History CCG

History CCG by amuseum

41 cards in Multiverse

41 with no rarity

37 colourless, 2 red, 2 green

15 comments total

New game in development, 4x card game

History CCG: Cardlist | Visual spoiler | Export | Booster | Comments | Search | Recent activity

Cardset comments (6)

The set creator would like to draw your attention to these comments:

On Brainstorm (long) (reply):

Brainstorm ideas (long)

History of the World CCG

Based on Civilization-like games

Card types:
-City card: population, build stuff with material one at a time
-City subtypes: the name of the country where the city is located
-Terrain card: give yields: food, trade, material; adjacent to city, up to 4
-Terrain subtypes: names of different types of terrain, such as grassland, hill, forest, sea, etc.
-Unit card: combatants, utility, settle cities, work terrains, improve production, research, etc.
-Unit subtype: ground, aerial, naval, mounted, ranged, melee, motorized
-great people, specialists
-Event card: one-time effects: disasters, news, current events, etc.
-Event subtypes: "tactical", played during combat, influences combat outcomes; "diplomatic" spy games;
-Mod card: modifications, upgrades to other cards
-Mod subtypes: "resource" on terrains, such as cattle, iron, gems, bananas, fish; "upgrade" on units;
-Leader card: unique historical people, such as Julius Caesar, your allies
-Creation card: result of material and trade
-Creation subtypes: "building", "wonder", "work", "art"
-Tech card: research one at a time, pulling subgame, pull from deck, match alignment to tech's
-Tech subtypes: 1st age, 2nd age, 3rd age, etc.
-Policy card: governments, laws, social trends, diplomacy, spies

Traits:
-Units: offense, damage, hp, move?
-terrain : food, trade, material
-creation, mod: cost, culture
-tech: cost, grants

5 suits/alignments
-Financial: gold, Agriculture, Mining, Currency, Bartering, Banking
-Cultural: black, Cave Painting, Storytelling, Dance, Music, Theater
-Martial: red, Archery, Bronze Working, Gunpowder, Swordmaking,
-Technological: blue, Wheel, Calendar, Physics, Biology, Medicine,
-Philosophical: green, Worship, Funeral Rites, Naturalism, Monotheism, Polytheism,

Ranks on cards:
-city: 7 - 12 (used as city growth)
-unit: 1 - 6 (used as costs and strength)
-terrain: 2, 3, 5, 7, 9 (high: grant food for city growth, low: grant material for combat)
-others: 1 - 12 (used as costs during production and research)

Terminology:
-Zones:
--Map = in play (on the map)
--Treasury = draw pile (library)
--Council = hand
--Landfill = discard pile
--Lab = current tech being researched
--Tech tree = all finished techs

-Actions:
--consult = draw a card
--discard = send a card to the landfill
--explore = reveal top N cards from treasury, play an appropriate card from among them, then discard the rest.
--exhaust = turned 90 degrees (tap), of units and creations
--heal = remove damage counters from unit
--yield = sth produced by terrain and cities. namely food, trade & material

How cities and terrains work:
-city and terrain give yields: food, trade, material
-each population works one terrain, up to 4 terrains
-population can go as high as 13?; each above 4 grants 1 yield of your choice
-how to grow population?
-at beginning of turn, for each city, tally food in surrounding terrains. reveal that many cards from deck, if suit matches city and rank higher than current population, then increment poplution
-basic terrains: forest, hill, mountain, grassland, river, sea, desert
-mods for terrains: cattle, gems, coal, iron, etc.
-suits of cities: financial, etc.
-1st city and terrain are free; thereafter, new terrains are explored with units and new cities settled by settlers
-when you explore a terrain or city grows a pop, you may put a Resource mod on it; pull cards or from hand
-join separate land masses by playing new terrain card
-minimum 2 terrains between cities
-explore by using a unit's turn
-population scale: 13=8m+, 12=4m+, 11=2m+, 10=1m+, 9=500k+, 8=250k+, 7<250k

How production works:
-put creation, unit, or mod card under city face up
-cost = rank
-must meet requirements, based on suits on finished techs
-look for suits: 1 matching suit = 1, every 2 unmatch suit = 1
-bonuses (like cribbage): 2 cards add to 15 = 1; 2 cards same rank = 1
-e.g. researching financial tech, see some financial symbols in poker hand, add to tech.
-e.g. making martial building, see some martial symbols, add to building

How research works:
-new tech face up in play
-at beginning of turn, spend trade yields and put research counter on tech
-when research cost met, gain tech, and play new tech
-may swap tech, but lose all research counters

How economy / commerce works:
-trade yields from terrains
-upkeep for units, creations, and research (i.e. divide trade yields among techs, buildings, and units)

How policies work:
-how to deploy?
-what kind of abilities?
-diplomats, spies, agents, cold war, threats

How culture works:
-requires you have 1 culture to start culture battle
-during upkeep, may spend 3 trade to gain 1 culture
-culture also provided by some creations
-as an action or event or trigger, draw a poker hand
-culture can steal population from each opponent once a turn
-compare best poker hand
-what modifies poker hand size and redraws?
-stud poker: each contestant draws 5 cards and 1 more for each culture they have
-attacker wins: gain 1 pop and defender loses 1 pop in the cities of their choice
-defender wins: defender draws a card
-no flush or straight flush
-rainbow (all 5 suits) count

How combat works:
-melee, ranged, ships, air
-movement
-explore terrain, chance of reward (poker hand?)
-barbarians?
-attack, defend
-unit traits: offense, defense, mobility
-mods for units: weapons, experience, abilities
-skill check to deal damage: if pulled card is lower than offense, success
-attack city, if pop > stregth, lose 1 pop, else take over city
-guardian style? Players match up attackers and defenders
-damage is permanent; use a turn to heal
-cannot attack same turn unit is produced
-units enter play stationed in a city
-units use a turn to move between cities
-units can attack any city from anywhere
-units can block only city where it's stationed

How to win:
-Population: reach 20 pop total in all your cities
-Domination (martial): control all capital cities
-Economic (financial): control buildings and wonders total value N
-Artistic (cultural): control works total value N
-Scientific (technological): research techs total value N = 30, minimum 2 techs per age
-Social (philosophical): control policies total value N

Deckbuilding:
-High rank good for: city growth, stronger cards
-Low rank good for: combat pulls, faster production and research
-Mixed rank: cribbage bonuses to production and research
-Suits: poker hands
-Same suits: city growth, culture poker,
-Different suits: different techs and production
-"Face" cards: ranks P, E, G (prince/ss, emperor/ess, god/dess): what bonuses or abilities?
-how to handle multiple suit decks or cards? e.g. power plant requires both financial and technology
-Ages: many cards have age requirements. They cannot be played until you have entered that age. 3 techs of the same age move you into the next age.
-60 card deck, max 3 of any card except basic terrains
-few deckbuilding rules (1 to 5 suits in same deck okay, mix nations okay, mix techs okay)

General Design goals and constraints
-cores of the game: city, control, tech, resource management
-game length: 15 - 30 minutes

On History CCG (reply):

History of the World is a customizable card game in the 4x genre (like Civilization): explore, expand, exploit, and exterminate. Raise cities and population, gather resources, build armies and wonders, research techs, and develop culture and social policies. Guide your civilization through the ages of mankind.

Notable features:

  • Multiple win conditions
  • Multiplayer friendly
  • Playing card suits and ranks
  • Conquer cities
  • Capture foreign citizens
  • Upgrade armies and terrains

Posting this here since I'm not sure there's another platform for developing new CCGs. Also since this is an entirely new game, everyone is welcome to join in its development and provide feedback to help make it playable and fun.

Recently active cards: (all recent activity)

 
See comments.
1 comment
2014-05-17 20:08:03 by amuseum
 
See comments.
1 comment
2014-05-17 20:01:46 by amuseum
 
See comments.
1 comment
2014-05-17 19:56:44 by amuseum
 
See comments.
1 comment
2014-05-17 19:53:55 by amuseum
 
See comments.
1 comment
2014-05-17 19:52:58 by amuseum

Recent comments: (all recent activity)
On Closing Phase:

CLOSING PHASE

At the end of each turn, all players simultaneously perform these actions.

  • 1) Check if any player has won by one or more of these winning conditions.
    • a) A player is the only player to control his own capital city.
    • b) A player controls 7 wonders.
    • c) A player has a total population of 20/25.
    • d) If nobody has won, then continue playing and start a new turn after the closing phase.
  • 2) End all "until end of turn" effects.
  • 3) Discard cards from the council if over the maximum council size. Players start with the maximum council size of 7 cards.
On Action Phase:

ACTION PHASE

After all players are done with the maintenance phase, they move to the action phase. Starting with the player who won the initiative and going clockwise, that player may perform one of the following actions. Keep going around the table until no one wants to or cannot perform any actions, then the action phase ends.

  • 1) Explore. To explore, exhaust a fresh unit and pull cards equal to that unit's move value. You may deploy one of the pulled cards if it is a city, terrain, resource mod, or discovery event. City card is placed on the map. Terrain is placed adjacent to a city you control. A resource mod is attached to a terrain you control. A discovery event is deployed, resolves, and then is discarded.
  • 2) Attack. Start a battle using units. Read the section about combat later in the rules book.
  • 3) Deploy a city card. A city card is placed from your council onto the map. Then you may pull 3 cards and put a terrain card from among the pulled cards or from your hand and place it adjacent to the new city. Put a population counter on that city. Then you may have it produce a unit or creation.
  • 4) Deploy an event, mod, terrain or policy card. An event resolves and then is discarded. A mod is attached to an appropriate card on the map. A terrain is placed adjacent to a city that has less than 4 terrains. A policy is put on the map.
  • 5) Research. You may research if you have no current research.
  • 6) Produce. You may have a city you control produce.
  • 7) Heal. Exhaust a unit and remove all damage counters from it.
  • 8) Move. Exhaust a unit and move it to another city. You would do this if you want the unit to be able to defend that city regardless of whether it was fresh or exhausted.
  • 9) Ability. Use an ability of a card you control. Some abilities require that the card become exhausted as part of the cost. If so, the card must be fresh before that ability can be used.
  • 10) Culture clash. Start a battle of culture. Read the section about cultural conflict later in the rules book.
On Maintenance Phase:

MAINTENANCE PHASE

The maintenance phase consists of these steps. All players complete each step, starting with the player who won the initiative and moving clockwise, then move to the next step.

  • 1) Total up all trade yields from terrains and other cards you control on the map that grant trade yields. Each city you control yields 1 trade. You may distribute them as below. Any trade not used this turn are lost.
    • a) Use any number of trade to put that many research counters on the tech you are currently researching.
    • b) Use 2 trade to consult then discard a card.
    • c) Use 3 trade to consult.
    • d) Use 4 trade to get a culture counter.
  • 2) For each city you control, total up all material yields from terrains adjacent to that city, plus 1 more material from the city itself, and put that many production counters on the creation or unit that city is producing. If the number of production counters match or exceed that card's production cost, move it in front of the city. It is fresh and ready to act.
  • 3) For each city you control, you may attempt to raise its population. Total up all food yields from terrains adjacent to that city and pull that many cards. Total up all ranks from the pulled cards. If the total is equal to or greater than 6 times the city's population, then raise its population by one. That is, TOTAL of Ranks >= 6 * Population.
  • 4) Deploy a tech card if you have no current research. It becomes your current research. For any city that is not producing anything, you may put a unit or creation card behind that city to denote that it is being produced by that city. That card cannot be used and has no effect until its production has been completed.
On Opening Phase:

OPENING PHASE

At the beginning of each turn, all players simultaneously perform these actions.

  • 1) Refresh all exhausted cards.
  • 2) Consult.
  • 3) Pull for initiative. Each player reveals the top card of their treasury. The player that pulled the card with the lowest rank goes first. In case of a tie, those players pull again until there is a winner. Starting from the winner, players perform actions clockwise.
On Game Turns and Phases:

In History CCG, all players take the same turn simultaneously. They go through each phase together until the entire turn is completed, then a new turn begins. Nevertheless, players vie for initiative so there is some order in how actions are resolved.

The phases of a turn are Opening Phase, Maintenance Phase, Action Phase, and Closing Phase.

PRE-GAME SET UP
All players shuffle their decks and put it into their treasury. Then consult 7. Each player may deploy a city card from their council and put a terrain card from their council adjacent to that city. Put one counter on the city to represent that it has a population of one. This is his capital city. A player wins if he is the last player to control his own capital city.

On Actions in the game:

These are some of the commonly used terms and actions you'll see on the cards and in the rules.

  • Consult: Put a card from your treasury to your council (i.e. draw a card).
  • Deploy: Play a card, usually from your council.
  • Pull: Reveal the top card of your treasury. After the action or ability is resolved, put all revealed cards into your landfill. Some actions let you deploy the pulled cards, so they may go somewhere (usually the map) instead of the landfill.
  • Discard: Put a card from your council into its owner's landfill.
  • Destroy: Put a card on the map into its owner's landfill.
  • Sacrifice: Put a card on the map that you control into its owner's landfill.
  • Fresh: A card is deployed on the map in its upright state, denoting that it is fresh and ready to act.
  • Exhaust: When a card is used for an action (such as attacking, blocking, and exploration) or an ability that requires exhausting it, turn it at an angle to signify that it is used up and exhausted for this turn.
  • Refresh: At the beginning of each turn, all exhausted cards are refreshed and return to its upright state.
  • Explore: Pull X cards (X is the unit's move value, or 3 if deploying a new city). You may deploy one of revealed cards if it is a city, terrain, resource mod, or discovery event.
  • Produce: Put a unit or creation card from your hand behind a city on the map if that city is not producing anything and you meet the tech requirements for that unit or creation card. It becomes the city's production. That card cannot be used and has no effect until its production has been completed.
  • Research: Put a tech card from your hand on the map if you are not researching anything. It becomes your current research.
On Zones in the game:

All cards are placed in one of these zones:

  • Treasury: Your deck begins in this zone after it is shuffled before the game and whenever you shuffle your landfill into the treasury. All cards in the treasury are placed face down in one pile.
  • Council: Whenever you draw a card, you put it into your hand, also called council. Keep cards in your council hidden from other players.
  • Map: All cards (except events) you deploy (or play) are put in this zone. Cards in this zone is where the main action happens. Cards on the map are placed face up unless otherwise noted.
  • Landfill: Cards that die, are destroyed, or are discarded and events that have finished resolving, are put into its owner's discard pile, also called landfill. Whenever your treasury is empty, shuffle your landfill into your treasury.
On History CCG:

Posted an initial bare list of cards. Basic terrains, 1st age techs and units.

On Playtest v0.0:

v0.0 initial testing

Tested with standard playing cards. Results may not hold when using actual cards and constructed deck.

City building is the resource management engine in this game. Feels very much like a board game, which pays homage to other civilization games and differentiates it from other card games. More exciting here due to the "growth" mechanic: draw and reveal cards equal to your city size and food yields, then add their ranks. If the total is equal or greater than the city's population times 5, then increment the city's pop.

Research and production is just putting counters until it meets the cost. Need to decide the tempo for early and late game cards. Each player researches one tech at a time. Each city builds one thing at a time. So controlling more cities lets you build more things. But settling a new city means lowering another city's pop by 2. So you can't expand too fast.

Culture battles, separate from unit battles. Attacker and defender draws 5 cards, plus 1 more for each culture they have, like stud poker. Then they make the best 5-card poker hand. No flushes or straight flushes. Rainbow--all 5 suits--count as bonus. If attacker wins, they add 1 pop and defender loses 1 pop to the city of their choice. If defender wins, they draw a card. Obviously more culture gives you better chance of winning, but not guaranteed. So there's a risk of attacking with culture; don't want everybody to attack every turn without thought. Furthermore, must have 1 culture before you can start culture battle. Gives you time to build up your pop and defense.

On Brainstorm (long):

Brainstorm ideas (long)

History of the World CCG

Based on Civilization-like games

Card types:
-City card: population, build stuff with material one at a time
-City subtypes: the name of the country where the city is located
-Terrain card: give yields: food, trade, material; adjacent to city, up to 4
-Terrain subtypes: names of different types of terrain, such as grassland, hill, forest, sea, etc.
-Unit card: combatants, utility, settle cities, work terrains, improve production, research, etc.
-Unit subtype: ground, aerial, naval, mounted, ranged, melee, motorized
-great people, specialists
-Event card: one-time effects: disasters, news, current events, etc.
-Event subtypes: "tactical", played during combat, influences combat outcomes; "diplomatic" spy games;
-Mod card: modifications, upgrades to other cards
-Mod subtypes: "resource" on terrains, such as cattle, iron, gems, bananas, fish; "upgrade" on units;
-Leader card: unique historical people, such as Julius Caesar, your allies
-Creation card: result of material and trade
-Creation subtypes: "building", "wonder", "work", "art"
-Tech card: research one at a time, pulling subgame, pull from deck, match alignment to tech's
-Tech subtypes: 1st age, 2nd age, 3rd age, etc.
-Policy card: governments, laws, social trends, diplomacy, spies

Traits:
-Units: offense, damage, hp, move?
-terrain : food, trade, material
-creation, mod: cost, culture
-tech: cost, grants

5 suits/alignments
-Financial: gold, Agriculture, Mining, Currency, Bartering, Banking
-Cultural: black, Cave Painting, Storytelling, Dance, Music, Theater
-Martial: red, Archery, Bronze Working, Gunpowder, Swordmaking,
-Technological: blue, Wheel, Calendar, Physics, Biology, Medicine,
-Philosophical: green, Worship, Funeral Rites, Naturalism, Monotheism, Polytheism,

Ranks on cards:
-city: 7 - 12 (used as city growth)
-unit: 1 - 6 (used as costs and strength)
-terrain: 2, 3, 5, 7, 9 (high: grant food for city growth, low: grant material for combat)
-others: 1 - 12 (used as costs during production and research)

Terminology:
-Zones:
--Map = in play (on the map)
--Treasury = draw pile (library)
--Council = hand
--Landfill = discard pile
--Lab = current tech being researched
--Tech tree = all finished techs

-Actions:
--consult = draw a card
--discard = send a card to the landfill
--explore = reveal top N cards from treasury, play an appropriate card from among them, then discard the rest.
--exhaust = turned 90 degrees (tap), of units and creations
--heal = remove damage counters from unit
--yield = sth produced by terrain and cities. namely food, trade & material

How cities and terrains work:
-city and terrain give yields: food, trade, material
-each population works one terrain, up to 4 terrains
-population can go as high as 13?; each above 4 grants 1 yield of your choice
-how to grow population?
-at beginning of turn, for each city, tally food in surrounding terrains. reveal that many cards from deck, if suit matches city and rank higher than current population, then increment poplution
-basic terrains: forest, hill, mountain, grassland, river, sea, desert
-mods for terrains: cattle, gems, coal, iron, etc.
-suits of cities: financial, etc.
-1st city and terrain are free; thereafter, new terrains are explored with units and new cities settled by settlers
-when you explore a terrain or city grows a pop, you may put a Resource mod on it; pull cards or from hand
-join separate land masses by playing new terrain card
-minimum 2 terrains between cities
-explore by using a unit's turn
-population scale: 13=8m+, 12=4m+, 11=2m+, 10=1m+, 9=500k+, 8=250k+, 7<250k

How production works:
-put creation, unit, or mod card under city face up
-cost = rank
-must meet requirements, based on suits on finished techs
-look for suits: 1 matching suit = 1, every 2 unmatch suit = 1
-bonuses (like cribbage): 2 cards add to 15 = 1; 2 cards same rank = 1
-e.g. researching financial tech, see some financial symbols in poker hand, add to tech.
-e.g. making martial building, see some martial symbols, add to building

How research works:
-new tech face up in play
-at beginning of turn, spend trade yields and put research counter on tech
-when research cost met, gain tech, and play new tech
-may swap tech, but lose all research counters

How economy / commerce works:
-trade yields from terrains
-upkeep for units, creations, and research (i.e. divide trade yields among techs, buildings, and units)

How policies work:
-how to deploy?
-what kind of abilities?
-diplomats, spies, agents, cold war, threats

How culture works:
-requires you have 1 culture to start culture battle
-during upkeep, may spend 3 trade to gain 1 culture
-culture also provided by some creations
-as an action or event or trigger, draw a poker hand
-culture can steal population from each opponent once a turn
-compare best poker hand
-what modifies poker hand size and redraws?
-stud poker: each contestant draws 5 cards and 1 more for each culture they have
-attacker wins: gain 1 pop and defender loses 1 pop in the cities of their choice
-defender wins: defender draws a card
-no flush or straight flush
-rainbow (all 5 suits) count

How combat works:
-melee, ranged, ships, air
-movement
-explore terrain, chance of reward (poker hand?)
-barbarians?
-attack, defend
-unit traits: offense, defense, mobility
-mods for units: weapons, experience, abilities
-skill check to deal damage: if pulled card is lower than offense, success
-attack city, if pop > stregth, lose 1 pop, else take over city
-guardian style? Players match up attackers and defenders
-damage is permanent; use a turn to heal
-cannot attack same turn unit is produced
-units enter play stationed in a city
-units use a turn to move between cities
-units can attack any city from anywhere
-units can block only city where it's stationed

How to win:
-Population: reach 20 pop total in all your cities
-Domination (martial): control all capital cities
-Economic (financial): control buildings and wonders total value N
-Artistic (cultural): control works total value N
-Scientific (technological): research techs total value N = 30, minimum 2 techs per age
-Social (philosophical): control policies total value N

Deckbuilding:
-High rank good for: city growth, stronger cards
-Low rank good for: combat pulls, faster production and research
-Mixed rank: cribbage bonuses to production and research
-Suits: poker hands
-Same suits: city growth, culture poker,
-Different suits: different techs and production
-"Face" cards: ranks P, E, G (prince/ss, emperor/ess, god/dess): what bonuses or abilities?
-how to handle multiple suit decks or cards? e.g. power plant requires both financial and technology
-Ages: many cards have age requirements. They cannot be played until you have entered that age. 3 techs of the same age move you into the next age.
-60 card deck, max 3 of any card except basic terrains
-few deckbuilding rules (1 to 5 suits in same deck okay, mix nations okay, mix techs okay)

General Design goals and constraints
-cores of the game: city, control, tech, resource management
-game length: 15 - 30 minutes

(All recent activity)
See other cardsets