Difference between revisions of "Chronogeddon CCG card set"
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Revision as of 04:51, 10 February 2010
Chronogeddon | |
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Designer | Collaborative effort - please contribute |
Date | 6th February 2006 |
Players | 2+ |
This is a CCG set, a set of cards which can be used to construct personalised decks, in the style of a collectable card game. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck Generate MUSHcode | |
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
This is a collaboratively-built time-travel themed CCG system.
Deck construction
A deck must contain at least 40 cards, and contain no more than three Era cards. A deck may not contain multiple copies of the same Era card.
Playing area
The playing area is called the Timeline, and is divided into adjacent Eras. The Eras are composed of at least one Portal and any number of Units.
Era Portals
At the start of the game, each player removes all the Era Portal cards from their deck, and puts them into play in a line along the centre of the table, in chronological order (at start), with each card face-up and facing its owner. This is the Timeline, and these are the Eras in which the game will take place. If two or more players have the same Portal card, place them together - or synched. They're part of the same Era.
While a Portal is face up, its owner has a portal into that time period. When a Portal is turned face down, the portal is closed.
If all of a player's Portals have been removed from play, they lose the game.
Units and Terrain
All Unit and Terrain cards exist in a particular Era - if a Unit or Terrain is ever unassigned to an Era (typically if they were in an Era when its Portal was removed from play), then it is lost to chronal chaos and destroyed.
Unit cards have Damage and Stamina ratings; some Terrain cards also have Stamina ratings. If a Thing ever sustains a number of wound counters (or simply "wounds") that equals or exceeds its Stamina, it is destroyed.
Types
Cards can have a number of types. Some of these types attach automatic rules to their cards:
- Animal: Animal Units cannot take "Alter Portal" Unit Actions.
- Vehicle: Vehicles can only take Unit Actions if you control a Soldier in the same Era.
- Aerial: Prevent all combat damage to Aerial Units, unless it is Ranged damage. An Aerial Unit can only be refuelled by a card with the 'Airstrip' keyword.
- Unique: You can only have one of these in play at any time. If you get another of these into play, destroy the first.
- Timeless: This does not exist in any particular Era, and acts as though all other cards were in the same Era it is.
Keywords
Cards may have certain type-independent keywords. These are usually explained if there's enough space in the card, but a comprehensive list is:
- Armor X: Takes X less wounds from any damage source.
- Regeneration X: Heals X wounds at the start of your turn.
- X-Bane: Attacks by this deal double damage to cards of the type X.
- Transport X: When this takes a Warp action, it may bring up to X Units with it.
- X-Powered Y: May only be played on an Era where you control at least Y cards of the type X.
Equipment
Equipment Things are played (equipped) on other Things. An Equipment can only be equipped by a Thing that shares a type with it (except for types between parentheses: those are exclusive to the Equipment). When an Equipment you control comes into play, you may have a Thing equip it as a free action.
The Equipment card may add to, subtract from, or replace the statistics and abilities of the equipped Thing. If that Thing leaves play, the Equipment 'falls off' and is played by itself on the Era the Thing was in. If an Equipment would receive any wounds, it is destroyed unless it has a Stamina value, in which case the normal rules for Stamina apply.
Example: the Semi-Automatic Rifle is a 'Equipment - Soldier' card, and may only be played on Soldiers. A Soldier that has it equipped adds 1 to its Damage stat.
Other actions
These actions are specific to certain cards. When they can be used is determined in their card text.
- Hold: When a card holds another, put it face down under the first card. If the holder is removed from play, all held cards are destroyed.
- Transform: Some cards have a second card text. When they transform, this card text replaces the first. Turn them upside down to represent the change.
Turn structure
A player's turn consists of playing one Thing, and either playing an Action card or taking a Unit Action.
Playing a Thing
Thing cards (Units, Terrains or Equipment) can be played into any Era to which the player has an open Portal; the card is placed in front of the Era.
Where a Thing card has a specific year printed on it, it can only be played into an Era that includes that year. If a Thing has a year followed by a plus sign, it can be played into any Era that contains or follows that year.
Unless otherwise specified, Units and Terrain can only "see" other Units and Terrain within the same Era - if a Unit has an ability that allows it to affect other Units or Terrain, it can only affect those in the same Era as it.
Playing an Action
Unless otherwise specified, Action cards must be played into a single specific Era. Actions can be played in Eras you have no open Portals in. The Action resolves as if the cards in that Era were the only cards that existed - a card that read "Destroy all Units." would only destroy the Units in the Era it was played into. Timeless Actions are not played in a specific Era, and can 'see' the whole Timeline.
Where an Action card has a specific year printed on it, it can be played into an Era that contains that year. If an Action has a year followed by a plus sign, it can be played in any Era that contains or follows that year.
Unit Actions
To take a Unit Action, a player nominates a Unit or Terrain card they control. That Unit may either:-
- Heal: The Unit removes one wound from itself.
- Attack: Select another Thing in the same Era as a target. The targeted Thing gains wounds equal to the Damage Rating of the attacking Unit. A Thing with no Damage Rating can never Attack.
- Warp: Move the Unit from its current Era to an Era adjacent on the timeline.
- Alter a portal: If the Unit is in an Era with no enemy units, it may open or close any portal in that Era by turning the Era card face up or face down. It may also destroy a face-down portal by removing that Era card from the game. Units may not Alter Portals on the turn they come into play.
- Equip: Take an unassigned Equipment you control on the same Era of the Unit and equip it on the Unit.
Resources
Mana, Fuel and Battery are resources specific to certain Units. If an Unit has values defined in any of these, it starts with the indicated amount, and spends one unit of any of them to perform Unit Actions.
Card List, by Era
Cards are grouped by Era, and should be ordered by card colour within that Era (Era Portal, Unit, Terrain, Equipment, Action).
Mesozoic Era
Stamina: 3
Regeneration 1: This heals one wound at the start of your turn.
Stamina: 5
Regeneration 1: This heals one wound at the start of your turn.
Stamina: 4
Regeneration 1: This heals one wound at the start of your turn.
Terrain Bane: This does double damage against Terrains.
Stamina: 3
Armor 1: This takes one less wound from any damage source.
Terrain Bane: This does double damage against Terrains.
Stamina: 3
Vehicle Bane:This does double damage against Vehicles.
Unit 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.
Stamina: 2
When attacking another Aerial Unit, Pteranodon's attack counts as Ranged.
Stamina: 2
Ignores Armor.
When this comes into play, it may make a free attack.
Stamina: 5
Slow Start: This may not take actions the turn it comes into play.
This gains at most 1 wound from any damage source.
Stamina: 2
Regeneration 1: This heals one wound at the start of your turn.
This may attack once during your turn as a free action.
Stamina: 2
Unit 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.
Stamina: 2
Unit Action: If you have 6 or more cards in your hand, then put into play 1 Aerial Animal in your hand or deck into play in a later Era.
Equipped Unit does double damage against Soldiers without Armor and Animals.
Equipped Unit can't be attacked unless it attacked during their controller's last turn.
Unit Action: Deal 2 damage to all Units, and 5 damage to all Terrain.
Assign any number of your creatures in this Era to this when you play it.
At the start of your turn, Ice Trap moves itself and all assigned creatures to the next Era futurewise, if possible.
You may play Units and Terrains from the Renaissance Era on this Era. Deal 2 damage to this for each card played in this way.
Destroy this if no Animals are in play on this Era.
"On a long enough timeline, the survival rate for everyone drops to zero." -- Fight Club
Antiquity
Stamina: 5
Unique: 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 three points of plot armor.
Stamina: 1
All of your Hoplites in this Era receive +1 Stamina.
"Spartans! Ready your breakfast and eat hearty... For tonight, we dine in hell!" -- 300
Stamina: 3
"I have bested seventeen of your finest comrades in the arena. What makes you think you can succeed where they did not?"
Stamina: 1
When Legion comes into play from your hand, search your deck for another Legion card. If you find one, put it in play.
Stamina: 4
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Unit Action: If you have a Soldier card from this Unit's original Era in hand, play it on this Era.
Stamina: 2
Unit 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."
Stamina: 1
"I can kill you from three hundred yards away with these." - Crécy
Stamina: 1
At 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.
"Now if you'll excuse me for a moment, I have a wager with Brutus to collect on."
Stamina: 3
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Terrain Bane: Does double damage against Terrains.
"I'm content to sit back and throw rocks until he's ready to negotiate."
Stamina: 2
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Terrain Bane: Does double damage against Terrains.
Stamina: 3
This Unit's Damage is equal to the number of Solar Mirrors you control.
Plant Bane: Does double damage against Plants.
"What could they possibly do with that mirror? Throw it?"
Stamina: 2
"I may not speak their tongue, but my fists speak louder than their tongues"
Stamina: 3
Armor 1
For each wound this receives, flip a coin. On heads, destroy one of your Units.
At 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. In that time, you will do at least seven thousand push-ups each and march a total of two hundred miles."
Non-range attacks may only target the Units with the least Stamina on each side.
Any non-Aerial and non-Aquatic Unit on this Era that takes damage is immediately destroyed.
When one of your Soldiers is destroyed, you may have this hold it.
Unit Action: Put a Unit held by this in play with one wound counter.
Holy Units on this Era gain +1 Damage and +1 Stamina.
Holy Units on all Eras may Warp to an Era with a Temple as a free action once per turn.
Unit Action: Remove all wounds from a Unit in this Era.
Tower of Babylon's Stamina is equal to the number of units you have in this era.
Unit Action: Discard Tower of Babylon. Ditribute Wound counters equal to its Stamina between all Units and Terrain in this era.
Middle Ages
Stamina: 2
This can Alter Portals. May also be played as:
Equipment - Animal
Damage: +1
Stamina: +1
Equipped Unit gains the Soldier type and may Alter Portals.
Stamina: 2
Mana: 3
"There are two ways to make a soldier disappear - convince him to leave or reduce him to dust. Which would you prefer?"
Stamina: 2
Mana: 3
Unit Action: Target Unit is sent to its home Era.
"Begone!"
Stamina: 2
Mana: 3
Double Damage against Units with Battery.
Unit Action:All Vehicles in this Era lose 2 Battery.
Lightning strikes many times in the same spot when he's around.
Stamina: 1
Mana: 3
Unit Action: Search your deck for an Animal card from this Unit's home Era and put it in your hand.
Unit Action: Play an Animal card from this Unit's home Era on this Era.
Stamina: 4
Mana: 3
Mana-Based: This Unit is destroyed if it runs out of Mana.
Centuries before the first airplane, the mages used a different form of air support.
Stamina: 2
Mana: 3
Mana-Based: This Unit is destroyed if it runs out of Mana.
Unit Action: Heal up to three wounds of target Unit.
Mana: 3
Mana-Based: This Unit is destroyed if it runs out of Mana.
When 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.
Stamina: 4
Mana: 3
Mana-Based: This Unit is destroyed if it runs out of Mana.
This gains +1 Damage at the start of your turn.
Stamina: 4
Mana: 4
Whenever 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.
Stamina: 2
If you play this while there is another Cavalry in play, have it hold this. It gains +2 Damage and +2 Stamina.
Stamina: 1
This Unit gets +1 damage and +2 stamina while it is in its home Era.
This Unit gets +1 damage and +1 stamina while you control a Unit with mana in this Era.
Stamina: 2
Action: All your Soldiers in this Era are Holy and until the end of turn.
Stamina: 4
Can only damage and be damaged by Aquatic units.
Unit Action: Return this Unit to your hand. Destroy target Aquatic Unit.
Armor 1: This takes one less wound from any damage source.
All Soldiers you control on this era receive Armor +1.
When a Soldier you control is destroyed, transform this.
Unit - Holy Soldier
Damage: 3 Stamina: 3
Armor 1
Profane Bane: Deals double damage to Profane Units.
Unit Action: Replenish 2 Mana to a Soldier.
Stare into its depths and you will see the fury of the volcano that birthed it. Embrace it, and its fire is yours.
At the start of each player's turn, their units on this Era recover 1 Mana.
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.
Equipped unit may not take a Unit Action if it took one last turn.
Strong as steel, hard as steel, heavy as steel
Deal 5 wounds, divided amongst any number of targets.
Prevent all damage done to your Units and Terrains until the start of the next turn.
Renaissance
Stamina: 1
May only be hit by non-ranged attacks.
Stamina: 1
Unit Action: Attack two different Units.
Stamina: 4
Transport 1: When this is moved to another Era, it may take one Soldier with it.
Stamina: 1
Transport 1: When this is moved to another Era, it may take one Soldier with it.
Your Soldiers gain the Aerial type.
Stamina: 2
Unit Action: Deal 1 wound to X Units, where X is this card's Damage value.
Stamina: 1
Unit Action: Play a Vehicle or Building from this Unit's home Era on this Era.
Stamina: 1
Stamina: 3
Fuel: 1
Terrain Bane: Does double damage against Terrains.
Any Soldier on this Era may take an Unit Action to replenish this unit's Fuel.
Stamina: 1
Unit Action: Search your deck for a Site card from this Era, reveal it, and put it in your hand.
Stamina: 1
Unit Action: Replenish 1 point of Fuel, Battery or Mana on target Unit.
Stamina: 1
When you draw a card at the start of your turn, you may look at the next.
Stamina: 1
Unit Action: Target Soldier gains a wound. If it survives, its controller discards a card.
Stamina: 1
When Artist comes into play, its controller draws a card.
Unit Action: Search your deck for a Vehicle card from this Terrain's home Era and put it in your hand.
Unit Action: Play a Vehicle card from this Terrain's home Era on this Era.
Whenever you would draw a card, you may instead draw three cards and remove two of them from play.
Your 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.
Unit Action: Draw a card and deal a wound to a Soldier you control, ignoring Armor. (You may not use this unless you have a Soldier in this era)
Slavery is an ancient accounting trick for inflating wealth per capita by counting some people as wealth rather than capita.
Target player discards two cards, then you draw a card.
Gain control of target Terrain.
"All your base are belong to us"-CATS
Deal one wound to every opposing Unit.
One shot, a thousand wounds.
Victorian Era
Unit Action: Move Time Machine and another Unit from this Era to any Era.
Stamina: 1
Puffing steamer, moving in the skies.
Stamina: 1
If Reaper-Jack kills an Unit, he gains +1 Stamina (up to +2).
"...my shadow walks faster than your feet..."
Fuel: 1
Vehicle: This may only take Unit Actions if you control a Soldier in the same Era.
Unit 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.
Stamina: 3
If 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.
Animal: If this is an Animal, it cannot Alter Portals.
Stamina: 1
Unit Action: Destroy this card to take a Soldier or Animal Unit card from your discard pile and put it into your hand.
Stamina: 2
If a Soldier or Animal Unit is killed in the same turn that Count Schreck dealt damage to it, you may put it into play under your control.
Stamina: 2
Safari Hunter deals an extra 2 damage when attacking an Animal.
Stamina: 1
Unit Action: Return an Animal to its controller's hand.
Stamina: 1
If an Unit is defeated in this Era, you may look at the top card of its controller's deck.
If this does not kill an Unit during your turn, destroy it.
Stamina: 3
Fuel: 3
Armor 1
Slow Start: Can't act on the turn it comes into play.
Stamina: 8
As an additional cost for this Unit to take an Unit Action, discard a card.
Unit Action: Replenish target Unit's Fuel.
All Animals you control in this Era are of the Soldier type instead. (They retain all other types.)
All Units on this Era have their Stamina and Damage values exchanged. (Units with Stamina 0 are promptly removed.)
Unit 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.
Battery: 3
Unit Action: Draw a card.
You may play cards from the Mesozoic Era in this Era.
Industrial Age
Stamina: 2
Vehicle: This may only take Unit Actions if you control a Soldier in the same Era.
Aerial Bane: This does double damage against Aerial Units.
Stamina: 1
If you have a Soldier Equipment card on hand as you play this, you may play it on this immediately.
Regular warrior of the common army. No more, no less.
Stamina: 3
Vehicle: This may only take Unit Actions if you control a Soldier in the same Era.
Stamina: 2
Fuel: 2
Unit Action: Destroy this and a Soldier you control in this Era. Deal 8 wounds to target Vehicle or Terrain.
Stamina: 4
Fuel: 4
Vehicle, Armor 1, Transport 3.
When this Unit Warps, all units being transported by it take one wound.
Stamina: 1
Unit Action: Destroy target Unit unless its controller discards a card, or 3 cards if this Unit is in its home Era.
Stamina: 2
Whenever Commando takes a Warp action, it can Attack immediately afterwards as a free action.
Stamina: 2
Fuel: 2
Stamina: 3
Fuel: 3
Bulldozer gets +4 damage when it attacks Terrains.
At the start of your turn, replenish the Battery of any Unit in the same Era as Solar Panel.
Armor 2: Takes two fewer wounds from any damage source.
Your non-aerial units in this Era cannot attack or be attacked.
Unit Action: You may play an extra Unit or Equipment this turn, but only into this Era.
Unit Action: 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.
When an Unit attacks, flip a coin: On heads, this deals two wounds to that Unit.
Unit Action: Replenish target Aerial Unit's Fuel.
Equipped Unit may attack once on your turn as a free action.
Equipped Unit gains Regeneration 1.
Equipped Unit has Stamina 2 and:
Unit Action: Destroy this. Deal 10 wounds to all Things in this Era.
Peace, man.
Information Age
Stamina: 2
Fuel: 4
+1 to Damage. when attacking Terrain or Buildings.
Diving in from high above with precise ammunition.
Stamina: 1
Fuel: 4
+1 to Damage. when attacking Aerial units.
Flying hunter, especially useful against other Aircraft.
Stamina: 4
Vehicle: This can only take Unit Actions if you control a Soldier in this Era.
If this is destroyed, give two wounds to the Soldier operating this.
Stamina: 2
When this Marine is attacked for the first time, 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.
Stamina: 1
Battery: 5
Soldier Drone cannot operate other Vehicles.
Fuel: 6
Unit Action: Move any number of Fuel tokens from Fuel Tanker to another Unit in the same Era.
Fuel: 3
Transport 1: When this is moved to another Era, it may bring 1 Soldier unit with it.
This may take a free Warp action at the start of your turn. (Fuel cost still applies.)
Battery: 3
You may take one free Unit Action in this era per turn at the cost of one Battery from this Unit.
Stamina: 1
When 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.
Stamina: 2
Can only be wounded by Ranged attacks.
Has +3 Damage when attacking a Unit that acted since the end of your last turn.
Battery: 3
Unit Action: Target player reveals their hand.
Unit Action:Replenish one point of Battery to up to two units.
Unit Action: Replenish up to three points of target Unit's Battery.
You may play Units preceding 1990 into this Era.
Unit Action: Take this Terrain and any number of your Units to the next Era futurewise.
When this comes into play, you may have it hold any number of Things from your hand.
Unit Action: Put one of the Things held by this in play.
All your Units originating from this Era deal +1 Damage to Units originating from earlier Eras.
Soldiers with Damage 0 or less can't be attacked.
This gains one wound counter at the start of every turn. All Soldiers and Animals have Damage -2.
Unit Action: Move any number of Units you control in this Era to a different, randomly chosen Era.
Once per turn, you may remove a Fuel counter from Portable Generator to add a Battery counter to the equipped card.
Apocalypse Wars
Stamina: 1
When a Vehicle or Terrain is destroyed in this Era, add 1 to any one Unit's Damage and Stamina.
Stamina: 1
When a Vehicle arrives in this Era, Blockade ambusher may make a free Attack on it.
Stamina: 2
When this comes into play, you may use its Unit Action for free.
Unit Action: Search any discard piles for a Soldier Equipment card and equip it on this.
Stamina: 3
Battery: 3
If 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.
Stamina: 4
Stingwalker can only attack a Unit that took a Unit Action during its previous turn.
Unit Action: Take a Red Weed card from your discard pile and put it into play in this Era.
Stamina: 2
Any Unit arriving in this Era using a Warp Action receives a free Attack from Quarantine Patrol.
Stamina: 1
Unit Action: Move a Fuel, Battery or wound counter from one Unit to another.
Stamina: 2
When 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.
Stamina: 1
Any non-Aerial Unit that attacks Outlaw receives a free Attack from Outlaw.
Stamina: 4
Infection Carrier sustains 1 wound after taking a Unit Action.
Stamina: 1
You may play Vehicles from 1970-2050 into this Era.
Stamina: 1
Unit Action: Add a wound token and two Fuel or Battery tokens to a Vehicle you control.
Fuel: 2
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Transport 2: When this is moved to another Era, it may bring up to two Soldier units with it.
Stamina: 2
Remove a Soldier or Animal in your discard pile from the game: Recover up to two wounds on one of your Soldiers or Animals.
Stamina: 3
Has +1 Stamina for each Lab you have in play on this or past Eras.
Unit Action: Replenish target Unit's Battery.
Unit Action: Replenish any number of Units' Batteries. Deal 1 damage to Derelict Power Station for each Unit replenished.
Unit Action: Deal 1 wound to all Soldiers and Animals in this Era.
You may play Vehicles from 1970-2050 into this Era. They come into play with one Fuel or Battery token, and one wound token.
You may play Terrains from 1970-2050 into this Era. They come into play with two wound tokens.
When this is wounded, you may draw a card.
Plants 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.
This gains one wound at the start of your turn.
This has +1 Damage for each wound.
Deal 3 wounds to each Animal in this era. Armor doesn't reduce this damage.
Deal 5 damage to all Terrain and Vehicles in this Era.
Space Pioneer Age
Stamina: 4
Battery: 2
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Transport 2: When this is moved to another Era, it may bring up to two Soldier units with it.
Stamina: 2
Battery: 3
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Desert Hovership is destroyed if its Battery runs out.
Stamina: 1
Discard a card: Psi Soldier gains +1 Damage and +1 Stamina.
Destroy this: Draw a card.
Their power comes at the cost of questionable sanity.
Stamina: 3
Battery: 3
Between the plasma cutters, airtight power armor and megawatt electrolasers, they are the most heavily armed soldiers in recorded history.
Stamina: 1
Jetpack Infantry cannot operate vehicles.
After the Battle of Juno, most tacticians realized the true value of hoverpack-equipped skirmishers.
Stamina: 2
Battery: 3
Unit Action: Transform this.
Equipment - Modular
Damage: +3
Stamina: +2
Equipped Unit gains the Aquatic type.
Stamina: 3
Battery: 3
Transport 1
Unit Action: Transform this.
Equipment - Modular
Damage: +2
Stamina: +3
Transport +1
Stamina: 2
Battery: 3
Unit Action: Transform this.
Equipment - Modular
Damage: +2 (+range)
Stamina: +2
Equipped Unit gains the Aerial type.
Stamina: 6
Battery: 4
Armor 1.
You cannot play an Action the turn you play this.
Does not need Soldiers to take Unit Actions.
This may take an extra Unit Action if it acts and has less than three wounds.
Stamina: 1
Unit Action: Remove all wounds from a Vehicle or Terrain.
"Hull repairs complete.
Commencing secondary
maintenance cycle."
Stamina: 1
When this kills a Soldier or Animal, transform it.
Unit - Animal External
Damage: 3
Stamina: 3
Armor 1. Units that attack this gain one wound.
If you control a Level 1 Lab in this Era or an earlier one, all your Terrain in this Era or later gains Armor 2
If 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.
If 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.
If 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 Regeneration 1.
If you control two Level 2 Labs in this Era or an earlier one, all your Vehicles in this Era or later do have their Damage increased either by 1 or to a flat 3, whichever is higher.
If 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.
Unit Action: Replenish target Aerial Unit's Battery.
Prevent all damage to other Terrains you control in this Era.
Your Soldiers don't use Battery to attack on this Era.
Stamina equals the number of players.
Remove all damage from this at the start of your turn.
Units 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."
At the start of each turn, move this card one Era into the past. If you can't, destroy it.
If a Unit in this Era takes an action, destroy all Units and Terrain in this Era.
Units may take free Warp actions. Whenever an Unit does so, this receives one wound.
Wounds received by the equipped unit apply to Personal Force Field instead.
Equipped Unit's attack becomes Ranged.
It has three power settings: kill, vaporize and atomize.
Stamina: +1
Cybernetic Implants can only be Equipped the turn they come into play. If the Equipped unit is destroyed, destroy Cybernetic Implants.
At 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.
At 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.
Fun fact: Most nineteenth- and twentieth-century extradition treaties didn't include an expiration date.
Anywhen Cards
External Cards
Stamina: 4
Animal: This cannot Alter Portals.
Chronofold 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.
Stamina: 1
Animal: This cannot Alter Portals.
At the start of each of your turns, move Time Fly to any Era besides its current one.
Time Flies while you're having fun.
Stamina: 4
If another Unit would move to another Era, instead both the unit and this attack each other.
Profane cards may not be played.
Takes 1 less damage from Profane cards.
Stamina: 4
When a Zombie is destroyed, you may add one wound to this to move it into your hand.
Takes no damage from Zombies.
Unit 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.
During their turn, players may take an extra Unit Action with an Unit on this Era.
The equipped Thing gains Profane Bane and is Timeless (It does double damage to Profane units and exists in all Eras at once.)
May be overpowered; needs testing -Bucky
Destroy a Holy Thing.
Gain control of a non-Holy Unit.
General Purpose Cards
All Units in this Era gain Damage -1 and Stamina +1.
All Eras with Chronogates are considered adjacent, except for Chronogate warp actions. (If a Chronogate would move to another Era through its own adjacency ability, it stays put instead.)
When the equipped Unit is destroyed, you may remove all damage from a Unit in a later Era.
No Era-to-Era restriction applies.
Return a Unit that could be played in this Era from your discard pile to play.