Apprentice ICG: The Inclusive Card Game
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Description
Welcome to the realm of Apprentice ICG! In this 2-4 player deck-battler, players pick a class — Ember, Forest, Glacier, or Spirit — play mythical characters, cast epic spells, and roll for increased magical power or immersive events to become the chosen apprentice! Apprentice ICG is designed for all gamers with thoughtfully-engineered access technology. Each card features large-print text, a high-contrast color palette, and transparent UV-hardened braille with QR codes linking to image and card descriptions. In addition, an adaptive-switch-accessible companion app ensures digital access. The game includes 120 cards divided into the four playable classes, a print-and-braille D12, and four class-themed, accessible tuckboxes with quick-start guides. Game Summary Choose one of four magical classes (Ember, Forest, Glacier or Spirit) and shuffle its 30-card deck. Each player begins with 2 cards in hand. Players roll the included D12 die to determine who goes first (lowest roll plays first). Each round is a "battle": players each play one card face-up from hand, then immediately draw from their deck to refill their hand to 2 cards. When both cards are played, any special keyword effects activate (see below), and then if required the D12 is rolled to determine power values of cards with "Enchant" or "?" power. The card with the highest total power wins the battle and claims both cards into their discard pile. Keywords - Chance! – A card with this lets you pick a number from 1–12 and roll the D12 twice; if you hit it you win the battle outright, regardless of power. - Enchant! – If a card has "?" power or has the Enchant keyword, you roll the D12 and that roll defines (or adds to) the card's power for that battle. - Rally! – Lets you add another card into the same battle (and you may chain Rally cards in succession) so you can build a stronger attack. - Smite! – On Knight cards; if you play this and your opponent plays a Dragon, you win that battle regardless of power. Ties If a tie occurs (equal power with no keyword override), the cards remain in the "pot" and are claimed by the winner of the next battle (or by winner of a roll-off if multiple ties). End & Victory The game ends when a player runs out of cards in their deck and hand. At that point, the other player takes any remaining cards and all players count how many cards they've collected (via their discard piles). The player with the most cards wins. In the case of a tie, the players roll the D12 once and highest roll wins.
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