Continuum CCG
Appearance
Overview
Card Mechanics
Stats
- Strength, Health, and Armor
- Strength is the amount of damage an entity can deal.
- Health is rather self explanatory, it represents the amount of damage an entity can take until it dies or in the case of a hero is defeated.
- Armor is a constant barrier against a specified level of damage. Armor reduces the damage value by its specified value. The remaining damage value is then dealt to the entity as health damage.
- Speed
- Speed dictates the order in which damage is dealt.
- An attacking entity targeting an entity with a higher speed will take damage from the target.
- When attacking entity and targeted entity have the same speed they deal damage to each other.
- When an attacking entity has a high speed then the target entity the attacking entity deals damage to the target and takes no damage.
- When a target entity has deathtouch, but has a lower speed than the attacking entity, the attacking entity takes half the damage of the targets strength value.
- Range and Move
- Range refers to the distance in "Slots" a Unit or Hero can attack.
- Move refers to the maximum number of "Slots" that a Unit or Hero can move in a single turn.
- Power
- Power is just a limited amount of energy exclusive to that card and is meant for casting special abilities.
- Damage
- Damage is dictated by the value of an entities strength and may be buffed or debuffed based on existing effects of both the attacking entity and the targeted entity.
Movement, Attacking, Activated Abilities, and Exhaustion
Movement is an action that may be performed once per turn. However entities experience "Exhaustion" when they have used all their actions. Movement and Attacking lead to immediate exhaustion. Activated Abilities, however, may be used once per ability unless that ability causes exhaustion.
Activated abilities include, but are not limited to:
- Dealing Damage separate for attacking
- Producing addition forms of energy and resources, such as Mana, Black Ichor, Biological Agents, Food, or Radiation.
- Return a card from limbo, banishment, or the graveyard.
- Send a entity to banishment or the graveyard.
- Make a player discard or draw cards.
- Heal injured entities.
- Repair an item.
- Relieve an entity's exhaustion.
- Buff or Debuff entity's stats.
- Heal the Player.
- Increase Energy and resource limit.
- And more...
Passive and Triggered Abilities
- Passive abilities are always active and do not need to be triggered or invoked. They generally give static effects such as stat buffs or debuffs, increase in energy and resource limit, create a barrier that protects other cards, and more...
- Triggered abilities are activated when a specific event or action occurs. For instance whenever a player takes damage that card deals damage to the opponent player.
Card Types
- Unit
- Units are cards are entities that are not named and can have multiple of the same type on the board at once.
- Hero
- Heroes are named entities and can only have one of each variation on the board. These cards generally have more abilities and status than a mere unit. Their stats are also generally higher.
- Titan
- Titans are beings, whether they be Spirits, Souls, or Immortals, that only can interact indirectly with the board. Titans generally have abilities that do not cause damage to the player and do not interact directly with anything in play. Titans have their own slot, known as the titan slot. Titans may be banished or sent to the graveyard if an card effect dictates as such.
- Item
- Items are inanimate object that have activated, triggered, and/or passive abilities. Items can not be played on a front row slot, rather they only can be placed on the back row and cannot engage in combat. Though they may not attack they can still take damage.
- Equipment their are eleven types of equipment that may be attached to an entities empty equipment slot. If an equipment is already present in that slot the equipment is simply exchanged.
- The eleven types of equipment slots are as follows:
- Helmet
- Cloak
- Gloves
- Boots
- Armor
- Shield
- Weapon
- Side Arm
- Accessory
- Clothing
- Ring
- Action
- Actions are spontaneous ability cards that only that do not stay in play after they do their effect. They often are cards that give immediate rewards or effects that may alter the game in many ways. e.g. Clearing the board of all cards, destroying an entity, banishing a titan, give the player life, adding immediately usable energy or resources, and more...
- Secret
- Secrets are cards that enter play immediately, but the effect of the card is not revealed to the opponent unlike an action. Often secrets are traps or fail safes to give a player an advantage.
- Effect
- Effects are like items, but they do not take damage, and can only be removed by another card.
- Quest and Event
- Quests and Events are placed into the Adventure slot. Their it has an effect and/or abilities that can be accessed by both players. If a player so chooses they may play a new Quest or Event, the new Quest or Event overwrites the current Quest or Event an send it to Oblivion.
- Quests have a triggered bonus for the player that completes all the conditions first. Once a Quest has been completed it enters Oblivion.
- Events may only be played on an empty Adventure Slot or one with a Quest. The event is like an action as it leaves play immediately after deals its effect. Any Quest within the Adventure Slot is sent to oblivion when an event is played.
- Location
- Locations are unique as each player has their own location slot-like a Titan. However, unlike a Titan a location can be exchanged at will. Locations provide unique environment effects. e.g. A frozen tundra may slow the speed of specific species that are adverse to cold, or for instance the location Malisik Breeding Pool allows you generate two Malisik Larva every time member of the Malisik Horde dies.
Types of Traits
The Point of traits is to enhance the player experience by adding different ways to play. Players will often choose Synergistic cards that work well with one another, rather than through a bunch of random cards with little to know inter-card interactions
Types of traits an entity may possess include:
- Gender or Pair type
- Genders included include in Continuum CCG include:
- Female
- Male
- Hermaphrodite
- Androgynes
- Artifice
- Masculine Artifice
- Feminine Artifice
- Pair types include:
- Binary Couple
- Siblings
- Sisters
- Brothers
- Friends
- Cousins
- Group
- Some entities have an advantage over other genders, such as a Deep City Hooker, can seduce Males with a stat equal to or less than a specific value.
- In the case of Pairs such as Valorèin Lifemates they may possess the Valorèin species trait but they are not effected by the debuffs inflicted by The Curse.
- Genders included include in Continuum CCG include:
- Faction and Teams
- Factions are meant to create synergistic rivalries with an opponents cards. This is meant to enhance gameplay and provide more play styles.
- Teams are meant to create synergistic alliances with an opponents cards or the player's cards.
- Species, Sub-Species, and Species Classes
- All entities have a species, but not necessarily a sub-species. Species Classes or Species Families are used to identify related or similar species. e.g. Near-Valorik, Near-Human, Valorik
- Species may come with stat boosts or passive effects that occur when interacting with other or the same species. e.g. All Valorik species possess a weak psionic link to one another known as the Vistrum and receive a buff when more that one member of Valorik member is on the board.
- Sub-Species allow for even more synergies.
- Class and Sub-Class
- Classes allow for even more synergistic options based on the class and sub-class of a card. e.g. An all warrior deck would synergize with effects that enhance all warrior entities on the Board. Perhaps one wants to create a non-lethal deck so they have healers that can maintain the health of ones self to outlast the opponent and priests to banish rather than kill opponents creatures.
- Synergy or Color Alignment
- Synergy or Color Alignment in Continuum CCG is not like what you would find in other card games like Magic: the Gathering were Color Alignment is directly related to the cards Color Identity. In Continuum CCG there is no colored mana only energies and resources. The term Color Alignment is a working name as the trait is difficult to describe. Synergy is the best alternative as the Color Alignment is meant to cause Synergistic effects between cards from other Universes or different factions for example. Color Alignment is designed to allow more varied play styles with entities that would ally with one another under the right circumstance.
- Universe
- This is the most fundamental trait of a card in the Continuum CCG as the core of the narrative and mechanics revolves around the exploration of universes and uniting against The Deviants and serving the Divines to restore order within the different universes.
Game Mechanics
Piles, Special Slots, and the Board
- The Board
- The board is broken up into two sides one per player. Each side is broken up into a grid of "Slots" with an X, Y axis value. Each side consists of eighteen slots nine wide, two deep on each side of the board.
- Graveyard
- Cards are placed in the Graveyard when they have either been discarded, killed, or defeated. Necromantic decks may focus on returning entities from the Graveyard. The Graveyard is fundament to Continuum CCG as it is the main place in which cards that have lived out their usefulness, die, or been defeated.
- Banishment
- Banishment is second to the Graveyard in its fundamental mechanics. Banishing Cards is particularly useful for dealing difficult to remove cards. e.g. Cards that enter limbo or playing against an opponent with cards that return cards from the graveyard.
- Limbo
- Cards with the Keyword "Immortal" when defeated are sent to limbo for however many turns that card specifies. Once the card has been in limbo for its designated turn amount it is returned to your hand. The goal to prevent "Immortal" cards from returning is to banish them instead of relying strictly on damage dealt.
- Oblivion
- Cards that are sent to oblivion are impossible to retrieve. No action, artifact, unit, titan, or hero can return these cards to play.
- Titan Slot
- The exclusive location that titans can only be played in.
- Adventure Slot
- The Shared Slot in which Quests and Events are Played.
- Location Slot
- The exclusive slot in which only lands can be played in.
Energies and Resources
Resources
- Food
- Biological Agents
- Spice
- Scrap
- Component
- Black Ichor
- Fragments
- Crystals
- Dark Matter
- Vital Essence
- Flesh
- Blood
- Matter
Energies
Keywords and Terminology
Core Keywords
- Deathtouch
- Any damage dealt by this creature is fatal under normal circumstances.
- Immortal
- Entity enters Limbo after being defeated
- Protect
- All entities that fall under specific parameters are protected from being attacked.
- Shell
- The first attack dealt to the entity is nullified, however, next turn they are subject to full damage.
- Indestructible
- Card is immune to any ability or effect would that specifically kill, destroy, or defeat.
- Berzerk
- Attacks do double damage to non-hero entities.
- Blitz
- All damage taken when attacking is cut in half. When attacking being attacked, all counter damage is doubled.
- Fury
- May perform two actions before being exhausted
- Trample
- All damage that exceeds the health of an entity is transferred to opponent.
- Flying
- Cannot be targeted by entities without flying or have a range less than two.
- Invincibility
- Entities with invincibility do not take combat damage.
- Stealth
- Entities with Stealth cannot be targeted.
- Once an entity with stealth attacks they can be targeted.
- Splash
- Damage is dealt to target and all adjacent entities and items also take damage equal to half of what the initial target took.
Terminology
- Entity and Card
- The umbrella term for Units and Heroes as a combined subject.
- Card refers to any type of card that is being played or discarded. It also is a more inclusive reference to a card on the Board.
- Destroy, Kill, and Defeat
- This is an event when a card from the board, whether it be an entity or an artifact, and place it into the graveyard.
- Discard
- The act of taking a card from your hand and placing it in the graveyard.
- Draw
- The Act of taking a card from your deck and adding it to your hand.
- Mulligan
- A mulligan is the event, while drawing your initial hand, in which you may discard your hand and draw against with the penalty of drawing one less card.
- Slot
- Any place on the board in which cards are played.
- Energies and Resources
- Energies refers to intangible forces that are used to pay for and summon Cards.
- Resources refers to tangible things that can be used to create or pay for cards.