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The Rogue: Finding More Moves in Every Turn

One of our goals with DarkVael is that every hero should feel different to play. Not just different health, stamina, or attack values. We wanted each class to have its own rhythm at the table. When you pick a hero, you should be learning a different way to think about your turn.

The Rogue is one of the classes where that idea came together pretty early.

We wanted a hero who felt fast, clever, and dangerous, but not just because they had bigger attack numbers. The Rogue should feel like someone who finds openings, strings moves together, and gets more out of a turn than anyone else.

So we explained the mechanic and the general feeling to Lorenzo, our artist in Italy, and he came back with the visual direction for the character.

Early Rogue character board mockup showing the class art placed inside a prototype DarkVael player board with health, stamina, and tracker areas.
Testing how the Rogue artwork fits inside the character board layout, alongside trackers, class information, and UI elements.

Mechanically, the Rogue is built around combos.

Rogue cards can line up with each other through matching symbols. When they match, the Rogue spends less stamina. That means the player is not only choosing which cards to play, but also what order to play them in.

Early prototype Rogue cards showing how matching side symbols reduce stamina costs when cards are played in the correct order.
An early prototype of the Rogue combo system. Matching the symbols between cards lets the Rogue spend less stamina and chain more actions together in a turn.

Get the sequence right, and a turn can suddenly open up.

A card that looked too expensive becomes playable. A movement card sets up an attack. An attack keeps the chain going. Another card fits after that. Before long, the Rogue can pull off these long, satisfying turns that feel like slipping through the fight one strike at a time.

Early Rogue ability card mockup showing rough character art inside a prototype card layout with icons, values, and effect text.
Testing how the Rogue’s artwork, icons, stamina values, and ability text fit together on an early card design.

That is the part we like most about the class. The Rogue rewards you for looking at your whole hand instead of only looking for the biggest number.

As the Rogue grows, players will discover more of what the class can do. We like that feeling of learning a character over time, instead of explaining everything upfront. The early cards teach the basic rhythm. Later cards give you new ways to think about that rhythm.

For players who love finding the perfect sequence, chaining card after card, and watching one good move explode into a ridiculous turn, we hope you have a lot of fun with the Rogue!

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