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Let's Go Raiding! brings classic mmorpg tactics to the digital card genre. Limited variance and deep strategy put skillful play front-and-center.

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Let's Go Raiding!

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Let's Go Raiding! brings classic mmorpg tactics to the digital card genre. Limited variance and deep strategy put skillful play front-and-center.

Features

Progression: Experience challenging dungeons and epic raids while looting new equipment to enhance your heroes.
Co-op: Form a raid party with a friend and co-operatively experience both PVE and PVP!
Threat Management: Experience an intuitive positioning system without the complexities of a combat grid.
Cooldown Management: Track ability cooldowns to stack and disrupt powerful rotations.
Resource Management: Every hero starts at full Life and Energy. Conserve your resources or risk going OOM too quickly!

Game Modes

⚔️ [PVP] Standard Queue: Players face off against each other.
⚔️ [PVP] Duo Queue: Players form a raid party with a friend and face off against an opposing raid party.
🌎 [PVE] Practice: Players can practice Standard Queue vs pre-constructed decks piloted by an AI.
🌎 [PVE] Co-op Vs AI: Players form a raid party with a friend and face off against pre-constructed decks piloted by an AI.

Gameplay Loop

🔸 Start of turn:
🔹 Regeneration occurs. (Default is 2 Energy and 1 Power)
🔹 Abilities are drawn. (Default is 2)
🔹 Cooldowns progress. (Abilities coming off cooldown are Surfaced)

🔸 Main phase:
🔹 Each hero may play 1 Ability in any order. (Combo abilities do not count towards this limit)

🔸 End of turn:
🔹 Abilities are discarded.
🔹 Fatigue occurs.
🔹 Enemy Channeled abilities resolve.

Threat

LGR supports a simple positioning system that is a metaphor for threat. When a hero plays an ability, threat is generated.

  • High Threat abilities move the hero forward.
  • Low Threat abilities move the hero backward.
  • Invert Threat abilities move the hero to the opposite position.
  • Neutral Threat abilities do not move the hero.

Enemies can only target heroes that are in front of other heroes. This gives opportunity to manage threat and have tanks absorb incoming abilities for squishy backliners.

If two heroes share the same threat, then the hero that generated threat next will move forward -- pushing the other to the low threat position.

Knockback, Stealth, and Reach are further ways of accessing the backline.

Cooldowns

Heroes draw 2 abilities per turn. Abilities go on cooldown when they are played. The cooldown represents the number of turns that must pass before the ability is placed back on top of your deck. Players can progressively stack their rotations throughout the course of a game. These cooldowns are visible to all players, so it is possible to plan for when an enemy hero will draw an ability that has already been played.

Ultimates

Ultimates are powerful, unique abilities that define a hero's playstyle. Heroes generate 1 Power each turn which is used for playing ultimates and other powerful abilities.

Reserve

At the end of each turn, heroes discard their hand to the bottom of their deck. However, hero's can reserve an ability for a future turn by either right-clicking the ability. To access an already reserved ability, simply reserve a different one.

Fatigue

Beginning at round 10, heroes start taking increasing damage at the start of the round (1, 2, 3, etc). This helps bring the game to a close as well as supports alternate win conditions from control-style decks.

Glossary

About

Let's Go Raiding! brings classic mmorpg tactics to the digital card genre. Limited variance and deep strategy put skillful play front-and-center.

Resources

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