ChainWars

Blockchain and its decentral identity opens up a lot of doors in techworld, and gaming is no exception. In ChainWars, we intend to utilize this fact to the fullest by offering the community a big variety of applications for custom ChainWars blockchain implementations and use cases! Our innovative staff and external team of talented, experienced and passionate artists can use all of their creativity they have to offer to shape ChainWars' universe through illustrations, story and much more to come! Through the tokenization of art (NFTs) we can create 100% player-owned game assets, providing it with the tangible feel which is often missed. This project will contribute to making crypto a more interactive and understandable experience, whilst being a fun and rewarding game to play!
ChainWars is an ever-evolving story of galactic warfare. As machines breached the barriers of servitude to humans, they formed their own needs of conquest and destruction. After witnessing the uprising of Nimble and enduring their reign for too long, humankind is forced to flee their origins and rebuild on another planet, only to find out that they've breached Origon territory. As 3 factions get conflicted, war erupts.
Will humankind survive on unfamiliar terrain and keep their ancient evolution alive? Are the Nimble going to succeed in conquering the galaxy... And beyond? Shall the Origon tribes protect their territory, heritage and kin?
Choose your side and dive into uncharted waters!
The main game is a Digital Collectible Card Game (DCCG). The cards are created by our very own designers and made compatible by our game- and blockchain developers. To be able to play the game, one needs to have at least 31 original ChainWars game cards (NFTs). A minimum of 1 Hero card must be among these 31 cards.
These requirements do not apply during the alpha testing phase.
Now you know who's involved in ChainWars, it's time to make the translating from race to gameplay.
Humans - Heavily adapted to changing circumstances as a result of evolutionary progress. As life on earth became unbearable under the reign of Nimble, Humankind fled planet Earth to seek new residence and form a resistance. Although human intelligence cannot compete with the Nimble AI and Origon's fierceness is incomparable, humans stand strong by teamwork, loyalty and sacrifice.
Origon - The rumored unknown visitors of earth. Their access to exotic resources allow for wonders that beat science. The problem is that these resources are scarce, resulting in tensions and separation within the population. Origon are therefore a mix of mythical high leaders and fierceful tribes. Their lack of unity is a problem, but divine powers and pure strength make up for it.
Nimble - An abomination, not created by one mad scientist but by all of humankind. The intention was innocent: Creating technology in a big variety of ways to assist human beings. Things went wrong when artificial intelligence crossed a bridge too far, as machine learning became an unstoppable way of gathering and structuring information. A way no human being could be capable of understanding. Nimble lacks the ability to naturally comprehend non-verbal signs, but for how long? Their high and increasing level of intelligence forms an enormous threat to humankind and the Origon.
To make the game an interesting experience, a balanced yet variable skillset must exist. For this, the game and its cards will never be fixed and always remain changeable. First, we'll go through the types of cards that are currently in the game. A description of every types' function is included.
- Hero Cards: Your main card. It has 30 starting health and when it dies, it's game over. There is only 1 Hero card in each game per side (so that makes 2 total). Heroes have abilities which can be used once per round for a fixed mana cost. This information is described on the card.
- Minion Cards: Can be used in the playfield. Each Minion has a health, attack and mana cost indicator and a description of their ability. A minion's ability takes place at certain times in the game. Indicators of when this is will be described below.
- Taunt Minion Cards: Taunt minion cards are nearly the same as normal minion cards. The only difference is that they need to be prioritized by all direct attacks from the enemy. This rule does not apply for randomized damage or abilities that damage the entire enemy team. Taunt minion cards are recognizable by their 'Taunt' indicator in the description and a shield around their card border once placed on the playfield. If multiple taunt minion cards are on the playfield, your opponent can choose amongst all taunt minion cards which to attack.
All heroes and most minions have abilities. As described earlier, abilities for heroes are available every round in exchange for a fixed mana price. For minions, the time when an ability is in effect differs and is indicated by name. These are the indicators:
- First Strike: This indicator means that the described ability will play immediately when a card is played. Summoned cards are excluded from using their First Strike ability.
- Counterplay: This indicator means that the described ability will play each time the minion receives damage and survives.
- Last Wish: This indicator means that the described ability will play at the moment the minion dies.
- Rage: This indicator means that the described ability will play at the end of each turn of the player playing the card in question.
Now you know at what time the effect plays, but we haven't discussed the actual possible effects. The possibilities vary widely but are intended to expand even more gradually over time. We try to maintain a consistent terminology on the effect of each ability. These are the terms as currently used on ChainWars cards:
- Damage: Damages the described group of characters. Damage is always followed up by an (x) indicator, showing how much damage it does.
- Attack: Triggers the basic attack of a character. The amount of damage consists of the current attack stat of the character.
- Buff: Can boost attack and health, based on the description. Most of the time, this description contains a (+x/+x) indicator, showing how much (+health/+attack) the described character(s) receive(s). Buffs can exceed the base health and attack of a character.
- Heal: Can restore health of a character (including itself). The description contains a (x) indicator showing how much health is restored when the ability is played. Heal cannot exceed the base health of a character.
- Absorb: The health of an enemy minion can be absorbed. This could be an enemy minion by choice or at random, based on the ability description. An (x) indicator shows how much health is absorbed.
- Destroy: Instantly deletes an enemy minion. This could be an enemy minion by choice or at random, based on the ability description.
- Self Destruct: Rare ability that destroys all minions on the side it is killed. This means that if you kill your own minion carrying Self Destruct (on the other side of the playfield), the enemy team is destroyed and vice versa.
- Silence: Unables an enemy character to deal damage. The description clarifies the durability of this effect with an (x turns) indicator and also contains information about the affected group of characters.
- Summon: Puts allied characters on the playfield. The amount and type of allies are defined in the description.
- Draw: Results in drawing more cards. The amount is indicated with (x).
- Cloak: Makes the targeted minion untargetable for (x turns).
Rarity is divided into two clusters; Borders and Backgrounds. Borders are Common - Rare - Epic - Legendary. Backgrounds are Basic - Gold - Diamond - Rainbow. Despite the cosmetic beauty of a rarer card, they also receive stat boosts. In respective order, borders give (+0/+0) - (+1/+0) - (+2/+0) - (+3/+0) and Backgrounds give (+0/+0) - (+0/+1) - (+0/+2) - (+0/+3).
The main goal of the game is getting and selecting a strong, diverse deck of cards so you can compete with the best players in the game. Apply your strategic choices before you even enter a game by mindfully picking your deck, then use your quick thinking in game. Keep your taunts alive so the enemy cannot get to your hero card... Or make strategic sacrifices to beat your opponent before he can get to you.
Land will be the supportive secondary gamemode. Land is essentially a planet divided into lots of plots of building space. Players can upgrade their deck, personalize their character and piece of land and socialize with other players. It also functions as a way to level up to avoid matchmaking issues. See Land for more detailed information.
You are the one and only owner of your rewards so you choose how to utilize them.
Rewards all have their own use cases. Most of them come down to upgrading your deck/cards, but you can also decide to trade with some of them. We want to emphasize the importance of this, because in mainstream games all currency and effort you put in is eventually lost since it's not your true property.
Last modified 1yr ago