The History of Conlegret

 

History of the game

 

Conlegret was an unusual game played by the members of an ancient race, the Mountain Giants, to entertain themselves. From the little information that has survived to our day, it is known that the game was created when the last two giants, Bronitrix and Gzomiabix, became bored. The Mountain Giants were the smallest and least belligerent race in Faeo which, evidently, led to their destruction by other, more brutal and blood-thirsty peoples. Having lost all their family and friends, Bronitrix and Gzomiabix fell into a depression. Their daily routine became a grinding monotony, day after day after day, with no entertainment or pleasure, no reason to laugh or even cry.

It was in those dreary, indistinguishable days that the Mountain Giants devised Conlegret, a card game where each card embodied a powerful creature from the world of the dead, summoned at the end of the game to fight with another no less powerful creature; not the actual creature itself, of course, only its wraith, but that made no difference to the game's fascination because the wraiths were complete copies of the real monsters, mirroring their abilities in battle exactly.

To make a card summon a wraith it was not sufficient simply to own it; it was essential to have a specific combination of different cards. These combinations were called 'circles' and were thematic. Bronitrix and Gzomiabix were the oldest inhabitants of Faeo and had the ability to see the future. Furthermore, they had access to many of the root causes of the world's happenings. All this allowed them to easily systematise all possible events and on that basis they formed their card combinations. So, for example, to activate a card with the hero Agudar, it was essential to complete a combination with cards of Magish and his circle, at the same time portraying a fragment of Faean history in an unbroken circle.

The idea of the game was in the collection of these 'circles', which number tens of thousands, and the subsequent battle of the summoned wraiths, which embodied the reflections of hundreds of heroes and antiheroes of all times and peoples, who had died and not even yet been born. Whichever side won this grand slashing, won the game.

Of course, that is only the basic principle of Conlegret. In reality, the game was based on a whole code of rules, including ideas such as 'adjacent circles' and various bonuses such as for a 'reverse', e.g. when Agudar beats Magish on the slashing field, and not the other way round, and many other such complex game issues. The game was so entertaining and remarkable for the giants, that it even interested the most powerful inhabitants of Faeo, the Twilight Dragons, who immediately wanted to master Conlegret. However, the giants refused to share their brainchild with the powerful dragons, sparking an apocalyptic war. The Mountain Giants had foreseen the future and knew full well that in the new world there would be no place for them and so they unhesitatingly went against the will of the dragons.

But, before the final battle with the Twilight Dragons, the Mountain Giants made sure that no one would get their hands on their brainchild and scattered the Conlegret cards amongst ordinary playing cards across the whole world. Assembling a complete set of 'circles', with the participation of all the heroes of the past, present and future became almost impossible; however, obtaining separate 'circles' and activating the wraiths within them is a fully-realisable task...

 

Known decks

 

«Circles»

 

Name

Cards



Legacy of King Magish

(8/8)
 




Great Mages

(6/6)
 




Chaos

(9/9)

 





Snow power

(10/10)
 





Super-beings

(14/14)

 




Underground Knights

(6/6)
 




Legendary Humans I

(10/10)
 




Legendary Magmars I

(10/10)
 




 

Exiles' Fortress
(10/10)
 





Gnome Runes

(11/11)
 





The Magical Flora
of Faeo

(10/10)
 





The Magical Rocks
of Faeo

(10/10)
 





The Magical Fish
of Faeo

(10/10)
 




Military Ranks
of Faeo I

(10/10)
 




Military Ranks
of Faeo II

(10/10)
 




Mounts
of Faeo

(13/13)
 




Sylph

(12/12)

 




Water Nymph

(12/12)

 




God of the Cursed
and the Dead

(12/12)
 




Goddess Aladeya

(12/12)
 




Great Dragon

(12/12)
 





Seasons
(12/12)
 


Forbidden City
(4/XX)
 



Legåndary Magmars II
(12/12)
 




Legåndary Humans II
(12/12)
 




Eshu Followers
(7/7)
 




Zurkhass Followers
(11/11)
 




Miuri Tao Disciples
(11/11)
 




Battlefields
(9/9)

 

 
 

 

Specifications 

 

Deck

Information



Super-beings

(14/14)

 

Different list and probabbility of summoning super-beings at different level groups.

 

Level 1-5 characters

Balthazar

25%

Wolfer 25%
Kretch Butcher

12,5%

Harcide 37,5%

 

Level 6-10 characters

Balthazar

4,76%

Wolfer 4,76%
Kretch Butcher

4,76%

Harcide 14,3%
Gurraldiy Korr 14,3%
Cerberus 14,3%
Gorbakh Skeleton 14,3%
Bog Elf 14,3%
Spider Patriarch 14,3%

 

Characters from level 11
Kretch Butcher

2%

Harcide 2%
Gurraldiy Korr 2%
Gorbakh Skeleton 2%
Bog Elf 2%
Spider Patriarch 2%
Emperor Scorpion 20%
UyarrMO Exile 20%
Fazgrod Resurrected Ghoul 20%
Bone Dragon 6%
Uborg 2%
Edera 20%

 



The Magical Flora
of Faeo

(10/10)

 

The strengh of the positive effect will change depending on the level of the character that uses the deck.

 

Levels and effect
3-4 level

Force of Nature

5-6 level Force of Nature
7-8 level Force of Nature
9-10 level Force of Nature
11-12 level Force of Nature
ñ 13 level Force of Nature

 



The Magical Rocks
of Faeo

(10/10)

 

The strengh of the positive effect will change depending on the level of the character that uses the deck.

 

Levels and effect
3-4 level

Power of the Earth's Bowels

5-6 level Power of the Earth's Bowels
7-8 level Power of the Earth's Bowels
9-10 level Power of the Earth's Bowels
11-12 level Power of the Earth's Bowels
ñ 13 level Power of the Earth's Bowels

 



The Magical Fish
of Faeo

(10/10)

 

The strengh of the positive effect will change depending on the level of the character that uses the deck.

 

Levels and effect
3-4 level

Abysmal Waters Power

5-6 level Abysmal Waters Power
7-8 level Abysmal Waters Power
9-10 level Abysmal Waters Power
11-12 level Abysmal Waters Power
ñ 13 level Abysmal Waters Power

 



Eshu Followers
(7/7)
 


Different list and summoning chances at different level groups.

 

Level 14 characters

Daigon Armakhton

85%

Summoned Shaissar 15%

 

Level 15 characters

Daigon Armakhton

28,3%

Scolopendra Essvesh 56,7%
Summoned Shaissar

15%

 

Level 16 characters
Daigon Armakhton

14,2%

Scolopendra Essvesh 28,3%
Nepherto Shevass 42,5%
Summoned Shaissar 15%
 
Level 17 characters
Daigon Armakhton

6,1%

Scolopendra Essvesh 12,1%
Nepherto Shevass 18,2%
Cerebhound Mohgar 48,6%
Summoned Shaissar 15%
 
Level 18 characters
Daigon Armakhton

2,9%

Scolopendra Essvesh 5,9%
Nepherto Shevass 8,8%
Cerebhound Mohgar 20,5%
Droolizard Gershess 46,9%
Summoned Shaissar 15%

The chance of Summonning Shaissar is the same on all levels.
 


 
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