# Card-based RPG
A turn-based RPG using a card system.
## Roguelite
It should be a roguelite of some kind.
## Classes
Classes that have their own starter deck of 20ish cards.
## Card Systems
### Cards
Cards are effectively "skills". Special attacks and abilities. They can do anything from a powerful attack, to healing, buffs, what have you.
### The Hand
There are no current limits on the amount of cards you can hold (there might be debuffs that affect it however). Your Hand is kept on turn changes. Cards in your Hand are considered Unsafe. This means that if an enemy uses attacks that can burn your cards, they can be send to the discard pile. The only way to make a card Safe is to put it in your Hold Slots.
### The Permanent Deck
The Permanent Deck is a deck you always have on your person. Some staples of this deck are Attack, Defend, and Hand Burn. They all end your turn, with Attack dealing damage based on some parameters to enemies, Defend making you take less on the enemy's turn, and Hand Burn ending your turn by tossing your current hand into the Discard Pile.
Some classes might have more Permanent Cards. There might also be Relics or other Card Effects that add Permanent Cards.
### The Class Deck
The Deck classes start with. Always themed after the Class itself. It starts with 20 cards but can be added to by getting more cards on your adventure.
### Discard Pile
All used cards go here. Normally you cannot make use of any card in the Discard Pile, but some Cards might be able to let you peruse it.
Once all of your playable Deck is in the Discard Pile, it automatically gets shuffled and moved back to your Deck. Once this happens 5 cards are automatically drawn for you.
### Card Hold
Every Class can at least hold on to 1 Card. You can get more Hold Slots through relics, or perhaps innately through specific Classes, but every class has at least 1 (for now). Holding a Card means you put it to the side - it is no longer part of your Hand. Hand Burn will not affect it, and it is no longer considered part of the Deck so if all of your other cards enter the Discard Pile you automatically reshuffle the Discard Pile into your Deck.
## Card Types
### Ancient
A Card with generally powerful effects, but can only be used once a battle due to crumbling after use. These cards are considered Out Of Play once played, and no longer part of your active deck, so the Discard Pile will ignore it.
### Curse
A Curse card is a card that takes up space that inflicts negative effects on you. As long as it is in your hand these effects are inflicted on you - and can only be removed by following its condition. Some might require you to play them for X Resources, some might only be removable by doing a full Hand Burn.
### Eternal
A card that cannot be discarded by playing it. These can be both normal cards as well as Curse cards. The only way to discard it is to Burn it. An example would be a Curse card that forces you to burn your hand otherwise it will deal continous heavy damage to you, or a normal card that lets you spam it during your turn.
## Game Mechanics
### Player turn
#### Battle start
On the start of battle you draw 5 cards (or more/less if you have that as a modifier).
#### Turn start
Every turn you draw one new card (or more, if you have something that lets you). If no card draw is possible you are affected by Overdraw, which is a debuff of some kind. This is a penalty that ensures you can't hoard cards forever and have to play by the games rules.
#### During turn
You can play cards as long as you have Resources to do so. Every class has their own Resource, but the idea is the same: if you have 3, you can take actions totalling to 3 Resource.
The Permanent Cards Attack and Defend can always be used granted that you have at least 1 Resource, although it will prematurely end your turn if you have more as they always use every Resource remaining (perhaps more should equal greater strength? Perhaps this could be a relic effect or class specific thing, too)
It's up to the player to think through their turn for the best course of action - should they go on the offensive and leave themselves open? Should they play defensively and survive longer? Is the fight going to be long so you burn your hand to get your cards back? It's up to you.