Cards, Towers, & Exploration

Immortal Siege 101

Immortal Siege is easy to learn, but challenging to master.

Game action is novel in that it occurs in real time using deck-draw mechanics as the user interface. Every action taken in the game is through cards. These cards can be used to build and upgrade towers, cast offensive and defensive spells, explore the map, gather resources, and create more cards.

Before playing, there are a variety of foundational concepts to know — many of which will be familiar to those that have enjoyed games in the Tower Defense & RTS genres.

THE ESSENTIALS

Base: Your base, containing your hall, camps, shrines, and portal. When its health reaches 0, it’s game over.

Lane: The paths down which monsters tread.

Monster: An opponent who follows the lane seeking to destroy your base. Each monster that touches the base causes damage. Great terrors await in the darkness.

Guardian: An ally warrior spawned by a tower to defend the lane.

Fog of War: Blocks your line of sight and hides the map; can be removed through scouting mechanics.

Resource Node: A source of gold, wood, or iron. Different resources are required to play cards, build, and upgrade.

Cards: Vehicle for player actions in the game. Play cards from your hand to act in the game. Cards have associated costs. If the cost is in red or the card returns to your hand, you can’t afford it or are targeting something that it can’t be played on.

Card Target: What a card can be played on. Targets include monsters, buildings, towers, chests, areas (white line), and map hexes (green).

Immortals: The Elder Gods and future generations of Gods (and others!).

Affinities: Possessed by Immortals, these unlock a tech tree of towers & abilities for players to deploy (more here). 30 affinities exist, all of which offer different benefits. More affinities = more strategic optionality.

BUILDING TYPES

Great Hall: Upgrade to increase your tower allowance & max level, increase resource storage capacity, and unlock more shrines.

Tower: A building that attacks monsters or spawns guardians. Towers can be buffed by a “blessing” (via priests) or by playing a matching specialist card (e.g. play an archer on an archery tower).

Portal: Collects magic from dead monsters; converts specialists into workers.

Watchtower: Creates scout cards, which clear fog of war and reveal the map.

Blacksmith: Creates smith specialist cards, which upgrade towers and the Great Hall.

Shrine: Linked to an Elder God’s affinity. Shrines convert workers into priests, which provide priest spells. Hit the ‘+’ in-game to enshrine a god (see Affinities).

Camps: These convert workers into specialists (which can be used to build towers) and provide specialists with spell cards.

  • Range – Archery Tower – Archer

  • Longhouse – Sword Tower – Warrior

  • Mead Hall – Shield Tower – Huscarl

  • Workshop – Catapult Tower – Artisan

  • Magic Circle – Fire Tower – Sorcerer

  • Runestone Circle – Cold Tower – Shaman

Resource Mine: Built by workers on a resource node; mines produce resources of a given type (iron, gold, or wood).

Chest: Object on map; workers can open these for random rewards.

Monster Spawner: Source of all that is evil in the world.

CARD TYPES

Workers: Most basic card in your deck. Workers can build resource mines, create scout cards, collect magic from the portal, and can be converted into specialists at camps and shrines.

Specialists: A specialized worker that interacts with camps, shrines, and towers.

Priests (by affinity): Play on a shrine to unlock spell cards; or play on the map to bless nearby towers/guardians (see affinities).

Tower Specialists (by camp type): Play to build towers; play on a camp for a spell card; or play on a tower for a tower buff.

Camps: Builds a specific camp type in your base.

Blacksmith: Play on towers or Great Hall to upgrade level.

Spells: Play in-world on a target to attack, defend, buff, or debuff.

Boosts: Premium card played before the game that provide a starting advantage.

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