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offtopic:ah.com_card_game [2008/09/22 17:55] – removed A capitalization lightinfaofftopic:ah.com_card_game [2019/03/29 15:13] (current) – external edit 127.0.0.1
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 ===== Game Setup ===== ===== Game Setup =====
-player starts with 50 //timeline points// as well as 10 //country cards// and 40 //event cards//. 1 //country card// can be replaced with 2 //government cards//, //event cards// can be replaced with 1 //ASB card//.+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, both players play 1 //country card// and take (randomly chosen) //event cards// in hand. The rest of the cards are mixed and put aside in a stack.+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//. A game ends when one player loses by having his //timeline points// reduced to 0 or wins by amassing 100 //victory points//.
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 ===== Game Rounds ===== ===== Game Rounds =====
  
-==== Drawing Phase ==== +==== Deployment phase ==== 
-During the start of each round, both players take 1 card from their stack.+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.
  
-==== Country/War Phase ==== +==== War phase ==== 
-During this phase, one after the other player may (but do not have to) play 1 //country card// and //government card//+Each player may choose up to two nations they will attack with, and a target to attack. Each player rolls two D6. The//power// score of the nation card on each sideis that side'//War Score//.
-One player might opt to start a **crosstime war** instead of playing a country and/or government card, immediatly taking 5 //timeline points// damage. This cannot be done during the first 10 rounds of the game, however+
  
-==== Event Phase ==== +  * If the Attacker's Score exceeds the Defender's score, the opponent loses TL energy equal to the strongest attacking nation's Power score OR the amount the Attacker's War Score exceeds the defenders', whichever is higher. 
-During this phaseone after the other player may (but do not have to) play an event cardThe other player may immediatly react by playing an opposing event card (which does not count as playing an event card for this round)which the original event player may counter againuntil either all event cards are used upor one player chooses not to counter the later event card+  * If the Attacker's Score is double or more the Defender's, the Defender's weakest nation of the two is destroyed, and is placed in that player's Discard Pile. TL Damage is calculated the same as 1. 
 +  * If the Defender's Score is equal to the Attacker'snothing happens. 
 +  * If the Defender's exceeds the Attacker'snothing happens as well. No Damage is dealt. 
 +  * If the Defender's is more than twice the Attackersdamage is calculated as in 1 and is inflicted on the Attacker. No cards are destroyed.
  
 ==== Point collection ==== ==== Point collection ====
-During this phase, both players add the points of their active country cards to their //victory points//.+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//.
  
 ===== Types of Cards ===== ===== Types of Cards =====
 +**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.
 +
 ==== Country Cards ==== ==== Country Cards ====
 +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** **Victory Points**
 During every //point collection// phase, the player gains as many //victory points// as their collectively played countries possess. During every //point collection// phase, the player gains as many //victory points// as their collectively played countries possess.
-**Power** +**Power** is used when attacking other country cards.
-The attacking value of the country+
-**Durability** +
-The defending value of the country. If a country's durability is reduced to 0, it is put back into the stack. +
-**Plausibility** +
-The irreality value of the country. If a country's plausibility is reduced to 0, it is removed from the game. This can only be influenced by //event cards//. +
- +
-==== Government Cards ==== +
-Government cards are a subtype of country cards. Instead of acting as countries of their own, they are added to existing countries.  +
-Government cards can include: +
-  * (A)historic Figures +
-  * Government Types +
-  * Dynasties+
  
 ==== Event Cards ==== ==== Event Cards ====
-Event cards can include: +These cards affect the rules or other players' hands; they apply to the game as a whole and not to specific cards. For examplea 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.
-  * (A)historic Discoveries +
-  * (A)historic Events +
-Unless otherwise noted//normal event// cards are played and then discarded into the stack while //static events// must be placed on the table until they are countered+
  
-===== Crosstime War ===== +==== Historical Cards ==== 
-Should a player opt to start war during the country phasehe chooses one of his countries (the "attacker") and one of his opponent'countries (the "defender")+These cards are applied to a specific card onlyyours or the enemy's.  
-The attacker damages the defender'//durability// with its //power//. In returnthe defender damages the attacker's //durability// with its own //power//Before each attack, one event card may be played by each player (and be countered once by the opposing player).+//For example//, 'dynasty' card that increases Power when attached to a nationThey remain attached to a nation or event.
offtopic/ah.com_card_game.1222120543.txt.gz · Last modified: 2019/03/29 15:14 (external edit)

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