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Alchemy

Background

The year is 2104. Magic is seeping into our universe. Alchemists roam the Earth battling one another.

Elements

The four elements are taken from classical philosophy.

      Air
       |
Fire ----- Water
       |
     Earth

Resources

Symbols and colors for resources follow the alchemical symbols.

Element Symbol Color
Air 🜁 Yellow
Fire 🜂 Red
Water 🜄 Blue
Earth 🜃 Green

Tokens

There is a token for each element:

  • Fire - Inflict 1 damage
  • Water - Prevent 2 damage or gain 2 life
  • Earth - Gain 🜁, 🜂, 🜄 or 🜃.
  • Air - Draw 1 card

The 5th element is sprit. You start the game with 10 spirit tokens. For each elemental in your deck, you start with 1 token of their type. If you take a damage, you lose a token of your choice. If you end a phase with 0 tokens, you lose.

Abilities

  • Flying - Can only be blocked by other flying creatures.
  • Formation - Creatures with formation can combine into a single creature.
  • Ranged - If a creature would destroy another creature without ranged comabat, its opponent deals no damage in combat as it is destroyed at range.
  • Swimming - Creatures with swimming cannot attack unless the defending player controls a water resource.
  • Overflow - Damage beyond defender's defense overflows.

Properties of Elements

Cards within particular elements play to a particular theme. Each element has a distinct character with paths to a victory unique to it. Card design and art are unique for each element.

The overall genre is cyberpunk, though air is technology focused with it being more of a side thought in the other elements. Fire and water focus heavily on magic. Earth focuses on the natural world.

  • Air
    • Philosphy - Technology, Ephemeral
    • Style - Transmetropolitan, Shadowrun, Steampunk, Snowcrash, The Rocketeer, Johnny Neumonic, Max Headroom, Hackers, Battletech, Robotech, Voltron, Spectre
    • Power
      • Knowledge - Draw Cards. Benefits from hand size. Shuffle and Search. Deck->Play/Hand/Discard
      • Time - Add / Skip Turns. Add / Skip Phases. Tap.
      • Copy and Steal
      • Buff creature
    • Win - Weird things happening with turns and phases. Killed by buffed creatures or drawing too many cards.
  • Fire
    • Philosphy - Entropy and Anger
    • Style - J. M. W. Turner, Blade Runner, Film Noir, Dune (David Lynch), Art Deco
    • Power
      • Damage
      • Discard from hand
      • Destroy cards in play
    • Win - Direct damage and dragons, crippled by no cards in hand or in play.
  • Water
    • Philosphy - Calm, Patience
    • Style - Tron, 20000 Leagues, Heavy Metal, Wizards, Gor, Airbrushed Fantasy, 80s Homebrew RPG
    • Power
      • Defense
      • Prevent Damage and Destruction
      • Counterspell
      • Slow Things Down
    • Win - Crushed by whales that won't die, unable to damage player as their life total climbs.
  • Earth
    • Philosphy - Nature, Persistent
    • Style - 1930s, Buck Rogers, pulp Sci Fi, Amazing Stories, National Park Posters, Smokey the Bear
    • Power
      • Resources
      • Regrowth - Discard->Play/Hand/Deck. Untap.
      • Traps for card draw
    • Win - Crushed by expensive megafauna that keep coming back from the dead.

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The year is 2104. Magic is seeping into our universe. Alchemists roam the Earth battling one another.

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