Chronogeddon CCG card set
From The Dvorak Game Wiki
| Chronogeddon | |
|---|---|
| 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. | |
| 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.
Contents |
[edit] 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.
[edit] 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.
[edit] 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.
[edit] 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 Thing ever sustains a number of wound counters (or simply "wounds") that equals or exceeds its Stamina, it is destroyed.
[edit] Types
Cards can have a number of types. Some of these types 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.
- Unique: You can only have one of these in play at any time. If you get another of these into play, destroy the first.
- Timeless: This does not exist in any particular Era, and acts as though all other cards were in the same Era it is.
[edit] Keywords
Cards may have certain type-independent keywords. These are usually explained if there's enough space in the card, but a comprehensive list is:
- Armor X: Takes X less wounds from any damage source.
- Regeneration X: Heals X wounds at the start of your turn.
- X-Bane: Attacks by this deal double damage to cards of the type X.
- Transport X: When this takes a Warp action, it may bring up to X Units with it.
- X-Powered Y: May only be played on an Era where you control at least Y cards of the type X.
[edit] Equipment
Equipment Things are played (equipped) on other Things. An Equipment can only be equipped by a Thing that shares a type with it (except for types between parentheses: those are exclusive to the Equipment). When an Equipment you control comes into play, you may have a Thing equip it as a free action.
The Equipment card may add to, subtract from, or replace the statistics and abilities of the equipped Thing. If that Thing leaves play, the Equipment 'falls off' and is played by itself on the Era the Thing was in. If an Equipment would receive any wounds, it is destroyed unless it has a Stamina value, in which case the normal rules for Stamina apply.
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.
[edit] Other actions
These actions are specific to certain cards. When they can be used is determined in their card text.
- Hold: When a card holds another, put it face down under the first card. If the holder is removed from play, all held cards are destroyed.
- Transform: Some cards have a second card text. When they transform, this card text replaces the first. Turn them upside down to represent the change.
[edit] Turn structure
A player's turn consists of playing one Thing, and either playing an Action card or taking a Unit Action.
[edit] 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.
[edit] Playing an Action
Unless otherwise specified, Action cards must be played into a single specific Era. Actions can be played in Eras you have no open Portals in. 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. Timeless Actions are not played in a specific Era, and can 'see' the whole Timeline.
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 be played in any Era that contains or follows that year.
[edit] 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 from itself.
- Attack: Select another Thing in the same Era as a target. The targeted Thing gains wounds equal to the Damage Rating of the attacking Unit. A Thing with no Damage Rating can never Attack.
- 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.
- Equip: Take an unassigned Equipment you control on the same Era of the Unit and equip it on the Unit.
[edit] 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.
[edit] 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).
[edit] Mesozoic Era
Stamina: 3
Regeneration 1: This heals one wound at the start of your turn.
Stamina: 5
Regeneration 1: This heals one wound at the start of your turn.
Stamina: 4
Regeneration 1: This heals one wound at the start of your turn.
Terrain Bane: This does double damage against Terrains.
Stamina: 3
Armor 1: This takes one less wound from any damage source.
Terrain Bane: This does double damage against Terrains.
Stamina: 3
Vehicle Bane: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.
Stamina: 2
Ignores Armor.
When this comes into play, it may make a free attack.
Stamina: 5
Slow Start: This may not take actions the turn it comes into play.
This gains at most 1 wound from any damage source.
Stamina: 2
Regeneration 1: This heals one wound at the start of your turn.
This may attack once during your turn as a free action.
Stamina: 2
Action: Deal one wound to this. Each player may reveal cards from their deck until they find an Animal from this Era and put it in play. If they do so, they must shuffle their deck afterwards.
Equipped Unit does double damage against Soldiers without Armor and Animals.
Equipped Unit can't be attacked unless it attacked during their controller's last turn.
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
[edit] 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: 1
At the start of your turn, you may target a player who controls an open Portal in this Era. If you do, look at the top card of that player's deck, and put it back on top of that deck or remove it from the game.
Stamina: 3
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Terrain Bane: Does double damage against Terrains.
Stamina: 2
Vehicle: May only take Unit Actions if you control a Soldier in the same Era.
Terrain Bane: Does double damage against Terrains.
Stamina: 3
This Unit's Damage is equal to the number of Solar Mirrors you control.
Terrain Bane: Does double damage against Terrains.
Plant Bane: Does double damage against Plants.
Stamina: 2
Stamina: 3
Armor 1
For each wound this receives, flip a coin. On heads, destroy one of your Units.
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.
When one of your Soldiers is destroyed, you may have this hold it.
Unit Action: Put a Unit held by this in play with one wound counter.
Holy Units on this Era gain +1 Damage and +1 Stamina.
Holy Units on all Eras may Warp to an Era with a Temple as a free action once per turn.
Unit Action: Remove all wounds from a Unit in this Era.
Tower of Babylon's Stamina is equal to the number of units you have in this era.
Unit Action: Discard Tower of Babylon. Ditribute Wound counters equal to its Stamina between all Units and Terrain in this era.
[edit] Middle Ages
Stamina: 2
This can Alter Portals. May also be played as:
Equipment - Animal
Damage: +1
Stamina: +1
Equipped Unit gains the Soldier type and may Alter Portals.
Stamina: 2
Mana: 3
Unit Action: Target Unit is sent to its home Era.
Stamina: 2
Mana: 3
Double Damage against Units with Battery.
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
Mana-Based: This Unit is destroyed if it runs out of Mana.
This gains +1 Damage at the start of your turn.
Stamina: 4
Mana: 4
Whenever a Soldier dies due to an attack by Zombie, you may search your draw or discard pile for a Unit named Zombie and put it into play.
Stamina: 2
If you play this while there is another Cavalry in play, have it hold this. It gains +2 Damage and +2 Stamina.
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.
Stamina: 2
Action: All your Soldiers in this Era are Holy and until the end of turn.
Stamina: 4
Can only damage and be damaged by Aquatic units.
Unit Action: Return this Unit to your hand. Destroy target Aquatic Unit.
Armor 1: This takes one less wound from any damage source.
All Soldiers you control on this era receive Armor +1.
When a Soldier you control is destroyed, transform this.
Unit - Holy Soldier
Damage: 3 Stamina: 3
Armor 1
Profane Bane: Deals double damage to Profane Units.
Unit Action: Replenish 2 Mana to a Soldier.
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.
[edit] 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.
Your Soldiers gain the Aerial type.
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 Building from this Unit's home Era on this Era.
Stamina: 1
Stamina: 3
Fuel: 1
Terrain Bane: 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: Search your deck for a Site card from this Era, reveal it, and put it in your hand.
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.
Stamina: 1
Unit Action: Target Soldier gains a wound. If it survives, its controller discards a card.
Stamina: 1
When Artist comes into play, its controller draws a card.
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.
Unit Action: Draw a card and deal a wound to a Soldier you control, ignoring Armor. (You may not use this unless you have a Soldier in this era)
[edit] 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 an Unit, he gains +1 Stamina (up to +2).
"...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: 2
Safari Hunter deals a