Symphony of Aeons: Difference between revisions

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== Cards ==
== Components ==
[[Image:SoAeons_card_Titania.jpg|200px|right]]
[[Image:SoAeons_card_Titania.jpg|200px|right]]
Cards are tarot-sized, twice as tall as they are wide.  There are four kinds of cards.
Each player brings a deck of cards to the table, which they've constructed on their own.  Each player's deck is shuffled before play starts.  There are also pools of Blue, Red, White and (any other colour) dice shared among players; these dice will be placed on cards and removed from cards during play.
 
Cards are tarot-sized -- twice as tall as they are wide.  There are four kinds of cards.
* Primordial, representing your character
* Primordial, representing your character
* Chants, with different effects on how you play
* Chants, with different effects on how you play
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* Name.
* Name.
* Artwork.
* Artwork.
* Kind: allegiance, nature, alignment, etc.
* Kind: allegiance, nature, alignment, etc.  Some card effects will mention card kinds, ie "Homonculus cards cost 1 less"
: The Kinds that have been seen so far are: Alchemical, Bureaucracy, Celestial, Cthonian, Djinn, Fae, Homonculus, Political, Troll.  Other Kinds may appear on newer cards.
* Type: one of Primodrial, Chant, Binder or Invocation.
* Type: one of Primodrial, Chant, Binder or Invocation.
* Cost: How much power is required to play this card to the field.
* Cost: How much power is required to play this card to the field.  May also mention a prerequisite card that must already be on the field before this card may be played to the field.
* Materiality: damage required to destroy this card.
* Materiality: damage required to destroy this card.
: For an Invocation, add to the Materiality each level above 1. (ie.: A level 3 Invocation with 5 Materiality requires (5+(3-1))= 7 damage to destroy)
: For an Invocation, add to the Materiality each level above 1. (ie.: A level 3 Invocation with 5 Materiality requires (3-1)=2 additional damage to destroy, for a total of (5+2) = 7.
* Power Entry & Power Exit arrows (up to six total). Power Dice may only move from a card with Power Exit to a card with an adjacent Power Entry arrow of the same colour.
* Power Entry & Power Exit arrows (up to six total). Power Dice may only move from a card with Power Exit to a card with an adjacent Power Entry arrow of the same colour.
: Colors seen so far are: Blue, Red and White.
* Drain: how much power is lost when Power Dice are moved to this card.  Drain is '0' unless stated otherwise.
* Drain: how much power is lost when Power Dice are moved to this card.  Drain is '0' unless stated otherwise.
* Counter Die spot: place a die here to show how many 'charges' the Chant, Binder or Invocation has.
* Counter Die spot: place a die here to show how many 'charges' the Chant, Binder or Invocation has.
* Storage: how many counters the card may hold.
: Don't use Blue, Red nor White dice for counters, else they will be confused with Power Dice.
* Explanatory text.
* Storage: how many counters the card may hold.  Storage is '0' unless stated otherwise.
* Explanatory/Effect text.
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== Play ==
== Play ==
[[Image:SoAeons_field_example.png|200px|right]]
[[Image:SoAeons_field_example.png|200px|right]]
During your first turn you must play a primordial card. It is used to count HP, and generate power die.
 
The object of the game is to inflict enough damage to your opponent(s) Primordial card to destroy it.
During your first turn you must play a Primordial card. It is used to count HP, and generate power die.


On your turn you may either:
On your turn you may either:
*1) Draw a card
* Draw a card
*2) Play a card
* Play a card
*3) Shift power dice
* Shift power dice
*4) Generate a power die
* Generate a power die
 
To play a chant or invocation the following conditions must be met:
*1) There is enough room for that chant or invocation on the table.
*2) There must be a power exit that can be linked to a power entry on the card, and they must be of the same colour.
*3) On the card where the power exit is, there must be power dice, with the sum of their power greater than or equal to the cost of the card on the exit.
*4) After playing the chant of invocation the power dice are removed.


Playing a copy of an invocation already on the bard increments it's level.
Playing a Chant or Invocation:
* Select one of your cards on the field with Power Dice and an unoccupied Power Exit.  The Power Exit must be the same colour as one of the Power Entry arrows of the card you wish to play.
* There must be enough room to place the card with a Power Entry adjacent to a matching Power Exit without overlapping any other card in the field.
: Exception: when playing an Invocation that is identical to one already in the field, you must play the Invocation card to the same place.  It will be placed on top of the existing Invocation card(s), and the Invocation's level will increase by one.  I.E.: If two Fireball Invocations are already on the field, you would play another Fireball Invocation by adding it to the existing two, making it a level 3 Fireball Invocation.
* Remove enough Power Dice from the card on the field to pay for the Cost of the card you wish to play.  The Power Dice removed must be the same colour as the Power Exit arrow to be used.
* Place the new card in the field so that a Power Entry arrow matching the Power Dice used is connected to a matching Power Exit of the card that spent the Power Dice.


To play a Binder Card the following requirements must be met:
Playing a Binder:
*1) Two chants must share a long border.
* A Binder can only be played on top of two Chants in the field that share a long edge. The Binder will also describe prerequisites for one or both cards it can overlap.
*2) The chants must be of the type specified by the binder.
* Remove enough power dice from either of the Chants to pay for the Cost of the Binder.
*3) The sum of the power die on both of the chants must be greater than or equal to the cost of the Binder.
* Place the Binder card across the two Chant cards (see diagram)
*4) After playing the binder the power dice are removed.


== Gallery ==
== Gallery ==

Revision as of 00:04, 11 July 2011

Symphony of Æons is a /tg/ collective homebrew CCG project. As of July 10 2011, it is still in development.

This article is a stub. You can help 1d4chan by expanding it


Components

Each player brings a deck of cards to the table, which they've constructed on their own. Each player's deck is shuffled before play starts. There are also pools of Blue, Red, White and (any other colour) dice shared among players; these dice will be placed on cards and removed from cards during play.

Cards are tarot-sized -- twice as tall as they are wide. There are four kinds of cards.

  • Primordial, representing your character
  • Chants, with different effects on how you play
  • Binders, connecting two chants to improve their effect
  • Invocations, affecting your opponent

Cards have the following attributes:

  • Name.
  • Artwork.
  • Kind: allegiance, nature, alignment, etc. Some card effects will mention card kinds, ie "Homonculus cards cost 1 less"
The Kinds that have been seen so far are: Alchemical, Bureaucracy, Celestial, Cthonian, Djinn, Fae, Homonculus, Political, Troll. Other Kinds may appear on newer cards.
  • Type: one of Primodrial, Chant, Binder or Invocation.
  • Cost: How much power is required to play this card to the field. May also mention a prerequisite card that must already be on the field before this card may be played to the field.
  • Materiality: damage required to destroy this card.
For an Invocation, add to the Materiality each level above 1. (ie.: A level 3 Invocation with 5 Materiality requires (3-1)=2 additional damage to destroy, for a total of (5+2) = 7.
  • Power Entry & Power Exit arrows (up to six total). Power Dice may only move from a card with Power Exit to a card with an adjacent Power Entry arrow of the same colour.
Colors seen so far are: Blue, Red and White.
  • Drain: how much power is lost when Power Dice are moved to this card. Drain is '0' unless stated otherwise.
  • Counter Die spot: place a die here to show how many 'charges' the Chant, Binder or Invocation has.
Don't use Blue, Red nor White dice for counters, else they will be confused with Power Dice.
  • Storage: how many counters the card may hold. Storage is '0' unless stated otherwise.
  • Explanatory/Effect text.


Play

The object of the game is to inflict enough damage to your opponent(s) Primordial card to destroy it. During your first turn you must play a Primordial card. It is used to count HP, and generate power die.

On your turn you may either:

  • Draw a card
  • Play a card
  • Shift power dice
  • Generate a power die

Playing a Chant or Invocation:

  • Select one of your cards on the field with Power Dice and an unoccupied Power Exit. The Power Exit must be the same colour as one of the Power Entry arrows of the card you wish to play.
  • There must be enough room to place the card with a Power Entry adjacent to a matching Power Exit without overlapping any other card in the field.
Exception: when playing an Invocation that is identical to one already in the field, you must play the Invocation card to the same place. It will be placed on top of the existing Invocation card(s), and the Invocation's level will increase by one. I.E.: If two Fireball Invocations are already on the field, you would play another Fireball Invocation by adding it to the existing two, making it a level 3 Fireball Invocation.
  • Remove enough Power Dice from the card on the field to pay for the Cost of the card you wish to play. The Power Dice removed must be the same colour as the Power Exit arrow to be used.
  • Place the new card in the field so that a Power Entry arrow matching the Power Dice used is connected to a matching Power Exit of the card that spent the Power Dice.

Playing a Binder:

  • A Binder can only be played on top of two Chants in the field that share a long edge. The Binder will also describe prerequisites for one or both cards it can overlap.
  • Remove enough power dice from either of the Chants to pay for the Cost of the Binder.
  • Place the Binder card across the two Chant cards (see diagram)

Gallery

Links