Difference between revisions of "Chronogeddon CCG card set"

From Dvorak - A Blank-Card Game
Jump to navigationJump to search
Line 1,593: Line 1,593:
}}
}}


{{card|title=Mustard Gas|type=Action|cornervalue=1930|text=Mustard Gas deals 1 wound to each Soldier target player controls. Soldiers dealt wounds this way can't attack on that player's next turn.|bgcolor=a00|creator=Corrigan}}
{{card|title=Mustard Gas|type=Action|cornervalue=1930|text=''Soldier Powered 1:'' Play this Action only into Eras where you control a Soldier Unit.<br>Mustard Gas deals 1 wound to each of  three Soldier Units target player controls. Units dealt wounds this way can't attack on that player's next turn.|bgcolor=a00|creator=Corrigan}}


{{card|title=Supply Cut|type=Action|cornervalue=1935|text=Target player can't draw cards on his or her next turn.|creator=Corrigan|bgcolor=a00}}
{{card|title=Railroad Bomb|type=Action|cornervalue=1935|text=''Soldier Powered 2:'' Play this Action only in Eras where you control at least two Soldier Units.<br>Target player can't draw cards on his or her next turn.|creator=Corrigan|bgcolor=a00}}


<br clear=all>
<br clear=all>

Revision as of 18:19, 18 December 2010

Chronogeddon
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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export
Mtgcard.gif Generate Apprentice CSV

Hammer and spanner.gif
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 moved to the discard pile.
  • 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.
  • Replenish: Add Fuel, Mana or Battery counters to a Thing that uses the appropriate Resource. (Replenishing a resource that it doesn't use has no effect) If the number of counters is not specified, it is the replenished Things' Fuel/Mana/Battery value minus its remaining Fuel/Mana/Battery counters. Replenishing cannot cause a Unit to have more than its initial Fuel, Mana or Battery.

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 (non-Portal) Thing they control. That Thing may either:-

  • Equip: Take an unassigned Equipment you control on the same Era of the Thing and equip it on the Thing.
  • Warp: Move the Unit from its current Era to an Era adjacent on the timeline.
  • Special Action: Use an Action Ability marked as a Unit Action on the card

Units may take these additional types of Unit Actions:

  • 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.
  • 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 Unit with no Damage Rating can never Attack.
  • Heal: The Unit removes one wound from itself.

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

Mesozoic Era
Era Portal
-250 Million to -65 Million
-70M
Tyrannosaur
Unit - Animal
Damage: 5
Stamina: 3

Regeneration 1: This heals one wound at the start of your turn.
Card by Zaratustra
-68M
Triceratops
Unit - Animal
Damage: 3
Stamina: 5

Regeneration 1: This heals one wound at the start of your turn.
Card by Zaratustra
-140M
Apatosaur
Unit - Animal
Damage: 4
Stamina: 4

Regeneration 1: This heals one wound at the start of your turn.
Terrain Bane: This does double damage against Terrains.
Card by Zaratustra
-70M
Ankylosaur
Unit - Animal
Damage: 3
Stamina: 3

Armor 1: This takes one less wound from any damage source.
Terrain Bane: This does double damage against Terrains.
Card by Zaratustra
-200M
Plesiosaur
Unit - Aquatic Animal
Damage: 3
Stamina: 3

Vehicle Bane:This does double damage against Vehicles.
Card by Zaratustra
-70M
Dinosaur Egg
Unit - Animal
Stamina: 1

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.
Card by Kevan
-83M
Pteranodon
Unit - Aerial Animal
Damage: 1
Stamina: 2

When attacking another Aerial Unit, Pteranodon's attack counts as Ranged.
Card by Kevan
-83M
Raptor
Unit - Animal
Damage: 2
Stamina: 2

Ignores Armor.
When this comes into play, it may make a free attack.
Card by Zaratustra
-83M
Brachiosaur
Unit - Animal
Damage: 2
Stamina: 4

Slow Start: This may not take actions the turn it comes into play.
This cannot take a Heal action if it took one last turn
This gains at most 1 wound from any damage source.
Card by Zaratustra
-250M
Dimetrodon
Unit - Animal
Damage: 2
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.
Card by Zaratustra
-76M
Parasaurolophus
Unit - Animal
Damage: 2
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.
Card by Zaratustra
-150M
Archeopteryx
Unit - Aerial Animal
Damage: 1
Stamina: 2

Unit 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.
-65M
Poison Glands
Equipment - Animal
Damage: -1

Equipped Unit does double damage against Soldiers without Armor and Animals.
Card by Zaratustra
-65M
Camouflage Pattern
Equipment - Animal
Stamina: -1

Equipped Unit can't be attacked unless it attacked during their controller's last turn.
Card by Zaratustra
-65M
Wings
Equipment - Animal
Stamina: -1

Equipped Unit is Aerial.
Card by Zaratustra
-65M
Gills
Equipment - Animal
Stamina: +1

Equipped Unit is Aquatic.
Card by Zaratustra
-65M
Tar Pits
Terrain - Environment
Non-Aerial Vehicles taking a Unit Action have their Fuel and/or Battery drained to zero.
Card by Kevan
-250M
Volcano
Terrain - Natural Site
Stamina: 15
Unit Action: Deal 2 damage to all Units, and 5 damage to all Terrain.
Card by Kevan
-100M
Ice Trap
Terrain - Natural
Stamina: 1
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.
Card by James
-70M
Lemuria
Terrain - Building
Stamina: 6
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.
Card by Zaratustra
-100M
Oxygen Rich Environment
Terrain - Environment
All Animals gain +1 Stamina.
Destroy this if no Animals are in play on this Era.
Card by Zaratustra
-70M or 2010
Uptide
Terrain - Environment
All Units are Aquatic.
Card by Zaratustra
-70M
Predatory Environment
Terrain - Environment
All Animals in all Eras that have futureward home Eras gain +1 Damage.
Card by Zaratustra
-70M
Harsh Environment
Terrain - Environment
All Animals in all Eras that have futureward home Eras gain +1 Stamina.
Card by Zaratustra
-65M
La Brea Tar Pits
Unique Terrain - Environment
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.
-65M
Extinction Event
Action
Terrain Powered 1: This may only be played in Eras where you control one Terrain.
Deal four wounds to every Animal and Soldier unit.
"On a long enough timeline, the survival rate for everyone drops to zero." -- Fight Club
Card by Zaratustra
-65M
Biogenic Oil
Action
Destroy an Animal you control. If you do, replenish the Fuel of a Vehicle in a later Era.
Card by Zaratustra
-65M
Continental Drift
Action
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.
Card by Zaratustra
-150M
Earthquake
Action
Destroy a Terrain.
With proper foresight, natural disasters are a resource.
Card by Zaratustra
-65M
Evolutionary Explosion
Action
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.
Card by Zaratustra


Antiquity

Antiquity
Era Portal
-2000 to 499
-700
Hero
Unit - Unique Soldier
Damage: 2
Stamina: 4

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 plot armor.
Card by Bucky
-400
Hoplite
Unit - Soldier
Damage: 1
Stamina: 1
All of your Hoplites in this Era receive +1 Stamina.
When 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
Card by Zaratustra
300
Gladiator
Unit - Soldier
Damage: 1
Stamina: 3
"I have bested seventeen of your finest comrades in the arena. What makes you think you can succeed where they did not?"
Card by Kevan
300
Legion
Unit - Soldier
Damage: 1
Stamina: 1

When Legion comes into play from your hand, search your deck for another Legion card. If you find one, put play it.
Card by Zaratustra
-1200
Wooden Horse
Unit - Vehicle
Damage: 0
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.
Card by Zaratustra
300
General
Unit - Soldier
Damage: 1
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."
Card by Zaratustra
300-1200
Archer
Unit - Soldier
Damage: 2 (range)
Stamina: 1


"I can kill you from three hundred yards away with these." - Crécy
Card by Zaratustra
-1500
Satyr
Unit - Animal
Damage: 1
Stamina: 1

Soldier Bane.
Unit Action: Play an Animal into this Era.
Card by Corrigan
-1550
Centaur
Unit - Animal Soldier
Damage: 1
Stamina: 2

As long as you control another Unit named Centaur, Centaur gets +1 damage, +1 stamina and has Soldier Bane (it deals double damage when attacking a Soldier).
Card by Corrigan
-850
Minotaur
Unit - Animal
Damage: 2
Stamina: 3

Whenever Minotaur attacks a Soldier with damage 1 or less, Minotaur gains Soldier Bane until end of turn.
Card by Corrigan
490
Cyclops
Unit - Animal
Damage: 3
Stamina: 4

Animal Bane.
Range damage units get +1 damage until end of turn when they attack Cyclops.
Card by Corrigan
400
Gorgon
Unit - Animal
Damage: 1
Stamina: 2

Unit Action: Target non-Vehicle Unit can't take Unit Actions until your next turn.
Card by Corrigan
-800
Oracle
Unit - Soldier
Damage: 1
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 to collect on a wager with Brutus."
Card by jtwe
-300-1200
Catapult
Unit - Vehicle
Damage: 3 (range)
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 they negotiate."
Card by Zaratustra
-300-1200
Ballista
Unit - Vehicle
Damage: 4 (range)
Stamina: 2

Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Building Bane: Does double damage against Buildings.
"No fair!" - The Archer
Card by Zaratustra
-215
Solar Mirror
Unit - Vehicle
Damage: * (range)
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? Drop it on us?" - The Hero
Card by Zaratustra
400
Barbarian
Unit - Soldier
Damage: 2
Stamina: 2


"I may not speak their tongue, but my fists speak for themselves"
Card by Ariev
200
War Elephant
Unit - Animal
Damage: 3
Stamina: 3

Armor 1
For each wound this receives, flip a coin. On heads, destroy one of your Units.
Card by Zaratustra
-600
Military School
Terrain - Building
Stamina: 6

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. Now move!"
Card by Zaratustra
-480
Narrow Passage
Terrain - Natural Site
Stamina: 8

Non-range attacks may only target the Units with the least Stamina on each side.
Card by Zaratustra
-480
Sheer Cliff
Terrain - Natural Site
Stamina: 6

Any 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
Card by Zaratustra
-1700
Pyramid
Terrain - Building
Stamina: 6

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.
Card by Zaratustra
-1400
Sphinx
Unit - Animal
Damage: 3
Stamina: 3

Building Terrains you control have stamina +1.
At the beginning of your turn, you may have Sphinx get damage -1 and become Aerial until the beginning of your next turn.
Card by Corrigan
-1000-2020
Temple
Terrain - Holy Building
Stamina: 6

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.
Card by Zaratustra
-230+
Hospital
Terrain - Building
Stamina: 6

Unit Action: Remove all wounds from a Unit in this Era.
Card by Kevan
-2000
Tower of Babylon
Terrain - Profane Building
Stamina: X
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.
300
Call to Arms
Action
You may play any number of Antiquity-era Soldiers this turn.
Card by Bucky
-800
Charge!
Action
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
Card by Bucky


-215 or 1500
Eureka!
Action
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.
Card by Zaratustra


Middle Ages

Middle Ages
Era Portal
500 to 1299
1200
Knight
Unit - Animal Soldier
Damage: 2
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.
Card by Zaratustra
1200
Conjurer
Unit - Soldier Mage
Damage: 4 (range)
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?"
Card by Zaratustra
1200
Banisher
Unit - Soldier Mage
Damage: 0
Stamina: 2
Mana: 4

Unit Action: Target Unit is sent to its home Era.

"Begone!"
Card by Zaratustra/James
1200
Wizard
Unit - Soldier Mage
Damage: 2 (range)
Stamina: 2
Mana: 4

Double Damage against Units with Battery.
Unit Action:All Vehicles in this Era lose 2 Battery.
The one for whom lightning strikes the same spot twice
Card by Bucky
1200
Summoner
Unit - Soldier Mage
Damage: 1
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.
Card by Zaratustra


1200
Dragon
Unit - Aerial Animal
Damage: 5
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.
Card by Zaratustra
1200
Unicorn
Unit - Animal
Damage: 2
Stamina: 2
Mana: 5

Mana-Based: This Unit is destroyed if it runs out of Mana.
Unit Action: Heal up to three wounds of target Unit.
Card by Zaratustra
1200
Elemental
Unit - External Animal
Damage: 3
Mana: 4

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.
Card by Zaratustra
1200
Walking Tree
Unit - Plant
Damage: 1
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.
Card by Zaratustra
1200 or 2120
Zombie
Unit - Profane Animal
Damage: 1
Stamina: 3
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.
Card by Bucky
500
Giant
Unit - Animal
Damage: 4
Stamina: 4

Slow Start.
Whenever Giant enters play or attacks, it deals 1 wound to each Terrain.
Unit Action: Giant deals 1 wound to each other non-Aerial Unit.
Card by Corrigan
1100
Gargoyle
Unit - Aerial Animal
Damage: 1
Stamina: 2
Mana: 4
Whenever a Terrain you control is dealt wounds, you may deal a wound to Gargoyle to prevent one of those wounds.
Card by Corrigan
610
Ogre
Unit - Animal
Damage: 3
Stamina: 2
Mana: 2
As long as Ogre has a wound on it, it gets damage +2.
Card by Corrigan
530
Marsh Troll
Unit - Aquatic Animal
Damage: 2
Stamina: 2
Marsh Troll has Armor 1 for each two Terrains you control.
Card by Corrigan
510
Goblin
Unit - Animal
Damage: 1
Stamina: 1
Mage Bane.
Any number of Units named Goblin may attack in the same turn.
Card by Corrigan
1000
Drake
Unit - Aerial Animal Mage
Damage: 3 (range)
Stamina: 3
Mana: 4

Unit Action: Draw a card.
Card by Corrigan
1200
Cavalry
Unit - Soldier
Damage: 3
Stamina: 2

If you play this while there is another Cavalry in play, it gains +2 Damage and +2 Stamina.
Card by Joeyeti
1275
Knights of Cydonia
Unit - Soldier
Damage: 1
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.
Card by jtwe
1200
Crusader
Unit - Holy Soldier
Damage: 1
Stamina: 2

Action: All your Soldiers in this Era are Holy until the end of turn.
As firm of body as of faith.
Card by Zaratustra
1200
Kraken
Unit - Animal Aquatic
Damage: 4
Stamina: 4


Can only damage and be damaged by Aquatic units.
Unit Action: Return this Unit to your hand. Destroy target Aquatic Unit.
Card by Zaratustra
1280
Longbowman
Unit - Soldier
Damage: 1 (range)
Stamina: 1

Longbowman gets +1 damage against Soldiers.
Card by Corrigan
500
Druid
Unit - Mage
Damage: 0
Stamina: 1
Mana: 6

Unit Action: Remove a wound from target Terrain.
Card by Corrigan
1250
Witch Hunter
Unit - Holy Soldier
Damage: 1
Stamina: 2

Witch Hunter deals double damage when it attacks a Mana-based Unit or a Terrain that provides Mana.
Card by Corrigan
Skeleton
Unit - Profane Soldier
Damage: 1
Stamina: 1

Skeleton may attack two Units in the same turn if both targets are Holy.
Card by Corrigan
1200
Necromancer
Unit - Profane Mage
Damage: 1
Stamina: 2

Other Profane Units you control get damage +1.
Card by Corrigan
1000
Servant of Shadow
Unit - Profane Soldier Mage
Damage: 1
Stamina: 1

Profane Units you control have Holy Bane.
Card by Corrigan
500
Bishop
Unit - Holy Mage
Damage: 0
Stamina: 1
Mana: 5

Unit Action: Remove all wounds from target Holy Unit.
Card by Corrigan
550+
Exorcist
Unit - Holy Mage
Damage: 1
Stamina: 2
Mana: 4

Profane Bane.
Unit Action: Exorcist deals wounds equal to the number of Holy Things you control divided among any number of Profane targets.
Card by Corrigan


750
Battering Ram
Unit - Vehicle
Damage: 3
Stamina: 4

Vehicle: This Unit can't take Actions unless you control a Soldier.
When Battering Ram attacks a Terrain, it gets damage +4 until end of turn.
Card by Corrigan
520+
Corrupt Clergyman
Unit - Holy Profane Mage
Damage: 1
Stamina: 1
Mana: 5

Other Profane Units get stamina +1.
Other Holy Units get damage +1.
Card by Corrigan
1200-1940
Fortress
Terrain - Building
Stamina: 7

Armor 1: This takes one less wound from any damage source.
All Soldiers you control on this era receive Armor +1.
Card by Zaratustra
1300
Avalon
Terrain - Holy Site
Stamina: 4

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.
Card by Zaratustra
700
Mana Stone
Terrain - Building
Stamina: 2

Unit Action: Replenish 2 Mana to a Soldier.
Stare into its depths and you will see the fury of the volcano that birthed it.
Card by Joeyeti
700
Mana Well
Terrain - Airstrip Building
Stamina: 3

Unit Action: Replenish 1 Mana to target Unit.
Card by Corrigan
900
Sacred Tree
Terrain - Holy Plant
Stamina: 2
Mana: 4

Unit Action: Target Unit gets stamina +1 until the beginning of your next turn.
Card by Corrigan
1100
Village Chapel
Terrain - Holy Building
Stamina: 4

Holy Units you control get stamina +1.
Unit Action: Heal each Holy Unit you control 1.
The greatest strength of a congregation is its unity.
Card by Corrigan
700
Leyline
Terrain - Natural Site
Stamina: 7

At the start of each player's turn, their units on this Era recover 1 Mana.
Card by Zaratustra
1275
City of Delusion
Terrain - Site
Stamina: 7

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.
Card by jtwe
500
Forgotten Henge
Terrain - Profane Site
Stamina: 6
Mana: 2

Unit Action: Destroy a Unit you control and play two Profane Units.
Card by Corrigan
1200
Steel Armor
Equipment - Soldier
Equipped unit gains Armor +1.
Equipped unit may not take a Unit Action if it took one last turn.
Strong as steel, hard as steel, heavy as steel
Card by Bucky
510
Book of Magick
Equipment - Mage
Mana: 3

Equipped Unit gets damage +1.
Unit Action: Target Unit becomes Aerial until the end of your next turn.
Card by Corrigan
900
Tome of Myth
Equipment - Mage
You may play Animals from Antiquity onto this Era.
Card by Corrigan
600
Martyr's Relic
Equipment - Holy
Equipped Thing has Regeneration 1 (at the beginning of your turn, remove a wound from it).
Card by Corrigan
*
Fireball
Action
Mage Powered 1: This Action may only be played in Eras where you control one Mage unit.

Deal 5 wounds, divided amongst any number of targets.
Card by Zaratustra
*
Ice Wall
Action
Mage Powered 1: This Action may only be played in Eras where you control one Mage unit.

Prevent all damage done to your Units and Terrains until the start of the next turn.
Card by Zaratustra
*
Scry
Action
Mage Powered 1: This Action may be played only in Eras where you control a Mage Unit.

Look at the top five cards of your draw pile. 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.
Card by Corrigan
Resurrect
Action
Mage Powered 1: This Action may be played only in Eras where you control a Mage.

Return a Unit from this Era or earlier from your discard pile to play under you control. That Unit is Profane, and if that Unit was Holy, it isn't Holy.
Card by Corrigan


Renaissance

Renaissance
Era Portal
1300 to 1799
1700
Buccaneer
Unit - Soldier
Damage: 2
Stamina: 1

May only be hit by non-ranged attacks.
Card by Zaratustra
1500
Ninja
Unit - Soldier
Damage: 2
Stamina: 1

Unit Action: Attack two different Units.
Card by Zaratustra
1500
Caravel
Unit - Vehicle/Aquatic
Damage: 3
Stamina: 3

Transport 2: When this is moved to another Era, it may take two Soldiers with it.
Card by Zaratustra
1500
Flying Machine
Unit - Vehicle/Aerial
Damage: 0 (range)
Stamina: 1

Transport 1: When this is moved to another Era, it may take one Soldier with it.
Your Soldiers gain the Aerial type.
Card by Zaratustra
1500
Horse-Pulled Sickler
Unit - Vehicle Animal
Damage: 3
Stamina: 2

Unit Action: Deal 1 wound to X Units, where X is this card's Damage value.
Card by Zaratustra
-200 or 1500
Master Engineer
Unit - Soldier
Damage: 0
Stamina: 1

Unit Action: Play a Vehicle or Building from this Unit's home Era on this Era.
"Practical in the worst sense." - The Artist
Card by Zaratustra
1600
Arquebusier
Unit - Soldier
Damage: 2 (range)
Stamina: 1

Card by Ariev
1600
Cannon
Unit - Vehicle
Damage: 4 (range)
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.
Card by Zaratustra
1500
Explorer
Unit - Soldier
Damage: 0
Stamina: 1

Unit Action: Search your deck for a Site card from this Era, reveal it, and put it in your hand.
Card by Zaratustra
1500
Alchemist
Unit - Soldier Mage
Damage: 0
Stamina: 1

Unit Action: Replenish 1 point of Fuel, Battery or Mana on target Unit.
Card by Zaratustra
1450
Astrologer
Unit - Soldier Mage
Damage: 0
Stamina: 1

When you draw a card at the start of your turn, you may look at the next.
Card by Zaratustra
1483
Inquisitor General
Unit - Holy Soldier
Damage: 0
Stamina: 1

Unit Action: Target Soldier gains a wound. If it survives, its controller discards a card.
Card by Bucky
1550
Artist
Unit - Soldier
Damage: 0
Stamina: 1

When Artist comes into play, its controller draws a card.
"Charming but useless" - The Engineer
Card by Bucky
1530
Iconoclast
Unit - Soldier
Damage: 1
Stamina: 1

Holy Bane.
Each opponent's Holy Units have Iconoclast Bane if that player controls three or more Holy Units.
Card by Corrigan
1350
Tall Ship
Unit - Aquatic Vehicle
Damage: 3 (range)
Stamina: 4

Vehicle, Transport 2.
Whenever Tall Ship destroys a Terrain, draw a card.
Only Aquatic, Aerial or range-damage Units can attack Tall Ship.
Card by Corrigan
1750+
Grand Admiral
Unit - Soldier
Damage: 2
Stamina: 2

Aquatic Vehicle Units you control get damage +1.
At the beginning of your turn, you may have Grand Admiral get damage -1 and gain range until the beginning of your next turn.
Card by Corrigan
1600
Philosophe
Unit - Soldier
Damage: 0
Stamina: 1

External, Holy, Mana-based or Profane Things that are played while Philosophe is in play can't take Unit Actions.
Card by Corrigan
500-1500
Mermaid
Unit - Aquatic Animal
Damage: 0
Stamina: 1

Aquatic Units your opponents control get damage -1.
Card by Corrigan
1500
Workshop
Terrain - Level-1 Lab Building
Stamina: 3

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.
Card by Zaratustra
1700
Strip Mine
Terrain - Building
Stamina: 4

Whenever you would draw a card, you may instead draw three cards and remove two of them from play.
Card by Zaratustra
1513
Fountain of Youth
Terrain - Site
Stamina: 4

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.
Card by Zaratustra
1650
Labor Camp
Terrain - Building
Stamina: 5
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.
Card by Bucky
1400
Star Chamber
Terrain - Unique Building
Stamina: 4


You have no maximum hand size.
Card by Corrigan
1750
Sailors' Pub
Terrain - Building
Stamina: 3

You may play Animal Units from the Middle Ages and from Antiquity into this Era.
Card by Corrigan
1400
Raja's Apartments
Terrain - Unique Building
Stamina: 6

Soldier Units you control whose home Era isn't this one get stamina +1.
Card by Corrigan


1302
Map of the Problematique
Equipment - Soldier
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.
Card by jtwe
1450
Slave Chains
Equipment - Soldier
Damage: -2

You always control the equipped Unit.
Unit Action:Discard two cards and equip this to a Soldier with no equipment on it. You do not need to control that soldier
Card by Bucky
1600
Unequal Trading
Action
Take two cards from an opponent's deck. Place one in their hand and the other in yours.
Card by Zaratustra
1650
Corsairs
Action
Aquatic Powered 1: This Action may only be played in Eras where you control one Aquatic unit.

Target player discards two cards, then you draw a card.
Card by Ariev
1650
Land Grab
Action
Soldier Powered 2: This Action may only be played in Eras where you control two Soldier units.

Gain control of target Terrain.
"All your base are belong to us"-CATS
Card by Zaratustra
1700
Grapeshot
Action
This Action may only be played if you control a Unit with a ranged attack.

Deal one wound to every opposing Unit.
One shot, a thousand wounds.
Card by Zaratustra
1700
Artistic Outburst
Action
Heal 1 Unit of 3 damage. Then draw a card.


Victorian Era

Victorian Era
Era Portal
1800 to 1899
1895+
Time Machine
Unit - Vehicle
Stamina: 1

Unit Action: Move Time Machine and another Unit from this Era to any Era.
Card by James
1890-2000
Steam Air-ship Gunner
Unit - Vehicle/Aerial
Damage: 2 (range)
Stamina: 1

Vehicle: This may only take Unit Actions if you control a Soldier in the same Era.

Puffing steamer, moving in the skies.
Card by James
1870
Reaper-Jack
Unit - Soldier
Damage: 1
Stamina: 1

If Reaper-Jack kills an Unit, he gains +1 Stamina (up to +2).
"...my shadow walks faster than your feet..."
Card by James
1865
Moonshot Cannon
Unit - Vehicle
Stamina: 3
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.
Card by Zaratustra
1870
Werewolf
Unit - Animal
Damage: 3
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.
Card by Zaratustra
1837
Graverobber
Unit - Soldier
Damage: 1
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.
Card by Kevan
1897
Count Schreck
Unit - Soldier
Damage: 1
Stamina: 2

If 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.
Card by Kevan
1890
Safari Hunter
Unit - Soldier
Damage: 1 (range)
Stamina: 2

Safari Hunter deals an extra 2 damage when attacking an Animal.
Card by Kevan
1871
P. T. Bunkum
Unit - Soldier
Damage: 1
Stamina: 1

Unit Action: Return an Animal to its controller's hand.
Card by Kevan
1881
Detective
Unit - Soldier
Damage: 0
Stamina: 1

If an Unit is defeated in this Era, you may look at the top card of its controller's deck.
Card by Zaratustra
1820
Wraith Horseman
Unit - Profane Soldier
Damage: 2

If this does not kill an Unit during your turn, destroy it.
Card by Zaratustra
1898
Martian Tripod
Unit - Vehicle External
Damage: 4
Stamina: 4
Battery: 1
Card by Kevan
1898
Steam Crusher
Unit - Vehicle
Damage: 3
Stamina: 3
Fuel: 3

Armor 1
Slow Start: Can't act on the turn it comes into play.
Card by Zaratustra
1719-1898
Sepoy
Unit - Soldier
Damage: 1 (range)
Stamina: 1

When Sepoy is destroyed, you may play a Soldier Unit.
Card by Corrigan
1861
City Engine
Unit - Vehicle
Damage: 2 (ranged)
Stamina: 7


Transport 3: When this is moved to another Era, it may take three Soldiers with it.
As an additional cost for this Unit to take an Unit Action, discard a card.
Card by jtwe
1888-2100
Refinery
Terrain - Building
Stamina: 6

Unit Action: Replenish target Unit's Fuel.
Card by Zaratustra
1896
The Island of Dr. Tiermann
Terrain - Building Site
Stamina: 6

All Animals you control in this Era are of the Soldier type instead. (They retain all other types.)
Card by Zaratustra
1865
Gateway to Mirrorworld
Terrain - External Site
Stamina: 1

All Units on this Era have their Stamina and Damage values exchanged. (Units with Stamina 0 are promptly removed.)
Card by Zaratustra
1899
Resonant Transformer
Terrain - Building
Stamina: 4

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.
Card by Zaratustra
1822
Difference Engine
Terrain - Building
Stamina: 3
Battery: 3

Unit Action: Draw a card.
Battery-Based: This Terrain is destroyed if it runs out of Battery.
Card by Zaratustra
1900
Ancient Plateau
Terrain - Natural Site
Stamina: 7

You may play cards from the Mesozoic Era in this Era.
Card by Zaratustra


1891
Tesla Coil
Terrain - Building
Stamina: 5
Battery: 4
Tesla Coil's Unit Action may be used any number of times during your turn.
Unit Action: Replenish 1 Battery to each other Unit you control.
Card by Corrigan


1889
Revolutionary Flag
Equipment - Soldier
When the equipped Unit is destroyed, each other Unit you control in this Era may take an Action.
Card by jtwe
1897
Invisibility
Action
Prevent all damage dealt to target Soldier until the start of your next turn.
Card by Zaratustra
1818
Reanimation Machine
Action
Return a Soldier from your discard pile to play in this Era. It gains one wound.
Card by Zaratustra
1899+
Outage
Action
Deplete 2 Battery from target player's Units.
Card by Corrigan



Industrial Age

Industrial Age
Era Portal
1900 to 1968
1930-1990
Anti-Air Artillery
Unit - Vehicle
Damage: 2 (range)
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.
Card by Bucky
1920
Infantryman
Unit - Soldier
Damage: 1
Stamina: 1

If you have a Soldier Equipment card on hand as you play this, you may play it on this immediately.
Card by Joeyeti
1940
Panzer IV
Unit - Vehicle
Damage: 3
Stamina: 3

Vehicle: This may only take Unit Actions if you control a Soldier in the same Era.
Card by Kevan
1915
U-boat
Unit - Aquatic Vehicle
Damage: 3 (range)
Stamina: 4

Vehicle, Transport 2, Aquatic Bane
When U-boat attacks, put a counter on it. At the end of your turn, if U-boat didn't attack on your last turn, remove a counter from it. Your opponents can't attack or target U-boat unless there are two or more counters on it.
Card by Corrigan
1940
Kamikaze
Unit - Vehicle/Aerial
Damage: 2 (range)
Stamina: 2
Fuel: 2

Unit Action: Destroy this and a Soldier you control in this Era. Deal 8 wounds to target Vehicle or Terrain.
Card by Zaratustra
1918
SMS Tegetthoff
Unit - Aquatic Vehicle
Damage: 3 (range)
Stamina: 4
Fuel: 4

Vehicle, Transport 3.
Aerial Bane: This deals double damage against Aerial Units.
Card by Corrigan
1943
USS Eldritch
Unit - Vehicle/Aquatic
Damage: 4 (range)
Stamina: 4
Fuel: 4

Vehicle, Armor 1, Transport 3.
When this Unit Warps, all units being transported by it take one wound.
Card by Zaratustra
1963
Assassin
Unit - Soldier
Damage: 1
Stamina: 1

Unit Action:
Destroy target Soldier or Animal unless its controller discards a card, or 3 cards if this Unit is in its home Era.
Card by jtwe
1943
Commando
Unit - Soldier
Damage: 1
Stamina: 2

Whenever Commando takes a Warp action, it can Attack immediately afterwards as a free action.
Card by Bucky
1930
Heavy Bomber
Unit - Aerial Vehicle
Damage: 4 (range)
Stamina: 4
Fuel: 2

Vehicle, Armor 1, Transport 3, Non-Aerial Bane.
Heavy Bomber gets -3 damage when it attacks an Aerial Unit.
Card by Corrigan
1935
Fighter Plane
Unit - Aerial
Damage: 3 (range)
Stamina: 2
Fuel: 3

Card by Ariev


1960
Bulldozer
Unit - Vehicle
Damage: 1
Stamina: 3
Fuel: 4

Bulldozer gets +4 damage when it attacks Terrains.
Card by Bucky
1920+
Solar Panel
Terrain - Building
Stamina: 2

At the start of your turn, replenish the Battery of any Unit in the same Era as Solar Panel.
Card by Kevan
1950
Hardened Bunker
Terrain - Building
Stamina: 7

Armor 2: Takes two fewer wounds from any damage source.
Your non-aerial units in this Era cannot attack or be attacked.
Card by Bucky
1905
Railroad
Terrain - Building
Stamina: 3

Unit Action: You may play an extra Unit or Equipment this turn, but only into this Era.
Card by Bucky
1905
Factory
Terrain - Building
Stamina: 5

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.
Card by Bucky
1940
Minefield
Terrain - Building
Stamina: 3

When an Unit attacks, flip a coin: On heads, this deals two wounds to that Unit.
Card by Zaratustra
1941
Aerodrome
Terrain - Airstrip Building
Stamina: 4

Unit Action: Replenish target Aerial Unit's Fuel.
Card by Kevan
1936
Semi-Automatic Rifle
Equipment - Soldier
Damage: +1

Equipped Unit may attack once on your turn as a free action.
Card by Zaratustra
1936
Cram Rations
Equipment - Soldier
Stamina: +1

Equipped Unit gains Regeneration 1.
Card by Zaratustra
1945
Nuclear Bomb
Equipment - Vehicle
Stamina: =2

Equipped Unit has Stamina 2 and:
Unit Action: Destroy this. Deal 10 wounds to all Things in this Era.
Card by Zaratustra
1930
Trench
Equipment - Terrain
Equipped Terrain can't be targeted by non-ranged attacks while an Unit controlled by its owner survives in this Era.
Card by Zaratustra
1940
Flak Jacket
Equipment - Soldier
Prevents 1 wound done by ranged attack to equipped Unit.
Card by Ariev
1940
Medical Kit
Equipment - Soldier
Heal Actions by this Unit recover 2 extra wounds.
Card by Zaratustra
1940
Air Drop
Action
Search your deck for a Soldier Equipment card of this Era, and equip it on target Soldier. Shuffle your deck afterwards.
Card by Zaratustra
1940
Blitzkrieg
Action
Up to four of your Units take Warp actions. One of those Units must be a Vehicle.
Card by Bucky
1964
Mass Peace
Action
Remove all wound counters from all creatures in this Era. During the next turn, no Units in this era may attack.
Peace, man.
1930
Mustard Gas
Action
Soldier Powered 1: Play this Action only into Eras where you control a Soldier Unit.
Mustard Gas deals 1 wound to each of three Soldier Units target player controls. Units dealt wounds this way can't attack on that player's next turn.
Card by Corrigan
1935
Railroad Bomb
Action
Soldier Powered 2: Play this Action only in Eras where you control at least two Soldier Units.
Target player can't draw cards on his or her next turn.
Card by Corrigan


Information Age

Information Age
Era Portal
1969 to 2049
1985+
Fighter Bomber
Unit - Aerial
Damage: 2 (range)
Stamina: 2
Fuel: 4

+1 to Damage. when attacking Terrain or Buildings.
Diving in from high above with precise ammunition.
Card by Joeyeti
1985+
Fighter Jet
Unit - Aerial
Damage: 2 (range)
Stamina: 1
Fuel: 4

+1 to Damage. when attacking Aerial units.
Flying hunter, especially useful against other Aircraft.
Card by Joeyeti
1995
Tank
Unit - Vehicle
Damage: 4
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.
Card by BM
1995
Marine Soldier
Unit - Soldier
Damage: 1
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.
Card by Joeyeti
2015+
Soldier Drone
Unit - Soldier Vehicle
Damage: 2
Stamina: 1
Battery: 5

Soldier Drone cannot operate other Vehicles.
Card by Bucky
1970+
Fuel Tanker
Unit - Vehicle
Stamina: 3
Fuel: 6

Unit Action: Move any number of Fuel tokens from Fuel Tanker to another Unit in the same Era.
Card by Kevan
1985
Time Car
Unit - Vehicle
Stamina: 2
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.)
Card by Zaratustra
1995
Mobile Command Center
Unit - Vehicle
Stamina: 3
Battery: 3

You may take one free Unit Action in this era per turn at the cost of one Battery from this Unit.
Card by Bucky
1971
Spy
Unit - Soldier
Damage: 2
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.
Card by Zaratustra
1971
Elite Sniper
Unit - Soldier
Damage: 1 (range)
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.
Card by Zaratustra
2010
Universal Web
Terrain - Building
Stamina: 3
Battery: 3

Unit Action: Target player reveals their hand.
Card by Zaratustra
1970+
Earth-Gas Plant
Terrain - Building
Stamina: 5

Unit Action:Replenish one point of Battery to up to two units.
Card by Joeyeti
1980+
Nuclear Plant
Terrain - Building
Stamina: 8

Unit Action: Replenish up to three points of target Unit's Battery.
Card by Zaratustra
1990+
Jurassic Labs
Terrain - Level-1 Lab Building
Stamina: 6

You may play Units preceding 1990 into this Era.
Card by James
2020+
Cryogenic Labs
Terrain - Level-1 Lab Building
Stamina: 6

Unit Action: Take this Terrain and any number of your Units to the next Era futurewise.
Card by Zaratustra


2k+
Secret Research Lab
Terrain - Unique Level-1 Lab Building
Stamina: 6

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.
Card by Bucky
2000
Historic Archives
Terrain - Building
Stamina: 6

All your Units originating from this Era deal +1 Damage to Units originating from earlier Eras.
Card by James
2000
International Union
Terrain - Building
Stamina: 6

Soldiers with Damage 0 or less can't be attacked.
Card by Zaratustra
2010
Tear Gas
Terrain - Environment
Stamina: 3
This gains one wound counter at the start of every turn. All Soldiers and Animals have Damage -2.
Card by Zaratustra
1997
Dimensional Flux Agitator
Equipment - Soldier
When you play this card, you may play another Thing this turn.

Unit Action: Move any number of Units you control in this Era to a different, randomly chosen Era.
Card by jtwe
1970
Portable Generator
Equipment - Vehicle Terrain
Fuel:3

Once per turn, you may remove a Fuel counter from Portable Generator to add a Battery counter to the equipped card.
Card by Bucky
2000+
Genetic Alteration
Action
An Animal or Soldier in a later Era gains +2 Damage.
Card by BM
1970
Cruise Missile Strike
Action
Choose a Terrain in this Era. Roll two six-sided dice and give it that many Wounds.
Card by Bucky
2000
Improvised Explosive Device
Action
Choose a Vehicle in this Era. Roll a six-sided die and give it that many Wounds.
Card by Bucky
1970
Painkillers
Action
Target Soldier has +2 Stamina until the end of your next turn. You may take an extra Action this turn.
Card by Bucky
1970
Arms Race
Action
Every player may put a Unit from his hand into play.
Card by Ariev


Apocalypse Wars

Apocalypse Wars
Era Portal
2050 to 2149
2100
Biker Mutant
Unit - Soldier
Damage: 2
Stamina: 2
Fuel: 5
Card by Zaratustra
2100
Scavenger Team
Unit - Soldier
Damage: 1
Stamina: 1

When a Vehicle or Terrain is destroyed in this Era, add 1 to any one Unit's Damage and Stamina.
Card by Zaratustra
2100
Blockade Ambusher
Unit - Soldier
Damage: 2
Stamina: 1

When a Vehicle arrives in this Era, Blockade ambusher may make a free Attack on it.
Card by Zaratustra
2130
Junk Knight
Unit - Soldier
Damage: 1
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.
Card by Zaratustra
2052
Ardes Robo-Tank
Unit - Vehicle
Damage: 4
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.
Card by Joeyeti
2083
Stingwalker
Unit - Plant
Damage: 2
Stamina: 4

Stingwalker can only attack a Unit that took a Unit Action during its previous turn.
Card by Kevan
2084
Red Weed
Unit - Plant
Stamina: 1

Unit 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
Card by Kevan
2050
Quarantine Patrol
Unit - Soldier
Damage: 1(range)
Stamina: 2

Any other Unit arriving in this Era using a Warp Action receives a free Attack from Quarantine Patrol.
Card by Kevan
2098
Road Scrounger
Unit - Soldier
Damage: 1
Stamina: 1

Unit Action: Move a Fuel, Battery or wound counter from one Unit to another.
Card by Kevan
2055
Looters
Unit - Soldier
Damage: 1
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.
Card by Zaratustra/James
2059
Outlaw
Unit - Soldier
Damage: 2
Stamina: 1

Any non-Aerial Unit that attacks Outlaw receives a free Attack from Outlaw.
Card by Bucky
2050
Infection Carrier
Unit - Soldier
Damage: 2
Stamina: 4

Infection Carrier sustains 1 wound after taking a Unit Action.
"Thermal scans show a suspiciously active metabolism. Terminate it." -Quarantine Patrol
Card by Kevan
2137
Cargo Cultist
Unit - Soldier
Damage: 1
Stamina: 1

You may play Vehicles from 1970-2050 into this Era.
Card by Kevan
2137
Junkyard Raiders
Unit - Soldier
Damage: 1
Stamina: 1

Unit Action: Add a wound token and two Fuel or Battery tokens to a Vehicle you control.
Card by Kevan
2070
Old Bus
Unit - Vehicle
Stamina: 2
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.
Card by Bucky
2070
Patch Doctor
Unit - Soldier
Damage: 0
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.
Card by Zaratustra
2080
Experiment Omega
Unit - Animal
Damage: 3
Stamina: 3

Has +1 Stamina for each Lab you have in play on this or past Eras.
Card by Zaratustra
2050+
Fusion Plant
Terrain - Building
Stamina: 12

Unit Action: Replenish target Unit's Battery.
Card by Zaratustra
2057
Derelict Power Station
Terrain - Building
Stamina: 6

Unit Action: Replenish any number of Units' Batteries. Deal 1 damage to Derelict Power Station for each Unit replenished.
Card by Kevan
2076
Radiation Epicentre
Terrain - Environment
Units in this Era cannot Heal.

Unit Action: Deal 1 wound to all Soldiers and Animals in this Era.
Card by Kevan
2052
Floodwater
Terrain - Environment
When Floodwater comes into play, deal 2 damage to all Terrain. Whenever a Terrain comes into play, deal 2 damage to it.
Card by Kevan
2050
Junkyard
Terrain - Site
Stamina: 4
You 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!
Card by Kevan
2070
Black Market
Terrain - Building
At any time during your turn, you may destroy a Vehicle you control to draw a card.
Card by Bucky
2050
Ruins
Terrain - Site
Stamina: 4
You may play Terrains from 1970-2050 into this Era. They come into play with two wound tokens.
Card by Zaratustra
2050
Surveillance Lab
Terrain - Level-1 Lab Building
Stamina: 4

When this is wounded, you may draw a card.
Card by Zaratustra
2080
Genetics Lab
Terrain - Level-2 Lab Building
Stamina: 4

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.
Card by Zaratustra
2130
Akuma Cell Strain
Equipment - Soldier Animal
Stamina: +2
Equipped Unit gains one wound at the start of your turn and has +1 Damage for each wound.
Card by Zaratustra
2060
Automated Defenses
Equipment - Building
Damage = 1

The 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.
Card by Bucky
2080
Bio-Weapon
Action
Soldier Powered 1: This may only be played in Eras where you control one Soldier.
Deal 3 wounds to each Plant and Animal in this era. Armor doesn't reduce this damage.
Card by Bucky
2082
Nighttime Raid
Action
Target Unit Warps, then Attacks, then Warps, skipping each action it cannot perform.
No matter who you're fighting, surprise is a mighty ally.
Card by Bucky
2076
Aftershock
Action
Thing Powered 1: This may only be played in Eras where you control one Thing.
Deal 5 damage to all Terrain and Vehicles in this Era.
Card by Kevan
2150
Desert Salvage
Action
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.
Card by Kevan



Space Pioneer Age

Space Pioneer Age
Era Portal
2150 to 2500
2300
Walker Transport
Unit - Vehicle
Damage: 4
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.
Card by Zaratustra
2300
Desert Hovership
Unit - Aerial Vehicle
Damage: 5
Stamina: 2
Battery: 3

Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Battery-Based: This Unit is destroyed if it runs out of Battery.
Card by Zaratustra
2300
Psi Soldier
Unit - Soldier
Damage: 1
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.
Card by Zaratustra
2150
Space Marine
Unit - Soldier
Damage: 3 (range)
Stamina: 3
Battery: 3


Between the plasma cutters, airtight power armor and megawatt electrolasers, they are the most heavily armed soldiers in recorded history.
Card by Zaratustra
2300
Jetpack Infantry
Unit - Aerial Soldier
Damage: 1
Stamina: 1

Jetpack Infantry cannot operate vehicles.
It took the Battle of Juno for most tacticians to realize the true value of hoverpack-equipped skirmishers.
Card by Bucky
2400
Zetatron Arms
Unit - Vehicle Aquatic Modular
Damage: 3
Stamina: 2
Battery: 3
Unit Action: Transform this.
Equipment - Modular
Damage: +3
Stamina: +2
Equipped Unit gains the Aquatic type.
Card by Zaratustra
2400
Zetatron Legs
Unit - Vehicle Modular
Damage: 2
Stamina: 3
Battery: 3
Transport 1
Unit Action: Transform this.
Equipment - Modular
Damage: +2
Stamina: +3
Transport +1
Card by Zaratustra
2400
Zetatron Head
Unit - Vehicle Aerial Modular
Damage: 2 (range)
Stamina: 2
Battery: 3
Unit Action: Transform this.
Equipment - Modular
Damage: +2 (+range)
Stamina: +2
Equipped Unit gains the Aerial type.
Card by Zaratustra
2400
Cybertank
Unit - Unique Vehicle
Damage: 6 (range)
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.
Card by Zaratustra
2200
Repair Droid
Unit - Soldier
Damage: 1
Stamina: 1

Unit Action: Remove all wounds from a Vehicle or Terrain.
"Hull repairs complete.
Commencing secondary
maintenance cycle."
Card by Kevan
2179
Xenoform
Unit - Animal External
Damage: 1
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.
Card by Zaratustra
2200
Materials Science Lab
Terrain - Unique Level-2 Lab Building
Stamina: 7

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
Card by Bucky
2250
Engineering Lab
Terrain - Unique Level-2 Lab Building
Stamina: 7

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.
Card by Bucky
2200
Chemistry Lab
Terrain - Unique Level-2 Lab Building
Stamina: 7

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.
Card by Bucky


2300
Nanotechnology Lab
Terrain - Unique Level-3 Lab Building
Stamina: 6

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.
Card by Bucky
2400
Energy Physics Lab
Terrain - Unique Level-3 Lab Building
Stamina: 6

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.
Card by Bucky
2400
Biotechnology Lab
Terrain - Unique Level-3 Lab Building
Stamina: 6

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.
Card by Bucky
2150
Launchpad
Terrain - Airstrip Building
Stamina: 3

At 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.
Card by Kevan
2450
Force Dome
Terrain - Unique Building
Stamina: 4

Prevent all damage to other Terrains you control in this Era.
Card by Kevan
2150
Ammunition Minifac
Terrain - Building
Stamina: 3

Your Soldiers don't use Battery to attack on this Era.
Card by Zaratustra
2350
Transhumanism Central
Terrain - Site
Stamina: *

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."
Card by jtwe
2350
Memetic Warfare
Terrain - Environment
Unit Action: Remove the top card of your deck from the game. Inflict 1 wound on target Unit.
Card by jtwe
2500+
Supermassive Black Hole
Terrain - Unique Environment
Play only into the latest Era in play.

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.
Card by jtwe
2400
Unstable Wormhole
Terrain - Site
Stamina: 5

Units may take free Warp actions. Whenever an Unit does so, this receives one wound.
Card by Zaratustra
2200
Personal Force Field
Equipment - Soldier
Stamina: 3

Wounds received by the equipped unit apply to Personal Force Field instead.
Card by Bucky
2200
Plasma Rifle
Equipment - Soldier
Damage: +2

Equipped Unit's attack becomes Ranged.
It has three power settings: kill, vaporize and ionize.
Card by Bucky
2200
Cybernetic Implants
Equipment - Soldier
Damage: +1
Stamina: +1

Cybernetic Implants can only be Equipped the turn they come into play. If the Equipped unit is destroyed, destroy Cybernetic Implants.
Card by Bucky
2410
Gray Goo
Equipment - Soldier
This starts with one goo counter on it.
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.
Card by jtwe
2150
Zero Gravity
Terrain - Environment
All Units are Aerial.
Card by Zaratustra
2400
Exo-Politics
Action
Return a Unit controlled by an opponent in this Era to its owner's hand.
Fun fact: Most nineteenth- and twentieth-century extradition treaties didn't include an expiration date.
Card by jtwe


Anywhen Cards

External Cards

Chronofold Hounds
Unit - Animal External
Damage: 4
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.
Card by Zaratustra
Time Fly
Unit - Animal External
Damage: 0
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.
Card by Bucky
The Unbearable Being of Light
Unit - Unique Holy External
Damage: 1
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.
Card by James
Papa Jumbie
Unit - Unique Profane External
Damage: 2
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.
Card by James
Giant Despair
Unit - Unique External Profane
Damage: 3
Stamina: 5

Units your opponents control lose their Banes.
Card by Corrigan
Michael
Unit - Unique External Aerial Holy Soldier
Damage: 4
Stamina: 5

When you control a Profane Thing, destroy Michael.
Units you control have Profane Bane and can't have their damage or stamina reduced (they still take wounds).
Card by Corrigan


Sandglass Desert
Terrain - External Site
Stamina: 4

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.
Card by Zaratustra
Apocalypse Plains
Terrain - Unique External Site
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.
Card by jtwe
Unholy Sanctuary
Terrain - Unique Profane External Site
Stamina: 9

Unit Action: Units you control get +1 damage and +1 stamina until end of turn for each Profane Thing you control.
Card by Corrigan
Continuum Tide
Terrain - External Environment
Stamina: 3

During their turn, players may take an extra Unit Action with an Unit on this Era.
Card by Zaratustra
The Necronomicon
Equipment (Unique Profane) - Soldier Book
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.
Card by James
Collected Speeches of Lucifer
Equipment - Profane Book
Unit Action: An Unit in this Era gains the Profane type.
These charming and treacherous lies are among the most piquant ever told.
Card by James
Mantle of Ascension
Equipment - Holy
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
Card by Bucky
Divine Writs
Equipment - Holy Book
Unit Action: A Unit in this Era becomes Holy.
Card by Corrigan


*
Defile
Action
Profane Powered 1: This Action may only be played in Eras where you control one Profane unit.

Destroy a Holy Thing.
Card by Zaratustra
*
Temptation
Action
Profane Powered 1: This Action may only be played in Eras where you control one Profane unit.

Gain control of a non-Holy Unit.
Card by Zaratustra
Gleeful Destruction
Action
Gleeful Destruction deals X wounds to X target Units and/or Terrains, where X is the number of Profane Things you control.
Card by Corrigan
Purge
Action
Holy Powered 1: Play this Action only in an Era where you control a Holy Unit.

Destroy a Profane Thing.
Card by Corrigan
Conversion
Action
Holy Powered 1: Play this Action only in an Era where you control a Holy Unit.

Gain control of a non-Profane Unit.
Card by Corrigan


General Purpose Cards

Deep Forest
Terrain - Natural Site
Stamina: 5

All Units in this Era gain Damage -1 and Stamina +1.
Card by Joeyeti
Chronogate
Terrain - Building
Stamina: 8

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.)
Card by Zaratustra
Dense Clouds
Terrain
At the beginning of your turn, destroy Dense Clouds.
Non-Aerial Units can't attack Aerial Units.
Aerial Units get damage -1.
Card by Corrigan
Soldier's Poem
Equipment - Soldier Book
Soldier Equipment: Play on a Soldier card.
When the equipped Unit is destroyed, you may remove all damage from a Unit in a later Era.
Card by jtwe
Legend
Equipment
Play on a Unit or a Terrain.
Equipped Thing is Timeless and Unique.
Card by Corrigan
-40000+
Conscript
Unit - Soldier
Damage: 1
Stamina: 1


Regular warrior of the common army. No more, no less.
Card by Joeyeti
-40000+
Sheep
Unit - Animal
Damage: 0
Stamina: 1

When you play Sheep, you may play another Unit this turn.
Unit Action: Destroy any number of Sheep you control to heal that many wounds from Units you control, distributed as you choose.
Card by Corrigan
Time Warp
Action
Move a Unit or Terrain to any Era.
Card by Kevan
Timeline Shift
Action
Turn a face-up Portal you control face-down. Turn a futurewise Portal face-down.
Card by Zaratustra
Timeline Shatter
Action
Destroy a Portal you control. Turn all Portals futurewise face-down or face-up, at your choice.
Card by Cait
Wrinkle
Action
Move an Era to another point in the Timeline.
Card by Cait
Tether
Action
Turn target Portal face-up.
Card by Zaratustra
Maelstrom
Action
Move all Units and Terrains to an adjacent Era.
Card by Zaratustra
Battle Chaos
Action
Every player chooses one of his Unit cards and gives it to the player on his right into one of his Eras.

No Era-to-Era restriction applies.
Card by Joeyeti
The Butterfly Effect
Action
Destroy one of your Units to destroy a Unit in a later Era.
Card by BM
Timeless Luck
Action - Timeless
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.
Card by Joeyeti
Open Exchange
Action
Pick up an Opponent. Both of you choose a Card from the other one's hand, show them to others and exchange them.
Card by Joeyeti
Erode
Action
Choose one: Destroy a Terrain with no Stamina value, or deal 2 wounds to a Terrain.
Card by Bucky
Alternate Universe
Action - Timeless
Until the end of the turn, you may play Things through any of your Portals, regardless of year limitations.
Card by Zaratustra
Meltdown
Action
Destroy a Terrain that has the ability to replenish Fuel or Batteries. It deals 1 wound to every Unit.
Card by Kevan
Portal Bomb
Action
Deal 2 wounds to a Unit if there is an open Portal.
Card by Bucky
Exhaust
Action - Timeless
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.
Card by Zaratustra
Invincible
Action
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.
Card by jtwe
Hoodoo
Action - Profane
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.

Return a Unit that could be played in this Era from your discard pile to play.
Card by jtwe
Take a Bow
Action - Timeless
If a Unit you control has been destroyed by an opponent since the end of your last turn, draw three cards.
Card by jtwe
Starlight
Action
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.
Card by jtwe
Loot
Modifier
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).
Card by James
Mobilize
Action - Timeless
You may take up to two free Unit Actions at the start of your next turn.
Card by Bucky
Infiltrate
Action - Timeless
Until the end of the turn, all Era Portals are considered to be owned by you for purposes of playing Things.
Card by Zaratustra
Overload
Action
Turn a Portal face-down if the Portal's owner controls 10 or more Things in the Portal's Era.
Card by Zaratustra
Comandeer
Action
Take control of a face-down Portal that can be currently destroyed by a Unit you control.
Card by Zaratustra
Adaptation
Action
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.
Flicker
Action
Remove any number of Things you control from play. Return them to play at the start of your next turn.
Card by Zaratustra
Retread
Action
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.
Card by jtwe


Recall Signal
Action - Timeless
Return up to 5 of your Equipment to your hand.
Card by Bucky
Historic Charge
Action - Timeless
Up to five Soldier Units you control may take a Unit Action this turn.
Card by Corrigan
Raze
Action
Deal 5 wounds to target Terrain.
Card by Corrigan
Swarm
Action
Search your draw pile for up to three cards that share a title with target Unit you control and put them into play in the same Era. You can't play a Thing this turn.
Card by Corrigan