Ogre's Delight

An ogre being fierce.

Ogre's Delight is an asymmetrical card game with turn-based combat where a group of heroes fight against a boss. Choose your skills wisely. Or don't. It's up to you. Good luck!

Overview

Before the game, a member of your group "volunteers" to be the boss player. Once decided, each player locks in a boss or hero and builds their deck of skills. The game starts.

During an encounter, each side tries to bring down the opponents health points to zero by casting skills.

The game ends when either all bosses or all heroes are dead.

Phases

The game can be divided into the following phases:

Preparation

Decide who is going to be the boss player and set the number of bosses, which will be controlled by the boss player.

Draft

The boss player is prompted to select their bosses. The order in which the bosses were selected is the order the heroes will face them. Once the bosses have been locked in, the hero players can choose their hero. Heroes are grouped into different roles: damage dealer, tank and support. In a team of heroes, there may be at most one tank and one support.

Each hero or boss has a predefined set of skills you can choose from and go into battle with. There are three types of skills: basic, special and reactive. You must choose a basic skill and at least nine other skills to complete your deck.

In order to prepare for an upcoming encounter, both hero players and the boss player take their selected basic into their hand and shuffle their deck, placing it face down in front of them.

Encounter

An encounter is a turn based combat between the boss and the hero players. It ends, when either the boss dies or all heroes are dead.

Turn

Turns alternate between the heroes and the boss. In a team of three heroes, this would look like this:

hero1 -> boss -> hero2 -> boss -> hero3 -> boss -> hero1

The turn itself of an active hero player looks as follows:

  • You and your allies pick up a new skill from their deck and put it into their hand.
  • You select a special or a basic from your hand, choose your target(s) and activate the skill. Once activated, it becomes the foundation for the cast.
  • You and your allies play their reactives aimed at your target.
  • The opposing side plays their reactives which are also aimed at your target(s).
  • The damage gets calculated, events get carried out.

A turn of the active boss player looks as follows:

  • You pick up a new skill from your deck and put it into your hand.
  • You select a special or a basic from your hand, choose your target(s) and activate the skill. Once activated, it becomes the foundation for the cast.
  • You play your reactives aimed at your target(s).
  • The opposing side plays their reactives which are also aimed at your target.
  • The damage gets calculated, events get carried out.

Loot

If a boss gets defeated, it drops loot. The loot consists of four randomly selected skills from the bosses loot table. Each hero can select one. The selected skill will be added to their deck for the remaining bosses of the game. While the heroes are looting, the boss player builds the deck for the upcoming boss. Once everybody is ready, the next encounter begins.

Cast

The cast describes all skills played during a turn. The first activated skill in a turn, which may only be a basic or special skill, becomes the foundation of the cast. It determines the target(s) of this turn. From this point forward within the turn, you may only play reactive skills.

All outgoing effects and events are applied to the cast's target(s). On the other hand, incoming effects and events only apply individually to the player, who activated the respective skill.

At the end of a turn, the activated skills' effects and events are calculated and carried out.

Skill types

There are three different skill types in the game: basic, special and reactive skills. All skills require energy in order to be played.

Basic

Basic skills can only be played on your active turn. After your turn ends, you must put the skill back into your hand. You can only play one basic on your turn. You need a target to play them. You always hold your basic skill in your hand at the start of a turn.

Special

Special skills can only be played on your active turn. After your turn ends, this skill gets put back to the bottom of your deck, unless it is a one time use skill. You can only play one special on your turn. You need a target to play them.

Reactive

Reactive skills can only be played after a basic or special skill has been activated. You can play as many reactives as your energy permits. After the turn ends, the played reactives get put back to the bottom of your deck. The target of the cast is the target of your reactive's outgoing effects and events.

Skill attributes

General

General attributes specify how a skill can or can not be played during a turn. They are displayed on the top of the card.

icon energy
Energy

The amount of available energy you have is the number of cards you are currently holding in your hand. You must meet the resource requirement for a skill before you activate it.

icon targets
Targets

Tells you onto how many targets you can use your skills. Reactive skills do not specify targets. The target(s) of the cast is/are the target(s) of the basic or special skill.

icon selfcast
Selfcast

You can only designate yourself as the target of the skill.

icon casttime
Casttime

The casttime tells you how many turns it takes for this skill to become active. During this time, all of your turns are used up to cast this skill. Meaning: you are not allowed to do anything during this casttime, except drawing cards from the deck. A casttime of 1 means that after you casted the skill, it becomes active on your next turn. Upon casting a skill with casttime, it is placed face up on the table.

icon onetimeuse
One time use

These skills are removed from the encounter after they have been successfully played. Once the encounter ends, players can return their one-time-use skills back to their deck. If a one-time-use skill has been interrupted, it is not removed from the encounter, instead it gets put back under the deck.

icon divider
Direction

This icon separates the effects and events of the skill depending on their direction. On the left, all outgoing effects are listed. These effects and events apply to the target(s) of the cast. On the right are the incoming effects and events, which are applied to the player who activated the skill.

Effects

Damage & Heal

icon physicaldamage
Physical damage
icon magicdamage
Magic damage
icon naturedamage
Nature damage
icon heal
Heal

Amplification

Amplifications strengthen or weaken the corresponding effect. They only apply if the corresponding effect type is present in the cast.

icon physicaldamageamp
Physical damage amplification
icon magicdamageamp
Magic damage amplification
icon naturedamageamp
Nature damage amplification
icon healamp
Heal amplification

Events

icon silence
Silence

The target is not able to cast reactive skills during the cast.

icon interrupt
Interrupt

Interrupts a currently channelled cast of the target. A cast can only be interrupted while it is being channelled. Once the cast has been activated, it is no longer interruptable.

icon stun
Stun

The affected player(s) lose all special skills from their hand. They must be put to the bottom of their deck.

icon dodge
Dodge

The affected player(s) receive no physical damage.

icon magic_immunity
Magic Immunity

The affected player(s) receive no magic damage.

icon immunity
Immunity

The affected player(s) receive no damage.

icon disorient
Disorient

The deck(s) of the affected player(s) get shuffled.

icon unimpaired
Unimpaired

The affected player(s) can not be stunned or disoriented.

icon opportunity
Opportunity

The affected player(s) is/are allowed to draw a card from their deck.

icon intercept
Intercept

The player(s) who cast a skill with this event becomes the new and only target of the cast.

icon resurrect
Resurrect

The affected player(s) is/are revived and is/are able to rejoin the fight.

icon stealth
Stealth

A skill with stealth is placed face down. You may this skill to your team mates before activating it.

icon detection
Detection

All cards facing down are turned face up.

icon frenzy
Frenzy

The target(s) receives double the amount of damage, they would otherwise receive. The amount is calculated after all other effects and events have been taken into account. This event stacks.

Transmutations

Transmutations convert the effect type of the cast, meaning that all other effect types in the cast turn into the specified effect type. In the case of transmute magic, physical and magic damage as well as healing turns into magic damage. This also applies to all amplification effects.

icon transmute-magic
Transmute magic

Turns all effects to magic damage and effect amplifications into magic damage amplifications.

icon transmute-heal
Transmute heal

Turns all effects into heals and all effect amplifications into heal amplifications.