Difference between revisions of "Chronogeddon CCG card set"
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| text = '''Stamina: 2'''<br>'''Fuel: 2'''<br><br>''Vehicle:'' May only take Unit Actions if you control a Soldier in the same Era.<br>''Transport 2:'' When this is moved to another Era, it may bring up to two Soldier units with it. | |||
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Revision as of 03:23, 27 September 2007
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 card ever sustains a number of wound counters that equals or exceeds its Stamina, it is destroyed.
Unit Types
Units can be of type Soldier, Animal and/or Vehicle. They can also have subtypes, such as Aerial or Equipment. Some of these keywords 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.
Equipment
Equipment Things must be played in a Thing that shares a type with it. If that Thing leaves play, the Equipment is destroyed. The Equipment card may change the statistics and abilities of the equipped Thing.
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.
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. 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.
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 target Units and Terrain 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 counter from itself.
- Attack: Select another Unit in the same Era as a target. The targeted Unit sustains wounds equal to the Damage Rating of the attacking Unit.
- 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.
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 counter at the start of your turn.
Stamina: 5
Regeneration 1: This heals one wound counter at the start of your turn.
Stamina: 4
Regeneration 1: This heals one wound counter at the start of your turn.
Demolish: This does double damage against Terrains.
Stamina: 3
Armor 1: This takes one less wound from any damage source.
Demolish: This does double damage against Terrains.
Stamina: 3
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.
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.
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: 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.
Stamina: 1
"I can kill you from three hundred yards away with these." - Crécy
Stamina: 3
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Demolish: Does double damage against Terrains.
Stamina: 2
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Demolish: Does double damage against Terrains.
Stamina: 3
This Unit's Damage is equal to the number of Solar Mirrors you control.
Demolish: Does double damage against Terrains.
Does double damage against non-Aquatic Vehicles.
Stamina: 2
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.
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.
Unit Action: Remove all wounds from a Unit in this Era.
Middle Ages
Stamina: 2
Mana: 3
Unit Action: Target Unit is sent to its home Era.
Stamina: 2
Mana: 3
Whenever Wizard attacks a Unit with Battery, he does double damage.
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.
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
Whenever a Soldier dies due to an attack by a Zombie, you may search your draw or discard pile for a Zombie and put it into play.
Stamina: 2
If you have two Cavalry cards in an era, they count as a single Charge Cavalry Unit with Damage: 5 and Stamina: 4.
Stack them to represent this.
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.
Armor 1: Fortress takes one less wound from any damage source.
All Soldiers you control on this era receive Armor +1.
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.
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.
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 Terrain from this Unit's home Era on this Era.
Stamina: 1
Stamina: 3
Fuel: 1
Demolish: 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: 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.
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.
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 a Unit succesfully, add a counter to his Stamina (up to 2 counters can be added).
"...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: 1
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.
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.)
Industrial Age
Stamina: 2
Vehicle: This may only take Unit Actions if you control a Soldier in the same Era.
This card can only attack Aerial Units.
Stamina: 1
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: 3
Fuel: 3
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 is moved to another Era, it may bring up to 3 Soldier units with it.
When this Unit Warps, destroy one of the Units it transports, at random.
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: 1
Fuel: 2
At the start of your turn, replenish the Battery of any Unit in the same Era as Solar Panel.
Armor 2: This Terrain 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 Thing this turn, but only into this Era.
Unit Action: Replenish target Aerial Unit's Fuel.
Equipped Unit may attack once on your turn as a free action.
Equipped Unit has Stamina 2 and:
Unit Action: Destroy this. Deal 10 wounds to all Units and Terrains in this Era.
Information Age
Stamina: 2
Fuel: 2
When attacking Terrain or Buildings, Fighter Bomber gains bonus +1 to Damage.
Diving in from high above with precise ammunition.
Stamina: 1
Fuel: 2
When attacking Aerial Units, Fighter Jet gains bonus +1 to Damage.
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
If a Marine is attacked for the first time, flip a coin. If tails, he is not hit. Subsequent attacks cannot be saved against.
Marines are sturdy warriors who take more bouncing than regular soldiers.
Stamina: 1
Battery: 5
Soldier Drone cannot operate 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
Unit Action: Target player reveals their hand.
Replenish one point of Battery to up to two units in the same Era.
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.
Unique: You can only have one of these in play at a time.
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.
Unit Action: Move any number of Units you control in this Era to a different, randomly chosen Era.
Apocalypse Wars
Stamina: 1
When a Vehicle or Terrain is destroyed in this Era, add 1 to an Unit's Damage and Stamina.
Stamina: 1
All Vehicles arriving in this Era may receive a free Attack from this Unit.
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: 2
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 subsequent hit will destroy the tank.
Stamina: 4
Mana:3
Whenever a Soldier dies due to an attack by a Zombie, you may search your draw or discard pile for a Zombie and put it into play.
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 Damage token from one Unit to another.
Stamina: 2
Infection Carrier sustains 1 wound after taking a Unit Action.
Stamina: 1
You may play Vehicles from 1950-2050 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.
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 1950-2050 into this Era. They come into play with one Fuel or Battery token, and one wound token.
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.
Stamina: 3
Mobile Infantry cannot operate vehicles.
Stamina: 6
Battery: 1
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Unit Action: Draw a card
Unit Action: Refill Asteroid Miner's Battery. This Unit Action doesn't require Battery to use.
Stamina: 2
Battery: 3
Unit Action: This becomes an Equipment until it leaves play.
Equipment - Modular
Damage: +3
Stamina: +2
Equipped Unit gains the Aquatic type.
Stamina: 3
Battery: 3
Transport 1
Unit Action: This becomes an Equipment until it leaves play.
Equipment - Modular
Damage: +2
Stamina: +3
Transport +1
Stamina: 2
Battery: 3
Unit Action: This becomes an Equipment until it leaves play.
Equipment - Modular
Damage: +2
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 wound counters from a Vehicle or Terrain.
If you control a Secret Research Lab in this Era or an earlier one, all your Terrain in this Era or later gains Armor 2
If you control a Secret Research 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 Secret Research 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 Secret Research Lab and an Engineering Lab in this Era or an earlier one, all your vehicles in this Era or later gain Regeneration 1.
If you control a Secret Research Lab, a Materials Science Lab and an Engineering Lab 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 a Secret Research Lab, a Chemistry Lab and a Nanotechnology Lab 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 Terrain you control in this Era.
Your Soldiers don't use Battery to attack on this Era.
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.
Wounds received by the equipped unit apply to Personal Force Field instead.
Equipped Unit's attack becomes Ranged.
Timeless Cards
Stamina: 4
Animal: This cannot Alter Portals.
Chronofold Hounds may be played on your face-down Eras. Destroy Chronofold Hounds if it is assigned to a face-up Era.
Stamina: 4
If an Unit would move to another Era, instead both the unit and this attack each other.
Infernal cards may not be played.
Takes 1 less damage from Infernal cards.
Stamina: 4
When a Zombie is destroyed, you may do 1 damage to this to move it into your hand.
Takes no damage from Zombies.
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.
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 creature that could be played in this Era from your discard pile to play.