Talk:Chronogeddon CCG card set

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This deck is currently under construction. We're currently working out the basic game mechanics, before we start designing actual cards. Feel free to join in the conversation below.

Old talk on this subject has been archived.
Joker's thoughts are at Talk:New CCG/joker.

Project status?

So what's happening with this? Do people think we've got enough material to put some coherent first-draft rules up on the main article page, and make enough cards for an alpha-test set? --Kevan 16:52, 26 March 2007 (BST)

I think so. --Depressi
Me too. --James 19:34, 6 April 2007 (BST)
So... who does it? Zaratustra 01:10, 10 April 2007 (BST)
I'd be happy to, but I'd say James got first refusal, as he started the project. --Kevan 12:22, 10 April 2007 (BST)
Sorry - I've been staying away from this for a while, so that it doesn't become 'my game'. --James 12:14, 1 May 2007 (BST)
No problem. I'll try to summarise what we've got, then. Any votes for a title? I think my money's still on Chronowar or Chronogeddon. --Kevan 13:09, 1 May 2007 (BST)

I've added a rough draft of rules and a few example cards that fit them. They're probably a bit biased towards how I was seeing the game progressing, so take me to task on anything I've misinterpreted. --Kevan 14:05, 1 May 2007 (BST)

v1.0

Two things I didn't cover when writing up the rules, but which have been discussed a bit - Resources and the Rock-Paper-Scissor trinity.

Resources would mean that certain units required access to particular resources to function, which would put them at a disadvantage if they were travelling to an unfamiliar Era where they couldn't refuel. One way to implement this would be to agree on a fixed set of resources, and write them on Era cards (with room for having Terrains or Units which could create that resource in alien time periods), and then say things like "If in an Era without a Nuclear resource, Mech Destroyer takes 3 wounds whenever it attacks."

Off the top of my head, resources could be: Coal, Electricity, Nuclear. And if we're going with magical powers, some hazy "Magic" or "Psychic" resource, which tends to be only available in ancient history and/or the far future.

Which might be a way to create a rock-paper-scissor trinity at the same time:-

  • Present-Day units have the edge over Historical units because they have better weapons that don't always need particular fuel.
  • Far-Future units have an edge over Present-Day units because the present day has raidable Electricity and Nuclear power sources.
  • Historical units have an edge over Far-Future units, because Mechs don't run very well in the 4th century (and possibly because ancient shamans can use powerful magical attacks against neo-psychics).

I'm not sure that's entirely balanced or coherent, but it seems like it might be a useful direction. --Kevan 16:07, 1 May 2007 (BST)

Some more suggestions:
  • Pre-historic: Dinosaurs that can regenerate damage and destroy terrain
  • Ancient Ages: Weenie building
  • Apocalyptic: Mutants, units that can scavenge equipment
Zaratustra 06:37, 2 May 2007 (BST)
Sounds good, particularly if the Far-Future is more reliant on terrain cards, so more vulnerable to blundering dinosaurs (and maybe mediaeval siege weapons?).
And the Fuel and Battery system looks good; a nice way to allow "power cards" that don't become fully useful until you play other cards. Not sure if they'd benefit from entering play unfuelled by default, perhaps with the power-station Terrains saying that "X-powered Units enter play with full X." --Kevan 16:02, 2 May 2007 (BST)

Timeline

Hm. Should there be a post-apocalyptic period? Should it be before or after space exploration? Or beside it? —The preceding unsigned comment was added by Zaratustra (talkcontribs) 22:26, 1 May 2007.

We could just add a load of post-apocalypse cards to the tail end of the Information Age (perhaps jotting out a detailed timeline somewhere, to clarify that an apocalypse occurs in 2086); I'm not sure we'd necessarily gain very much by adding more and more and thinner and thinner Eras to the timeline.
Having said that, a post-apocalypse probably should be distinct from the Era that immediately precedes it, so that 21st century mobile phones and pet foods and chat shows can't be played straight into it. Feel free to give it a go and see how it pans out. --Kevan 00:07, 2 May 2007 (BST)

Card feedback

Cards by Zaratustra

Red Giant Sun would make more sense as a Terrain with a Unit Action ability, wouldn't it? (And maybe an area-effect one, at that.) --Kevan 22:52, 1 May 2007 (BST)

Hm, true. Zaratustra 23:09, 1 May 2007 (BST)

Should the Eras overlap at their endpoints? I haven't looked too carefully, but it seems like a card from 1969 could be played onto either the Industrial Age or the Atomic age. MagiMaster 04:18, 2 May 2007 (BST)

We can jigger the era ends better once we have enough cards for each one, I guess. Zaratustra 20:56, 2 May 2007 (BST)