12. Game Cards¶
12.1 Card Categories¶
The game contains the following cards as of v1.0
| Category | Card | # of Cards |
|---|---|---|
| Technology | Quantum Mechanics | 12 |
| Technology | Biology | 12 |
| Technology | Robotics | 12 |
| Technology | AGI | 12 |
| Humanity | Philosophy | 16 |
| Humanity | Awakening | 16 |
| Humanity | Consciousness | 16 |
| Reality | Intelligence | 16 |
| Reality | Strategy | 16 |
| Reality | Power | 16 |
| Events | Major Events | 6 |
| Events | Global Events | 6 |
| Events | Crisis Events | 6 |
| Wonders | Technology Wonders | 6 |
| Wonders | World Wonders | 6 |
| Wonders | Reality Wonders | 6 |
| Leaders | HRE Leaders | 3 |
| Leaders | FRU | 3 |
| Leaders | HL | 3 |
| Leaders | RSC | 3 |
| Advisors | Technology Wonders | 6 |
| Advisors | World Wonders | 6 |
| Advisors | Reality Wonders | 6 |
12.2 Technology Domain¶
| Category | NRE | FU | HL | RSC | Total |
|---|---|---|---|---|---|
| Basic Tech | 6 | 6 | 6 | 6 | 24 |
| Advanced Tech | 2 | 2 | 2 | 2 | 8 |
| Ultimate Tech | 2 | 2 | 2 | 2 | 8 |
| Total | 10 | 10 | 10 | 10 | 40 |
12.3 Humanity Domain¶
| Category | Cards per Faction | Universal | Total |
|---|---|---|---|
| Philosophy | 2 | 2 | 10 |
| Awakening | 2 | 2 | 10 |
| Consciousness | 2 | 2 | 10 |
| Total | 6 | 6 | 30 |
13. III. Intelligence Domain (40 Cards)¶
| Category | Cards per Faction | Universal | Total |
|---|---|---|---|
| Intelligence | 2 | 2 | 10 |
| Strategy | 2 | 2 | 10 |
| Power | 2 | 2 | 10 |
| Total | 8 × 3 = 24 | 6 | 30 |
14. Events (28 Cards)¶
| Category | Count | Type | Total |
|---|---|---|---|
| Major Events | 10 | Clan-specific | 10 |
| Global Events | 12 | Universal | 12 |
| Crisis Events | 8 | Universal | 8 |
| Total | 30 |
15. VII. Wonders (20 Cards)¶
| Category | Cards per Faction | Universal | Total |
|---|---|---|---|
| Technology Wonders | 3 | 1 | 4 |
| World Wonders | 3 | 1 | 4 |
| Reality Wonders | 3 | 1 | 4 |
| Total | 3 × 4 = 12 | 3 | 15 |
Total Card Count: x cards
15.0.1 Strategic Balance:¶
- Each faction has equal access to:
- Core technologies
- Cultural influence
- Intelligence operations
- Personnel options
-
Project opportunities
-
Victory Paths through:
- Technological supremacy
- Cultural dominance
- Economic control
- Personnel development
- Project completion
-
Wonder construction
-
Balanced Resource Generation:
- Technology Points (TP)
- Culture Points (CP)
-
Intelligence Points (IP)
-
Strategic Depth through:
- Multiple card combinations
- Cross-domain synergies
- Faction specialization
15.1 Card Types¶
Basic Cards:
- Cost: 2-3 resources
- Single effect
- No evolution path
- Cannot be enhanced
Advanced Cards:
- Cost: 4-5 resources
- Multiple effects
- Evolution potential
- Can be enhanced
Ultimate Cards:
- Cost: 6-7 resources
- Powerful effects
- Maximum evolution
- Built-in enhancements
15.2 5.2 Evolution System¶
Evolution Requirements:
1. Card must be in play for one full turn
2. Must pay evolution cost
3. Must use 2 action points
4. Must meet faction requirements
Evolution Benefits:
- Enhanced primary effect
- Additional abilities unlocked
- Increased resource generation
- New synergy options
Evolution Limits:
- One evolution per turn
- Maximum level 3
- Cannot evolve during crisis
15.3 5.3 Card Interactions¶
Synergy Rules:
- Maximum 3 cards in synergy chain
- Effects resolve in play order
- Broken if any card leaves play
- Limited by faction restrictions
Timing Rules:
1. Triggered effects
2. Response effects
3. Passive effects
4. State-based effects
Stack Resolution:
1. Last effect played resolves first
2. Tied effects resolve by turn order
3. Passive effects always last