Hello from Mages of the Sea's Edge (MOTSE for short). Finally, time has come to take the successful collectible card business model and apply it to RPGs. Anticipation for this game is nearly out of control.
Six months ago they brought in expensive author L.H. Franzibald to come and be the creative mind behind their new RPG. After arriving on-site Franzibald grabbed one of the most spacious offices and started taking a lot of calls there. Some unusual smells came out as well, and some unusual people came through to "consult." The other designers all quit, citing creative differences and the fact that Franzibald was always high. A few weeks later, when the cops showed up to break up his drug dealing ring, L.H. Franzibald took the fire escape and has evaded prosecution. Worse, there's basically no game. Management freaked and while so far MOTSE's stayed out of the headlines, they found a napkin from a previous game designer in the office, and are calling it their "working draft." Franzibald appears to have added 1 line at the bottom.
Chars and Monstrs have Stats, Rank, and Features. Zones have Features only.
4 stats - Might, Agility, Insight, and Will. (1d6/2 rd dn).
Rank (like level, goes 0-6) adds to stuff you're good at.
PCs get 5 HP, 5 Mana, 5 Features.
Mana is also action points.
(No extra hp or mana for Stats or Rank, just Features.)
Take 1 Action or move from 1 zone to another. DMs buy lots of cards, so 2d6+X vs 7+Y core mech. PCs roll dice, monsters roll 7. DM has hands full of $$$ cards! NPC/Monster stats are on a Monster card, and you collect Features so you can use the monsters you bought! Thank me later, suckers!
Apparently the idea is more of a traditional RPG with collectible character options. To save the company, fill in the gaps by writing a card someone wants to see.
By default, you roll 2d6+Insight at the beginning of combat (GM 7+Insight per monster). That's Initiative. At the start of combat you count from lowest to highest, and place your Face card down when it's your number, so in the end the highest is on top. After your turn you turn the card over and it's the next face's turn. The GM has some extra Faces for his monsters. Like the napkin said, you get 1 action per turn. Oh, and this is Rules. Cards can override or make exceptions to Rules.
We don't know a lot about combat actions yet, but anyone can Attack, and an Attack does 1 damage. By default Attack uses Might and defending from an attack uses Agility. You don't add your Rank (unless you're Good at Attacking, Defending, or Fighting, which is both).
You fight with a Light weapon in each hand, but don't gain the accuracy bonus of a Light weapon. When your enemy avoids the attack from your weapon, you can spend 1 Mana to re-roll the attack (getting them with the other weapon).