Dvorak Export: Chronogeddon CCG card set


To import this deck into the Dvorak MUSH Engine, just cut and paste the quoted commands below straight into your telnet window. (Any card whose type is neither "Thing" nor "Action" will default to "Thing"; if it was somehow meant to be played like an Action, just destroy it after playing it.)

(You can also get an output formatted for the Dvorax Engine.)

Regenerate this output, minus the cards created by a comma-separated list of users:
cleardeck
loadcard Mesozoic Era/T/-250 Million to -65 Million
skipcard Tyrannosaur (-70M)/T/Damage: 5%rStamina: 3%r%r<i>Regeneration 1:</i> This heals one wound at the start of your turn.
skipcard Triceratops (-68M)/T/Damage: 3%rStamina: 5%r%r<i>Regeneration 1:</i> This heals one wound at the start of your turn.
skipcard Apatosaur (-140M)/T/Damage: 4%rStamina: 4%r%r<i>Regeneration 1:</i> This heals one wound at the start of your turn.%r<i>Terrain Bane:</i> This does double damage against Terrains.
skipcard Ankylosaur (-70M)/T/Damage: 3%rStamina: 3%r%r<i>Armor 1:</i> This takes one less wound from any damage source.%r<i>Terrain Bane:</i> This does double damage against Terrains.
skipcard Plesiosaur (-200M)/T/Damage: 3%rStamina: 3%r%r<i>Vehicle Bane:</i>This does double damage against Vehicles.
skipcard Dinosaur Egg (-70M)/T/Stamina: 1%r%rUnit Action: Destroy this Unit and choose a Mesozoic Era Animal which is currently in play in this Era - search your draw pile for a copy of that Animal and put it into play.
skipcard Pteranodon (-83M)/T/Damage: 1%rStamina: 2%r%rWhen attacking another Aerial Unit, Pteranodon's attack counts as Ranged.
skipcard Raptor (-83M)/T/Damage: 2%rStamina: 2%r%rIgnores Armor.%rWhen this comes into play, it may make a free attack.
skipcard Brachiosaur (-83M)/T/Damage: 2%rStamina: 4%r%r<i>Slow Start:</i> This may not take actions the turn it comes into play.%rThis cannot take a Heal action if it took one last turn%rThis gains at most 1 wound from any damage source.
skipcard Dimetrodon (-250M)/T/Damage: 2%rStamina: 2%r%r<i>Regeneration 1:</i> This heals one wound at the start of your turn.%rThis may attack once during your turn as a free action.
skipcard Parasaurolophus (-76M)/T/Damage: 2%rStamina: 2%r%rUnit Action: Deal one wound to this. Each player may reveal cards from their deck until they find an Animal from this Era and put it in play. If they do so, they must shuffle their deck afterwards.
skipcard Archeopteryx (-150M)/T/Damage: 1%rStamina: 2%r%rUnit Action: If you have 6 or more cards in your hand, then put 1 Aerial Animal in your hand into play in a later Era.
skipcard Poison Glands (-65M)/T/Damage: -1%r%rEquipped Unit does double damage against Soldiers without Armor and Animals.
skipcard Camouflage Pattern (-65M)/T/Stamina: -1%r%rEquipped Unit can't be attacked unless it attacked during their controller's last turn.%rEquipped Unit cannot prevent portals from being altered unless it can be attacked.
skipcard Wings (-65M)/T/Stamina -2%r%rThis cannot reduce Stamina below 1.%rEquipped Unit is Aerial.
skipcard Gills (-65M)/T/Stamina: +1%r%rEquipped Unit is Aquatic.
skipcard Tar Pits (-65M)/T/Non-Aerial Vehicles taking a Unit Action have their Fuel and/or Battery drained to zero.
skipcard Volcano (-250M)/T/Stamina: 15%rUnit Action: Deal 2 damage to all Units, and 5 damage to all Terrain.
skipcard Ice Trap (-100M)/T/Stamina: 1%rAssign any number of your creatures in this Era to this when you play it.%rAt the start of your turn, Ice Trap moves itself and all assigned creatures to the next Era futurewise, if possible.
skipcard Lemuria (-70M)/T/Stamina: 6%rYou may play Units and Terrains from the Renaissance Era on this Era. Deal 2 damage to this for each card played in this way.
skipcard Oxygen Rich Environment (-100M)/T/All Animals gain +1 Stamina.%rDestroy this if no Animals are in play on this Era.
skipcard Uptide (-70M or 2010)/T/All Units are Aquatic.
skipcard Predatory Environment (-70M)/T/All Animals in all Eras that have futureward home Eras gain +1 Damage.
skipcard Harsh Environment (-70M)/T/All Animals in all Eras that have futureward home Eras gain +1 Stamina.
skipcard La Brea Tar Pits (-65M)/T/Unit Action: Each player chooses up to 2 Units and La Brea Tar Pits Holds those Units. At the beginning of the turn, warp La Brea Tar Pits to the next era futureward. After La Brea Tar Pits has warped, either play may choose to have La Brea Tar Pits stop holding all of its held cards and then destroy La Brea Tar Pits.
skipcard Extinction Event (-65M)/A/<i>Terrain Powered 1</i>: This may only be played in Eras where you control one Terrain.%rDeal four wounds to every Animal and Soldier unit. (""On a long enough timeline, the survival rate for everyone drops to zero." -- Fight Club")
skipcard Biogenic Oil (-65M)/A/Destroy an Animal you control. If you do, replenish the Fuel of a Vehicle in a later Era.
skipcard Continental Drift (-65M)/A/Choose one: Join all Eras that share a certain year, or: Divide a Era into one Era for each Portal assigned to it. Each player spreads Units under their control between the new Eras as they see fit.
skipcard Earthquake (-150M)/A/Destroy a Terrain. ("With proper foresight, natural disasters are a resource.")
skipcard Evolutionary Explosion (-65M)/A/For each Animal under your control, reveal cards from the deck until you find an appropriate Equipment card, then equip it on that Animal. Shuffle your deck afterwards.
loadcard Stone Age/T/-50,000 to -10,000
skipcard Chieftain (-40K)/T/Damage: 1%rStamina: 2%r%rOther Soldiers you control get +1 damage and +1 stamina.
skipcard Woolly Mammoth (-30K)/T/Damage: 4%rStamina: 5%r%r<i>Game</i> -- When a Soldier destroys Woolly Mammoth, that Unit's controller draws two cards.
skipcard Cave Bear (-30K)/T/Damage: 3%rStamina: 3%r%r<i>Game</i> -- When a Soldier destroys Cave Bear, remove all wounds from that Unit.
skipcard Hunter (-40K)/T/Damage: 1%rStamina: 2%r%r<i>Animal Bane:</i> This Unit deals double damage to Animals.
skipcard Stone Thrower (-40K)/T/Damage: 1 (Ranged)%rStamina: 3%r%rStone Thrower cannot operate vehicles.
skipcard Elders (-40K)/T/Damage: 0%rStamina: 1%r%r<i>Unit Action:</i> Look at the top two cards of your deck. Put one on top and the other on the bottom of your deck.
skipcard Cave Lion (-12K)/T/Damage: 2%rStamina: 4%r%rWhenever Cave Lion destroys a Unit on the first Unit Action it took this turn, Cave Lion may take another Unit Action this turn.%r<i>Game</i> -- When a Soldier destroys Cave Lion, that Unit may take another Unit Action this turn.
skipcard Glyptodon (-30K)/T/Damage: 1%rStamina: 5%r%r<i>Game</i> ---- When a Soldier destroys Glyptodon, put a +1 stamina counter on that Unit.
skipcard Domesticated Dog (-15K)/T/Damage: 1%rStamina: 1%r<BR>When a Soldier you control attacks or warps, you may have Domesticated Dog attack the same target or warp to the same Era as a free Action. A Soldier may give only one Domesticated Dog a free action this way. ("He's man's best friend for a reason.")
skipcard Flint Wielder (-30K)/T/Damage: 1%rStamina: 2%r%r<i>Unit Action:</i> Replenish 1 Fuel to a Stone Age Thing.
skipcard Dire Wolf (-35K)/T/Damage: 4%rStamina: 2%r%r<i>Game</i> ---- When a Soldier destroys Dire Wolf, put a +1 damage counter on that Soldier.
skipcard Dwelling Cave (-50K)/T/Stamina: 8%r%r<i>Unit Action:</i> Remove one wound from each Soldier you control.
skipcard Primordial Plains (-21K)/T/Whenever a battery-based Unit warps to this Era, deplete all but one battery from that Unit.
skipcard Ancestral Flame (-20K)/T/Fuel: 3%r%r<i>Unit Action:</i> Put a Spirit counter on a Soldier (limit one per Soldier).%rA Unit with a Spirit counter on it can't take wounds and gets +1 damage for each Stone Age Soldier in your discard pile.%rWhen a Unit with a Spirit counter on it takes a Unit Action, remove a Spirit counter from it.
skipcard Megaforest (-50K)/T/Each non-Stone Age Unit gets -1 damage until end of turn when it attacks an Animal.
skipcard Stomping Grounds (-45K)/T/All Animals get +1 damage and +1 stamina.
skipcard Vegetable Patch (-14K)/T/Stamina: 5%r%rAt the beginning of your turn, gain a Vegetable token.%r<i>Unit Action:</i> Destroy any number of Vegetable tokens you control. For each token destroyed this way, heal a non-Vehicle Unit entirely.
skipcard Stone Axe (-50K)/T/As long as the Equipped Unit does not have Ranged damage, it gets +2 Damage.
skipcard Wooden Torch (-50K)/T/Damage: +1<BR>Fuel: 4<BR><BR><i>Fuel-Based:</i> This Equipment is destroyed if it runs out of fuel.<BR><BR>Equipped Unit has <i>Plant Bane</i> and may not be attacked by Animals unless it attacked last turn.
skipcard Wild Frenzy (-49K)/T/Equipped Unit has Soldier Bane and gets +1 damage for each wound on it, to a limit of +2.
skipcard Spike Trap (-45K)/A/Destroy target wounded non-aerial Animal. ("The tribe's tactics for hunting mammoths worked just as well on the rampaging dinosaurs.")
loadcard Antiquity/T/-2000 to 499
skipcard Hero (-700)/T/Damage: 2%rStamina: 4%r%r<i>Unique:</i> You can only have one of these in play at a time. ("To his allies, he's a legend. To his enemies, he's a barbarian with plot armor.")
skipcard Hoplite (-400)/T/Damage: 1%rStamina: 1%rAll of your Hoplites in this Era receive +1 Stamina.%rWhen this leaves play, remove a Wound from your other Hoplites in this era (""Spartans! Ready your breakfast and eat hearty... For tonight, we dine in hell!" -- 300")
skipcard Gladiator (300)/T/Damage: 1%rStamina: 3 (""I have bested seventeen of your finest comrades in the arena. What makes you think you can succeed where they did not?"")
skipcard Legion (300)/T/Damage: 1%rStamina: 1%r%rWhen Legion comes into play from your hand, search your deck for another Legion card. If you find one, put it into play. Then shuffle your deck.
skipcard Wooden Horse (-1200)/T/Damage: 0%rStamina: 4%r%r<i>Vehicle:</i> May only take Unit Actions if you control a Soldier in the same Era.%rUnit Action: You may play a Soldier card from this Unit's original Era on this Era.
skipcard General (300)/T/Damage: 1%rStamina: 2%r%rUnit Action: All of your Soldiers on this Era with Stamina below this unit's Stamina may take an Unit Action. (""Infantry, advance at a walk. Archers, fire on my signal."")
skipcard Archer (300-1200)/T/Damage: 2 (range)%rStamina: 1%r%r (""I can kill you from three hundred yards away with these." - Crécy")
skipcard Oracle (-800)/T/Damage: 1%rStamina: 1%r%rAt the start of your turn, you may target a player who controls an open Portal in this Era. If you do, look at the top card of that player's deck, and put it back on top of that deck or remove it from the game. (""Excuse me for a moment, I have to collect on a wager with Brutus."")
skipcard Catapult (-300-1200)/T/Damage: 3 (range)%rStamina: 3%r<i>Vehicle:</i> May only take Unit Actions if you control a Soldier in the same Era.%r<i>Terrain Bane:</i> Does double damage against Terrains. (""I'm content to sit back and throw rocks until they negotiate."")
skipcard Ballista (-300-1200)/T/Damage: 4 (range)%rStamina: 2%r%r<i>Vehicle:</i> May only take Unit Actions if you control a Soldier in the same Era.%r<i>Building Bane:</i> Does double damage against Buildings. (""No fair!" - The Archer")
skipcard Solar Mirror (-215)/T/Damage: * (range)%rStamina: 3%rThis Unit's Damage is equal to the number of Solar Mirrors you control.%r<i>Plant Bane:</i> Does double damage against Plants. (""What could they possibly do? Drop it on us?" - The Hero")
skipcard Barbarian (400)/T/Damage: 2%rStamina: 2%r%r (""I may not speak their tongue, but my fists speak for themselves"")
skipcard War Elephant (200)/T/Damage: 3%rStamina: 3%r%rArmor 1%rFor each wound this receives, flip a coin. On heads, destroy one of your Units.
skipcard Galley (-700-1400)/T/Damage: 2 (range)%rStamina: 4%r%r<i>Vehicle:</i> This Unit can take Unit Actions only if you control a Soldier.%r<i>Vehicle Bane:</i> This deals double damage to Vehicles.
skipcard Charioteer (-1000)/T/Damage: 2%rStamina: 2%r%rCharioteer can alter Portals.%rWhenever a Unit with non-range damage attacks Charioteer, deal 1 damage to that Unit after Charioteer is wounded.%rUnits with range damage deal +1 damage to Charioteer.
skipcard Horse Archer (440)/T/Damage: 1 (range)%rStamina: 2%r%rHorse Archer can alter Portals.%rWhenever two wounds would be dealt to Horse Archer, deal one wound to it instead.
skipcard Triarius (-600)/T/Damage: 4 (range)%rStamina: 4%r%rYou can't play Triarius unless an opponent controls a Soldier.%rTriarius gets -1 damage and -1 stamina for each other Soldier you control, to a minimum of 1 damage and 1 stamina.
skipcard Military School (-600)/T/Stamina: 6%r%rAt the start of your turn, you may draw an extra card and reveal it. Discard it if it's not a Soldier from this Era. (""I have five weeks to transform you from common farmers to hardened soldiers. Now move!"")
skipcard Narrow Passage (-480)/T/Stamina: 8%r%rNon-range attacks may only target the Units with the least Stamina on each side.
skipcard Sheer Cliff (-480)/T/Stamina: 6%r%rAny non-Aerial and non-Aquatic Unit on this Era that takes damage is immediately destroyed. (""The first schmuck to make a mistake dies horribly. I like it." - The Barbarian")
skipcard Pyramid (-1700)/T/Stamina: 6%r%rWhen one of your Soldiers is destroyed, you may have this hold it.%rUnit Action: Put a Unit held by this in play with one wound counter.
skipcard Temple (-1000-2020)/T/Stamina: 6%r%rHoly Units on this Era gain +1 Damage and +1 Stamina.%rHoly Units on all Eras may Warp to an Era with a Temple as a free action once per turn.
skipcard Hospital (-230+)/T/Stamina: 6%r%rUnit Action: Remove all wounds from a Unit in this Era.
skipcard Tower of Babylon (-2000)/T/Stamina: X<BR> Tower of Babylon's Stamina is equal to the number of units you have in this era. <BR>Unit Action: Discard Tower of Babylon. Ditribute Wound counters equal to its Stamina between all Units and Terrain in this era.
skipcard Senate (-753)/T/Stamina: 5%r%rAs long as you control more Soldiers than any other player and another player controls a Soldier, you may take an additional Action in this Era on your turn. ("The Senate is a helpful ally, but it is reluctant to lend its support unless victory is certain.")
skipcard Call to Arms (300)/A/You may play any number of Antiquity-era Soldiers this turn.
skipcard Charge! (-800)/A/Up to three of your Soldiers either Attack the same target or take a Warp action to the same Era. (""New plan. We surround the abomination and stab it until it stops moving." - The General")
skipcard Eureka! (-215 or 1500)/A/Reveal your hand. You may search your deck for one card that has no copies in your hand and put it there. Shuffle your deck afterwards.
loadcard Middle Ages/T/500 to 1299
skipcard Knight (1200)/T/Damage: 2%rStamina: 2%rThis <i>can</i> Alter Portals. May also be played as:<hr>Equipment - Animal%rDamage: +1%rStamina: +1%rEquipped Unit gains the Soldier type and may Alter Portals.
skipcard Conjurer (1200)/T/Damage: 4 (range)%rStamina: 2%rMana: 3%r%r (""There are two ways to make a soldier disappear - convince him to leave or reduce him to dust. Which would you prefer?"")
skipcard Banisher (1200)/T/Damage: 0%rStamina: 2%rMana: 4%r%rUnit Action: Target Unit is sent to its home Era.%r (""Begone!"")
skipcard Wizard (1200)/T/Damage: 2 (range)%rStamina: 2%rMana: 4%r%r Double Damage against Units with Battery.%rUnit Action:All Vehicles in this Era lose 2 Battery. ("The one for whom lightning strikes the same spot twice")
skipcard Summoner (1200)/T/Damage: 1%rStamina: 1%rMana: 3%r%rUnit Action: Search your deck for an Animal card from this Unit's home Era and put it in your hand.%rUnit Action: Play an Animal card from this Unit's home Era on this Era.
skipcard Dragon (1200)/T/Damage: 5%rStamina: 4%rMana: 3%r%r<i>Mana-Based</i>: This Unit is destroyed if it runs out of Mana. ("Centuries before the first airplane, the mages used a different form of air support.")
skipcard Unicorn (1200)/T/Damage: 2%rStamina: 2%rMana: 5%r%r<i>Mana-Based</i>: This Unit is destroyed if it runs out of Mana.%rUnit Action: Heal up to three wounds of target Unit.
skipcard Elemental (1200)/T/Damage: 3%rMana: 4%r%r<i>Mana-Based</i>: This Unit is destroyed if it runs out of Mana.%rWhen this comes into play, destroy one of your Terrains in this Era. If you do, this Unit's Stamina equals that of the destroyed Terrain; otherwise, destroy this.
skipcard Walking Tree (1200)/T/Damage: 1%rStamina: 4%rMana: 3%r%r<i>Mana-Based</i>: This Unit is destroyed if it runs out of Mana.%rThis gains +1 Damage at the start of your turn (up to +5).
skipcard Zombie (1200 or 2120)/T/Damage: 1%rStamina: 3%rMana: 4 %r%rWhenever a Soldier dies due to an attack by Zombie, you may search your draw or discard pile for a Unit named Zombie and put it into play.
skipcard Giant (500)/T/Damage: 4%rStamina: 4%r%r<i>Slow Start:</i> This Unit can't take Actions on the turn it enters play.%rWhenever Giant Warps, it first deals 1 damage to each Terrain.
skipcard Gargoyle (1100)/T/Damage: 1%rStamina: 2%rMana: 4%r%rWhenever a Terrain you control is dealt wounds, you may deal a wound to Gargoyle to prevent one of those wounds.
skipcard Ogre (610)/T/Damage: 2%rStamina: 3%rMana: 4%r%rOgre gets +1 damage for each wound on it.
skipcard Marsh Troll (530)/T/Damage: 2%rStamina: 2%r%rMarsh Troll has Armor 1 if you control 2 or more Terrains.
skipcard Goblin (510)/T/Damage: 1%rStamina: 1%r%r<i>Mage Bane.</i>%rGoblin gets damage +1 for each other Unit named Goblin you control (up to +5).
skipcard Drake (1000)/T/Damage: 3 (range)%rStamina: 2%rMana: 4%r%rDrake can alter Portals.
skipcard Cavalry (1200)/T/Damage: 3%rStamina: 2%r%rIf you play this while you control another Cavalry, you may have it hold the first Cavalry.%rWhile this Unit holds another Cavalry, it gets +2 Damage and +2 Stamina.
skipcard Knights of Cydonia (1275)/T/Damage: 1<BR>Stamina: 1<BR><BR>This Unit gets +1 damage and +2 stamina while it is in its home Era.<BR>This Unit gets +1 damage and +1 stamina while you control a Unit with mana in this Era.
skipcard Crusader (1200)/T/Damage: 1%rStamina: 2%r%r<i>Action:</i> All your Soldiers in this Era are Holy until the end of turn. ("As firm of body as of faith.")
skipcard Kraken (1200)/T/Damage: 4<BR>Stamina: 4
skipcard Longbowman (1280)/T/Damage: 1 (range)%rStamina: 1%r%rLongbowman gets +2 damage against Soldiers.
skipcard Druid (500)/T/Damage: 0%rStamina: 1%rMana: 6%r%r<i>Unit Action:</i> Remove a wound from target Terrain.
skipcard Witch Hunter (1250)/T/Damage: 1%rStamina: 1%r%rWitch Hunter deals double damage to Mana-based Units or Magical Terrains.
skipcard Skeleton (1210)/T/Damage: 1%rStamina: 1%r%r<i>Unit Action:</i> Skeleton attacks two Holy Units.
skipcard Necromancer (1200)/T/Damage: 1%rStamina: 2%rMana: 3%r%r<i>Unit Action:</i> Target Profane Unit gets damage +1 until end of turn and takes an Attack action.
skipcard Servant of Shadow (1000)/T/Damage: 1%rStamina: 1%r%rProfane Units you control have Holy Bane.
skipcard Bishop (500)/T/Damage: 0%rStamina: 1%rMana: 4%r%r<i>Unit Action:</i> Remove all wounds from target Holy Unit.
skipcard Exorcist (700)/T/Damage: 1%rStamina: 2%rMana: 4%r%r<i>Profane Bane:</i> This Unit deals double damage against Profane targets.
skipcard Battering Ram (750)/T/Damage: 3%rStamina: 2%r%r<i>Vehicle:</i> This Unit can't take Actions unless you control a Soldier.%r<i>Building Bane:</i> This Unit deals double damage to Buildings.
skipcard Griffin (950)/T/Damage: 2%rStamina: 2%r%rAs long as you control a Mage Unit, Griffin gets +2 damage.
skipcard Vampire (1250)/T/Damage: 2%rStamina: 2%r%rWhenever a non-Vehicle, non-Plant Unit is destroyed because Vampire wounded it, put a +1 damage counter on Vampire, to a limit of three counters.
skipcard Servant of Light (900)/T/Damage: 1%rStamina: 1%r%rHoly Units you control have Profane Bane.
skipcard Crossbowman (1000)/T/Damage: 1 (range)%rStamina: 1%r%r<i>Soldier Bane</i>: This deals double damage to Soldiers.%rDamage dealt by Crossbowman to Soldiers is unaffected by Armor.
skipcard Fortress (1200-1940)/T/Stamina: 7%r%r<i>Armor 1:</i> This takes one less wound from any damage source.%rAll Soldiers you control on this era receive <i>Armor +1</i>.
skipcard Avalon (1300)/T/Stamina: 4%r%rWhen a Soldier you control is destroyed, transform this.<hr>Unit - Holy Soldier%rDamage: 3 Stamina: 3%rArmor 1%r<i>Profane Bane:</i> Deals double damage to Profane Units.
skipcard Mana Stone (700)/T/Stamina: 3%r%rUnit Action: Replenish 2 Mana to a (non-Aerial) Unit. ("Stare into its depths and you will see the fury of the volcano that birthed it.")
skipcard Sacred Tree (900)/T/Stamina: 2%rMana: 4%r%r<i>Unit Action:</i> Target Unit gets stamina +1 until the beginning of your next turn.
skipcard Canterbury Cathedral (602)/T/Stamina: 4%r%rHoly Units you control get stamina +1.%r<i>Unit Action:</i> Heal each Holy Unit you control 1. ("The greatest strength of a congregation is its unity.")
skipcard Leyline (700)/T/Stamina: 7%r%rAt the start of each player's turn, their units on this Era recover 1 Mana.
skipcard City of Delusion (1275)/T/Stamina: 7 <BR><BR> When a Unit in this Era attacks, its controller may discard a card. If he or she doesn't, choose the target of its attack randomly from all Units and Terrain in this Era except itself.
skipcard Forgotten Henge (500)/T/Stamina: 6%rMana: 2%r%r<i>Unit Action:</i> Destroy a Unit you control and play two Profane Units.
skipcard Steel Armor (1200)/T/Equipped unit gains <i>Armor +1</i>.%rEquipped unit may not take a Unit Action if it took one last turn. ("Strong as steel, hard as steel, heavy as steel")
skipcard Book of Magick (510)/T/%r%rEquipped Unit gets +1 damage and has "<i>Unit Action:</i> Target Unit becomes Aerial until the end of your next turn."
skipcard Martyr's Relic (600)/T/Equipped Thing has Regeneration 1 <i>(at the beginning of your turn, remove a wound from it)</i>.
skipcard Glaive (1000)/T/Equipped Unit gets +1 damage and has "whenever a Unit with non-range damage attacks this Unit, deal a wound to the attacking Unit before this Unit is wounded".
skipcard Fireball (*)/A/<i>Mage Powered 1:</i> This Action may only be played in Eras where you control one Mage unit.<BR><BR>Deal 5 wounds, divided amongst any number of targets.
skipcard Ice Wall (*)/A/<i>Mage Powered 1:</i> This Action may only be played in Eras where you control one Mage unit.<BR><BR>Prevent all damage done to your Units and Terrains until the start of the next turn.
skipcard Scry (*)/A/<i>Mage Powered 1:</i> This Action may be played only in Eras where you control a Mage Unit.%r%rLook at the top three cards of your deck. You may put any number of them on the bottom in any order, then put the rest on the top in any order. Then draw a card.
skipcard Resurrect (*)/A/<i>Mage Powered 2:</i> This Action may be played only in Eras where you control at least two Mage Units.%r%rReturn a Unit from this Era or earlier from your discard pile to play under you control. That Unit is Profane if it isn't Holy.
loadcard Renaissance/T/1300 to 1799
skipcard Buccaneer (1700)/T/Damage: 2%rStamina: 1%r%rBuccaneer doesn't take wounds from Units with range.
skipcard Ninja (1500)/T/Damage: 2%rStamina: 1%r%rUnit Action: Ninja attacks two different Units.
skipcard Caravel (1500)/T/Damage: 3%rStamina: 3%r%r<i>Transport 2:</i> When this is moved to another Era, it may take two Soldiers with it.
skipcard Flying Machine (1500)/T/Damage: 0 (range)%rStamina: 1%r%r<i>Transport 1:</i> When this is moved to another Era, it may take one Soldier with it.%rYour Soldiers gain the Aerial type.
skipcard Horse-Pulled Sickler (1500)/T/Damage: 3%rStamina: 2%r%rUnit Action: Deal 1 wound to X Units, where X is this card's Damage value.
skipcard Master Engineer (-200 or 1500)/T/Damage: 0%rStamina: 1%r%rUnit Action: Play a Vehicle or Building from this Unit's home Era on this Era. (""Practical in the worst sense." - The Artist")
skipcard Arquebusier (1600)/T/Damage: 2 (range)%rStamina: 1%r%r
skipcard Cannon (1600)/T/Damage: 4 (range)%rStamina: 3%rFuel: 1%r%r<i>Terrain Bane</i>: Does double damage against Terrains.%rAny Soldier on this Era may take an Unit Action to replenish this unit's Fuel.
skipcard Explorer (1500)/T/Damage: 0%rStamina: 1%r%rUnit Action: Search your deck for a Site card from this Era, reveal it, and put it in your hand.
skipcard Alchemist (1500)/T/Damage: 0%rStamina: 1%r%rUnit Action: Replenish 1 point of Fuel, Battery or Mana on target Unit.
skipcard Astrologer (1450)/T/Damage: 0%rStamina: 1%r%rWhen you draw a card at the start of your turn, you may look at the next.
skipcard Inquisitor General (1483)/T/Damage: 0%rStamina: 1%r%rUnit Action: Target Soldier gains a wound. If it survives, its controller discards a card.
skipcard Artist (1550)/T/Damage: 0%rStamina: 1%r%rWhen Artist comes into play, its controller draws a card. (""Charming but useless" - The Engineer")
skipcard Iconoclast (1530)/T/Damage: 1%rStamina: 1%r%r<i>Holy Bane.</i>%rEach opponent's Holy Units have Iconoclast Bane if that player controls three or more Holy Units.
skipcard Tall Ship (1350)/T/Damage: 3 (range)%rStamina: 3%r%r<i>Vehicle, Transport 1.</i>%rWhenever Tall Ship destroys a Terrain, draw a card.
skipcard Admiral of the Fleet (1600+)/T/Damage: 2%rStamina: 1%r%rAquatic Vehicle Units you control get damage +1.%rAt the beginning of your turn, you may have Admiral of the Fleet get damage -1 and gain range until the beginning of your next turn.
skipcard Mermaid (500-1500)/T/Damage: 0%rStamina: 1%r%rAquatic Units your opponents control get damage -1.
skipcard Howitzer (1500)/T/Damage: 3 (range)%rStamina: 2%r%r<i>Vehicle:</i> This Unit can't take Unit Actions unless you control a Soldier.%rYou may divide Howitzer's damage as you choose among up to two non-Aerial targets.
skipcard Workshop (1500)/T/Stamina: 3%r%rUnit Action: Search your deck for a Vehicle card from this Terrain's home Era and put it in your hand.%rUnit Action: Play a Vehicle card from this Terrain's home Era on this Era.
skipcard Strip Mine (1700)/T/Stamina: 4%r%rWhenever you would draw a card, you may instead draw three cards and remove two of them from play.
skipcard Fountain of Youth (1513)/T/Stamina: 4%r%rYour units on this Era may affect and be affected as if they also were on the next Era futurewards. ("Each drop you drink adds a day to your life.")
skipcard Labor Camp (1650)/T/Stamina: 5%rUnit Action: Draw a card and deal a wound to a Soldier you control, ignoring Armor. <i>(You may not use this unless you have a Soldier in this era)</i> ("Slavery is an ancient accounting trick for inflating wealth per capita by counting some people as wealth rather than capita.")
skipcard Star Chamber (1400)/T/Stamina: 4%r%rYou have no maximum hand size.%r<i>Unit Action:</i> Play a Soldier Unit from Star Chamber's home Era into this Era.
skipcard Sailors' Pub (1750)/T/Stamina: 3%r%rYou may play Animal Units from the Middle Ages into this Era.
skipcard Raja's Apartments (1400)/T/Stamina: 6%r%rSoldier Units you control whose home Era isn't this one get stamina +1.
skipcard Map of the Problematique (1302)/T/When a Unit an opponent controls attempts to move out of this Era, you may sacrifice this card. If you do, inflict one damage on the Unit that was equipped with it and prevent that movement.
skipcard Swivel Gun (1560)/T/Fuel: 3%r%rEquipped Unit has range.%r%r<i>Unit Action:</i> Equipped Unit deals two wounds to target Unit or Terrain.
skipcard Unequal Trading (1600)/A/Take two cards from an opponent's deck. Place one in their hand and the other in yours.
skipcard Corsairs (1650)/A/<i>Aquatic Powered 1:</i> This Action may only be played in Eras where you control one Aquatic unit.%r%rTarget player discards two cards, then you draw a card.
skipcard Land Grab (1650)/A/<i>Soldier Powered 2:</i> This Action may only be played in Eras where you control two Soldier units.%r%rGain control of target Terrain. (""All your base are belong to us"-CATS")
skipcard Grapeshot (1700)/A/This Action may only be played if you control a Unit with a ranged attack.%r%rDeal one wound to every opposing Unit. ("One shot, a thousand wounds.")
skipcard Artistic Outburst (1700)/A/Heal 1 Unit of 3 damage. Then draw a card.
skipcard Reenact (1650)/A/Search your deck for an Antiquity-Era Soldier card and put it into play (in this Era). Then shuffle your deck.
skipcard Gallery Showing (1750)/A/Look at the top three cards of your deck. Put one of those cards into your hand, discard one of them, and put one of them on the bottom of your deck.
loadcard Victorian Era/T/1800 to 1899
skipcard Time Machine (1895+)/T/Stamina: 1%r%rUnit Action: Move Time Machine and another Unit from this Era to any Era.
skipcard Steam Air-ship Gunner (1890-2000)/T/Damage: 2 (range)%rStamina: 1%r%r<i>Vehicle:</i> This may only take Unit Actions if you control a Soldier in the same Era.%r ("<i>Puffing steamer, moving in the skies.</i>")
skipcard Reaper-Jack (1870)/T/Damage: 1%rStamina: 1%r%rIf Reaper-Jack kills an Unit, he gains +1 Stamina (up to +2). (""...my shadow walks faster than your feet..."")
skipcard Moonshot Cannon (1865)/T/Stamina: 3%rFuel: 1%r%r<i>Vehicle:</i> This may only take Unit Actions if you control a Soldier in the same Era.%rUnit Action: Pick an Unit in this Era. At the start of your next turn, if the Unit is still in this Era, deal 6 wounds to it.
skipcard Werewolf (1870)/T/Damage: 3%rStamina: 3%r%rIf this Unit came into play during your most recent turn, it has -2 Damage and -2 Stamina, and counts as a Soldier instead of an Animal.%r<i>Animal</i>: If this is an Animal, it cannot Alter Portals.
skipcard Graverobber (1837)/T/Damage: 1%rStamina: 1%r%rUnit Action: Destroy this card to take a Soldier or Animal Unit card from your discard pile and put it into your hand.
skipcard Count Schreck (1897)/T/Damage: 1%rStamina: 2%r%rIf a Soldier or Animal Unit you do not control is killed in the same turn that Count Schreck dealt damage to it, you may put it into play under your control.
skipcard Safari Hunter (1890)/T/Damage: 1 (range)%rStamina: 2%r%rSafari Hunter deals an extra 2 damage when attacking an Animal.
skipcard P. T. Bunkum (1871)/T/Damage: 1%rStamina: 1%r%rUnit Action: Return an Animal to its controller's hand.
skipcard Detective (1881)/T/Damage: 0%rStamina: 1%r%rIf an Unit is defeated in this Era, you may look at the top card of its controller's deck.
skipcard Wraith Horseman (1820)/T/Damage: 2%r%rIf this does not kill an Unit during your turn, destroy it.
skipcard Martian Tripod (1898)/T/Damage: 4%rStamina: 4%rBattery: 1
skipcard Steam Crusher (1898)/T/Damage: 3%rStamina: 3%rFuel: 3%r%rArmor 1%r<i>Slow Start:</i> Can't act on the turn it comes into play.%r
skipcard Sepoy (1719-1898)/T/Damage: 1 (range)%rStamina: 1%r%rWhen Sepoy is destroyed, you may play a Soldier Unit from its home Era into this Era.
skipcard City Engine (1861)/T/Damage: 2 (ranged)%rStamina: 7%r%r<i>Transport 3:</i> When this is moved to another Era, it may take three Soldiers with it.%rAs an additional cost for this Unit to take an Unit Action, discard a card.
skipcard Fur Trapper (1670-1860)/T/Damage: 1%rStamina: 1%r%rWhenever an Animal is destroyed because Fur Trapper wounded it, draw a card.
skipcard Iroquois Brave (1350-1870)/T/Damage: 1%rStamina: 1%r%r<i>Soldier Bane:</i> This Unit deals double damage when it attacks a Soldier.%rIroquois Brave can't operate non-aquatic Vehicles.
skipcard Scouting Dirigible (1895)/T/Damage: 0%rStamina: 3%r%rTerrains your opponents control get -1 stamina, to a minimum of 1.
skipcard Refinery (1888-2100)/T/Stamina: 6%r%rUnit Action: Replenish target Unit's Fuel.
skipcard The Island of Dr. Tiermann (1896)/T/Stamina: 6%r%rAll Animals you control in this Era are of the Soldier type instead. <i>(They retain all other types.)</i>
skipcard Gateway to Mirrorworld (1865)/T/Stamina: 1%r%rAll Units on this Era have their Stamina and Damage values exchanged. <i>(Units with Stamina 0 are promptly removed.)</i>
skipcard Resonant Transformer (1899)/T/Stamina: 4%r%rUnit Action: Target Unit gains 1 Battery. If this would take it above its limit or it does not have a Battery resource, it also gains one wound.
skipcard Difference Engine (1822)/T/Stamina: 3%rBattery: 3%r%rUnit Action: Draw a card.%r<i>Battery-Based</i>: This Terrain is destroyed if it runs out of Battery.
skipcard Ancient Plateau (1900)/T/Stamina: 7%r%rYou may play cards from the Mesozoic Era in this Era.
skipcard Tesla Coil (1891)/T/Stamina: 4%rBattery: 4%rTesla Coil's Unit Action may be used any number of times during your turn.%r <i>Unit Action:</i> Replenish 1 Battery to each other Unit you control.
skipcard Mechanic Shop (1880+)/T/Stamina: 5%r%r<i>Unit Action:</i> Remove all wounds from target battery-based or fuel-based Unit.
skipcard Revolutionary Flag (1889)/T/When the equipped Unit is destroyed, each other Unit you control in this Era may take an Action.
skipcard Invisibility (1897)/A/Prevent all damage dealt to target Soldier until the start of your next turn.
skipcard Reanimation Machine (1818)/A/Return a Soldier from your discard pile to play in this Era. It gains one wound.
skipcard Outage (1899+)/A/Deplete 1 Battery from each Unit.
loadcard Industrial Age/T/1900 to 1968
skipcard Anti-Air Artillery (1930-1990)/T/Damage: 2 (range)%rStamina: 2%r%r<i>Vehicle:</i> This may only take Unit Actions if you control a Soldier in the same Era.%r Aerial Bane: This does double damage against Aerial Units.
skipcard Infantryman (1920)/T/Damage: 1%rStamina: 1%r%rIf you have a Soldier Equipment card on hand as you play this, you may play it on this immediately.
skipcard Panzer IV (1940)/T/Damage: 3%rStamina: 3%r%r<i>Vehicle:</i> This may only take Unit Actions if you control a Soldier in the same Era.
skipcard U-boat (1915)/T/Damage: 2 (range)%rStamina: 2%rFuel: 3%r<i>Vehicle, Aquatic Bane.</i>%rU-boat can't be targeted or attacked unless it attacked last turn.
skipcard Kamikaze (1940)/T/Damage: 2 (range)%rStamina: 2%rFuel: 2%r%rUnit Action: Destroy this and a Soldier you control in this Era. Deal 8 wounds to target Vehicle or Terrain.
skipcard SMS Tegetthoff (1918)/T/Damage: 3 (range)%rStamina: 4%rFuel: 4%r%r<i>Vehicle, Transport 3.</i>%r<i>Aerial Bane:</i> This deals double damage against Aerial Units.
skipcard USS Eldritch (1943)/T/Damage: 4 (range)%rStamina: 3%rFuel: 4%r%r<i>Vehicle, Armor 1, Transport 3.</i>%rWhen this Unit Warps, all units being transported by it take one wound.
skipcard Assassin (1963)/T/Damage: 1<BR>Stamina: 1<BR><BR> Unit Action: Destroy target Soldier or Animal unless its controller discards a card, or 3 cards if this Unit is in its home Era.
skipcard Commando (1943)/T/Damage: 1%rStamina: 2%r%rWhenever Commando takes a Warp action, it can Attack immediately afterwards as a free action.
skipcard Heavy Bomber (1930)/T/Damage: 3 (range)%rStamina: 3%rFuel: 3%r%r<i>Vehicle, Transport 1, Building Bane.</i>%rHeavy Bomber gets -2 damage when it attacks an Aerial Unit.
skipcard Fighter Plane (1935)/T/Damage: 3 (range)%rStamina: 2%rFuel: 3%r%r
skipcard Bulldozer (1960)/T/Damage: 1%rStamina: 3%rFuel: 4%r%r Bulldozer gets +4 damage when it attacks Terrains.
skipcard Solar Panel (1920+)/T/Stamina: 2%r%rAt the start of your turn, replenish the Battery of any Unit in the same Era as Solar Panel.
skipcard Hardened Bunker (1950)/T/Stamina: 7%r%r<i>Armor 2:</i> Takes two fewer wounds from any damage source.%rYour non-aerial units in this Era cannot attack or be attacked.
skipcard Railroad (1905)/T/Stamina: 3%r%r<i>Unit Action:</i> You may play an extra Unit or Equipment this turn, but only into this Era.
skipcard Factory (1905)/T/Stamina: 5%r%r<i>Unit Action:</i> Look at the top 3 cards of your deck. If any are Equipment from Factory's current Era, you may put one of them into play. Put the remaining cards on the bottom of your deck.
skipcard Minefield (1940)/T/Stamina: 3%r%rWhen an Unit attacks, flip a coin: On heads, this deals two wounds to that Unit.
skipcard Aerodrome (1941)/T/Stamina: 4%r%r<i>Unit Action:</i> Replenish target Aerial Unit's Fuel.
skipcard Semi-Automatic Rifle (1936)/T/Damage: +1%r%rEquipped Unit may attack once on your turn as a free action.
skipcard Cram Rations (1936)/T/Stamina: +1%r%rEquipped Unit gains <i>Regeneration 1</i>.
skipcard Nuclear Bomb (1945)/T/Stamina: =2%r%rEquipped Unit has Stamina 2 and:%rUnit Action: Destroy this. Deal 10 wounds to all Things in this Era.
skipcard Trench (1930)/T/Equipped Terrain can't be targeted by non-ranged attacks while an Unit controlled by its owner survives in this Era.
skipcard Flak Jacket (1940)/T/Prevents 1 wound done by ranged attack to equipped Unit.
skipcard Medical Kit (1940)/T/Heal Actions by this Unit recover 2 extra wounds.
skipcard Air Drop (1940)/A/Search your deck for a Soldier Equipment card of this Era, and equip it on target Soldier. Shuffle your deck afterwards.
skipcard Blitzkrieg (1940)/A/Up to four of your Units take Warp actions. One of those Units must be a Vehicle.
skipcard Mass Peace (1964)/A/Remove all wound counters from all creatures in this Era. During the next turn, no Units in this era may attack. ("Peace, man.")
skipcard Mustard Gas (1930)/A/<i>Soldier Powered 1:</i> Play this Action only into Eras where you control a Soldier Unit.%rMustard Gas deals 1 wound to each of three Soldier Units target player controls. Units dealt wounds this way can't take Unit Actions on that player's next turn.
skipcard Railroad Bomb (1935)/A/<i>Soldier Powered 1:</i> Play this Action only in Eras where you control a Soldier Unit.%rDeal 3 wounds to target Terrain. That Terrain's controller can't draw cards on his or her next turn.
loadcard Information Age/T/1969 to 2049
skipcard Fighter Bomber (1985+)/T/Damage: 2 (range)%rStamina: 2%rFuel: 4%r%r+1 to Damage. when attacking Terrain or Buildings. ("Diving in from high above with precise ammunition.")
skipcard Fighter Jet (1985+)/T/Damage: 2 (range)%rStamina: 1%rFuel: 4%r%r+1 to Damage. when attacking Aerial units. ("Flying hunter, especially useful against other Aircraft.")
skipcard Tank (1995)/T/Damage: 4 %rStamina: 4%r%r<i>Vehicle:</i> This can only take Unit Actions if you control a Soldier in this Era.%rIf this is destroyed, give two wounds to the Soldier operating this.
skipcard Marine Soldier (1995)/T/Damage: 1%rStamina: 2%r%rWhen this Marine is attacked <i>for the first time</i>, flip a coin. If tails, the attack does no damage. (Subsequent attacks aren't affected.) ("Marines are sturdy warriors who take more bouncing than regular soldiers.")
skipcard Soldier Drone (2015+)/T/Damage: 2 %rStamina: 1%rBattery: 5
skipcard Fuel Tanker (1970+)/T/Stamina: 3%rFuel: 6%r%rUnit Action: Move any number of Fuel tokens from Fuel Tanker to another Unit in the same Era.
skipcard Time Car (1985)/T/Stamina: 2%rFuel: 3%r%r<i>Transport 1</i>: When this is moved to another Era, it may bring 1 Soldier unit with it.%rThis may take a free Warp action at the start of your turn. <i>(Fuel cost still applies.)</i>
skipcard Mobile Command Center (1995)/T/Stamina: 3%rBattery: 3%r%rYou may take one free Unit Action in this era per turn at the cost of one Battery from this Unit.
skipcard Spy (1971)/T/Damage: 2%rStamina: 1%r%rWhen this comes into play, you may return a Soldier card in this Era to their owner's hand. If you do so, look at the card owner's hand.
skipcard Elite Sniper (1971)/T/Damage: 1 (range)%rStamina: 2%r%rCan only be wounded by Ranged attacks.%rHas +3 Damage when attacking a Unit that acted since the end of your last turn.
skipcard Universal Web (2010)/T/Stamina: 3%rBattery: 3%r%rUnit Action: Target player reveals their hand.
skipcard Earth-Gas Plant (1970+)/T/Stamina: 5%r%rUnit Action:Replenish one point of Battery to up to two units.
skipcard Nuclear Plant (1980+)/T/Stamina: 8%r%rUnit Action: Replenish up to three points of target Unit's Battery.
skipcard Jurassic Labs (1990+)/T/Stamina: 6%r%rYou may play Units preceding 1990 into this Era.
skipcard Cryogenic Labs (2020+)/T/Stamina: 6%r%rUnit Action: Take this Terrain and any number of your Units to the next Era futurewise.
skipcard Secret Research Lab (2k+)/T/Stamina: 6%r%rWhen this comes into play, you may have it hold any number of Things from your hand.%rUnit Action: Put one of the Things held by this in play.
skipcard Historic Archives (2000)/T/Stamina: 6%r%rAll your Units originating from this Era deal +1 Damage to Units originating from earlier Eras.
skipcard International Union (2000)/T/Stamina: 6%r%rSoldiers with Damage 0 or less can't be attacked.
skipcard Tear Gas (2010)/T/Stamina: 3%rThis gains one wound counter at the start of every turn. All Soldiers and Animals have Damage -2.
skipcard Dimensional Flux Agitator (1997)/T/When you play this card, you may play another Thing this turn.<BR><BR>Unit Action: Move any number of Units you control in this Era to a different, randomly chosen Era.
skipcard Portable Generator (1970)/T/Fuel:3<BR><BR>Once per turn, you may remove a Fuel counter from Portable Generator to add a Battery counter to the equipped card.
skipcard Genetic Alteration (2000+)/A/An Animal or Soldier in a later Era gains +2 Damage.
skipcard Cruise Missile Strike (1970)/A/Choose a Terrain in this Era. Roll two six-sided dice and give it that many Wounds.
skipcard Improvised Explosive Device (2000)/A/Choose a Vehicle in this Era. Roll a six-sided die and give it that many Wounds.
skipcard Painkillers (1970)/A/Target Soldier has +2 Stamina until the end of your next turn. When the Soldier loses the Stamina bonus, you may remove a wound from it.%rYou may take an extra Action this turn.
skipcard Arms Race (1970)/A/Every player may put a Unit from his hand into play.
skipcard Carpet Bomb (1974)/A/<i>Aerial Powered 1</i>%rDeal 1 wound to each Terrain, each Soldier, and each Animal.
loadcard Apocalypse Wars/T/2050 to 2149
skipcard Biker Mutant (2100)/T/Damage: 2%rStamina: 2%rFuel: 5
skipcard Scavenger Team (2100)/T/Damage: 1%rStamina: 1%r%rWhen a Vehicle or Terrain is destroyed in this Era, add 1 to any one Unit's Damage and Stamina.
skipcard Blockade Ambusher (2100)/T/Damage: 2%rStamina: 1%r%rWhen a Vehicle arrives in this Era, Blockade ambusher may make a free Attack on it.
skipcard Junk Knight (2130)/T/Damage: 1%rStamina: 2%r%rWhen this comes into play, you may use its Unit Action for free.%rUnit Action: Search any discard piles for a Soldier Equipment card and equip it on this.
skipcard Ardes Robo-Tank (2052)/T/Damage: 4%rStamina: 3%rBattery: 3%r%rIf Ardes Robo-Tank is attacked, flip a coin. If tails, damage is prevented. Can be used only 2 times, after that vital defense systems are down and a subsequent hit will automatically destroy the tank.
skipcard Stingwalker (2083)/T/Damage: 2%rStamina: 4%r%rStingwalker can only attack a Unit that took a Unit Action during its previous turn.
skipcard Red Weed (2084)/T/Stamina: 1%r%rUnit Action: Take a Red Weed card from your discard pile and put it into play in this Era. (""I used to mow the lawn twice a week. Then I upgraded to a flamethrower. Now I use it to keep the patrols away." -The Outlaw")
skipcard Quarantine Patrol (2050)/T/Damage: 1(range)%rStamina: 2%r%rAny other Unit arriving in this Era using a Warp Action receives a free Attack from Quarantine Patrol.
skipcard Road Scrounger (2098)/T/Damage: 1%rStamina: 1%r%rUnit Action: Move a Fuel, Battery or wound counter from one Unit to another.
skipcard Looters (2055)/T/Damage: 1%rStamina: 2%r%rWhen an opponent controlled Unit is destroyed by an Unit you control, you may equip any Equipment that Unit has, either on the Unit that destroyed it or on this.
skipcard Outlaw (2059)/T/Damage: 2%rStamina: 1%r%rAny non-Aerial Unit that attacks Outlaw simultaneously receives a free Attack from Outlaw.
skipcard Infection Carrier (2050)/T/Damage: 2%rStamina: 4%r%rInfection Carrier sustains 1 wound after taking a Unit Action. (""Thermal scans show a suspiciously active metabolism. Terminate it." -Quarantine Patrol")
skipcard Cargo Cultist (2137)/T/Damage: 1%rStamina: 1%r%rYou may play Vehicles from 1970-2050 into this Era.
skipcard Junkyard Raiders (2137)/T/Damage: 1%rStamina: 1%r%rUnit Action: Add a wound token and two Fuel or Battery tokens to a Vehicle you control.
skipcard Old Bus (2070)/T/Stamina: 2%rFuel: 2%r%r<i>Vehicle:</i> May only take Unit Actions if you control a Soldier in the same Era.%r<i>Transport 2:</i> When this is moved to another Era, it may bring up to two Soldier units with it.
skipcard Patch Doctor (2070)/T/Damage: 0%rStamina: 2%r%rRemove a Soldier or Animal in your discard pile from the game: Recover up to two wounds on one of your Soldiers or Animals.
skipcard Experiment Omega (2080)/T/Damage: 3%rStamina: 3%r%rHas +1 Stamina for each Lab you have in play on this or past Eras.
skipcard Fungus Mutant (2090)/T/Damage: 0%rStamina: 3%r%r<i>Plant:</i> This Unit can't alter Portals.%rWhenever a Unit is put into a discard pile from play, put a +1 damage counter on Fungus Mutant, to a limit of five counters. ("Fungi thrived after the apocalypse due to a bounty of dead organic matter.")
skipcard Thorncrawler (2105)/T/Damage: 2%rStamina: 2%r%r<i>Plant:</i> This Unit can't alter Portals.%rWhenever a Unit attacks Thorncrawler, Thorncrawler deals a wound to that Unit before receiving wounds itself.
skipcard Heart of the Jungle (2080)/T/Damage: 0%rStamina: 4%r%r<i>Plant:</i> This Unit can't alter Portals.%rOther Plant Units you control can't be attacked.
skipcard Dump Mech (2130)/T/Damage: *%rStamina: *%r%rWhen Dump Mech enters play, put a +1 damage +1 stamina counter on it for each Vehicle and each Equipment in your discard pile, to a limit of four counters.%rWhen Dump Mech enters play, put an <i>Armor 1</i> counter on it if a Vehicle in your discard pile has Armor.
skipcard Q-Patrol Chopper (2080)/T/Damage: 2 (range)%rStamina: 2%rFuel: 4%r%r<i>Vehicle</i>, <i>Transport 1</i>, <i>Plant Bane</i>.%rWhenever Patrol Chopper destroys a fuel-based Unit, deal one wound to another Unit or Terrain controlled by that Unit's controller.
skipcard Acid Spitter (2100)/T/Damage: 1 (range)%rStamina: 2%r%rWhen Acid Spitter deals a wound to a Unit, put an Acid marker on that Unit.%rUnits with Acid markers on them can't heal or be healed.
skipcard Patrol Captain (2080)/T/Damage: 1 (range)%rStamina: 2%r%rOther Soldier Units you control get +1 stamina.%rSoldier Units you control have Plant Bane.
skipcard Carnivorous Rafflesia (2083)/T/Damage: 1%rStamina: 3%r%rUnits without range can't attack Carnivorous Rafflesia. ("The stench increases with its grotesque size.")
skipcard Fusion Plant (2050+)/T/Stamina: 12%r%rUnit Action: Replenish target Unit's Battery.
skipcard Derelict Power Station (2057)/T/Stamina: 6%r%rUnit Action: Replenish any number of Units' Batteries. Deal 1 damage to Derelict Power Station for each Unit replenished.
skipcard Radiation Epicentre (2076)/T/Units in this Era cannot Heal.%r%rUnit Action: Deal 1 wound to all Soldiers and Animals in this Era.
skipcard Floodwater (2052)/T/When Floodwater comes into play, deal 2 damage to all Terrain. Whenever a Terrain comes into play, deal 2 damage to it.
skipcard Junkyard (2050)/T/Stamina: 4%rYou may play Vehicles from 1970-2050 into this Era. They come into play with one Fuel or Battery token, and one wound token. ("Kevan's Used Cars and Tanks! Big Discounts!")
skipcard Black Market (2070)/T/At any time during your turn, you may destroy a Vehicle you control to draw a card.
skipcard Ruins (2050)/T/Stamina: 4%rYou may play Terrains from 1970-2050 into this Era. They come into play with two wound tokens.
skipcard Surveillance Lab (2050)/T/Stamina: 4%r%rWhen this is wounded, you may draw a card.
skipcard Genetics Lab (2080)/T/Stamina: 4%r%rPlants and Animals you control on this or future Eras gain +1 Damage and +1 Stamina for each Lab you have in play on this Era or before it.
skipcard Akuma Cell Strain (2130)/T/Stamina: +2%rEquipped Unit gains one wound at the start of your turn and has +1 Damage for each wound.
skipcard Automated Defenses (2060)/T/Damage = 1%r%rThe equipped Building may Attack as though it were a Unit. When it is destroyed, destroy this as well. ("The first rule of bunker exploration is to send a mutant in first.")
skipcard Threshing Axe (2110)/T/If the Equipped Unit does not have Ranged damage, it gets +1 damage and has Plant Bane <i>(it deals double damage to Plants)</i>.
skipcard Bio-Weapon (2080)/A/<i>Soldier Powered 1</i>: This may only be played in Eras where you control one Soldier.%rDeal 3 wounds to each Plant and Animal in this era. Armor doesn't reduce this damage.
skipcard Nighttime Raid (2082)/A/Target Unit Warps, then Attacks, then Warps, skipping each action it cannot perform. ("No matter who you're fighting, surprise is a mighty ally.")
skipcard Aftershock (2076)/A/<i>Thing Powered 1</i>: This may only be played in Eras where you control one Thing.%r Deal 5 damage to all Terrain and Vehicles in this Era.
skipcard Desert Salvage (2150)/A/Put any Vehicle from 1950 to 2150 into play under your control, from any discard pile. It comes into play with one Fuel or Battery token, and one wound token.
skipcard Refurbish (2149)/A/Return a Vehicle or Equipment card from 2149 or earlier from your discard pile to your hand. You can't play that Thing this turn.
skipcard Overgrow (2105)/A/<i>Plant Powered 1:</i> Play this only in Eras where you control a Plant.%rChoose one -- Deal 1 wound to target Vehicle for each Plant you control OR deal 2 wounds to target Building for each Plant you control. ("The designs of man inevitably succumb to primal nature.")
skipcard Molotov Cocktail (1910-2090)/A/<i>Soldier Powered 1:</i> Play this only in Eras where you control a Soldier.%rDestroy target fuel-based Unit.
loadcard Space Pioneer Age/T/2150 to 2500
skipcard Walker Transport (2300)/T/Damage: 4%rStamina: 4%rBattery: 2%r%r<i>Vehicle:</i> May only take Unit Actions if you control a Soldier in the same Era.%r<i>Transport 2:</i> When this is moved to another Era, it may bring up to two Soldier units with it.
skipcard Desert Hovership (2300)/T/Damage: 5%rStamina: 2%rBattery: 3%r%r<i>Vehicle:</i> May only take Unit Actions if you control a Soldier in the same Era.%r<i>Battery-Based</i>: This Unit is destroyed if it runs out of Battery.
skipcard Psi Soldier (2300)/T/Damage: 1%rStamina: 1%r%rDiscard a card: Psi Soldier gains +1 Damage and +1 Stamina.%rDestroy this: Draw a card. ("Their power comes at the cost of questionable sanity.")
skipcard Space Marine (2150)/T/Damage: 3 (range)%rStamina: 3%rBattery: 3%r%r ("Between the plasma cutters, airtight power armor and megawatt electrolasers, they are the most heavily armed soldiers in recorded history.")
skipcard Jetpack Infantry (2300)/T/Damage: 1%rStamina: 1%r%rJetpack Infantry cannot operate vehicles. ("It took the Battle of Juno for most tacticians to realize the true value of hoverpack-equipped skirmishers.")
skipcard Zetatron Arms (2400)/T/Damage: 3%rStamina: 2%rBattery: 3%rUnit Action: Transform this.<hr>Equipment - Modular%rDamage: +3%rStamina: +2%rEquipped Unit gains the Aquatic type.
skipcard Zetatron Legs (2400)/T/Damage: 2%rStamina: 3%rBattery: 3%r<i>Transport 1</i>%rUnit Action: Transform this.<hr>Equipment - Modular%rDamage: +2%rStamina: +3%r<i>Transport +1</i>
skipcard Zetatron Head (2400)/T/Damage: 2 (range)%rStamina: 1%rBattery: 3%rUnit Action: Transform this.<hr>Equipment - Modular%rDamage: +2 (+range)%rStamina: +1%rEquipped Unit gains the Aerial type.
skipcard Cybertank (2400)/T/Damage: 6 (range)%rStamina: 6%rBattery: 4%r%rArmor 1.%rYou cannot play an Action the turn you play this.%rDoes not need Soldiers to take Unit Actions.%rThis may take an extra Unit Action if it acts and has less than three wounds.
skipcard Repair Droid (2200)/T/Damage: 1%rStamina: 1%r%rUnit Action: Remove all wounds from a Vehicle or Terrain. (""Hull repairs complete.%r Commencing secondary %rmaintenance cycle."")
skipcard Xenoform (2179)/T/Damage: 1%rStamina: 1%rWhen this kills a Soldier or Animal, transform it.<hr>Unit - Animal External%rDamage: 3%rStamina: 3%rArmor 1. Units that attack this gain one wound.
skipcard Scout Drone (2160)/T/Damage: 0%rStamina: 1%rBattery: 3%r%r<i>Unit Action:</i> Target Terrain's controller reveals his or her hand and shuffles all Terrain cards revealed this way into his or her deck.
skipcard Colony Ship (2500)/T/Damage: 0<BR>Stamina: 3<BR>Battery: 2<BR><BR><i>Vehicle:</i> May only take Unit Actions if you control a Soldier in the same Era.%r<i>Transport 4:</i> When this is moved to another Era, it may bring up to four Soldier units with it.
skipcard Materials Science Lab (2200)/T/Stamina: 7%r%rIf you control a Level 1 Lab in this Era or an earlier one, all your Terrain in this Era or later gains Armor 2
skipcard Engineering Lab (2250)/T/Stamina: 7%r%rIf you control a Level 1 Lab in this Era or earlier, all your vehicles in this Era or a later one have 50% more Stamina, rounded down.
skipcard Chemistry Lab (2200)/T/Stamina: 7%r%rIf you control a Level 1 Lab in this Era or earlier, all your vehicles in this Era or a later one have twice the Fuel and Battery.
skipcard Nanotechnology Lab (2300)/T/Stamina: 6%r%rIf you control a Level 1 Lab and a Level 2 Lab in this Era or an earlier one, all your vehicles in this Era or later gain <i>Regeneration 1</i>.
skipcard Energy Physics Lab (2400)/T/Stamina: 6%r%rIf you control two Level 2 Labs in this Era or an earlier one, all your Vehicles in this Era or later have their Damage increased either by 1 or to a flat 3, whichever is higher.
skipcard Biotechnology Lab (2400)/T/Stamina: 6%r%rIf you control two Level 2 Labs in this Era or an earlier one, all your Soldiers in this Era or later have their Stamina tripled.
skipcard Launchpad (2150)/T/Stamina: 3%r%rAt the start of your turn, replenish up to one point of target Aerial Unit's Battery. ("Though developed to service weather-control aircraft, its modular design easily scaled up to military applications.")
skipcard Force Dome (2450)/T/Stamina: 4%r%rPrevent all damage to other Terrains you control in this Era.
skipcard Ammunition Minifac (2150)/T/Stamina: 3%r%rYour Soldiers don't use Battery to attack on this Era.
skipcard Transhumanism Central (2350)/T/Stamina: *%r%rStamina equals the number of players.%rRemove all damage from this at the start of your turn.%rUnits in this era have "Unit Action: Inflict 1 wound on every Transhumanism Central in this Era. Inflict 1 wound on target Unit. Draw a card."
skipcard Memetic Warfare (2350)/T/Unit Action: Remove the top card of your deck from the game. Inflict 1 wound on target Unit.
skipcard Supermassive Black Hole (2500+)/T/Play only into the latest Era in play. <BR><BR> At the start of each turn, move this card one Era into the past. If you can't, destroy it. <BR><BR> If a Unit in this Era takes an action, destroy all Units and Terrain in this Era.
skipcard Unstable Wormhole (2400)/T/Stamina: 5%r%rUnits may take free Warp actions. Whenever an Unit does so, this receives one wound.
skipcard Personal Force Field (2200)/T/Stamina: 3%r%rWounds received by the equipped unit apply to Personal Force Field instead.
skipcard Plasma Rifle (2200)/T/Damage: +2%r%rEquipped Unit's attack becomes Ranged. ("It has three power settings: kill, obliterate and ionize.")
skipcard Cybernetic Implants (2200)/T/Damage: +1%rStamina: +1%r%rCybernetic Implants can only be Equipped the turn they come into play. If the Equipped unit is destroyed, destroy Cybernetic Implants.
skipcard Gray Goo (2410)/T/This starts with one goo counter on it.%rAt the end of your turn, put a goo counter on each Unit and Terrain in every Era with a Thing with a goo counter on it.%rAt the start of your turn, destroy all Portals in every Era in which there are 30 or more goo counters on Things in that era.
skipcard Power Armor (2152)/T/Equipped Unit has Armor 1, is Aerial and has range. %rEquipped unit cannot operate vehicles.
skipcard Zero Gravity (2150)/T/All Units are Aerial.
skipcard Exo-Politics (2400)/A/Return a Unit controlled by an opponent in this Era to its owner's hand. ("Most nineteenth- and twentieth-century extradition treaties didn't include an expiration date.")
skipcard Gravity Burst (2150)/A/<i>Building Powered 1</i>%rDestroy target Aerial Unit.
skipcard Chronofold Hounds/T/Damage: 4%rStamina: 4%r%r<i>Animal</i>: This cannot Alter Portals.%rChronofold Hounds may be played on your face-down Era Portals. Destroy Chronofold Hounds if it is assigned to an Era with a face-up Portal.
skipcard Time Fly/T/Damage: 0%rStamina: 1%r%r<i>Animal</i>: This cannot Alter Portals.%rAt the start of each of your turns, move Time Fly to any Era besides its current one. ("Time Flies while you're having fun.")
skipcard The Unbearable Being of Light/T/Damage: 1%rStamina: 4%rIf another Unit would move to another Era, instead both the unit and this attack each other.%rProfane cards may not be played.%rTakes 1 less damage from Profane cards.
skipcard Papa Jumbie/T/Damage: 1%rStamina: 4%rWhen a Zombie is destroyed, you may add one wound to this to move it into your hand.%rTakes no damage from Zombies.
skipcard Giant Despair/T/Damage: 2%rStamina: 4%r%r Units your opponents control lose their Bane abilities.
skipcard Uran, the Time-Eater/T/Damage: *%rStamina: *%r%rUran, the Time-Eater's damage and stamina are each equal to the number of face-down Era Portals.
skipcard Michael/T/Damage: 2%rStamina: 2%r%rWhen you control a Profane Thing, destroy Michael.%rUnits you control can't have their damage or stamina reduced <i>(they still take wounds)</i>.%rSoldier Units you control with damage 0 get +1 damage.
skipcard Sandglass Desert/T/Stamina: 4%r%rUnit Action: Play an Action suitable to this Era from the top of your discard pile. Put a card from your hand on top of your draw pile. ("In the shifting zones, one moment can be forever.")
skipcard Apocalypse Plains/T/Whenever a Holy Unit destroys a Profane Unit, its controller may flip any Portal in play face-up. Whenever a Profane Unit destroys a Holy Unit, its controller may flip any Portal in play face-down.
skipcard Continuum Tide/T/Stamina: 3%r%rDuring their turn, players may take an extra Unit Action with an Unit on this Era.
skipcard The Necronomicon/T/Unit Action: Roll a dice. On a 1 or 2, discard a non-Animal Unit from your hand or that you control in this Era, or discard the Necronomicon. On any other number, search your deck for a Profane Unit and put it in your hand.
skipcard Collected Speeches of Lucifer/T/Unit Action: An Unit in this Era gains the Profane type. ("These charming and treacherous lies are among the most piquant ever told.")
skipcard Mantle of Ascension/T/The equipped Thing gains Profane Bane and is Timeless <i>(It does double damage to Profane units and exists in all Eras at once.)</i> ("May be overpowered; needs testing -Bucky")
skipcard Temporal Uplink/T/When you equip Temporal Uplink, its year becomes the last year of the Era. %r You may play actions from Temporal Uplink's home Era into this Era.%r Unit Action:Unequip Temporal Uplink and return it to its home Era.
skipcard Divine Writs/T/<i>Unit Action:</i> A Unit in this Era becomes Holy.
skipcard Defile (*)/A/<i>Profane Powered 1:</i> This Action may only be played in Eras where you control one Profane unit.<BR><BR>Destroy a Holy Thing.
skipcard Temptation (*)/A/<i>Profane Powered 1:</i> This Action may only be played in Eras where you control one Profane unit.<BR><BR>Gain control of a non-Holy Unit.
skipcard Purge/A/<i>Holy Powered 1</i>: Play this Action only in an Era where you control a Holy Unit.%r%rDestroy a Profane Thing.
skipcard Deep Forest/T/Stamina: 5%r%rAll Units in this Era gain <i>Damage -1</i> and <i>Stamina +1</i>.
skipcard Chronogate/T/Stamina: 8%r%rAll Eras with Chronogates are considered adjacent, except for Chronogate warp actions. <i>(If a Chronogate would move to another Era through its own adjacency ability, it stays put instead.)</i>
skipcard Dense Clouds/T/At the beginning of your turn, destroy Dense Clouds.%rNon-Aerial Units can't attack Aerial Units.%rAerial Units get damage -1.
skipcard Time Lag/T/Each Unit that isn't in its home Era gets -1 damage. A Unit can't have less than 0 damage.%r<i>Unit Action:</i> Destroy Time Lag.
skipcard Soldier's Poem/T/<i>Soldier Equipment:</i> Play on a Soldier card. <BR> When the equipped Unit is destroyed, you may remove all damage from a Unit in a later Era.
skipcard Conscript (-40000+)/T/Damage: 1%rStamina: 1%r%r ("Regular warrior of the common army. No more, no less.")
skipcard Time Warp/A/Move a Unit or Terrain to any Era.
skipcard Timeline Shift/A/Turn a face-up Portal you control face-down. Turn a futurewise Portal face-down.
skipcard Timeline Shatter/A/Destroy a Portal you control. Turn all Portals futurewise face-down or face-up, at your choice.
skipcard Wrinkle/A/Move an Era to another point in the Timeline.
skipcard Tether/A/Turn target Portal face-up.
skipcard Maelstrom/A/Move all Units and Terrains to an adjacent Era.
skipcard Battle Chaos/A/Every player chooses one of his Unit cards and gives it to the player on his right into one of his Eras.%r%r<i>No Era-to-Era restriction applies.</i>
skipcard The Butterfly Effect/A/Destroy one of your Units to destroy a Unit in a later Era.
skipcard Timeless Luck (∞)/A/Take the three Cards from your deck (without showing them to others), choose one and put it in your hand. Return the other two back to the bottom of your deck.
skipcard Open Exchange/A/Pick up an Opponent. Both of you choose a Card from the other one's hand, show them to others and exchange them.
skipcard Erode/A/Choose one: Destroy a Terrain with no Stamina value, or deal 2 wounds to a Terrain.
skipcard Alternate Universe (∞)/A/Until the end of the turn, you may play Things through any of your Portals, regardless of year limitations.
skipcard Meltdown/A/Destroy a Terrain that has the ability to replenish Fuel or Batteries. It deals 1 wound to every Unit.
skipcard Portal Bomb/A/Deal 2 wounds to a Unit if there is an open Portal.
skipcard Exhaust (∞)/A/Play any number of Things this turn. At the end of your turn, turn all the Portals you used to play Things this turn face down.
skipcard Invincible/A/As an additional cost to play this card, spend 1 Mana, Fuel, or Battery from a Unit you control. Until the end of your turn three turns from now, reduce all damage dealt to that Unit to 0.
skipcard Hoodoo/A/If you do not control a Profane Unit, as an additional cost to play this card, spend 1 Mana from a Unit you control or discard 2 cards. <BR><BR> Return a Unit that could be played in this Era from your discard pile to play.
skipcard Take a Bow (∞)/A/If a Unit you control has been destroyed by an opponent since the end of your last turn, draw three cards.
skipcard Starlight/A/Choose one - Replenish up to 2 points of target mana-using Unit's Mana. It gets +2 attack this turn and may take an extra Unit Action this turn; or, replenish up to 5 points of target Unit's Battery.
skipcard Loot/T/Play when a Unit you control destroys another Unit in combat. Play any Equipment that the opposing Unit has either into your hand, or on to the attacking Unit (the second option is only legal for Equipment that the Unit can use).
skipcard Mobilize (∞)/A/You may take up to two free Unit Actions at the start of your next turn. ("Even when the future is an open book, old-fashioned foresight still pays off.")
skipcard Infiltrate (∞)/A/Until the end of the turn, all Era Portals are considered to be owned by you for purposes of playing Things. ("Even the most advanced chrono-tech is vulnerable to an easily bribed operator.")
skipcard Overload/A/Turn a Portal face-down if the Portal's owner controls 10 or more Things in the Portal's Era.
skipcard Comandeer/A/Take control of a face-down Portal that can be currently destroyed by a Unit you control.
skipcard Adaptation/A/If target Unit has 2 or more wound counters on it, remove 2 wound counters from it. It gains one permanent additional stamina. If target Unit is in an era with 2 or more Aerial Units, it gains Aerial. If you have over 6 cards in your hand, target unit gets Terrain Bane.
skipcard Flicker/A/Remove any number of Things you control from play. Return them to play at the start of your next turn. ("The ripples of a near-paradox can displace nearby time travellers forwards by a few hours.")
skipcard Retread/A/Remove all wounds from target Soldier Unit that is not in its home era. You may inflict that many wounds on another Unit in the same era.
skipcard Recall Signal/A/Return up to 5 of your Equipment to your hand.
skipcard Raze/A/<i>Soldier Powered 3:</i> Play this Action only into an Era where you control at least three Soldier Units.%r Deal 6 wounds to target Terrain.
skipcard Backwarp/A/Warp up to two Units to the earliest Era on the Timeline.
skipcard Time Snap/A/Choose an Era. Each Thing whose home Era is that Era warps to its home Era.
skipcard Continuum Decay/A/Destroy the oldest Thing in this Era. If multiple Things are tied for oldest, choose one of those Things at random and destroy it.
@emit [name(%#)] pastes the Chronogeddon CCG card set into the Dvorak Engine.

Back to the Chronogeddon CCG card set