The year is 2104. Magic is seeping into our universe. Alchemists roam the Earth battling one another.
The four elements are taken from classical philosophy.
Air
|
Fire ----- Water
|
Earth
Symbols and colors for resources follow the alchemical symbols.
| Element | Symbol | Color |
|---|---|---|
| Air | 🜁 | Yellow |
| Fire | 🜂 | Red |
| Water | 🜄 | Blue |
| Earth | 🜃 | Green |
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.
- 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.
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.