Libra
♎︎Versatile, keeping balance on the field: strong units and precise spells. The faction of Truth, judges and pirates.
Domínio da Avareza is not a simple game: there are many deckbuilding possibilities and abilities that demand attention. But once you master the basics, you can explore the game regardless of future releases.
Every player is a commander caught in a standoff, facing other commanders to fulfill their purpose.
High fantasy colliding with the search for knowledge about the creation of the universe where the story takes place.
You start as a commander alongside your leader, say, Blackbeard docking his ship to raid his target, with cards already in play. Like castling in chess.
Drop overwhelming units equipped with arsenals and pacts, or discover combos that gain an edge over the system.
Choose a constellation and a leader: they carry your deck's core strategy. Each commander may have up to five decks.
A deck may hold up to two constellations: the leader's (main) and a secondary one, always with fewer cards than the main.
Versatile, keeping balance on the field: strong units and precise spells. The faction of Truth, judges and pirates.
Focused on matter itself: materialization and constant matter generation. Self-taught masters of the system.
Controls the field with the front row and a powerful arsenal. Berserkers and beast warriors.
Anomalies, curses and conditional traps that slow the opponent down. Creatures of the night.
Those who believe they've beaten the great universal filter. Advanced technology and anthropocentrism.
Luxury, pride and ambition: turning matter into gold. Assassins and diplomats.
Losing life triggers the Opportunity system. At zero you enter Death's Door. It can pay for complete curses.
A defensive resource that must never run out: at zero, the player is defeated.
Materializes miracles and curses and activates pacts. It doesn't vanish at end of turn. White and Dark Matter also exist.
An accessible resource to hire units and arsenals. It stays with you.
Arsenal value. When the equipped unit is destroyed, the arsenal loses 1 and returns to the inventory.
The Kami's resource. At zero, the kami is destroyed and sent to oblivion.
Simple, with no cost or constellation. Up to 4 copies; same-name pawns can stack.
Strong stats and effects that complement your mechanic, paid in gold. No copies.
Cannot attack, but grants global effects while on the field.
Needs a pilot (champion or pawn) and supports it.
Consumes matter; usually requires a unit subtype on the field.
May consume matter or life and bend the rules, an edge at a high price. No copies.
Equipment bound to a unit, paid in gold and tied to durability.
A bond paid in matter, with no subtype requirement.
Starts on the field with a unique mechanic and levels up. Can't attack, defend or be targeted.
Your commander: it dictates how your pieces start on the table.
Only one active on the whole field. Global effects fueled by focus: Pulse, Manifestation, Great Manifestation and Rupture.
Effects that progress as conditions are met or at end of round. One per player on the field.
Incomplete cards allow up to 2 copies; complete ones, only one.
The field is divided vertically into areas, from left to right.
A face-down card that gets cheaper every round.
Cards temporarily sent to another plane.
Where destroyed or used cards go. From the Void, effects may still trigger.
Circles, events and kamis affecting the whole field.
Your commander.
Your leader.
Melee units, up to 3.
Ranged units, up to 3.
Unbound arsenals and the leader's utensils.
Main and support decks.
The leader's deck.
Additional deck.
Like a story: whoever has priority is the Protagonist; whoever responds is the Supporting player. A round is a chapter; a turn, an act.
The protagonist readies their units, gains 2 gold and 1 matter and draws a card. The supporting player draws from the support deck.
Activate effects, materialize miracles and curses, hire units, announce events and use the Ether, every action opens a response window.
Combat phase: declare attacks between units, kami and commander.
In development.
After the round ends: hand limit and end-of-round effects.
Rarity is purely aesthetic: balance comes from mechanics, not shine.
Entry cards with beautiful art and no visual effects.
Chrome or metallic cards.
Alternate art with graphic effects.
Special art for events and limited editions.
The terms of Avareza, from the Ether to Death's Door.