In a game of AH.Com: The Card Game, two or more players are engaged as overlords (or head ASB) of a virtual timeline. The goal of the game is to win by either amassing enough victory points (upon when the timeline becomes “real”) or by destroying the opponent's timeline.
Each player starts with 50 timeline points and a deck of 80 cards, including up to 30 country cards, 50 event cards, or 25 historical cards.
During the initial game setup, each player draws a hand of 5 cards. If it does not include a country card, discard hand and redraw until one is found. The rest of the cards are shuffled and put aside in a stack.
A game ends when one player loses by having his timeline points reduced to 0 or wins by amassing 100 victory points.
During the start of each round, the players will draw 2 cards from their decks and may play one of each kind of card. Afterwards, other players may play 2 cards, but not both of the same type.
Each player may choose up to two nations they will attack with, and a target to attack. Each player rolls two D6. Thepower score of the nation card on each side, is that side's War Score.
During this phase, both players add the points of their active country cards which were not involved during the war phase to their victory points.
Plausibility is the cost in TL energy needed to deploy a card. Highly plausible cards will have a lower score and thus a lower cost. As a general rule, more powerful cards are more costly. Country, event, and historical cards all have a set plausibility cost. The more irreal an event is, the more it costs.
Duration is a value for country and some historical/event cards. This number is the number of turns they can be played for free; after it is up, a player must pay the plausibility cost to allow it to remain in play for more turns. For example, if a card has a duration of 5 and a plausibility score of 3, after 5 turns you must pay 3 TL energy or remove the card. It will remain in play for 5 additional turns, afterwards the card inflicts the same cost.
They are used to create TL energy and to attack other nation cards. Many country cards have special abilities as well, or requirements to play. Countries are divided into culture groups of European, Colonial (IE British Raj, French Indochina, Chinese California, etc), East Asian, South Asian, African, and American. Some countries may have multiple groups. For example, the British Raj would be South Asian and Colonial, while Ottoman Empire would be European and Asian. These culture groups affect the properties of event and historical cards.
Victory Points During every point collection phase, the player gains as many victory points as their collectively played countries possess. Power is used when attacking other country cards.
These cards affect the rules or other players' hands; they apply to the game as a whole and not to specific cards. For example, a card that causes the opponent to redraw his hand, or gives a player 10 free TL energy. Some event cards have one-time use, and others (static event cards) remain in play, modifying the rules of the game until they are nullified or their duration expires.
These cards are applied to a specific card only, yours or the enemy's. For example, a 'dynasty' card that increases Power when attached to a nation. They remain attached to a nation or event.