Anonymous
×
Create a new article
Write your page title here:
We currently have 1,806 articles on Everwind Wiki. Type your article name above or click on one of the titles below and start writing!



Everwind Wiki
1,806Articles

Glyphmaster’s Gateway is a two-player card game where players go head to head to push the most units through a magical gateway.

The Great Purge was a multinational effort to exterminate all magic users on Galwyndor. After decades of ruthless killing that would signal the end of the 3rd Great War, two vast armies set upon the last of the Draol, a mage named Atury. The Glyphmaster. Desperately trying to escape his fate, the Glyphmaster opened a Keldra Gateway, a complex spell that was beyond his abilities. The two armies followed Atury and his disciples into the portal, suddenly finding themselves in a strange land called Errod, which turned out to be another world entirely. Twenty years later, the Gateway has mysteriously reopened, and players must fight their way back to Galwyndor before it closes.

It is played on a 5×5 grid with players on opposites sides of the game board. Each player uses 1 of 5 possible decks, each with a different specialization (Sorcery, Champion, Divine, Engineering, Artifice). Each deck consists of 43 cards.

The game was never intended to be a CCG, however, the variety of cards allow for possible expansions in the future.

Deck Structure

Each deck consists of 55 cards made up of the following types:

  • 4 Heroes
  • 5 Glyphs
  • 25 Units (20 craft units and 5 universal)
  • 13 Spells/Abilities
  • 8 Equipment

Winning Conditions

There are different win conditions for each format.

Standard

The thematic object of the game is to get as much power through the Gateway as possible, or to prevent your opponent from using the gateway. This is done by adding up the power of every unit through the gateway. The game is over under the following

  • the power total for a player's units through that gateway reaches 30
  • the power total for units in a player's graveyard reaches 30

Actions

During each player's turn, they have 8 energy points they can perform (unless a card gives or removes a number of energy points they may take). Each of the following actions cost 1 energy unless otherwise specified:

  • Maneuvering a unit or hero
  • Attacking
  • Drawing a card
  • Equipping an item

The following actions range in energy cost needed to perform the action:

  • Bringing a unit or hero onto the battlefield
  • Using an ability

During a turn, a player may use up to all their actions, in any order. Unused AP do not carry over to their next turn, but some may be used to cast spells or abilities during their opponent's turn (Instants). A unit may only maneuver once per turn and attack once per turn unless something gives the player the ability to do otherwise. Units brought onto the battlefield cannot maneuver or attack during the same turn.

Stats

Each unit and hero has several stats:

  • - all icons
  • Power - their power; this is also their energy cost
  • Attack - their attack power
  • Defend - their defending power
  • Range - how far they can attack
  • Maneuver - how far they can maneuver

During an attack, the unit with the higher points (attack for the attacker, defense for the defender) wins. The other unit is killed, and removed from play. If both attack and defense are equal, nothing happens. Multiple units can attack the same target; the defending player decides how to defend.

Card Types

There are several card types used by each craft:

Heroes

Heroes are units with special abilities. Each craft has four hero cards.

Glyphs

Glyphs provide powerful magical abilities. Each craft has 5 unique glyphs to utilize.

Units

Units are the maneuver forces one must use to attack and defend, and ultimately push through the Dreadgate.

Spells and Abilities

Abilities and spells are unique actions for each craft that provide some advantage. Some are instant.

Equipment

Equipment cards can be attached to units to provide some benefit.