the opponent, then one or more cards go to the discard pile to make the danger level of the room equal or lower than the danger value of the opponent.
Creating a random encounter:
Roll a d6. You can play this many monster or event cards this turn to create a room that your opponent goes into in your turn. Combat happens and event cards are triggered.
Winning the game:
Winning is done by searching the dungeon throughly by your hero, and finding the entrance to your rival's adamantine prison, or by killing your rival on his way to your prison