Game Design Document — Prototype Brief

CROSSROADS

Legends of the Diaspora

TypeDigital Strategy Card Game PlatformWeb Browser Version0.1 — Prototype Brief StatusPre-Development

Contents

01 — Vision & Concept

What Is Crossroads?

Crossroads is a web-based, 1v1 digital strategy card game set in a mythologized world rooted in African, Caribbean, and Afro-diaspora culture — where Orisha gods, Maroon warriors, Arawak spirits, and Caribbean outlaws battle for control of the eternal crossing point between worlds.

The game is heavily inspired by Legends of Runeterra (Riot Games) in terms of card game mechanics — but its world, characters, mythology, and aesthetic are drawn entirely from West African empires, Caribbean folklore, indigenous Arawak/Taíno tradition, and Afro-Caribbean spiritual practice.

The "Crossroads" is the central myth of the game world — a liminal place where all realities, islands, and spirit planes converge. Every faction is fighting to control or destroy it. Papa Legba guards the gate. The player chooses a side.

Why It's Different

Most card games draw from European fantasy, East Asian mythology, or generic sci-fi. Crossroads occupies a completely unclaimed cultural space — giving players (especially in the Caribbean and African diaspora) characters and stories they've never seen as the heroes of a strategy game.

Commercially, this positions the game uniquely for Caribbean and diaspora audiences in the US, UK, Canada, and Africa — markets that are underserved and culturally hungry for authentic representation.

02 — Core Gameplay Loop

How the Game Plays

Two players face each other. Each controls a Nexus — their home territory. The goal is to reduce the opponent's Nexus from 20 health to 0 by summoning units, casting spells, and deploying powerful Champion cards.

The game is alternating and reactive — unlike Hearthstone where one player takes a full turn, Crossroads uses a pass-and-respond system. When one player plays a card, the other can respond before it resolves. This means both players are always mentally engaged.

The Attacking Phase

Each round, one player is the Attacker and the other is the Defender. The attacker declares which of their units are attacking. The defender then chooses how to block, which units to sacrifice, or which spells to cast in response. This creates constant tactical decisions for both players.

The Spirit Gauge

Crossroads adds a unique mechanic not in Runeterra — a Spirit Gauge. Certain actions (playing cards with the Offering keyword, units dying in battle, spells from the Orisha Court faction) fill a shared Spirit Gauge. When it reaches 10, special Manifestation events trigger — powerful environmental effects tied to the current season (Harvest, Carnival, Hurricane, Dry Season) that affect both players. This adds a rhythm and urgency to matches that feels rooted in natural cycles.

03 — Turn Structure

Round-by-Round Flow

1
Dawn Phase

Both players gain +1 Mana Crystal (max 10). Both draw one card. The Spirit Gauge fills by 1 if any unit died last round.

2
The Open

The active player (determined by who holds the Attack Token) may play cards, summon units, or cast spells. The opponent may respond with spell cards after each action. Either player can pass priority.

3
The Crossing (Combat)

If the active player chooses to attack, they declare attackers. Defender assigns blockers. Combat is resolved simultaneously — both attacker and defender take damage equal to the opposing unit's Power. Units with 0 Health or less are destroyed.

4
Aftermath

Post-combat effects resolve. Units with Ancestor keyword return effects trigger. The Attack Token passes to the other player. If the Spirit Gauge reached 10, a Manifestation event triggers before passing.

5
Night Phase

Unused mana does not carry over — but 1 mana crystal converts to a Spirit Coin that can be used for faction-specific passive abilities next round.

04 — Win Conditions

How You Win

There are three ways to win in Crossroads:

⚔ Nexus Destruction

Reduce the opponent's Nexus from 20 to 0 HP through direct combat or spell damage. The standard win condition.

🌀 Manifestation Victory

Trigger 3 Manifestation events in a single game using the Spirit Gauge (a specialty path for Orisha Court and Maroon Highlands decks).

📜 Decree Victory

Complete a specific Champion's legendary win condition — e.g. Nanny of the Maroons wins if she survives 5 rounds after leveling up, or Anansi wins if the opponent runs out of cards. These are difficult but spectacular alternate paths.

05 — The Six Factions

Regions of the Crossroads World

Every card belongs to one of six Factions. Players build decks from up to 2 Factions. Each Faction has a unique play identity, visual language, and set of mechanics.

🌊
The Archipelago
Caribbean Islands · Sea · Carnival

Pirates, sailors, duppy spirits, steelband warriors, and carnival masqueraders. High-speed, chaotic, swarm tactics. Hit fast and hit hard before the opponent stabilizes.

Swarm & Rush — units with Haste attack the turn they're played
🥁
The Savanna Kingdoms
West Africa · Empire · Griots

Warriors of Mali, Ashanti, and Dahomey. Griots who buff allies. Amazon soldiers of Dahomey. A slow, powerful, snowballing faction that gets stronger over time.

Legacy — units gain power whenever another unit dies on your side
🌿
The Maroon Highlands
Resistance · Jungle · Ancestors

Escaped enslaved peoples who built hidden communities. Guerrilla fighters, poison healers, and ancestor summoners. Defensive, evasive, and hard to pin down.

Ambush — units played from hand may be placed in a hidden zone, revealed on attack
The Orisha Court
Yoruba · Vodou · Spirit Planes

Shango, Oya, Legba, Erzulie, Ogun — the Orisha themselves enter the battlefield. Spell-heavy, transformation-focused, and able to manipulate the Spirit Gauge actively.

Invocation — spells are twice as powerful when cast while the Spirit Gauge is above 5
🐍
The Arawak Deep
Indigenous · Zemi Spirits · Ocean

The oldest inhabitants of the islands. Zemi spirit summoners, sea creature tamers, and shapeshifters. Control-focused with the ability to transform cards and steal unit buffs.

Zemi Bond — units can merge with spirit cards to create transformed hybrid units
🔥
The Canboulay
Revolution · Fire · Uprising

Inspired by the fire marches and uprisings across the Caribbean. Units become stronger when damaged. Martyrdom mechanics reward sacrifice. A burn-and-rise play style.

Undying Flame — when a unit dies, it deals its Power in damage to a random enemy
06 — Card Types

Types of Cards

Every card in a deck is one of five types. Understanding card types is fundamental to deck building and combat.

👑 Champion

The most powerful cards. Each Champion is a named cultural figure or deity with unique abilities and a Level Up condition. When the condition is met mid-game, the card physically transforms into a more powerful version with a new ability. Max 6 Champion cards per deck and 3 copies of any single Champion.

⚔ Unit

Followers, soldiers, spirits, and creatures. They have Power (attack) and Health (defense) values. They attack the opponent's units or Nexus. The backbone of every deck. Up to 3 copies per deck.

✨ Spell

One-time effect cards that deal damage, heal, transform units, or manipulate the Spirit Gauge. Spells have a Speed (Slow, Fast, Instant) that determines when they can be played and whether the opponent can respond. Discarded after use.

🏝 Landmark

Placed on the battlefield like a unit but cannot attack or block. Landmarks represent locations — a Crossroads Shrine, a Maroon Village, Mount Olympus Obeah Cave. They provide ongoing passive effects or count down to a powerful one-time event.

🎁 Offering

A unique Crossroads card type — sacrificed from your hand instead of played. Offerings grant immediate Spirit Gauge charge and a smaller bonus effect. They represent ritual sacrifice and unlock the Orisha Court's Invocation mechanic.

07 — Resource System

Mana & Spirit Coins

Mana Crystals

Both players start with 1 Mana Crystal at the start of round 1, gaining +1 each round up to a maximum of 10. All mana replenishes fully at the start of each round. Cards cost mana to play — shown as a number in the top corner of the card. Mana does not carry over between rounds.

Spirit Coins

At the end of each round, any unspent mana above 0 converts into 1 Spirit Coin (not 1-to-1 — just a flat 1 coin if you had any unspent mana). Spirit Coins are a secondary resource used to activate Faction Abilities — passive powers unique to each faction that cost 1 or 2 Spirit Coins to trigger outside the normal card-play flow. This rewards strategic mana conservation and adds a second layer of resource decision-making.

The Spirit Gauge

A shared bar visible to both players, running from 0–10. Filled by: units dying, Offering cards being played, and certain spell effects. At 10, a random Manifestation triggers (based on the current Season setting) and the gauge resets to 0. Both players can see the gauge and plan around it.

08 — Deck Building Rules

Constructing Your Deck

Deck Size

Exactly 40 cards — no more, no less.

Faction Limit

Cards from a maximum of 2 Factions. You must have at least 1 non-Champion card from each Faction you include.

Copy Limit

Maximum 3 copies of any single card. Maximum 6 Champion cards total in the deck (across all Champion cards).

Starting Hand

4 cards drawn at game start. Each card may be freely swapped (mulligan) once before the game begins.

Draw Rate

1 card per round. If your deck runs out, you take 1 damage to your Nexus per card you would have drawn.

Appendix A — Sample Champion Cards

Champion Designs (Examples)

These are concept-level designs to communicate intent to the developer. Full stat balancing happens during development.

🌿
Nanny of the Maroons 5 MANA
Maroon Highlands · 4 Power / 6 Health

When Nanny is summoned, place 2 hidden Ambush units from your deck into the Ambush Zone. All Maroon units gain +1 Health while Nanny is on the battlefield.

Summon or have 5 or more Maroon units enter the battlefield in a single game. Nanny gains: "Bullets Return" — the first time each round she takes damage, that damage is reflected back at the source.
Shango, Lord of Thunder 7 MANA
Orisha Court · 6 Power / 5 Health

When played, deal 3 damage split across all enemy units. Spells you cast cost 1 less mana while Shango is alive. Each time the Spirit Gauge fills 3 points, Shango gains +1 Power permanently.

Have the Spirit Gauge trigger a Manifestation while Shango is on the battlefield. Shango gains: "Double Axe" — attacks twice per combat round.
🕷
Anansi the Spider 3 MANA
Archipelago · 2 Power / 3 Health

When Anansi damages the opponent's Nexus, copy one random card from their hand into your hand. Elusive — can only be blocked by other Elusive units.

Steal 4 or more cards from the opponent's hand across the game. Anansi gains: "Storyteller's Web" — once per round, transform a random card in your opponent's hand into a 0-cost Story card with a drawback effect.
🔥
Dessalines, The Liberator 6 MANA
The Canboulay · 5 Power / 4 Health

When a friendly unit dies, Dessalines gains +1 Power (no limit). Rally — grants all friendly units the Undying Flame keyword this round when attacking.

Have 8 or more friendly units die while Dessalines is on the battlefield. Dessalines gains: "Declaration" — at the start of each round, your opponent's Nexus takes 1 damage for each unit they control.
09 — Prototype Scope

What the Developer Needs to Build (MVP)

The prototype is not a full game. It is a playable proof-of-concept to validate mechanics, attract investors/partners, and demo at events. Three build phases are outlined below.

Phase 1 — Core MVP Playable 1v1 on a Single Device
  • Game board UI with two player sides, Nexus health bars, and mana display
  • A single pre-built deck per player (no deck builder yet) — 20 cards each from 2 factions
  • Card rendering system — card art placeholder, name, cost, Power/Health, description text
  • Core turn loop: Dawn Phase, Open Phase, Combat Phase, Aftermath
  • Basic unit summoning, attacking, and blocking logic
  • Spell cards (Slow speed only in Phase 1)
  • Win/loss detection and end screen
  • Spirit Gauge visual and fill logic (no Manifestation effects yet)
  • Mobile-responsive layout
Phase 2 — Network Play 2 Players on Different Devices
  • Real-time multiplayer via WebSockets (Socket.io or Supabase Realtime)
  • Lobby/room system with shareable game codes
  • Full pass-and-respond interaction model (player 2 can react to spells)
  • Fast and Instant spell speeds
  • Manifestation events (4 seasonal effects)
  • Champion Level Up mechanic with visual transformation
  • Ambush zone (Maroon Highlands mechanic)
  • Spirit Coins and Faction Ability system
  • Card animation system (play, attack, damage, death)
Phase 3 — Full Demo Collection, Deck Builder, All 6 Factions
  • All 6 Factions with at least 20 cards each (120 total cards)
  • Deck builder UI with faction filtering and card search
  • Account system (basic login/save)
  • All 5 card types including Landmarks and Offerings
  • All Champion Level Up conditions and transformed card states
  • Alternate win conditions (Manifestation Victory, Decree Victory)
  • Sound design integration layer (hooks for drum/rhythm audio)
  • Tutorial mode (vs AI with scripted moves)
10 — Recommended Tech Stack

Technology Choices

These are recommendations — the developer may propose alternatives. The priority is a fast, real-time, browser-first experience with minimal friction to play.

Frontend
React + TypeScript

Component-based UI, great for managing complex card game state. TypeScript prevents data structure bugs in game logic.

Game State
Zustand or Redux

Global state management for the game board, card hands, health values, Spirit Gauge, and turn phases.

Real-time Multiplayer
Socket.io or Supabase

WebSocket layer for live 1v1 play. Supabase offers real-time DB + auth in one platform — good for Phase 2+.

Animation
Framer Motion

Card play, attack, and death animations. CSS transitions for hover states. Avoid heavy libraries — performance matters on mobile.

Card Data
JSON Card Database

All cards stored as structured JSON objects with typed fields: id, name, faction, type, cost, power, health, keywords, description, levelUpCondition.

Deployment
Vercel + Supabase

Vercel for instant frontend deploys, Supabase for backend/database. Both have generous free tiers for prototyping.

Art Placeholder
SVG / Generated Art

Phase 1 uses placeholder art (colored faction-themed SVGs or AI-generated placeholder art). Final art is commissioned separately.

Testing
Vitest + Playwright

Unit tests for game logic (damage calculation, level-up triggers). E2E tests for core game flow.

11 — Art Direction

Visual Identity

The art direction brief for the developer and any UI/UX designers on the project.

Overall Aesthetic

Think ritual meets royal. The game should feel ancient and powerful — not tribal in a stereotyped way, but imperial, sacred, and alive. Reference points: the detail of Kente cloth patterns, the dramatic contrast of Haitian Vodou ceremony imagery, the color richness of Trinidad Carnival costuming, the architectural grandeur of Great Zimbabwe and Timbuktu.

Color System

Each Faction has a dominant color. Gold and deep black as the universal game chrome. Archipelago: turquoise + magenta. Savanna Kingdoms: burnt orange + deep red. Maroon Highlands: forest green + brown. Orisha Court: electric purple + white. Arawak Deep: sea blue + coral. Canboulay: crimson + ember orange.

Typography

One expressive display font with African or serif character for card titles and faction names. Clean humanist sans-serif for stat numbers and card body text. No default fonts — typography is part of the cultural identity.

Card Frame Design

Each faction's card frame should visually reference its culture: Savanna Kingdoms uses Adinkra-inspired border patterns; Archipelago uses wave and tile motifs; Orisha Court frames glow and shift. The card frame is cultural identity made visual.

Game Board

The board is the Crossroads itself — a stone intersection overlaid with chalk vévé symbols, lit by fire and moonlight. The Spirit Gauge runs vertically along the center column. Seasons affect the board's ambient lighting (daytime for Harvest, dark and stormy for Hurricane).

12 — Developer Deliverables Checklist

What You're Asking the Developer to Deliver

Use this as your project brief checklist. Each item should be scoped and priced separately in the developer's proposal.

This document is the primary source of truth for the prototype. Any mechanic not described here should be discussed and approved before implementation. The developer should flag any conflicts between mechanics or feasibility concerns within the first week of engagement.