Chronogeddon CCG card set
Time-Travel CCG | |
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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 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.
Fuel & Battery
Fuel and Battery are resources specific to certain Units. A Unit starts with the indicated amount of Fuel and/or Battery, and spends one unit of either to perform Unit Actions.
Card List
Eras
Units
Unit Action: Move Time Machine and another Unit from this Era to any Era.
Stamina: 4
Tank can only take Unit Actions if you control a Soldier in it's Time Period. If Tank is destroyed, give the Unit under it 2 Damage.
Stamina: 3
Vehicle: Panzer IV may only take Unit Actions if you control a Soldier in the same Era.
Stamina: 3
Regeneration 1: Tyrannosaur heals one wound counter at the start of your turn.
Stamina: 5
Regeneration 1: Triceratops heals one wound counter at the start of your turn.
Stamina: 4
Regeneration 1: Apatosaur heals one wound counter at the start of your turn.
Demolish: Apatosaur does double damage against Terrains.
Stamina: 3
Armor 1: Ankylosaur takes one less wound from any damage source.
Demolish: Apatosaur does double damage against Terrains.
Stamina: 1
All other Hoplites you control in the same Era receive +1 Stamina.
Stamina: 4
Chronofold Hounds may be played on face-down Eras. Destroy Chronofold Hounds if it is assigned to a face-up Era.
Stamina: 5
Battery: 2
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Stamina: 7
Battery: 3
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Unit Action: Exchange this Unit's Damage and Stamina.
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: 1
When a Vehicle or Terrain is destroyed in Road Scrounger's Era, add 1 to an unit's Damage and Stamina.
Stamina: 1
All Vehicles arriving in Blockade Ambusher's Era receive a free Attack from it.
Stamina: 3
Battery: 2
If Ardes Robo-Tank is attacked, flip a coin. If heads, tank is hit. Can be used only 2 times, after that vital defense systems are down and subsequent hit will destroy the tank.
Stamina: 2
Marines are sturdy warriors who take more bouncing than regular soldiers. If a Marine is attacked for the first time, flip a coin. If heads, he is hit.
Stamina: 1
Regular warrior of the common army. No more, no less.
Stamina: 2
Fuel: 2
Diving in from high above with precise ammunition.
When attacking Terrain or Buildings, Fighter-bomber gains bonus +1 to Damage.
Stamina: 1
Fuel: 2
Flying hunter, especially useful against other Aircraft.
When attacking Aircraft, Fighter-jet gains bonus +1 to Damage.
Stamina: 3
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Demolish: Catapult does double damage against Terrains.
Stamina: 2
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Demolish: Catapult does double damage against Terrains.
Terrain
You may play Units preceding 1990 into this Era.
Unit Action: Remove all wounds from a Unit in this Era.
Red Giant Sun is destroyed if moved outside its home Era.
Unit Action: Deal 10 wounds to all Units and Terrains in this Era.
Unit Action: Replenish up to three points of target Unit's Battery, rounding up.
Unit Action: Replenish target Unit's Battery.
At the start of your turn, replenish the Battery of any Unit in the same Era as Solar Panel.
Replenish one point of Battery to up to two units in the same Era.
Armor 1: Fortress takes one less wound from any damage source.
All Soldiers you control on this era receive Armor +1.
Actions
"On a long enough timeline, the survival rate for everyone drops to zero." -- Fight Club
No Era-to-Era restriction applies.