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Battle Across Time A new game Just Started


Hi all, I was a member a while ago and lost internet access.  Still not fully up and running.

What do you guys think so far?  I just started these rules today.

Any input would be appreciated.

I have been working on other unofficial games, Charmed, Supernatural, Smurfs, He-Man, and Disney, but none are finished.  I wanted to work on one that isn't IP.  I am trying to decide on a couple more game mechanics, such as rules for playing characters.


Battle Across Time CCG

Brought forth across time
They fight to prove their might

Players try to prove your army is the greatest army of all time.  Many objectives may be used to prove your army’s worth.  Any army may prove this through the depleting of an opponents resource, his action deck, or by successfully attacking your opponent’s army card in two consecutive turns.  Each army will have an additional condition from which they can win.

The Golden Rules
If a card contradicts a rule, the card is right.
Card’s that refer to “he”, or “she”, refer to any character regardless of a character’s gender.

Card Types
Card declaring your army, any starting cards, and an alternate win condition.  Armies will include Viking, Hun, and Romans.  Other armies could include those such as revolutionary armies, knights, and maybe The Round Table, Atlantis, Amazonians, Werewolves, Vampires, and Zombies.  Many cards will be specific to an Army.

Character Cards
These are the characters of your army, which will include specific personas and generic types of soldiers.  All characters have an attack and defense stat, abilities and any combination of the four skill sets.

Events that occur during play that affect different conditions based on when they are played.  Some events will require a specific situation to play, and some will require a certain number of a given training.

Ways in which a character responds things happening to what is happening around them.  Actions are played during select player actions, shown by a keyword on the card.

Many different items that affect play in several different manners.  Items include but are not limited to weapons, armor, mounts, artifacts, and equipment.  Items may give bonuses in one or more stat and/or give a character or army some ability.  All Items will require a select number of the four stats to be used to be played.

Cards that provide characters with an additional skill in one of the four abilities, Close Range, Ranged, Speed, Smarts, they help provide the needed ability to play cards.

Card Description
   The card’s name
   The designator of separate versions of character cards with the same name
   The character’s army affiliation, if any
   A character’s base attack
   A character’s base defense
   A marker showing close range attack ability
   Blades, Swords, Axes
   A marker showing ranged attack ability
   Bows, Cannons, Guns
   A marker showing smarts
   A marker showing speed
   Will of god, or luck that alters the attack or defense totals of cards.
Text Box
   Any ability of the cards

Card Status
This card is ready for action.

This card has been used this turn, shown by rotating the card 90 degrees.

A character hurt in battle, shown by flipping a card face down.  Only training cards stay attached to a wounded character, all other cards are discarded.  Starts in ready position, rotates at end of turn, and is killed at end of next turn if not recovered.

A character that has received first aid, shown by a character rotated 180 degrees, it can be readied.

A character that has died in battle, set out of play with no copies able to be played on the same side of the table, includes uniqueness. All training cards are returned to the owners training deck and all other cards are discarded.

Phases of play
All players reveal their army and put any starting cards in play. 
A random first player is chosen, revealing a random card and low fate going first is the suggested means.
All players draw 5 cards

Play Phase
Players take turns taking actions.  After 4 actions per player the turn ends.
Actions can consist of any combination of recruiting, equipping, training, stocking, attacking, first aid, or playing an event.

Recruit: Bring a Character into play from your hand.

Equip: Play an Item from your hand.

Train: Add any one card from your Training Deck to one of your characters

Stock: Draw one card

Attack: Attack an opponent with one of your characters

First Aid: Use a character to recover another character.

Play an Event: Play one Event card from your hand

Draw Phase
All players can discard any number of cards, hands must be 5 or less, and draw up to 5 cards.

End Phase
Ready all used and recovered characters.
Kill all rotated wounded characters.
Rotate all characters wounded this turn.
The current inactive player becomes active, playing first in the turn.

When a player declares an attack, the defending player chooses a defender, any unused character on their side.  If no characters are able to be declared the defender, the player’s Army is attacked.

The attacking character is used.

The players take turns, starting with the attacking player, playing actions, and events, and using abilities in a play and pass manner.

Each player’s attack total is equal to their stat, Attack for attacker and Defense for defender, with all bonuses played

Once all players pass, all participating players reveal the top card of their Action deck.  The fate number, on the revealed card, is subtracted from that players attack total.

Equal attacks totals results in a tie, and the attack ends.

The player with the high attack wins the fight and the loser resolves in a combination of the following. 
-The losing character is used if not already.
-Move cards from your deck to your equal to the difference in the totals.
-If the total is at least half of your character’s defense rounded up, that character is wounded.
-If the total is equal to or greater than your character’s defense, that character is killed.

Attacking an Army card
Use the attacking character, and follow the play and pass as above.
The attacked player discards cards from their deck equal to the attack total of the attacking player.

Two army card attacks in consecutive turns, wins the attacking player the game.

Deck Construction
An action deck must contain no more than three of any card, soldiers are unlimited, and must be exactly 40 cards.  All cards must be of the player’s army or of none.

The Training Deck can contain any number of training cards either matching the player’s army, or of no army.  The training deck must be exactly 20 cards.

   The player to the left of the active player is the inactive player and becomes the active player at the end of the turn.


Any card where only one copy can be in play

Any card where more than one copy can be in play and more than three copies can be in a player’s deck

Play and Pass
All participating players alternate taking turns playing cards and/or abilities until all players decide to take no action consecutively.  Players may pass once and play a card the next time as long as another player plays something.

Bold print words showing the required levels of trait and/or the action when the card can be played.

Possible Armies

The Huns
Strong, fast, and vicious, the Huns like to overpower an opponent in sheer numbers.
VC:  Kill 10 Characters of a single opponent.
Starting:  Characters with a total of 3 Fate

The Vikings
Vikings pride themselves in the strength and keeping their people safe.
VC:  A Strength total of 40 in play at one time
Starting:  One Character with a Strength of 4

The Romans
Smaller, quicker and smarter than most, the Romans are an ingenious people.
VC: Have 10 different items under your control in play at the end of a turn.
Starting:  Character Smarts of 2, no 0 Smarts characters


Sorry for the double post but the initial post is pretty long.

A little more info and a few samples

Card Distribution
5 Armies Hun, Roman, Viking, and 2 Others
10-15 Characters Each, Half are Soldiers
5-10 each of Items, Events, and Actions
Total of 30 Cards Each Army
50 Combined Other: Items, Events, and Actions
200 Total base cards

A Few Sample cards
Only characters with the Play keyword require more than an action to be put into play.
Items in ( ) are additional explanations.

Hun Leader
A: 5 D: 3
Melee(Close Range is now Melee), Smarts, Speed
Play: Kill 2 of your Hun characters.
“On the way to the top, bodies were left in his wake.”

Roman Foot Soldier
A: 2 D: 1
(No requirements to play)

Recruit:  If you control 2 or more Attack 5 characters, your opponent may not use any stats or traits for their next action.  You must have just recruited an Attack 5 character.
“The sheer size of their enemy left them stunned.”

Attack:  If you control a character with a higher stat, your attack total is +2.
“His mere presence inspires us.”

Medical Training
First Aid, Smarts 2: Recover another character, paying no additional cost.
“Eight years of school, I should be able to do at least that much.”
(No character starts with more than one of any given trait.)

Discard a card:  Shuffle 5 cards from your discard pile into your deck and draw a card.
“About time we got more supplies.”

Combat Knife
A: +1
“Most eras have one.”

Roman Chariot
Item: Mount
Play: Smarts
Attack: Discard to end combat with no resolution.
Provides Speed

Crossed the Great Wall
One of your characters with a melee weapon may make a ranged attack.
“But, no one can cross the Great Wall.”  “Well, they did.”

Ranged attacks
An attack where the attacker selects the target and no defense is calculated, unless the target has a ranged weapon in which case the attack occurs normally.
The attack proceeds as normal.  If the attack total is greater than 0 after the fate draw damage is dealt as if the defense is 0.
As a consequence the attacked player may declare an attack against this character for their next action, and no other defender can be selected.

Please go into more detail about flavor. :D Mechanics without flavor is hard to get excited about.


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