Card game · 2026

Althera — Card Game

Key artFive houses
Althera key art: the logotype above the five house champions Kael, Seyra, Alaric, Brynn and Opheya
ChampionsKael · Seyra · Alaric · Brynn · OpheyaValue 61

Five houses. One vacant throne. One crown.

Althera is a competitive duelling card game for two to five players. Each player leads one of five noble houses with a 24-card deck, and wins by owning the most cards when the last turn ends — or by eliminating every rival before then. The core is accumulation: the card that wins a round absorbs the value of the card it beat, so every duel escalates round after round until one side can no longer answer.

My roleGame designer.Rules, systems, balancing, worldbuilding and the rulebook are my work. Card illustrations, graphic design and packaging were produced with AI tools to speed up the prototyping phase.
01.1Scope
Game designSystems & balancingRulebookWorldbuildingPlaytestingAI-assisted prototype art

Rulebook (v2), game design document and a printed prototype for playtesting.

01.2Design pillars
  • Accumulation as tensionThe value in play grows every round, so duels escalate naturally without extra rules.
  • The deck is the scoreNo score track: the state of the game is always readable from the size of each deck.
  • Emergent diplomacyWaiting players can intervene in other duels, so alliances form and break on their own at four or five players.
  • Decision over luckEvery random element — the die, the redraw — sits inside a choice the player makes.
  • Self-regulatingEvery advantage has a real cost, so the game balances itself without an arbiter.

Althera is a kingdom of men — no mythical peoples, no creatures from other worlds, only houses, armies, faith and ambition. When the last king died without an heir, the Crown fell silent and each great house read that silence as a right. The throne is still empty.

02.1The five houses55 cards
Crest of Fortezza Cremisi: a red shield with a dragon headFortezza CremisiChampion · Kael
Crest of Corona Aurea: a gold shield with a lion headCorona AureaChampion · Alaric
Crest of Ordine Celeste: a blue shield with an eagle headOrdine CelesteChampion · Seyra
Crest of Casata della Quercia: a green shield with a stag headCasata della QuerciaChampion · Brynn
Crest of Corte Purpurea: a purple shield with a serpent headCorte PurpureaChampion · Opheya

Every house plays with identical mechanics and its own identity: crest, colour palette and dedicated artwork. The card back is shared, so a captured card cannot be told apart once it is face down in your deck.

02.2The championsValue 61
Kael, the 61 champion card of Fortezza Cremisi, an armoured knight wreathed in fire
Kael · Fortezza Cremisi
Seyra, the 61 champion card of Ordine Celeste, an archer surrounded by blue constellations
Seyra · Ordine Celeste
Alaric, the 61 champion card of Corona Aurea, a golden knight with a spear
Alaric · Corona Aurea
Brynn, the 61 champion card of Casata della Quercia, seated on a throne of roots with an axe
Brynn · Casata della Quercia
Opheya, the 61 champion card of Corte Purpurea, holding twin daggers in violet light
Opheya · Corte Purpurea

The Champion (61) is the strongest card in each deck, one copy per house. The Guardian (23) and the Captain (37) are also named characters unique to each house. Prototype art, generated with AI.

02.3Components & deck24 cards per player
In the box
  • Per player:one 24-card house deck (18 score + 6 special) and a standard six-sided die in the house colour.
  • Shared:one initiative token, the crown.
Reading the die
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A normal d6, read with the same values as the score cards.

Score cards · 18
ValueCopiesCard
2× 4Commoners
5× 3Vanguard
9× 3Marksman
15× 3Cavalry
23× 2Guardian
37× 2Captain
61× 1Champion
Special cards · 6
CardCopiesEffect
ShieldOpen / answer× 1Cancels every enemy special for the whole duel. Played as an opening it hands the attack to the opponent.
OvertakeAnswer only× 1Worth +1 over the enemy value in play: wins the round outright.
AlterationAnswer only× 2Applies +50% or −50% (rounded up) to the value in play and takes possession of the field.
OracleOpen / field× 2Roll your die: the value is added to the field and you take possession. As an opening, it becomes your field value.

No two values in the set add up to a third one, which makes a tie during accumulation almost impossible by design.

02.4The duel3 rounds each
  1. Set up.Shuffle, draw five, agree on 3, 5 or 10 turns; the highest roll takes the initiative token. Before a duel you may redraw, but each attempt costs a card: five becomes four, then three.
  2. Challenge.The token holder declares first, then clockwise. Separate pairs duel in parallel; a turn ends when everyone has faced everyone once.
  3. Open and answer.You play three of your five cards. The higher value on the field wins the round; on equal values, whoever played last wins.
  4. Absorb.The losing card is absorbed and its value is added to the winning card, which stays active on the field.
  5. Capture.After three cards each, whoever owns the active card wins the duel and captures every score card the opponent played. Values reset, captures go into the winner’s deck, both draw five.
Accumulation, round by roundR1A plays 15, B plays 9 → A wins, the card is worth 24.
R2A adds 2 and attacks with 26, B plays 37 → B wins, now worth 63.
R3A plays 9, lower than 63 → B takes the duel at 72.
After the duel every card returns to its printed value.
02.5Player interaction
Specials change hands

A special card always goes to the player who did not benefit from it, whoever wins the duel. Using one arms an opponent.

Retreat

Before answering, roll your die. On a 5–6 you lose the cards on the field but keep your hand, and the duel ends. On a 1–4 you must play the three rounds out.

Intervention

Waiting players may play a special into someone else’s duel once a score card is on the field, and draw a card straight away. Never with score cards, never twice in the same duel.

02.6End of the game
  • Elimination.A player whose deck can no longer supply a full hand of five is out; their remaining cards go to the winner of the last duel.
  • Immediate victory.Eliminate every opponent before the final turn.
  • Victory on cards.After the last turn, the most cards in deck and hand wins.
  • Tie-break.Tied players take back their original decks and play one extra duel; the others may still intervene with specials.
Status
  • In playtest.Rules are at version 2 of the rulebook and still being tuned at the table.
  • Physical prototype.All 55 cards printed at poker size (63 × 88 mm), boxed with a card tray and a feedback QR code for playtesters.
  • Standard components.Beyond the cards, each player needs only a normal d6 and the table shares one token.
About the art

Illustrations, graphic design and packaging in this prototype were generated with AI to validate the game quickly. The design of the game — rules, systems, balancing and setting — is my own work.

Publishers and editors interested in Althera can reach me through the contact page.

Specification
Format
Physical card game
Players
2 – 5
Match
3 / 5 / 10 turns
Play time
25 – 130 min
Age
12+
Deck
24 cards
Card set
55 cards
Card size
63 × 88 mm
Extras
d6 + token
Role
Game designer
Art
AI-assisted
Status
In playtest
Brief received Reply within 48 hours.