Creator Saga

World Building Tactical Role-Playing Card Game

A game by Chris Lemmon

Coming to Kickstarter — Fall 2026

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Scroll
STR
Strength
PIE
Piety
ING
Ingenuity
RES
Resolve
INF
Influence
TAL
Talent
On the Nature of Strength
— King Julius II, written to his son Julius III

What Is Creator Saga?

Creator Saga is a Tactical Roleplaying Card Game (TRPCG) for 2–8+ players. Create your character from the SPIRIT system where all aspects of play are derived. Through the theatre of the mind or a full battle map with minifigures, you play out your creation.

The game draws from two traditions. From tabletop RPGs: deep character building, a living world, and campaigns where your choices shape the story. From competitive card games: hidden skill loadouts, resource management, and a reaction system where you’re never waiting for your next turn.

Two ways to play. Skirmish is head-to-head tactical PvP — build a character, pick your skills, and outthink your opponent in 15–30 minute matches. Campaign is the full RPG experience — level up, explore the world of Erand, and take on adventures with your group.

FAQs

Core Mechanics

36 Archetypes

Archetypes, not classes. With skills locked behind SPIRIT gates, there are no rigid roles. Borrow from neighboring archetypes, blend traditions, or forge a character strategy that is entirely your own.

Tap to view the matrix

Skill Cards

Your combat strategy lives in your hand. Choose your skills before battle, hide them from your opponent, and reveal them when the moment is right.

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Combat

The Chain: When your opponents act, you react. Reactions stack and resolve top-down, original action last. When positioning matters and resources are scarce, timing and strategy matter more than ever.

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Competitive Gaming

With PvP play in mind, the rules are simple to learn yet complex to master. Your skill loadout is hidden from your opponent — they never know what abilities you’re holding until you play your hand.

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Infinite Lore

Inside the world of Erand you will find creation is alive and well. Player narratives from the small to the cosmic can happen by anyone’s hand. What new chapters will you write?

Tap to read from the Edda

Stat Block

Six attributes. Every stat derived from one system. Set your SPIRIT — then watch your Life Points, Will Points, evasion, armor, movement, and skill budget calculate themselves.

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Designer Diary

Follow the development of Creator Saga from the designer's table.

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The Edda of Erand
A prophecy from the fraying epochs

In the epoch when Erand’s roots fray,
I saw two wolves wake between worlds.

One is the Hunger-that-Never-Slept,
The other, Memory-that-Never-Forgave.

No watcher stirred.
The dormant woke.
The lock was broken
Not wrought for Erand.

The Hunger at dawn rose,
Jaws wide as the sky.
It hunted the gilded chariot
That brags the day.

When the sun set,
The wolf closed its teeth.

The Memory stalked the dusk,
Lean and star eyed.
Each star a witness,
Each witness faded.

Their tales told
Into silence spilled
The Callers collected
What the stars dared never forget

Then turned toward the Dreamer’s cradle.
Through sorrow and ages
The Dreamer watched.
Woke not. Was eaten.

When the sun is gone,
When the stars are gone,
When the world is gone,

I will watch the wolves meet
At the center of nothing
And devour the space between.

Yet something stirs
A seed in the dark,
Already sown.

Skill Cards
Build your hand. Hide your strategy. Reveal it when it matters.
The Loadout

Every skill in Creator Saga is a physical card with a type, a resolution method, and attribute requirements your character must meet to equip it. Before each battle, you build a Skill Loadout — selecting which skills to bring and how much power to invest in each one using Skill Points.

Single-attribute skills reflect the raw identity of each SPIRIT attribute. Dual-attribute skills combine two attributes into powerful, specialized abilities — and there are 30 dual-attribute archetypes to explore.

Hidden Information

Your loadout is hidden. Your opponent doesn’t know if you’re carrying a counter spell or a point-blank execution until you play it. Every reveal changes the battlefield.

Resolution Types

Skills resolve in four ways: Attack rolls test your aim against evasion. Force rolls make your target resist your will. Apply effects land without a roll. Utility checks test your ability against a static challenge. The type line on each card tells you exactly what to expect — no ambiguity, no guesswork.

Think deck building, but instead of having to draw through 60 cards hoping to find the magic combo, you build a tight, powerful hand and bring every card to the fight.

Match Formats
Multiple ways to play — from quick duels to epic campaigns

There are multiple ways you can play Creator Saga. From a simple Skirmish between two players, a strategic battle between a room full of friends, or the cooperative Campaign. Ultimately there are unlimited ways you can play. So get creative and have fun!

1v1 Duel

No MC required. Players adjudicate honestly. Can be played on a battle map or just the theater of the mind. Often enhanced with Companions — additional characters controlled by each player.

Team Battles (2v2 and Beyond)

Requires an MC to help moderate. Teams compete until only one remains standing. Battle map required to maintain clarity, balance, and pacing.

Capture the Crown

Teams compete against each other and NPCs to extract the crown. The MC sets up the map, crown location, and selects, places, and controls the NPCs. Victory is achieved by returning the crown to your team’s base, or by eliminating the opposing team.

Raid Night

Designed for large groups — typically 8+ players. Face off against powerful, MC-controlled bosses that demand coordination, strategy, and optimized builds. Success requires teamwork, planning, and precise execution of battle doctrines.

Campaign

Here players use Campaign mechanics, including leveling up, professions, and a deep dive into the lore of Creator Saga. Requires the most setup for the MC, who is responsible for developing the story around the campaign.

Combat & The Chain
How fights start, flow, and resolve
Combat

Combat begins when a player takes a hostile action against a creature, or when they move within 80 ft of a hostile target with line of sight. This is the Aggro Range — the moment a target becomes hostile and engages. All party members enter combat simultaneously, and any hostile enemies within 80 ft of the initial target join the fight as well.

“Roll for Initiative”

The famous last words live on. Each player rolls d20 + their Primary attribute. The MC rolls for each NPC. Highest goes first, lowest goes last. All characters except the highest initiative enter combat in their En Garde phase.

Rounds and Phases

Each round is character-centric: it begins at your Make Ready phase and cycles back when the initiative order returns to you. Every round consists of four phases.

Phase I
Make Ready

Your Movement, Minor Action, Action, and Reaction count resets. In this phase, you may move and use your Minor Action: swap a weapon loadout, consume a vial, open a door, stand up, speak with your party, etc.

Phase II
Engage

Your main action phase. Attack, cast a spell, dash, etc. This is where your strategy executes. You also command your minions here, resolving their phases in sequence.

Phase III
Recover

Step back from your aggressive stance. Temporary negative conditions expire. You gain a free action to resist any persistent effects. You also may finish out any unused movement or Minor Action.

Phase IV
En Garde

Your defensive stance while others act. Watch for opportunities to use your reactions and get ready for your next Make Ready phase. This is the end of your round.

The Chain

Reactions can happen at any time if the right trigger is present. When multiple reactions trigger in sequence, they form the Chain. New reactions are added to the top; the Chain resolves from top to bottom, with the original action resolving last. New reactions can trigger mid-resolution, extending the Chain further.

If a reaction changes the battlefield so that a skill’s requirements are no longer met, that skill is invalidated and does not resolve. If the target changes but the skill’s conditions remain valid, it resolves against the new target.

Resources spent on invalidated skills are not refunded. Committing to an action is a real commitment — and pulling the rug out from under your opponent is a legitimate strategy.

The Archetype Matrix
Primary × Secondary — 36 unique combinations
Primary
STR PIE ING RES INF TAL
Secondary STR Warrior Flagellant Ranger Vanguard Commander Marksman
PIE Templar Mage Elementalist Evoker Necromancer Arcanist
ING Rogue Astrologist Tactician Bastion Charlatan Plague Doctor
RES Berserker Druid Galvanist Stalwart Blood Mage Dancer
INF Swashbuckler Conjurer Artificer Death Knight Influencer Bard
TAL Duelist Disciple Monster Hunter Monk Gleeman Prodigy
Dual archetype Core archetype