AURORIA
Kiandra, a leader of the Burning Valley, advancing into battle

Why Auroria?

A card game built around position, timing, and choice

There are plenty of trading card games. Auroria is built for players who want their decisions on the board, their ideas in deck building, and their voice in the game's future to genuinely matter.

  • Position-based combat
  • Set 1 four-copy collection goal
  • Support between major sets
  • Community-shaped development

The Game Plays Differently

The battlefield is more than a row of cards

Auroria is designed so that decisions matter before, during, and after combat. Winning is not only about drawing the strongest card — position, timing, movement, and the order of your actions can change an entire turn.

Position Matters

Where a card stands changes what it can do

In Auroria, where you place a creature changes the role it plays in battle. Your Frontline is your sword — this is where creatures normally attack, threatening the enemy Leader and exhausted enemy creatures.

Your Backline is your shield — creatures positioned there normally defend your Leader by blocking attacks aimed at them.

The tension comes from exhaustion. Declaring an attack or block can leave a creature exhausted, and any exhausted creature can become a legal attack target whether it is in the Frontline or Backline. Moving between lines changes what a creature is best positioned to do, while keywords such as Ranger and Defender can break the normal positional rules.

Opponent

Leader
Backline
Frontline
53

You

Frontline
42
Backline
Leader
Exhausted — can be attacked (either line) Backline blocks for the Leader Leader — always attackable

Leaders Are Part of the Battle

Your leader is not just a life total

In Auroria, your Leader is an active part of the fight. Leaders can attack, shape the deck, and influence how the whole strategy plays — while following their own combat rules.

Leaders do not exhaust when they attack, and they can always be attacked in return. That means your leader is both a weapon and a target every turn, not a passive number sitting behind your creatures.

Kiandra, a leader who fights on the front

Kiandra

Leader of the Burning Valley

James, a leader who shapes the battle

James

Prophet of Korah

Both Players Stay Involved

You are not just waiting for your turn

Auroria uses mirrored action windows. When the turn player draws, places Energy, or takes a Main Phase action, the opponent often receives a matching opportunity — so the non-turn player keeps making meaningful decisions instead of sitting through an uninterrupted turn.

The active player still controls the pace and can choose to deny a window by skipping that action. It is a balance of tempo and permission — and it keeps both players alert on every phase.

  • Draw Phase

    If you draw, your opponent may also draw.

    Skip your draw to deny it.

  • Energy Phase

    Place Energy, and your opponent may place Energy too.

    Skip Energy to deny it.

  • Main Phase

    Play a card, and your opponent may respond with a matching action.

    Pass to keep the window closed.

Deck Identity, Not Just Color

Build around more than one matching color

Auroria cards carry three kinds of identity — color, race, and trait. Many cards interact with more than one of them, so deck construction can create connections that go beyond simply matching a single color.

Color

The five colors of Auroria each carry their own playstyle and energy.

Race

Humans, elves, orcs, dragons, and more bring their own identity to a deck.

Trait

Warriors, assassins, rangers, mages, and pirates open synergies beyond color.

A Set 1 Collection Goal

A goal to reach, not an endless chase

For Set 1, Auroria's goal is to provide a clear path toward owning four copies of every Set 1 card. Four copies match the maximum number of a non-Leader card a legal deck can use — giving players the freedom to experiment with the complete first card pool instead of building around whatever they happened to find.

Important: this four-copy collection goal applies to Set 1 only. It is not a promise that every future set will use the same model, and a single Set 1 product does not contain four copies of every card — it is a collection goal to work toward, not a single purchase.

4×

Four copies

The most a non-Leader card can appear in a legal deck.

S1

Set 1 only

This collection goal is for Set 1 — not a promise for future sets.

∞

Room to explore

Work toward the full first card pool instead of chasing random pulls.

A Living Game Between Sets

Support between the big releases

A set should not disappear the moment it launches. Major releases are milestones, but they are not the only time the game should feel alive. Auroria is being built around continued support between larger sets — smaller additions, rules and balance attention, new deck ideas, organized play, and new ways to experience the world.

  • Balance & rules

    Continued attention to rules clarity and card balance.

  • Organized play

    Support for local events and the Ascension competitive scene.

  • World & lore

    New regions, characters, and stories between major sets.

  • Community

    Discussion, tools, and ways to experience the world together.

Built With the Community

Not behind a wall

Joining Auroria early means joining before every answer is permanently decided. Community feedback can help surface unclear rules, unhealthy interactions, overlooked strategies, missing tools, and the parts of the world players most want to explore. Listening does not mean every suggestion becomes a rule — it means ideas are heard, tested, and treated as part of the work.

Be Part of Something Early

Join while the world is still growing

Auroria is still small, and that is an opportunity rather than a drawback. Players who join now can take part while the game is still being shaped — sharing feedback that reaches the project directly, watching the world expand, and helping a new community take root.

This is not a promise of what Auroria will become or an investment in any outcome. It is an invitation to be part of a project early enough that your participation can be visible — and to help it grow into something worth staying for.

The Bigger Project

The card game is the root — not the ceiling

Auroria begins with the trading card game, but the long-term ambition reaches further. The regions, gods, wars, outcasts, and ordinary people of the world are being built as one connected setting that can support many kinds of stories. The hope is to earn the chance to grow that world into larger and deeper experiences over time.

That is a vision, not a finished product. What exists today is the card game and the experiences below.

The Underdog's Invitation

Every world starts small

Auroria is an independent project trying to earn its place — built without the resources of an established publisher, but with the freedom to listen, experiment, and grow. If the game gives you a reason to stay, bring your ideas with you.