User Tools

Site Tools


offtopic:ah.com_card_game

This is an old revision of the document!


AH.Com: The Card GAme

General/Background

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.

Game Setup

A 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, 2 event cards can be replaced with 1 ASB card.

During the initial game setup, both players play 1 country card and take 5 (randomly chosen) event cards in hand. The rest of the cards are mixed 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.

Game Rounds

Drawing Phase

During the start of each round, both players take 1 card from their stack.

Country/War Phase

During this phase, one after the other player may (but do not have to) play 1 country card and 1 government card. 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

During this phase, one after the other player may (but do not have to) play an event card. The 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 again, until either all event cards are used up, or one player chooses not to counter the later event card.

Point collection

During this phase, both players add the points of their active country cards to their victory points.

Types of Cards

Country Cards

Victory Points During every point collection phase, the player gains as many victory points as their collectively played countries possess. Power 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 can include:

  • (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

Should a player opt to start a war during the country phase, he chooses one of his countries (the “attacker”) and one of his opponent's countries (the “defender”). The attacker damages the defender's durability with its power. In return, the 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).

offtopic/ah.com_card_game.1222111951.txt.gz · Last modified: 2019/03/29 15:15 (external edit)

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki