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Distinct class roles
Each hero changes the rhythm of the table with different defensive, offensive, and support instincts.
Cooperative Dark Fantasy Card Game
Rogue Reigns: Card Game is a cooperative card game for up to 4 players set in a world of dark fantasy and relentless enemies. Choose your class, build your strategy, and fight back-to-back, because the next wave doesn't wait. Each class plays differently. All of them need each other.
Overview
The tabletop build starts from the same Rogue Reigns world, then pushes it toward co-op survival. Every class solves problems differently. None of them can cover the whole fight alone. The interesting part is the dependency: players need to combine timing, defense, damage, and risk management before the next enemy wave closes in.
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Each hero changes the rhythm of the table with different defensive, offensive, and support instincts.
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The fight keeps moving, forcing the group to plan around the next wave before the current one is solved.
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Winning depends on how the classes fit together, not on one player brute-forcing the whole encounter.
Prototype Snapshot
The current build mixes polished presentation renders with rough, useful, real-world playtests. Some pieces already look close to shelf-ready. Others are deliberately provisional so the rules can keep moving fast while the core loop tightens.
Gallery
The page below is intentionally selective: a few strong renders, a few honest playtest photos, and enough context to show where the physical game is heading.
Hero render
A closer render pass on the box, physical deck stack, and combat-card framing.
Playtest Notes
This is the valuable stage of the project: when the look starts to land, but the table is still honest enough to expose weak spots fast.
Good prototypes stop being precious once players start bending them in live sessions.
Cards, minis, and markers all need to communicate instantly once the table gets noisy.
The packaging is still evolving, but the physical identity is starting to feel coherent.
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