Talk:Chronogeddon CCG card set

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Publicising the Project

Would it be a good idea to put a message on some google or yahoo groups (for example) saying that this project exists and wants input?--James 06:31, 8 February 2007 (UTC)

Name

Did "History ReZap" come from anywhere particular? Maybe we should throw some names around. I'm a bit of a sucker for "chrono" prefixes - "Chronopocalypse" and "Chronogeddon" are a bit clunky, but "Chronowar" isn't bad. --Kevan 12:39, 6 February 2007 (UTC)

Joe: Nope, it was the third thing that came to my mind after some obvious and cliché names ;-) Chronowar is not bad... until a different suggestion! --Joeyeti 13:09, 6 February 2007 (UTC)

Apparently there's an online-only CCG called Chron X, though. --James 06:37, 7 February 2007 (UTC)

Theme

I suppose we should get the theme clear, before going too far anything else. The basic concept of the game is going to be "a war fought by soldiers from different time periods", from what's been said on the list, yes? With the players' characters being some sort of time-controlling generals able to summon forth troops from anywhen in the past or the future? Are we going to worry about the mechanics of time travel between years to fetch things, or are the players just pulling units and buildings straight into existence on the battlefield? --Kevan 17:19, 5 February 2007 (UTC)

Joe: Yup, I would see it like that. I guess Time Travel would not need to be involved that much, maybe just as some Actions, affecting the Battlefield or some Things that would be persistent and would be a result of a mishappened Time Travel. So just minor affections. --Joeyeti 08:58, 6 February 2007 (UTC)

Players

Basic question: would this game be a "1 on 1" or "1 on many"? --Joeyeti 11:54, 8 February 2007 (UTC)

Structure

Washing up and listening to Circulus, it struck me that past/present/future makes quite a nice paper/scissor/stone model, which is a good base to build a CCG on. The post-industrial present beats the distant past because it has science and technology, the alien future beats the present by having better science that's geared to defeating or seizing control of puny 20th century weapons, and the mediaeval past beats the future either through its lack of reliance on technology, or (probably more interestingly) through its vague mystic powers. We needn't explicitly define the three eras, but a general tendency for each of them to be vulnerable to the people and artifacts of one other might be a good thing to keep in mind. --Kevan 17:19, 5 February 2007 (UTC)

Joe: Question is if only 3 different time Epochs would be sufficient for such a game? Maybe from the Start yes with possible other Epochs coming in after testing the basic Idea first. --Joeyeti 08:58, 6 February 2007 (UTC)
No, I deliberately avoided the word "Epoch", I just meant that there could be a general tendency for the present to beat the past, the future to beat the present and the past to beat the future. Narrowly-defined Epochs seem like probably the best way of defining who can use which equipment, I'm completely in favour of those. --Kevan 12:57, 6 February 2007 (UTC)

Better science: The alien future could be based on biotech, which is particularly susceptible to mediaeval magic, but highly resilient against industrial attacks. -- Eswald

Joe: Good idea. So Biotech is minor to medieval Magic, medieval Armor and Weapons are minor to present Weapons and Armor and present Weapons and Armor are minor to future Biotech. What about the otherway around? How can present armies beat future, how can medieval fight against present and how would future crush medieval warriors with magic? --Joeyeti 08:58, 6 February 2007 (UTC)

There could be a card based on the Grandfather Paradox, where if a character is destroyed, then a character from a later era is also destroyed - or which stops an attempt by a character to destroy another from their past. --James 12:40, 6 February 2007 (UTC)

Joe: Good Idea! Of course we have to make the mechanics and dependencies as to which Unit or Thing is depending on what... if that "what" becomes destroyed (and/or possibly otherwise influenced?). --Joeyeti 13:09, 6 February 2007 (UTC)

Mechanics

What cards should exist? Troops? Buildings? Weapons? Armour? State-based effects like Fog and Festivals? What's the object of the game? Is there only one way to win? --Kevan 17:19, 5 February 2007 (UTC)

Joe: Troops for basic fighting, Buildings for defense, Armour for defense, Weapons for offense, Magic for offense (Medieval), Stand-alone effects (raising attack and/or morale), Time Events (influencing the Battlefield), general Events (influencing certain Rules in the Game or other conditions), Win Conditions (for each Epoch or Army), Lose Conditions (maybe)... Any other Ideas? --Joeyeti 08:58, 6 February 2007 (UTC)
So tightening that up...
  • Troop cards. Which can be generic soldiers, individual heroes, groups, or monsters. Probably lump "vehicles" in here as well.
  • Terrain cards. Rather than 'building', it's probably useful to be more generic (and "terrain" could include things like Fog).
  • Equipment cards. Any card which gets attached permanently to a troop card. Should we lump weapons and armour and gadgets and everything together? Or at least have them as subtypes. Could treat vehicles as equipment, if we're considering them to be driven or piloted by specific troops.
  • Event cards. As standard Dvorak Actions. Subtypes of "Temporal" for cards that delve into timelines, and "Spell" for magical effects, if we're using magic in the game. (Given that only a small percentage of the troops will be capable of magic, spells probably wouldn't merit an entire card type to themselves.)
Extra victory conditions can be attached onto random troops or terrains or anythings, if we need them, although we haven't really discussed victory conditions yet. --Kevan 14:59, 6 February 2007 (UTC)

How are we going to stop cavemen from driving tanks? Give each card a simple Epoch and have a global rule that troops can't operate things that come from a later Epoch? Or give each card a detailed year, and ban a soldier from 1916 from being able to drive a 1941 tank? --Kevan 17:19, 5 February 2007 (UTC)

Joe: We should set some basic Rules for the entire game (whether based on the current Card List - with possible Amendments with future development - or set generally independent of the existing Cards) with some Cards influencing those basic Rules. Depends on the Number of different Epochs. --Joeyeti 08:58, 6 February 2007 (UTC)

Victory conditions

Basic question is if Victory Conditions will be set-up for the whole game generally - like obliterate the enemy, or will be Cards with limited amound in each player's deck which he would lay down and try to achieve? Another question would be if they can be influenced somehow by other players or are "invulnerable"? --Joeyeti 15:20, 6 February 2007 (UTC)

If it's a "war" theme, straight obliteration seems best. We could always some bury some weird and difficult victory conditions in the cards, though, the same way the Magic The Gathering does.
"Obliteration" is tricky to quantify, though, as both players should have a chance to build up an army before it can be obliterated (if you play a single troop card on your first turn, and I obliterate it with an action card, that shouldn't mean I've won). Giving the players their own life totals and having them attacked directly when they have nothing to defend themselves is the usual way to go. Might be thematically elegant to use the draw piles for this, with direct player damage translating into cards being discarded from the top of the draw pile - your draw pile would be your "time rift", and when there's no longer anything to come through it, you're eliminated from the game. --Kevan 12:43, 7 February 2007 (UTC)
Actually, good idea Kevan! Dont know if any other game uses that, but it is quite original! Thus the player would have no means to prepare any strong cards as he cant see the shuffled deck at the beginning. Only catch would be if he gets only weak or unplayable cards up-front so the opponent can crush him until he catches breath.
Therefore we would need to establish a mechanism maybe for building up the armies... --Joeyeti 13:12, 7 February 2007 (UTC)
This mechanism is used (and probably patented) by a horrible Harry Potter-themed CCG.


I'd like to see some special victory conditions, although there could still be a general one encoded in the rules. A mechanism I was thinking of was a goal which requires you to steal or destroy a particular card or cards, and those cards are in your deck but get played into the control of another player. For example assassinate someone, steal x number of treasures from particular epochs, see x number of wonders of world history, capture villains etc. --James 06:24, 8 February 2007 (UTC)

Banned mechanics

And oh, what format are we developing this for? Apprentice, Gatling, real-pieces-of-cardboard, web-turn-based, or what? We should all be aware of which mechanics and assumptions we can and can't use, accordingly. --Kevan 19:04, 5 February 2007 (UTC)

Joe: Depends. Best thing would be a basic real-piece-of-cardboard game (for me). If anyone would find or make a Web Client for this, it could be modified for it. Again, only my idea ;) --Joeyeti 08:58, 6 February 2007 (UTC)


Card Ideas

Card ideas, based on the info so far:

Card Name: Sea / Land / Air
Card Type: (Thing) Location
Card Text: Sea / Land / Air space is brought into play, a conflict can be forged with aquatic / land / air units.
When this card is destroyed, all remaining aquatic / land / air forces must withdraw to respective player's hand.

Comments: This card could be destroyed with a Victory Condition or another type of Action Card.

I think we need to come up with a few very basic cards to get an idea of their scope, before we start throwing out ideas for special ones. (Nobody had even mentioned "locations" or aquatic/land/air troop types, or even troop types at all, before this!) We should pick a range of card types, back in the Mechanics section, so that we know what scopes we're working in. --Kevan 14:48, 6 February 2007 (UTC)
Joe: I know I know :) I just didnt want to lose that Idea that crept into my mind... happens often you know ;) --Joeyeti 15:15, 6 February 2007 (UTC)

Suggestion

Why don't you do a small deck with what you have and see how it works? Zaratustra 02:44, 7 February 2007 (UTC)

I don't think we've got enough of a skeleton yet - we need a victory mechanism and presumably some sort of combat system, before we can know what the cards are going to do. --Kevan 12:38, 7 February 2007 (UTC)

Small Mechanics Suggestion

  • Every Thing has a 'year' which represents 'where' it's meant to be when it comes into play.
  • Cards can be said to be 'earlier' or 'later' than each other, and can be said to 'near' each other (eg if they're within 10 years) or not.
  • Various cards modify a card's year.

sub-suggestion, based on the film Time Bandits:

  • fantasy cards have a year of X, and so are 'near' each other but not earlier or later than any other card.

--James 06:13, 7 February 2007 (UTC)

Simpler version of the above, based on the Dream Park role-playing game:

  • Things have one of a few tags, for example Ancient, Historical, Modern, Futuristic, or Magical. --James 07:03, 7 February 2007 (UTC)
Tags seem easier and make more sense, I think; there's no reason why a soldier from 1945 couldn't drive an SUV from 2003. Having to pay careful attention to years seems like it'd make deck building more arbitrarily restrictive, and gameplay too easy to make tiny mistakes with.
Might be nice to use years and tags at the same time (maybe an Epoch symbol in the corner, with the year printed underneath); years would mostly be an aesthetic detail, but could be invoked for occasional cards like Grandfather Paradox. --Kevan 12:09, 7 February 2007 (UTC)
I would also vote for more general Epoch distinction than with years, as 5 or 6 different Epochs are more distinguishable than years. --Joeyeti 13:12, 7 February 2007 (UTC)

OK, so perhaps something like this:

  • All Things have two Epoch values: Current Epoch (C.E.), and Originating Epoch (O.E.).
  • C.E. represents where in time the Thing is 'now'. O.E. represents where the Thing comes from.
  • When a card comes into play, its C.E. and O.E. are the same, and are taken from what's printed on the card.
  • Both C.E. and O.E. must always be one of Ancient, Historical, Modern, Futuristic, or Legendary(?)
  • Things are near each other if they have the same C.E.
  • If there are two Things, and neither of them have an O.E. of Legendary, and their O.E.s are different, if Thing A is from an earlier Epoch than Thing B then Thing A is earlier than Thing B, and Thing B is later than Thing A. Note that earlier and later are based on O.E. whereas near is based on C.E. --James 17:49, 7 February 2007 (UTC)
Interesting; how are you keeping track of CE during the course of a game? You could split the table into physical "zones" and have cards moved between them. Could mark the zones by having "Epoch" cards as part of the game - players can choose up to three to have in their deck, and both players put all their Epoch cards on the table at the start of the game, to divide it up into 3-6 Epochs.

I was thinking of having cards, which aren't part of the deck but just used as markers, which have the name of an Epoch on them, and they're put under a Thing if that Thing isn't in its original Epoch. --James 06:04, 8 February 2007 (UTC)

Moving units around through time opens up some new ideas, and might make for some neat game balance - a Mecha-Colossus is invulnerable in the Future, but if your opponent can force you to fight on his home turf in the Ancient Epoch, there's no electricity to power it and it just gets dismantled by stone axes. --Kevan 18:17, 7 February 2007 (UTC)
Which, hm, maybe suggests a victory mechanism similar to the Provinces in Legend of the Five Rings; there could be some way for Epochs to be won or lost, and if you lose X of your Epochs, you lose the game. Maybe some mechanic for "closing a rift" if you've achieved supremacy within that Epoch, however we define that - the Epoch card gets flipped over, and you leave your troops trapped in that Epoch to show that you've won it. First to claim more than half the Epochs on the table wins the game. --Kevan 18:24, 7 February 2007 (UTC)


Having looked at my suggestion again, Current Epoch and Originating Epoch could become Location and Origin. The downside being that some games use 'Location' to mean a type of Thing (eg cities or bases), so that type of Thing would need to be called something else.

The earlier/later mechanism might be a bit complicated. Although it suggests some interesting cards. --James 06:02, 8 February 2007 (UTC)

Joe: I would say it is enough to mark the Cards with Origin. As they will be played they could be collected in front of the player above a Supplemental Current Epoch Card as you suggested above. Then all players would battle in various Epochs (if they would have the Cards in that Epoch - marked with their Supplemental Cards) with the units they have in that Epoch. If none, then a player would not participate in that Epoch Battle. --Joeyeti 10:29, 8 February 2007 (UTC)