Announcing Fantasy Pixel Monsters CCG – The Pixelated Card Battles Video Game!

Dear readers and friends of fine card games and retro-style pixel art!

In this here article I want to announce and introduce you to my latest, upcoming project that involves both game design and pixel art, two fields in which I excel, as I am being told constantly, going by the name of …

FPM Cover Image PNG

That is right: Fantasy Pixel Monsters! FPM will be a virtual CCG which will come to many platforms such as PC, Android and iOS among others which I am doing in cooperation with my good friend and programmer par excellence Zack Bertok from the United States of America, for whom I did and am still doing pixel artwork for his current project Siralim (do check it out at!). Over the course of our months-long collaboration it became evivdent that we harmonize well with each other – Zack greatly appreciated my work on Siralim – so I just suggested that we could do a collaborative project, me providing fine pixel art and assets and Zack doing the programming work, after Siralim was finished and, to my delight, Zack was all in for the idea without any convincing work needed on my part.

So let it be known far and wide, in Summer this year 2015 we will get started on our work on the Fantasy Pixel Monsters CCG! What we have planned is something similar to the old Gameboy Color Pokemon TCG adventure game if anyone even remembers that still. So it will be a virutal, video game implementation of a CCG (CCG as in “Customizable Card Game”) in which you play through an RPG-style adventure and battle lots of opponents (NPCs) as well as collect cards to extend your collection and to enhance your deck(s). The cool thing and the major difference between FPM CCG and the old GBC Pokemon TCG implementation will be that there will be online play implemented so you can contest real players from all over ther world, as well as other common, modern video game features/gimmicks such as an achievements and unlockables system, leaderboards and everything – all state of the art.

The game will feature the finest of pixel art created by myself as you can see some samples of above and will be avaiblable on Steam eventually as it now looks like! Furthermore, a crowdfunder is planned as well, but the good thing is we don’t really rely on any Kickstarter money or the likes of that as most of the costs are covered since I can handle the art and game design and Zack can take care of the programming. The main goal of a KS or Indiegogo campaign would be A) to raise money for properly promoting FPM so we can get a lot of people to play and enjoy the game, a big, teeming community being desirable for all online players, and B) to advertise for FPM CCG as we go along! So yeah we’d be happy to see YOU join us on the crowdfunding platform of our choice later this year to raise the funds needed¬†to make FPM popular and successful worldwide!

Lastly, a few words about the game itself:

FPM CCG is in some aspects similar to the well-known and popular Pokemon TCG as to that you also fight your opponent with various kinds of Monsters which can be evolved over the course of the game. However, in FPM CCG, the game mechanics of how that all is done are vastly different. Without praising my own “mad skillz” in game design, I would call it “the good Pokemon TCG” in some ways, as I addressed some of the glaring defects in the Pokemon TCG game system and mechanics and tried to fix them in the process of designing the FPM CCG. I may post a follow-up article elaborating on that but just take my word for it for now that the system works a lot better than the original Pokemon TCG set of mechanics.

So in FPM, each player chooses a party of 3 Basic (Stage 1) Monsters as their team that will fight the opponent party of Monsters in the game and then builds a deck around these Monsters, each of which will belong to one of 5 Elements (Nature, Chaos, Water, Light, Dark) as well as to one of 5 Classes (Warrior, Cleric, Wizard, Beast, Dragon). The Deck itself contains Skills (the actual attacks, defensive moves, abilities etc.) and Items. The Monster cards however are never shuffled into the deck of Skill and Item cards. Here a sample of each of the three main card types:

Card Samples PNG

Besides the 3 Monster cards you begin the game with and the 40 cards player’s Decks, each player has a small side-decks containing all the higher stage evolutions of each of their Basic Monsters as well as special Evolutions (optionally). Now each time a Monster uses an Action (attacks, defends, uses an ability etc.) It will gain 1 XP (Experience Point). Once a certain XP threshold (printed on the Monster card) is met, you can evolve the Monster into its next stage of evolution by conveniently taking the next stage card from your Evolutions Deck (the small side-decks mentioned above) and put it onto the previous stage Monster card. That is basically how evolution works in the FPM CCG! Have a look at an evolutionary line below:

Evolutions Sample

The actual fighting is done by means of Skill cards which may or may not be limited to certain classes and evolutionary stages. Here it is really important to adjust your selection of Skills you add to your Deck to the kind of Monsters that form your starting Monster party, as not all Skills can be used by all kinds of Monsters.

Also, choosing an offensive battle formation (2 Monsters in Front Row and 1 in Back Row) or a defensive battle formation (1 in Front and 2 in back Row) is a strategic/tactical decision you need to make prior to the actual game.

And that in a nutshell is all I want to tell you about the Fantasy Pixel Monster CCG! Well the prototype is done and already ordered and I will keep you updated if there is any news on this latest of my many project!

I for one am excited to get this started and would like to thank my partner Zack at this point!

Game on everyone!





EC: Announcing the Trolls vs Goblins Duel Pack & EC going BRAZIL!!

Dear friends and fans of the more or less obscure Elemental Clash Customizable Card Game!!

It has been quite some time since I last posted about the game, but I have two amazing annoucnemnts in store for you this time around!

First off, I would like to break the awesome news to you that Elemental Clash has finally found a publisher from where I least expected one, so

Elemental Clash is soon to hit BRAZIL!

3D Backgrounds for Desktop Computers Free 3D Wallpapers

I will tell you the whole quite unbelievable tale shortly, but first the second announcement: Right in time for Christmas sales I will be releasing the

English Version of the Elemental Clash Duel Pack – Trolls vs Goblins


on, which will be an intro-type pack containing two ready-to-play 40 cards Theme Decks (The Troll and the Goblin Deck) and should be the perfect entry point for those who have been curious about Elemental Clash for a while but did not want to make the investment of purchasing the full Master Set.

But before I go into detail on the upcoming, first of hopefully many Duel Packs, let me tell you how it came about that my humble game will soon be on the shelves of game stores in Brazil:

So I have been bravely soldiering on with my “firstborn” when it comes to games, that is of course nothing else than Elemental Clash, for years, tried numerous crowdfunders – without any success – and managed to release the approx. 300 cards Master Set as well as an equally voluminous expansion set (Legendary Legacy) all on my own, all funded out of my own pocket.

So when I was expecting it least, an email came in some weeks ago: A kind gentleman hailing from Brazil and going by the name of Helio Greca of Rocky Raccoon Games, a small scale Brazilian games publisher approached me with a bold proposal or request rather:

Helio proposed to me to release the Elemental Clash Master Set in Brazil and to do whatever was in his powers to make the game a success over there!

We soon agreed on common terms and as it looks now, we will be introducing Elemental Clash in the form of the Portuguese Version of the Elemental Clash Duel Pack: Trolls vs Goblins right in time for Christmas sales! That was honestly a lot more than I was expecting and Helio furthermore ensured me that he would be following up with a release of the full Elemental Clash Master Set right after the famous Brazilian Carnival, around March 2015! I was thrilled to hear all that as you might be able to imagine! ūüėÄ

So now that the big announcement is out of the way, a few words about and visual teasers/previews from the upcoming Elemental Clash Duel Pack: Trolls vs Goblins:

So we will be releasing the Brazilian version of this first of hopefully many Elemental Clash Duel Packs in Brazil in Portuguese language hopefully just in time for Christmas sales. The same will be done with the English version of the Pack, which will be available in about a week from now on, exclusively. I will announce the actual release date on this here blog as soon as I know the definite date for the release!

The Duel Pack Trolls vs Goblins will contain two readily-assembled and playable straight out of the box theme decks of 40 cards each – the Troll Deck (which will be of the Earth Element) and the Goblin Deck (of the Fire Element) and is hence intended to be an intro-type product and can be considered as the ideal entry point for those who are new to Elemental Clash and/or have been curious to try the game for a while already, yet weren’t willing to commit to purchasing a full Master Set. So if you are new to Elemental Clash and curious about the game, the Duel Pack: Trolls vs Goblins is your chance to take a dive into the fantastic world of the Elemental Clash Customizable Card Game!¬†

For those who already own the Master Set and the Legendary Legacy Expansion, this Duel Pack may be less desirable, as all the cards save for 2 are taken out of the Elemental Clash Master Set as well as the big Legendary Legacy Expansion… unless you are a dyed in the wool Elemental Clash fan and want to get a copy of each of the two unique and powerful Promo Cards, which have been made for this pack especially and hence were never released before in any way. Here they are again: Azragruul, King of the Trolls and his archenemy Rak’Shazzar, King of the Goblins:

Promo Cards

The Troll King and Goblin King promotional card artworks as well as the awesome cover art seen on the box shot preview above have been made by incredibly talented artist and illustrator Evgeni Maloshenkov, from the Ukraine, who defined the style, look and feel of both the Trolls and Goblins races or “Tribes” through his many fantastic artistic contributions to the Elemental Clash: Legendary Legacy Expansion Set.

Here are a few cards samples from the Trolls Deck, all of which were illustrated by Evgeni Maloshenkov…

Some Troll Cards

…and here some card previews straight out of the Goblins Deck, also done by the same, hightly gifted illustrator.

Some Goblin Cards

Lastly, to close this article of amazing announcements, I will provide you with the full card list for the Trolls and Goblins Decks, just in case you want to know in detail what cards will be found in each deck. You will find all the cards in the following list at under the “Cards” section, as all are either from the Master Set or the Legendary Legacy Expansion, with the exception of the promotional, exclusive Troll Kind and Goblin King cards shown above!

TvG Decklists

So yeah, dear readers and friends&fans of my Elemental Clash Customizable Card Game; if you are looking for a Christmas present for a friend or if you are new to but curious about Elemental Clash, do take a closer look at the Elemental Clash Duel Pack: Trolls vs Goblins. Actually, you can have a look and even order right now at the preview link over at The Game Crafter at

I will publish the Duel Pack to the TGC Shop officially within about one week’s time from now and will keep you all updated on this, as well as on the exciting developments over in Brazil!!

So thank you for your time and attention and as always;






Introducing: Dreams of Dystopia – A Deckbuilding Game with a TWIST!

Introducing DoD PNG

Dear readers and friends of “Dominion-Style” Deckbuilding Games!

We at AP Games (that is actually just my humble self) are both proud and excited to announce our upcoming game

“Dreams of Dystopia”

which will be a postapocalyptic and dystopic

“Deckbuilding Game with a TWIST!”

Before I will plunge into explaining you how the game works  and what will make it special and unique (VERY unique indeed) compared to others of its ilk (and there are plenty of similar Deckbuilders that followed in the footsteps of the revolutionary Dominion), let me share with you the story how this game was conceived real briefly:

Some time, not too long ago, a highly talented artist going by the name of Robert “Misfit” Modelski and hailing from the United States, who had done a few great illustrations for one of my other game projects, approached me with a question which was to turn into a bold proposal and indeed an unique and exciting opportunity for me: Rob asked me for advice basically saying “I have these 30+ artworks all finished and all with consitant style and theme.” and asking me if game designers like myself would be willing to buy this package of high class artworks. After some discussion, Rob and I agreed to do something completely different in the end: As I like me a good challenge, I proposed that I could design a kickass game around these about 30 pre-existing artworks and so Rob and I became partners and that was how and when Dreams of Dystopia was born!

DoD Box Shot Preview

Rob provided the awesome artwork and I came up with a (hopefully) equally awesome game concept and we are bound to get this funded together eventually – after the game has been tweaked, tried and tested to the max for quite a while obviously.

So the challenge I faced was to make a game with about 30 – 40 pre-existing artworks. However brilliant the artworks may be, and they surely can be called that, with so few pieces of art only one type of card game came to my mind that would be feasible with around 30 artworks:

A Dominion-Style Deckbuilding Game.

These require comparatively few artworks whilst providing tons of choices and different strategies and a lot of variety in gameplay anyways, so I was determined to do the best Deckbuilding Game I could come up with built around and based on the artworks Rob kindly provided. So far I have designed only one Deckbuilder, together with my co-designer Nate More (that would be Biomechanical Dino Battles), so this was and is a first for me – designing a Deckbuilding Game all on my own. The experience from BDB surely was a great benefit in my design process so far.

I shall now get to how the actual game works and to showing you some eye-candy in the form of some¬†awesomley illustrated (thanks to Rob!) card previews. But first of all, let me tell you about the “TWIST” in this particular Deckbuilding Game, which I deem to be a most unique feature not seen in any other Deckbuilder or in fact in any card game in general so far:

In Dreams of Dystopia, each card has two sides: The “Divine” version of the particular card will be printed on one side and the “Demonic” version will be printed on the other.

Right at¬†the beginning of the game, you will be forced to choose to play your Character card, your Master, either in their Divine or their Demonic “incarnation”. This will have quite some bearing on your deckbuilding and gameplay options throughout the game. But even though you have to choose your side right from the start of the game, there are plenty of ways to reverse your cards mid-game actually so you will be able to “transform” your deck and thus your strategy from Divine to Demonic and vice versa during the ongoing game. So reversing your deck’s cards or even your Master themselves during a game of Dreams of Dystopia will be possible and play a major role in strategic gameplay. Futhermore, I intend to make it possible and even a viable strategy to choose the “path of twilight”, using both Divine and Demonic cards side by side that is.

That all being said, please note that the game has to be played with opaque card sleeves in which you’d insert you the cards you add to your deck during the game, with the side of your choice visible and the back being concealed by the sleeve so your opponent’s will not know which cards you have in hand. Rob and I will try to raise funds for having proper, custom design Dreams of Dystopia card sleeves manufactured!

OK so on to how the game is actually played:

In DoD (short for Dreams of Dytopia), which is intended for 2 – 4 players, the first thing you do is you choose a Master to be your Avatar in the game. You have to choose whether you want to use the Master’s Divine side or their Divine side. Each Master has a number of LP (Life Points) and the goal of the game is to reduce these Life Points (maximum LP is 20) to zero by means of attacking the opponent Master(s) with your Minions or, to a lesser extent, through certain abilities that cause a Master to lose LP. Here are 3 different Masters out of the 6 coming in the base game – with their Divine side on the left and their Demonic side on the right:

Some Masters PNG


As in every Deckbuilding Game, each player will start out with a standard starting deck consisting of the exact same cards, with the only differnce being that if you chose a Divine Master you will get the Divine Starting Minions and if you chose Demonic you’ll get their Demonic alter-egos. Here is what a Divine starting deck will look like:

Starting Deck PNG

As you can see, the starting deck consists of 10 cards total, of which 4 are Starting Minions, 4 are so called “Curse Cards” and 2 are “Heroic Deeds”. Over the course of the game, as per normal in a Dominion-Style Deckbuilder, you will be acquiring (buying) new cards from a central Supply. In the card Supply are there are no less than 16 different Minions of various power and cost levels with all kinds of abilities, 8 different Weapons that will support your Minions in battle as well as 20 Curse Cards and 20 Heroic Deeds. By acquiring new cards you will be expanding and enhancing your deck over the course of the game itself, which is the very essence of any Deckbuilding Game since Dominion.

The Minions in your starting Deck will be used to attack your opponent’s Master and to block, to defend against that is, opponent attacks.

Curse - Heroic Deed

The Curses are just dead cards in your hand – actually you are “Cursed from the very beginning” with 4 Curses in your starting deck, which I think is very thematic and flavorful in the dystopian, postapocalyptic world of DoD – and you should get rid of them as soon as you can. There are plenty of ways to do so, but beware, cause there are also ways to inflict additional Curses, cards, that is, that add Curses to a player’s deck.

The Heroic Deed cards can be used to increase your Master’s FAME. LP are kept track of by means of a red D20 (20-sided dice) and the FAME, which will be increasing over the course of the game will be kept track of a blue D20. So the maximum LP and FAME you can have will be 20 for each. You are allowed to perform 1 Heroic Deed per turn. You do so by discarding a Heroic Deed card from your hand, which will increase your FAME by 1. There will be ways to add more Heroic Deed cards to your deck as well as cards that let you play additional Heroic Deeds in one turn, so your FAME will grow faster.

FAME is needed to recruit Minions. The more powerful overall a Minion card is the higher their LOYALTY. In order to “recruit” (buy) a Minion from the Supply, your FAME must be equal or higher than the LOYALTY of the Minion you intend to add to your deck. This FAME – LOYALTY concept is quite a neat way to circumvent the need of a resource system and thus the game has no resource cards at all, as opposed to Dominion and many other similar Deckbuilders, which I see as a quality in DoD. Let me show you a few Minion Card samples:

Some Minions PNG

Besides the LOYALTY, displayed in the orb in the top left corner of the card (a white orb indicates a Divine and a black orb a  Demonic character), each Minion has 3 stats to be seen in the orbs to the lower left hand side of the cards. From top to bottom they are Attack (ATK) in red, Defense (DEF) in green and laslty Skill (SKL) in yellow. ATK determines the power of the Minion when it is used as an attacker, DEF indicates how much damage the Minion can absorb when being used as a blocker to oppose an opponent attacker and SKL determines which Weapons the Minion can use. The higher the SKL, the more powerful Weapons the Minion will be able to use. Also, each Minion has 1 Р3 types of Effects (Look at the topmost one for instance, as that one has all three different card effects). You may use one out of the 1 Р3 effects during your turn. The three are:

  • ABILITY: You can discard the Minion to activate his ABILITY, which will give you various benefits as I will explain more later on
  • SUPPORT: When one of your Minion is attacking or blocking, this Minion can SUPPORT the other one by discarding them for some additional bonuses to be applied to your fighting Minion.
  • COMBAT: These are additional bonuses you will get when this Minion attacks or blocks. Many times it will say “Upon Attack”, which means you get the abilities as specified upon declaring an Attack, or “Upon Hit” which indicates an ability you only get when you hit your opponent (caused him to lose LP as result of your attack), or “Upon Block” which in turn means an additional effect if the Minion is used as a blocker.

Weapons can be discarded during combat to strengthen your fighting Minion or give them certain additional abilities. They¬†can be acquired from the Supply without having to meet any requirements. However just grabbing “the biggest gun” would not make much sense, since each Weapon has a SKL-Requirement. And a Minion can only use a certain Weapon in battle if their SKL-value (the yellow one) is at least equal or higher than the SKL-Requirment printed in the white (Divine) or black (Demonic) orb on the Weapon card. Here some visual samples:

Some Weapons PNG

As you can see, each Weapon has, besides the aforementioned SKL-Requirment in the top left corner orbs, a red orb and a green orb. The red orb corresponds with the Minion’s ATK value and modifies it as indicated on the Weapon card. Likewise, the green orb contains the Defense-Modifier if you use the Weapon on a defending Minion of yours. Furthermore, all Weapons have some special effects in text form as well.

About the Flow of the Game:

As in every Deckbuilding Game, in DoD, everyone starts with their 10 cards starting deck as described above. Furhtermore, the number of actions a player can take during each turn is limited, but all these limits can be broken by acquiring and using new cards you added to your ever-growing and constantly improving deck, as you will be pursuing one of countless different winning strategies (at least this is what the game SHOULD be like when it is done – please keep in mind all you see and read here is from and about the very first Prototype, despite the quite final looks of the game!).

At the beginning of the game, after all is set up (the Supply etc) each player will put their Master and 10 card starting deck into sleeves, according to their initial choice between Divine and Demonic, and then shuffle their deck and draw a starting hand of 5 cards from it. Then, starting with the youngest player and clockwise around the table, players take turns in which they can do any of the following things ONCE, in any order, save for Acquisition, which always concludes Main Phase and takes your right to End Phase:

  • Combat: Attack with one of your Minions
  • Ability: Discard¬†one of your Minions for their Ability
  • Heroic Deed: Discard a Heroic Deed from hand ot gain 1 Fame

After these things are done, you may Acquire 1 card from your supply. If it is a Minion you must have enough FAME. As for Weapons there are no requirements as discussed above.

As in any Deckbuidling Game, there will be plenty of card effects that grant you additional Actions such as +X Combat, +X Ability, +X Acquisition or +X Heroic Deed as well as other beneficial effects such as Gain X LP, Take X LP (which will allow you to decrease an opponent’s LP directly) or abilities that say “Draw X”, which will allow you to draw X cards from your deck immediately. Whenever your Deck runs out of cards, you just shuffle your Discard to form a new Deck to draw from. And this is how newly acquired cards, which all land in the Discard first, will be added to your Deck – whenever it is reshuffled and formed anew.

During End-Phase which follows your Main Phase, all you do is discard all leftover cards from your hand and draw 5 new from your deck!

What makes DoD really special though is the double-sided cards – a central game mechanic I try to “capitalize” on in a game design and gameplay sense a lot. As announced initially, choosing sides – Divine or Demonic – will be crucial and give you a borad choice of many different strategies depending on which path you took initially, whilst it is my goal that such “twilight decks” using both Demonic and Divine cards in a clever manner and combination will be viable as well. The reversing of cards mid-game, taking them out of the sleeve and putting them back in the other way around, changing a Minion or Weapon from Divine to Demonic and vice versa will also play a part and will be a choice that matters in the end – if I did my job well. Heck, there will be even at least one way to make your Master switch sides in the base game of DoD!

All in all and as it looks now at the very beginning of the project, Dreams of Dystopia deserves the title of “A Deckbuilding Game with a Twist” and I will do my very best to live up to that slogan! Expect more news on the game as we go along the path ultimately leading to getting the game funded – one way or another. Lastly, a HUGE thank you to Rob “Misfit” Modelski for entrusting me with his valuable vault of DoD artworks. Glad to have you as a partner Rob!

Alright that is Dreams of Dystopia for you, dear readers! I will keep you updated on the porgress of the game!!

Happy Gaming,

Sincerely yours,



P.S.: I am looking for crafty and, most important, reliable playtesters. IF you are interested, please mail me at! THX!!

P.P.S.: Here are the full game rules for those who want MORE: Dreams of Dystopia Rules Manual V. 0.1 (Very first VERY rough draft mind you!)



New Game – Old Art: Going “Back to the Roots” With A New Game Idea!

Introducing TM66

Dear readers, fellow gamers and game designers!

I am ever so restless when it comes to new game ideas and one just recently came to me when I had two ideas at the same time pretty much or rather one leading immediately to the other:

Firstly, it dawned upon me that I had amassed a huge collection of highest quality game art over the past couple of years or so, mostly for Elemental Clash but also for other (fantasy-themed) games. Alone for Elemental Clash I must be owning over 250 pieces of stunning fantasy games art. Since this is a huge resource I realized that I should not “let it go to waste” and rather use some of the existing art for anohter game. I mean I own all these artworks and while I will not give up on Elemental Clash anytime soon, I see no reason why I should not “recycle” my old games art for a totally new game, so as to satisfy my urge for designing new, kickass looking games. I would think the few people actually owning Elemental Clash wouldn’t mind.

Secondly, immediately after the “art recycling” idea came to me, I set out to look for a new and unique game system in¬†which I could put my hundreds of fantasy game artworks to good use. It didn’t take too long when I had a pretty neat idea. I thought why not go “back to the roots” and take a very popular game system and modify and build upon that for the new game to be? And what I thought of was nothing short of THE traditional and most popular Austrian 2 player card game: Schnapsen, also known as “66” in Germany I think. Schnapsen is played in taverns or homes alike all over Austria and has a long tradition over here. It is a trick taking card game using a deck similar to Poker cards and the goal of the game is to score 66 points by taking tricks. So the idea of “Fantasy Schnapsen” was born. Basically what I am trying to do is take the basic game system of this most popular card game in Austria as my starting point and inspiration and build a 2 player, strategic fantasy customizable card game based on that. Of course I will not just call it “Fantasy Schnapsen” but rather “The Magical 66” as the goal of my new game to be would be to score 66 points before any opponent can do so, so reaching that “magical number” is the aim of the game, just as in regular Schnapsen!

Well let me tell you a bit about what I got so far for the game:

The first thing I had to change from the original Schnapsen game was that each player would have their own decks, which can be customized to your hearts content, choosing cards from an extensive pool of different cards. The original Schnapsen uses only one deck of Poker-like cards for both players. To make this a real CCG I simply had to change that to one deck per player.

There are two rules for deck building basically: Firstly, your deck needs a minimum of 30 cards (you can have more than 30) and secondly, the total points value of any deck cannot be more than 100 points. Each card has a points value, which determines the worth of a card during the game and is also used in deckbuilding so as to keep the power levels of the decks you can build in check and in balance. So the total points value of all the cards you run in a 30+ cards deck cannot exceed 100.

As I said, the goal of the game will be to collect 66 points by means of trick taking. However, The Magical 66 (TM66 in short) is played in rounds of several games, just like Schnapsen. If you score 66 points and your opponent has a score of 0, you may note 3 Victory Points. If your opponent had more than 0 but less than 33 points, you will note 2 Victory Points and lastly, if your opponent made it to 33 or more points, you will only note 1 Victory Point. Games are played until one player collected 5 Victory Points.

Furthermore, I wanted to keep key elements of the classic Schnapsen gameplay. That includes the trick taking as the defining driving force within the game as well as the four suits. Speaking of the suits, I chose to go with the classic four elements of European-medival mysticism, just as I had done in Elemental Clash. But rest assured, that is the only parallel between EC and TM66!

So in TM66 players would draw 5 cards from their respective decks at the start of the game and fill up their hand back to 5 on each start of their turn and play a card that the opponent tries to beat or trump with a higher value card from their hand. That is just like in Schnapsen or any trick taking card game. However in TM66, after the opponent reacted by playing a card from their hand, you would be able to lay down another card that may influence the outcome of what is called a battle in the game. And your opponent could react by playing a card from their hand after that, after which you can play another card and so on until a player’s hand runs out or both players chose to pass. So the two players would be taking turns within one battle playing one card at a time from their hand in order to win a battle. The winner is the player with the highest Power among their Creatures when the battle ends. That player will add all cards involved in the battle to their “Treasure Chest” (their trick pile). Cards in the Treasure Chest add up to form the player’s score.

In TM66 you got basically two card types: Creatures and Spells. The former are the main driving force in combat and the latter support your Creatures or weaken the opponent’s.

I came up with quite some interesting mechanics I think:

First of all, most of the cards will have so-called “Chest Effects”, effects that is that activate when the card is in either players Treasure Chest of effects that can be activated from there by purging, removing the card from play. I will show you some sample cards below but for example, if you have a certain card in your Chest, it would for instance increase your Creatures’ overall Power or let you draw additional cards each turn. Other Chest Effects could be one-shot deals that can be activated once by purging the card from your Chest, such as giving a temporary Power boost to a Creature or weakening an opponent Creature etc. So it is great to have some cards in your Treasure Chest, and the more cards you collect over the course of the game, the more effects and bonuses you will gain from your cards. The element of purging cards from your Chest for a temporary benefit adds a bit of wagering to the game, since purged cards will not count towards the 66 points needed to win, but by purging them to gain said benefits you may be getting more points in return for the points you “sacrificed”. Also, I think the Chest Effects should benefit your opponent as well. So if they take one of your cards into their Chest, they will get the Chest Effect for themselves.

Furthermore, I will have some sort of rudimentary resource system which is needed for playing SOME cards or which activates additional effects and bonuses. I don’t want to make it all too central but it would basically work like this: You could purge cards from your Treasure Chest to add a number of “Mana” (I will call it that for now for lack of a better term!) to your “Mana Pool”. This can be spent to pay for certain cards and additional effects and would empty at each end of turn. So again, there would be this element of wagering which in theroy, I do very much enjoy. You would always face tough decisions in purging some cards from your Chest and hence giving up some points in order to gain an effect or play a card that MIGHT get you more points in return than you invested. This could be quite exciting in my opinion – if done right!

OK  so that are my basic ideas for TM66 so far. Let me end this early introductory post by showing you some actual card samples I made.

Here’s a card with explanations as to what is what in the layout:

TM66 Card Layout Explanation


From top to bottom we got the card artwork with the card name on top. Then in the top right corner we have the Mana Symbol with an X, which would be the amount of Mana needed to play the card from hand. In the top left corner we would see the element of the card, in this case Air. With an arrow pointing downwards to it, there is the secondary elemental symbol. This means when you play this card you may switch to the denoted element.

In TM66 you commit to an Element during one battle defined by the first card you play in a battle. You can only play cards of that element in one battle UNLESS you got a card with the two element symbols and the arrow in between, which would let you choose to switch the current element. In the above example, this card could switch the “elemental focus” in a battle from Air to Fire. This system makes for clever and engaging gameplay choices and card combinations, if you decide to play with a multi-element deck.

Below the elemental symbols we got a swords and shield icon. This is the cards Power to be seen where the Y stands in the above depiction. The Power determines the outcome of a battle as detailed before. The golden box spanning across the card right under the artwork is where you can see the element, card type and subtype of a card in written form. You can tell all that, except the Subtype from the layout as well but I decided to add it in writing as well just to make things clearer. Below that we got the main text box with card text and flavor text. Nothing special. And below that at the bottom of the card we have in green the Chest Effect, which is only relevant when the card is in either player’s Treasure Chest. Lastly, the golden Coin with the Z is where the card value would be indicated. As said before, the value is what you will score towards the “magical 66” when you have this card in your Treasure Chest during the game and is also the determining factor for building decks. As you may remember, the cards in one deck may not exceed 100 points in total value. I would suggest to keep your Chest cards in a column rather than a pile in a slightly overlapping manner so you can just see the bottom with the points value and the Chest Effect box for easier reference. I expect it to get quite crowded in your Chest over the course of a game!

Lastly, have a look at some of the actual cards. These are just samples mind you, and the effects and stats etc provided on them are by far not anything near to final. They are just supposed to be visual examples to show off what the TM66 game could look like in the end!

Creature Samples of all 4 Elements:

Creature Samples

Some Spell Card Samples (Note: The Axe is Neutral and hence has no Element Symbols at all!)

Spells Samples

Well, dear readers, I am happy to have yet another project to knock myself out creatively so to say, and a project, in which I need not invest a ton of money for to make it look good! I am quite happy with both my “art recycling” idea and the “going back to the roots” by taking the most popular Austrian traditional card game and building upon and expanding it into a fantasy trick-taking CCG!

I promise to keep you updated on this one!

Game on!







Announcing: The Epsilon Project

Dear Readers and Friends of Indie Card- and Board Games!

Right in the middle of the just started AWE Kickstarter Campaign, I am immensely pleased to bring you some great news from AP Games, my very own games brand; an exciting announcement:


AP Games will be partnering with game design newcomer Vyranis Destina (yes, that is an alias – Vyranis is quite secretive about his real name!) in bringing to you the Epsilon Customizable Card Game!


Epsilon is set in a dystopic future, on a dying Earth where natural resources have become scarce and the environment has become largely uninhabitable by humans, a race driven to the brink of extinction by the propspering new races, the cyborgs as well as silicon based lifeforms. In Epsilon, these three races, the humans, cyborgs – crossbreeds of artificial and human life forms as well as the silicons fight for survival and the right to exist on a deserted, hostile remnant of what was once known as the blue planet. A great war had come to an end, but the peace was not to last very long and a new conflict is about to unfold… Chose your side and fight for the survival of your race!

Epsilon will be a strategic duelling card game for 2 players, fully customizable coming with 90 different cards as well as dice and all 2  players need to dive right into the dystopic world the game.

In the design process that was started just a few days ago as a matter of fact, Andreas Propst, founder, owner and lead-designer at AP Games and Vyranis Destina will partner in developing the rules, mechanics, cards and visuals in as well as the story around¬†Epsilon, whereby Andreas will lead newcomer Vyranis through the design process, providing tutoring, advice, guidance and counselling based on Andreas’ longstanding experience in designing board and card games as well as on his profound insider knowledge in the gaming scene as a whole, thus ensuring that the final result, the Epsilon Customizable Card Game will convince gamers/potential customers by providing for a pleasant gaming experience, through awesome and engaging rules and mechanics as well as balanced cards, as well as by meeting highest quality standards when it comes to the visuals for instance. Speaking of visuals, Vyranis will be taking care of the graphics, the artwork as well as the layout for cards and other components, as he is a talended graphics designer who usually makes band logos for metal bands on a regular basis among other things. Vyranis designed the Epsilon logo to be seen above as well as the card layout and drew the artwork in the card samples I will be showcasing later on. This work partnership will be based on cooperation of experienced desinger Andreas and the fledgling game designer Vyranis, who will provide his ideas, which Andreas will review and evaluate so that solutions can be found together and implemented in mutual understanding and agreement. We see this as a living, creative process and a learning experience and great opportunity for the mutual benefit of all participants!

But enough of the boring babble already! For sure you want to have some eye-candy and see some of the actual visuals we have so far!

So here three card samples of our current Epsilon prototype – two “individuals” and one “case” card:

Epsilon Previews

As you can see, we intentionally kept the layout dark and decided to go for black and white line drawings for the card illustrations, which Vyranis will do all by himself, in order to give the cards the dark, dystopic flair it needs to match the dreary story behind the actual game. Also, you can see the Manga-influence quite clearly in Vyranis work in the above preview. That as well is desired.

But a little bit about how the Epsilon Customizable Card Game will actually work:

Epsilon is a classic combat card game which utilizes dice (D6 and D20) to keep track of certain things and what makes it unique and special is the “resourceless resource system” it will feature and revolve around. The goal of the game is to reduce the 40 Points each player has at the outset to 0 by means of attacking your opponent’s base with your individuals (think creatures or monsters) directly. This all sounds pretty much standard, but the resource system is what makes the game interesting as mentioned before. Each player starts out with 20 Charge Counters in his “Power Station” located in his base. These are kept track of by means of 4 six-sided dice initially set to 5 each (with the 5 on top) and Charge Counters are spent and used in various ways throughout the game. There will be very few ways to recover Charge Counters so the game really forces you to speculate with your scarce resources (the Charge Counters) and manage your resources well, leading to tense gameplay situations and choices that actually matter, which are all qualities of an enjoyabe game of this kind.

Charge Counters are the universal currency in the Epsilon CCG and through the use of these, dedicated resource cards (like Lands in Magic: the Gathering or Energy Cards in the Pokemon TCG) are obsolete and not needed. Hence, situations the Magic players refer to as “Mana Screw”, when you have to few, too many or the wrong kind of resources are prevented from ever happening through what I called a “resourceless resource system” above. So Charge Counters, again you start with a “war chest” of 20 of those, are used in many differnent ways: First and foremost, you take them from your station and place them on individuals you recruit from you hand in order to fight for you or protect you from opponent attacks. There are three types of individuals in Epsilon corresponding to the three races mentioned initially: Humans, Cyborgs and Silicons (silcion-based lifeforms). The individual type determines the number of Charge Counters that must be moved from your base onto an individual when you recruit it, play it from hand that is. A Silicon would need 4, a Cyborg 2 and a Human 0 Charge Counters as their initial Charge Capacity (obviously humans have no need for electrical energy to “work” properly!). Now here comes a crucial concept/mechanic: Each time an Individual with Charge Counters (except Humans who have none) performs an action, attacks or uses a special ability that is, you have to remove 1 Charge Counter. Now if one of your Cyborgs or Silicons ever runs out of counters, it is no longer functional and goes to the discard. To prevent this from happening however you have the option to place one of your individuals with Charge Counters on your station in order to recharge its battery. The station restores 2 Charge Counters to the individual or case – equip (more on card types in a future post on Epsilon)¬†it is recharging per turn. So in order to fully recharge a Cyborg you’d have to put it on the station for 1 turn whereas a Silicon with a maximum capacity of 4 would require 2 turns to fully recover its Charge Counters.

The three races in Epsilon are quite distinct and different from each other: First off we have already established that Humans have 0, Cyborgs 2 and Silicons 4 Charge counters. Furthermore, the races are differnet in overall power level, stats as well as in their special abilities. While humans have a weak body, so lower stats, they do not need Charge Counters to operate  and stay alive and functional. Humans also have accesss to lots of Equipment that counters their bodily weakness to some degree. On the other end of the spectrum, Silicons have pretty high stats and powerful abilities, however deploying them costs you Charge Counters (resources). Cyborgs on the other hand are located in the mid-range of that spectrum.

Well this is part of what Vyranis and I have established together so far. Actually, the first rules draft is about finished and I will be posting more news and infos along with new card and art previews from the pen of my new partner and co-designer Vyranis soon.

Just one more info: We are planning to finish the Epsilon project (Although it will never be finished as it is perfectly suited for the seemingly inevitable card add-on / expansions!) some time first half of 2015 and will make the game available exclusively on as well as in the form of a Print&Play download, at an affordable cost. The Base Game will include about 180 cards, which is a great card pool for a 2 player game’s base set and will come in two forms, the “bare bones” regular version with just the cards and rules in a neat box and the “Deluxe” version, which, besides the actual cards and rules booklet, will contain the dice needed to play as well as some extra goodies such as Epsilon playmats and an extra booklet with the story behind Epsilon for your reading pleasure!

So if you are curious to hear more about my latest collaborative games project, pay attention to this here blog, at best subscribe to it as I will be releasing more and more news, info and previews as time advances!

Thank you for your interest and




AWE – Antediluvian Wars: Extermination on KICKSTARTER – The Story of AWE!

Dear readers and friends of AWE and Customizable Card Games in general!

I am exceedingly pleased to announce that my new game project “AWE¬†–¬†Antediluvian Wars: Extermination”¬†went live on Crowdfunding platform Kickstarter just yesterday!¬†Tonight we are nearing the $1000 USD mark and I would like to seize the opportunity and thank all backers and supporters from the bottom of my heart!! You guys are AWE-some!

AWE on KS fb

So, folks, let me recount the story of AWE and about the events that lead to this latest of my Kickstarter projects in an anecdotal manner.

The Story of AWE:

It all started when my good friend and business partner Widodo Pangarso from Indonesia, who had worked with me before doing fantastic artwork for one of my other games, Elemental Clash, among others, approached me, cautiously, with a request. “How about we make a game together?” Widodo asked and instantly was all in for such a collaborative project, not at the least as Widodo offered to provide part of the artwork needed prior to funding at no cost for me whatsoever. So I seized this unique opportunity right away and thus AWE was born!

The first thing we had on our to-do list was a kickass theme! As it happened, I had one on my mind that I wanted to incorporate in a tabletop game of sorts for quite some while and after some convincing, my partner Widodo was in for it as well, on the condition that I would be designing a second game after AWE with Widodo’s theme of choice, which is actually in the making under the working title “Ghost Hunter”. So it was a deal and I was free to knock myself out on the theme for our soon to be born game!

And knock myself out, at least thematically, is just waht I did. The theme I had in mind and that was implemented in AWE is quite an amazing one that allows for lots of creative and seldom-seen stuff. So the full name of the game is Antediluvian Wars: Extermination. For those not aware of it: “Antediluvian” means “before the flood” in a literal translation but is also commonly used for describing anything prehistoric. So the basic premise is this: In a not-quite historically accurate prehistory, at the end of the last great ice age about 12,000 years ago, four ancient and highly advanced civilizations that are nowadays lost and almost forgotten, a matter of myths and legends, are waging grand wars on each other, with one supreme goal: extermination! Hence the name of the game!

AWE Warrior Concepts

The four civilizations mentioend are all based on real-world mythology and all four located on mythical continents that are said to have sunk into the sea long ago. There is the widely known Atlantis in the Atlantic Ocean as well as three lesser known civilizations of myht, namely Hyberborea in the arctic regions to the North of Iceland, Lemuria in the Indian Ocean and Mu in the Pacific.

So with this unique theme mixing elements from many genres such as fantasy and sci-fi with real world mythology, a whole universe of creative possibilities opened up to me as the lead-game designer. In AWE, pretty much anything goes, thematically, so we have a lot going on, including a fantastic array of creatures and characters, from dinosaur riders over war mammoths and steampunky Steamgunners up to downright crazy stuff like resurrecting Zombie T-Rexes and advanced Vimana aircraft!

After Widodo and I had settled for the theme, the two of us started to create the first visuals for our new project, as I for one are quite the visual type when it comes to the early design process. So what I did was¬†personally¬†draw a lot of first character and creature sketches like this one here…

Hyperborean War Mammoth small

…and Widodo did some character concepts based on my sketches as the ones seen above for example. My Indonesian partner¬†was very happy that I provided these sketches so he had a starting point for his later¬†illustrations and got a good idea of the visuals of the word of AWE I had in mind.

Whilst we were working on the first visuals for AWE, I started to brainstorm the key mechanics and rules for our soon-to-be game project. It may sound terribly, terribly unprofessional to most as I am aware, but I do not make a secret out of the way my game designing undertakings actually work, and for me this approach does work and has worked astoundingly well time and time again, but I came up with the basic rules and mechanics for AWE over the course of one or two intense afternoons of brainstorming. I call this approach that seems like a mad man’s way of designing something as complex as a game like AWE, “speed design” and many of my games that proved to be quite well-designed and received great feedback from fellow game designers and gamers alike came to be that way. Here I would like to give mention and give credit to my good Bavarian friend, fellow game designer and vendor of fine wines Tobias Strunz from Bavaria, Germany, who kindly allowed me to borrow a mechanic idea of his that would soon turn out to be the central part of the AWE rules set, but more on that later!

The next step for me was to come up with a card layout design and after that a first list of prototype cards with all their different stats and card effects. This is the most fun part for me when designing a game and my intuition rarely fails me on that part of the design process either so after a few days the preliminary card list, about 20 different ones per faction, so 80 cards in total, was done as well.

What followed was the creation of the actual card layout which was handled by my “layout specialist” among many other things, Enggar Adirasa, also from Indonesia. Then Widodo on his part was ready to do some first card artwork. You can see a sample of layout and artwork below – I think Enggar and Widodo did an outstanding job on the layout and artwork respectively!

Hyperborean War Mammoth small

That being said, I have to note that I see no problem in having artwork created for a largely untested prototype-state game early on. I see it like this: I as the designer know which kinds of creatures and characters will be in the game for sure, so as soon as at least the general layout of the cards for instance is finalized, first art can be commissioned and created as the wording and stats etc of the actual card can always be fixed and tweaked without abandoning the character/creature and cutting it from the game itself. So being aware and making use of this, the design process can be accelerated to some degree РPLUS: I mentioned I am a very visual type of designer so early artwork motivates and inspires me to push on with the theoretical aspects of  the design process.

Once the layout, some art, as well as the rules and protype cards list were all done, I was ready to put a quite nicely looking prototype together and upload to my trutsted printing partner and order my copy and some copies to be sent out to a crafty lot of playtesters! Here is the neat looking AWE protoype box – You see it is a game that is highlty portable – “The Wars of Ancient Gods – Straight out of your pocket!!”

Holding AWE box

And oh how well-received AWE was with the playtesters ¬†– quite to my joy and relief! My good friend and long time supporter Rob Seater of Cambridge Games Factory enjoyed it in particular and gave a ton of useful feedback to spot some, but not many, mechanics and rules flaws which were thoroughly eradicated in due time…

Well, dear gamers, that is part of the story how AWE was born and came about! I hope this article was interesting and insightful to you to some degree and if you haven’t done so yet and are curious, I would like to invite you to check out the AWE Kickstarter at

and maybe join in if you can and think it is worth your hard-earned money or at least help to spread the news in order to show your support. Any and all help is most appreciated and much needed in order to make AWE a reality! Let’s do this!

Game on!!




P.S.: Our “AWE Ambassador” in the US, Nathan Moore, will be taking AWE to Gencon this year, so if you’d like to try out the game with him, that can be arranged! Just mail me at in case of interest! Thanks!!

Presenting the Elemental Clash Future Sight Preview Pack!

Dear friends and fans of the Elemental Clash Customizable Card Game!

Shortly after the release of the first full Elemental Clash Expansion “Legendary Legacy” (available here) and on the occasion of my 27th birthday (which is tomorrow on 31st of May), it is my great pleasure to announce the release of the

Elemental Clash: Future Sight Preview Pack

EC FS Boxshot small

This exclusive pack of 35 cards (+1 rules explanation card) will grant you, dear friend of Elemental Clash, an exclusive glimpse into the future of Elemental Clash, into what I have planned for the game over the course of the coming 2 – 3 years.

The Future Sight Preview Pack is availaible as of now HERE.

If you want to know what you will get with this pack, please read on!

So, as I have mentioned before, after Legendary Legacy, there will be no more 100+ card expansions any more, but rather what I call


which will be smaller sets of about 90 cards each which will all have a certain theme and introduce one major, new game mechanic. Furhtermore, as announced previously, there will be so called

Tribal Packs

starting with the “Tribal Pack: Orcs”, which will be reinforcement packs of about 36 cards all about one new Creature Type.

But back to the Elemental Clash Future Sight Preview Pack:

The pack will contain 15 never-before seen, exclusive preview cards from 5 different Demi-Expansions I have planned to realiz over the course of the next few years (as always, finances are the only thing that hold me back and I cannot provide you with any release dates for any of the Demi-Expansions), with the first one being a very special set all about our favorite type of fantasy creatures:

Dragonforce Logo low res

The other four Demi-Expansions will each focus on one of the four Elements in the game and they will go by the names of

Gravestorm (Earth)

Winds of War (Air)

Reign of Chaos (Fire)

Benthic Behemoths (Water)

Out of these five upcoming sets, the Future Sight Preview Pack includes one “Unique” Creature, one regular Creature and one Spell, so 3 cards from each of the aforementioned Demi-Expansions, showcasing the new mechanics that will be introduced in these, in order to give you a taste of what is going to come in the future.

If you are curious about the exact contents of the Future Sight Preview Pack, here a full cards spoiler for your convenience:

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For those of you who are extra curious, I will explain the new mechanics/keywords briefly for you:

  • Tribute:

Tribute is an additional cost you pay upon playing a card requiring a Tribute from hand. This means you have to destroy cards you control as described in the Tribute card. There are Tribute(s) that are mandatory and such which are optional, as stated on the card. If you paid Tribute for a card that is neutralized, the Tributed card(s) will still go to the Archive.

  • Last Stand:

If you have 7 or less cards left in your Spellbook, the ‚ÄúLast Stand‚ÄĚ effects are applied as specified on the cards.

  • Echo:

This Spell or Effect is copied as many times as a card with the same name is in your Archive.

  • Gamble:

To Gamble just means you roll a six-sided dice and follow the instructions as described on the card that requires you to Gamble.

  • Reinforce:

For a card in play that has Reinforce, you may reveal any number of cards with the same name from your hand and shuffle them into your Spellbook. The Reinforce effect(s) resolve for each, as described on the card.


Alright, that is about all I can tell you about the Elemental Clash: Future Sight Preview Pack and the upcoming Demi-Expansions for now. Again I cannot provide you with even a general timeframe when any of these will be available, as all depends on how my financial situation develops in the nearer future.

So all I can say is please support the Elemental Clash project by purchasing your copy of Elemental Clash: Legendary Legacy and/or your Future Sight Preview Pack. It is a bargain after all, offering highest quality art and gameplay value at an affordable price tag!

Thank you for your attention and interest – more new card previews will be posted as they come in so stay tuned and as always…


Sincerely yours,


EC: Welcoming Phil McDermott (UK) to the EC Art Team

Dear readers! Dear friends & fans of Elemental Clash!

It is my great pleasure to introduce you to our newest member to the ever-growing, international Elemental Clash Art Team.

Let us all give a hearty welcome to talented illustrator, artist, writer, animator and much more, Phil McDermott from the UK.

Let me first show you the totally stunning first piece of art Phil made for the upcoming Elemental Clash: Dragonforce Demi-Expansion at a VERY affordable price (Thank you for that Phil!). Have a look at Phil’s fatastic interpretation of Stonegorger Dragon:

Stonegorger Dragon small

Well as you can see, Phil has a VERY unique and interesting style, which is exactly the kind of art/artist I am looking for for Elemental Clash! I am really enthralled and fascinated by Phil’s style and am very much looking forward to see more awesome artwork from him soon – provided my financial situation will allow for it…

Before I show you the actual Stonegorger Dragon card preview, let me tell you a bit about Phil McDermott and his work:

Phil wanted me to extend¬†his kind regards to you, my dear readers, and would like to invite you to visit his art portfolio as well as his youtube channel where you’ll find his “animation stuff”.

Phil is based in the UK and multi talented, being not only artist but also a writer, mostly working in the sci-fi, fantasy and horror genres. His style influences range from¬†comic books, gothic and heavy metal artwork, sci-fi movies, artist like Simon Bisley and¬†HR Giger. Phil has worked on¬†book covers, album covers, T-shirt design, concept design- anything that needs some cool artwork and his main focus at the moment is a¬†Transmedia sci-fi novel/motion comic series called Arcis (you can see some bits of that on Phil’s¬†Youtube channel).

And here is the card preview of Stonegorger Dragon, featuring Phil’s magnificent illustration:

Stonegorger Dragon

Well, as you can see, this is another Dragon card featuring the new TRBUTE mechanic to be introduced in EC: Dragonforce (I have shown you two other Dragons requiring TRIBUTES before: Primordius the Kingorger Ur-Dragon and Venus Dragon if you remember). Stonegorger Dragon is yet another high-risk/high-reward card as you can feed a ton of Element-Stones to him to make him huge and possibly, if you sacked some Mars-Stones, wipe out a whole opponent army with his play-effect, BUT if you lose Stonegorger (there are plenty of options for that such as cards that destroy or purge Creatures, return them to hand or neutralize them right away) you destroyed a (large) number of Element-Stones for nothing basically. So you’d want to be careful with that one and play it only when you know your opponent does not have anything to get rid of the Dragon or figure out some way of protecting the Stonegorger. In any case, this card can be huge, but has to be used with caution as he requires a hefty¬†tribute (quite literally) to unfold his full potential.

Anyways that was my introduction of Phil McDermott combined with an awesome card preview from the upcoming EC: Dragonforce Demi-Expansion!

So one more time, welcome to the EC team/family Phil!! I for one am very much looking forward to see more of your unique art!!

And to all my readers and friends out there, as always,

Happy Gaming,




Dear friends and fans of Elemental Clash!!

Finally, I have the great pleasure to announce the the first full expansion set to Elemental Clash: The Master Set…

LL Boxshot small


You can purchase the expansion, which consists of over 250 exciting, brand-new and brilliantly illustrated cards – over 100 different ones – right now.

Just click here and you will be redirected to the shop page on TGC!

On the joyful occasion of finally releasing the voluminous first expansion the Elemental Clash: The Master Set I am going to do a little


You can win 1 out of 3 highly exclusive and limited (no more than 10 copies will ever be printed!) EC: LL RELEASE PROMO PACKS, consisting of 36 never-before released, awesome and special Promo cards, some of them illustrated by my humble self!

I will show you the content of the Release Promo Pack below but firt:

Here is how it works:

To enter the raffle just purchase¬†a copy of Elemental Clash: Legendary Legacy (fair warning: The Master Set is required to play) until May 31st, ¬†23:59 pm GMT +1 and send me an email to with your receipt or just a screenshot or anything that proves to me you actually ordered a copy of the game and when the Raffle ends at midnight on 31st May (my birthday btw) 3 winners will be chosen in a random manner from all the people who participated. The three lucky winners will each get 1 of the ultra-limited, super-special Legendary Legacy Release Promo Packs. IMPORTANT NOTE: Due to immense ¬†international shipping costs from TGC, only US-citizens can enter the raffle! Sorry, all others, I don’t want to discriminate anyone but I simply cannot afford 40¬†dollars shipping for a small pack of promo cards – asking for your understanding.

And if you are curious, here a slideshow of all the 12 different cards included in the Release Promo Pack!

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This exclusive Promo Pack contains playsets of 4 alternative art versions of the Master Set Dragons, 4 Austrian folk-tale inspired cards and 4 cards that I, the designer of Elemental Clash, have illustrated myself.

Please do consider participating in the raffle – it is your chance to get some awesome Promos that will probably never be released again in this form and no more than 10 copies of the Legendary Legacy Release Promo Pack will ever be printed!

Also please do share the news on your social media or tell friends about the game and the raffle. That would be much appreciated.

As a little teaser for the actual Legendary Legacy expansion, here a few card previews from the set:

Here are 5 of the 10 new Spellcasters that come with the Legendary Legacy Expansion:

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And here some previews of regular cards:

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Finally I would like to extend my sincere gratitude to the


as well as to all the countless other kind and enthusiastic people who have selflessly helped, supported and assisted me in making Elemental Clash: Legendary Legacy a reality!! You guys are awesome!!

With that I would like to close my announcement post and wish you all out there

Happy Gaming!

Sincerely yours,



EC: Korlash gets an Army – Introducing ORCS into Elemental Clash!

Dear readers, der friends and fans of the Elemental Clash CCG!

These days, as I am waiting for the very last artwork for Elemental Clash – Legendary Legacy to be completed, the box cover artwork, I am happy to present to you the first of many TRIBAL PACKS!

Tribal Packs will be 36 cards Mini-Expansions – not to be confused with the 90 cards “Demi Expansions” I introduced in a previous post – all focussed around one particular creature type – or Tribe. Through a lucky windfall I will talk about probably in a future post, I came in the possession of some quite awesome Orc Creature artwork, done by none else than my trusty art team member, Emmanuel Bou Rold√°n from Argentina. So the first Tribal Pack will introduce, like every Tribal Pack that will come after it, a new creature type to the world of Elemental Clash – in this case it will be ORCS! Have a look at what the Orcs Tribal Pack Mini-Expansion box will look like:

Tribal Pack Orcs Boxshot


The timing for the Orc art and cards which I am going to showcase in the following post could not possibly have been more perfect.

As you may remember from a previous post, with Legendary Legacy there will be the first Orc in the game – in the form of a Spellcaster card. Here he is again for you – Korlash the Orc Purger:

Korlash, Orc Purger

Well, whilst Korlash is awesome in and off himself, with a powerful Static Ability shutting down so many decks, from Boon and Salvage decks over recursal and reanimation decks to decks using lots of Destroy-Effects. However, I was thinking that Korlash would be pretty lonely being the only Orc in the game without any minions of his own race to control and rule. This was simply begging for regular Orc Creature cards to be made and just as it happened I “came into” some kickass Orc Creature art, which I will be publishing in the form of the first of hopefully many “Tribal Packs” Mini Expansions which I will be trying to release every now and then. I have to note that each Tribal Pack will not only introduce a new Tribe, but also a new card ability – in the case of Orcs it will be “Breakthrough” – more on that later – and futhermore I will say it right away: I cannot give you a certain release date for this first 36 cards Tribal Pack all about Orcs. I will try to get all the art together, and I have a good part of it already through this obscure windfall I keep mentioning, over the course of a month and may well be able to release the Orcs Tribal Pack on in Mid-June to beginning of July 2014!

But let’s take a look at the actual Orcs, brilliantly illustrated by Emmanuel Bou Rold√°n. I will present them to you in the form of a deck, for which I am going to provide you with the decklist and follow up with my thoughts on the deck, illustrated with what we all want to see most – some great Orc card previews!

Korlash’s Army:

Spellcaster: Korlash, Orc Purger (35 cards)


2 x Orcish Recruit

3 x Orc Herald

3 x Orcish Hogrider

2 x Orcish Elite Archer

3 x Orcish Warchief

2 x Orc Berserker


3 x Orcish Warbanner

3 x Devastating Flames

2 x Berserk


2  x Powerstone

2 x Hastestone

8 x Mars-Stone

About the Deck:

The deck is limited to only 35 cards and probably adding Earth for card recursal like the powerful and cheap Earth Ritual would be a good idea. However not in this deck, as Korlash will purge all cards that would go to the Archive anyways, hence I chose another path – the path of a fast and fiery Orcish onslaught!! That means the deck pursues an aggressive and fast creature- (in this case Orc-) rush strategy, combined with some supportive Spells, 2 of which will come with the Orcs Tribal Pack (Orcish Warbanner and Berserk – will tell you what they do later on). Besides Korlash’s reduced deck and hand size (a hand size of only 2, so 2 less than a standard hand of 7) this Orcish Spellcaster has a lot to offer. Why his Static Ability kicks major butt against so many deck types and strategies was already mentioned above. Moreover, Korlash draws you 2 cards each turn which is bad because you will run out of cards sooner on the one hand and is awesome on the other hand especially in a creature rush deck, as you will have ample backup Orcs if your first “wave” gets killed off, always drawing two fresh cards each turn, with the odds of drawing at least another Orc being quite good. And in case you are in need of a great Orc creature, there is always your loyal Orc Herald:

Orc Herald

Well as the above card clearly states in its flavor text, the Orcs have a better organized military than their distant relatives, the less intelligent and thus somewhat chaotic and disorganized Goblins. And of course, every well-organized army has archers as well. So have the Orcs as seen in the Orcish Elite Archer below:

Orcish Elite-Archer

These guys can be great to take out small blockers from a distance or kill off some high attack Creatures with 1 toughness such as Will-o-the-Wisp or the Dwarven Double-Axe Brigand¬†without being killed himself.¬†So you best leave ¬†your Elite Archers in the back row (DEF-Zone) and shoot some vulenerable targets from there. An awesome combo which I didn’t find the space for in this deck would be equipping Orcish Elite-Archer with Reaper’s Scythe. That would turn your lowly Orc archer into a true killing machine, as he would be take out any and all Creatures, no matter how much DEF (unless they have Immunity: Fire or cannot be targeted by Effects).

Another Orcish elite Unit is this one, which features the one new ability this first Tribal Pack will introduce РBreakthrough:

Orcish Hogrider

Orcish Hogrider has the classic Quickattacker Ability but also features the new Breakthrough Ability. Breakthrough simply means that if this Creature is blocked, excess damage will be inflicted to your opponent and cause him to discard cards from the top of their Spellbook. For example in the case of the above Creature, if Hogrider gets blocked by a 1 DEF Creature, the excess 2 damage will be inflicted to your opponent and they have to discard the top 2 cards from their Spellbook to their Archive – or if Korlash is stil unflipped/face-up, they’d be sent right to the Purgatory. Pretty useful and awesome ability, Breakthrough that is!

Well every army needs high-ranking officers, so here you have the Orc Warchief, who not only boosts the stats of all other Orcs you control by +1/+1, but also gives all of them, as well as their Goblin minions, the new Breakthrough ability.

Orc Warchief

The last Orcish Unit/Creature I can show you is the most dangerous of them all. Meet Orc Berserker:

Orc Berserker

Well this is one brutal Creature for sure. You’d best attack a weak Creature that won’t kill the Berserker first, draw 1 card and then attack a second time with a¬†respectable¬†ATK of 4! And with at least one Orc Warchief in play Berserker will¬†be a 5/3 beast that will have Breakthrough as well.

Well so much for the Orc Creatures and the previews of them. The one Orc for which I don’t have an artwork for and hence am unable to present you a card preview yet would be Orc Recruit. He will be a 1/1 with Breaktrough for the cost of 1 Fire Energy. No more, no less.

When it comes to support Spells I am running will be Devastating Flames from the Legendary Legacy Expansion, which you can basically cast for free and lets you distribute 5 damage among any number of Creatures and/or Players. It would be best used to get rid of (multiple) bothersome Creatures but can also serve the finishing blow if you opponent is running low on cards in their Spellbook. The other two support cards are included in the Orcs Tribal Pack: Orcish Warbanner and Berserk.

Warbanner fits the overall plan of rushing the field and attacking for max-damage quickly very well, as it gives all Orcs +2/+0 whilst attacking (and would give all Goblins +1/+0 whilst attacking – but this is irrelevant in an Orc-only Spellbook like this one…) at the mere cost of 1, being a Permanent Spell. The drawback is you’ll have to purge the top card of your Spellbook during each of your Standby-Phases. Still the investment will be worth it by my thinking, since you will want to swing in for the win in as few turns as possible anyways.

Berserk on the other hand is a Spell that gives one Creature +3/+0, Breakthrough and Purge whilst attacking, but you have to destroy the targeted Creature after Combat. This is ideal for dealing the finishing blow, and would also be the perfect timing to finally pull off Korlash’s Flip Effect, which would give all your Creatures Purge and a +2/+0 boost until the end of the turn. Provided you were able to field a formidable number of Orc warriors you should be able to swing in for the win early on if you combine the powers of the boosts from Warchief, Warbanner and Berserk combined with yet another terrific ATK boost from your Spellcaster Korlash. The new ability – Breakthrough – will ensure a quick win by bypassing small blockers.

Lastly I have to mention that I included 2 Powerstones and 2 Hastestones for additional power and speed. In a mono-element/color Spellbook like this 8 Mars-Stones should be sufficient anyways!


Well, dear reader, dear friend of Elemental Clash, I hope you found the sneak peek at the new Orc Creature type, along with many a card preview, interesting and hopefully, you’ll be looking forward to the first Tribal Pack, introducing Orcs to the Elemental Clash universe, as much as I do.

I will keep you posted on the progress and estimated release date of the Elemental Clash Tribal Pack: Orcs and will close this article with yet another, very exclusive preview:

Tribal Pack 2 is already in the workings. It will be all about…


Moon-Alb Doomblade

Be prepared for more Elemental Clash awesomeness!!

Until then I wish you all

Happy Gaming!