Chronogeddon CCG card set

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Time-Travel CCG
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.)
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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

This is a currently unnamed time-travel themed CCG system.

Deck construction

A deck must contain at least forty 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 divided into Eras. At the start of the game, each player removes all the Era cards from their deck, and puts them into play in a line along the centre of the table, in chronological order, 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.

Eras

While an Era card is face up, its owner has a portal into that time period. When an Era card is turned face down, the portal is closed.

If all of a player's Era cards 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 Era card was removed from play), then it is 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 exceed its Stamina, it is destroyed.

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 or Terrains) 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.

Playing an Action

Where an Action card has a specific year printed on it, it can only target Units and Terrain if they are in an Era that includes that year. If a Thing 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.

Card List

Eras

Mesozoic Era
Era
250 million BC to 65 million BC
Roman Empire
Era
31BC to 476AD
Middle Ages
Era
500AD to 1500AD
Victorian Era
Era
1837AD to 1901AD
Industrial Age
Era
1901AD to 1969AD
Atomic Age
Era
1945AD to 2050AD
Apocalypse Wars
Era
2050AD to 2150AD
Space Pioneer Age
Era
2150AD to 2500AD
Last Days Of Earth
Era
802571AD to 30 Million AD


Units

300AD
Gladiator
Unit - Soldier
Damage: 1
Stamina: 2
Card by Kevan
1895+
Time Machine
Unit - Vehicle
Stamina: 1

Unit Action: Move Time Machine and another Unit from this Era to any Era.
Card by James
1940
Panzer IV
Unit - Vehicle
Damage: 3
Stamina: 3

Panzer IV may only take Unit Actions if you control a Soldier in the same Era.
Card by Kevan
65M BC
Tyrannosaur
Unit - Animal
Damage: 5
Stamina: 3

Tyrannosaur heals one wound counter at the start of your turn.
Card by Zaratustra
20k BC+
Elephant
Unit - Animal
Damage: 3
Stamina: 2

Elephant heals one wound counter at the start of your turn.
Card by Zaratustra
400BC
Spartan
Unit - Soldier
Damage: 1
Stamina: 1
All other Spartans you control in the same Era receive +1 Stamina.
Card by Zaratustra
2100
Biker Mutant
Unit - Soldier
Damage: 2
Stamina: 2
Fuel: 2
Card by Zaratustra
?
Chronofold Hounds
Unit - Animal
Damage: 4
Stamina: 4

Chronofold Hounds may be played on face-down Eras. Destroy Chronofold Hounds if it is assigned to a face-up Era.
Card by Zaratustra


Terrain

1990+
Jurassic Labs
Terrain
Stamina: 6

You may play Units preceding 1990 into this Era.
Card by James
230BC+
Hospital
Terrain
Stamina: 6

Unit Action: Remove all wounds from a Unit in this Era.
Card by Kevan
20M+
Red Giant Sun
Terrain
Stamina: 30

Red Giant Sun is destroyed if moved outside its home Era.
Unit Action: Deal 10 wounds to all Units and Terrains in this Era.
Card by Zaratustra
1888+
Refinery
Terrain
Stamina: 6

Unit Action: Replenish target Unit's Fuel.
Card by Zaratustra
2030+
Fusion Plant
Terrain
Stamina: 12

Unit Action: Replenish target Unit's Battery.
Card by Zaratustra


Actions

Time Warp
Action
Move a Unit or Terrain to any Era.
Card by Kevan
1940
Blitzkrieg
Action
Deal two wounds to every Unit and Terrain in this Era.
Card by Kevan
Timeline Shift
Action
Pick an Era you control. Turn all Eras after that one face-down or face-up, at your choice.
Card by Zaratustra
Retether
Action
Turn target Era face-up.
Card by Zaratustra