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Shattered Empires Rules and Mechanics

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Shattered Empires
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Joined: 10/16/2012

Here are the rules and turn order for Shattered Empires, a Science Fiction Space Combat Collectible Card Game. Take a look at them and let me know if you see any errors or things you think need further explanation. We're in play testing now, getting very close to throwing things on Kickstarter. Mostly doing balancing and waiting on enough artwork to be able to present on Kickstarter.

Starting Hand Size: 7 Cards
Turn Order
Beginning of the Turn
Anything that states “At the beginning of your/the turn” triggers.
Draw Phase
Draw two cards.
(Re)Fill Queue
You may play Construction projects from your hand until you have equal to or less than your maximum queue, as determined by your cards.
Allocation Phase
Restore Command Points to Maximum (as determined by your cards in play).
Assign available Yield to Construction Projects, or convert them into Research Points (RP) for Research Projects.
Complete any finished Projects.
Primary Phase
Hire Personnel ( Play any number of Personnel, keeping in mind their Command cost.)
Begin Research Projects ( Play any number of Research Projects from your hand into play. Research Projects take 1 Command to play. )
Assign Personnel (Move any number of Personnel between your active units, costs command points equal to their cost.)
Play up to one Resource from your hand.
Combat Phase
Announce intention to attack.
Choose one of your units. You may have that unit announce an attack. For each of that unit’s weapons, you may assign a target. Not all targets need to be assigned at a time. Any targeted units may then assign their weapons against the attacker, if desired. Each weapon on a unit may only be fired once per turn.
Resolve damage.
Continue with any number of available units and weapons, one at a time.
Repair and Replenish Phase
Assign Repair
Replenish Shields to Full
End of the Turn
Anything that states “At the end of your/the turn” triggers.
Scrap any number of Construction Projects in your Queue (requires 1 Command Point per scrapped project.)
Discard down to maximum hand size if necessary. ( Default is 7 cards.)

Deck Construction
When building your deck, you may not have any more than four copies of a single card in the deck, unless that card has the Unlimited designation. Decks must be at least 60 cards, though there is no upper limit. Certain Construction and Research Projects have no cost involved in them. Those cards are placed into a Side Board and cards in your deck are used to put them into play. There is no need to draw those cards.
Terms
Construction
The cost to complete a Construction Project is Yield equal to the number in the top right hand corner of the card.
When you complete a Construction Project, it goes into Testing, meaning that it cannot be used to initiate an attack during your Combat Phase. It may still defend itself. Testing ends at the beginning of your turn after the unit has been constructed.
Destroyed
A unit is considered “Destroyed” when it has taken damage equal to or greater that it’s hit points. A destroyed unit it put into the Scrapyard. Any personnel on the unit are also “destroyed” and placed in the Scrapyard.
Modifications
Modification Construction Projects are used to augment an existing unit. If there are no units of the required type available, the Modification cannot be completed and must remain in the Queue. Placing a Modification on a unit is called modifying a unit.
Assigning Damage
When assigning damage to a unit, it is applied to Shields first, if there are any present. Once shields have been exhausted, the damage is applied to the unit. Shields replenish to full at the beginning of the unit’s player’s Repair and Replenish Phase.
Destroying a Modification
During a player’s combat phase, they may target a Modification on a unit rather than the unit itself. The defending unit may fire back as per normal, however the damage is directed against the Modification, rather than any shields or hit points for the unit itself. Defenses such as shields do not mitigate any damage assigned to Modifications.
When using a command that deals damage to a unit, that damage may be redirected to a Modification on that unit.
Damage
Damage that is dealt to a unit stays on that unit until it is either repaired or destroyed.
Defense Stations
Defense Stations may not initiate attacks during your Combat Phase.
Drawing Cards
If at any time you are required to draw a card and there are no cards in your Deck, shuffle your Scrapyard. It becomes your Deck.
Evasion
Evasion is a unit’s ability to dodge combat attacks. When assigning a weapon to attack a unit with Evasion, roll a d6. On a roll equal to or greater than the Evasion, the attack is a hit. Otherwise, the attack is considered a miss and deals no damage.
If a unit is removed from combat due to an ability or card, any attacks used against that unit are still considered used and may not be directed against other targets. This includes cards such as Evasive Maneuvers, which removes a unit with Evasion from Combat.
Hit
Hit is a unit’s ability to target another unit. A unit with hit applies the Hit to rolls made against units with Evasion.
Intercept
A unit with Intercept may attempt to shoot down an incoming unit during combat while defending. The unit with Intercept may assign any available weapons against the attacking unit. Once that damage resolves, then the attacker may complete the attack. Intercept is used after that attacker has declared the target of the attack. Weapons may still only be fired once per turn.
Defense Stations all have Intercept.
Launcher
Launcher is a unit’s ability to fire projectiles. When you complete a unit with Launcher, search your deck for a Projectile for each instance of Launcher on the completed unit. Reveal those cards, then put them into your hand. Shuffle your deck afterwards.
Projectile commands may not be played unless you have a unit that has completed Testing.
Research Projects
Research Projects are played during your Primary and cost one Command point to put into play. Once they are in play, they cost an amount of Yield to complete as indicated on the top right hand corner of the card. Projects complete at the End of the Allocation Phase, just like Construction Projects. They remain in play unless destroyed by a Command or Effect. Research Projects have no effect until they are completed.
Attack
An attack is when a unit assigns one or more of it’s weapons as targeting another unit, or when playing an Attack Command.
Repair and Auto-Repair
A unit with Repair is able to Repair any friendly unit during the Repair and Replenish Phase. That repair is equal to the abilities Repair, the number directly after the ability name. IE Repair 2 allows the unit to repair up to 2 points of damage. Auto-repair is Repair that only applies to the unit that has Autorepair.
Queue
Queue is the number of Construction Projects you are able to simultaneously work on. When you play a card to your queue, place it in front of you, closest to you. You may not have more Construction Projects in play that your Queue value. Once a unit is completed, it is no longer considered a Construction Project.
Construction Project
Construction Projects are the cards that eventually become your ships and stations. Constructions projects are generally played into your Queue. There is no cost to place a Construction Project into the Queue. In order to complete a Construction Project, you allocate Yield to them during the Allocation Phase. When you have Yield allocated to the Construction Project equal to or greater than the total cost on the card, the Construction Project is considered completed.
Sideboard
The sideboard is a place where your special cards are kept. Cards such as special research projects or special units. These cannot be placed into a normal deck, as they require special conditions to be able to play. Once those conditions are met, the card is generally put into play from the sideboard. All sideboard cards must be declared before the game starts. There is no limit to the number of cards in your sideboard.

Personnel
Personnel are the crew, pilots, commanders, thinkers and ambassadors of your forces. While units don’t require personnel, they are able to benefit from their effects. To hire a personnel, you pay the Command Point cost then put it into play. It starts at your base but is not considered assigned there. During your primary phase, you may assign the personnel to a unit at the cost of command points equal to the play cost. Bases may only support Ambassadors and Engineers, unless a card says otherwise. Fighters may only have a pilot. Capital ships may have a Captain and/or Engineer. Stations may have Administrators and/or Engineers. You may not have more than one Personnel of any designation ( pilot, administrator, etc ) assigned to the same unit.
Unique
If a card is Unique, there can only be one copy of that card in play under each player’s control. If one is already in play, another one cannot be put into play. If a card or ability would make a copy of unique card, that copy does not come into play.

Shoe
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Joined: 12/21/2012
Seems like a fun game. I

Seems like a fun game. I would caution you against doing it as a CCG. As a collectable game lover since there has been such a thing, I have watch TONS of great, high funded CCG's fail simply because gamers would not, long-term, be willing/able to spend the kind of money it takes to sustain that type of hobby. Magic the Gathering sticks around because it was one of the first, and attracted enough people that it now it it's own lifestyle. People who play it (me included) spend pretty much all of thier fun-money on maintaining a relevant collection. The only other collectible games that have been/are successful fill a niche that magic does not. (namely catering to children instead of hobby gamers).

I suggest considering the LCG format. It removes the rares-cost-too-much part of the game that turns away gamers who hate collectable games, but allows for much of the same mechanics, deckbuilding and experiences.

just my 2 cents,
-Shoe

Shattered Empires
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Joined: 10/16/2012
Thanks for the advice

I've thought about making so that everyone could have access to the same cards. That's still a possibility. I really want people to be able to compete with the game though, tournament style. I want to encourage collecting and trading. Gathering the art that you like and things like that. Additionally, it's the only space combat game out there at the moment, at least in card format. I think there is a definite market for it. I'm also going to avoid the things that make magic so expensive, such as Mythics.

Shattered Empires
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Joined: 10/16/2012
Updated Turn Order with smoother wording and tweaked naming.

Turn Order
At the beginning of the game, draw up to your maximum hand size, with the default being 7 cards.

Beginning of the Turn
Anything that states “At the beginning of your/the turn” triggers.

Draw Phase
Draw two cards.

(Re)Fill Queue
You may play Construction projects from your hand until you have equal to or less than your maximum queue, as determined by your cards.

Allocation Phase
Restore Command Points to Maximum (as determined by your cards in play).
Assign available Yield to Construction and/or Research Projects.
Complete any finished Projects.

Acquisition Phase
Play up to one Resource from your hand.
Begin Research Projects ( Play any number of Research Projects from your hand into play. Research Projects cost 1 Command Point to play. )
Hire Personnel ( Play any number of Personnel, keeping in mind their Command Point cost.)
Assign Personnel (Move any number of Personnel between your active units, paying command points equal to their cost.)

Combat Phase
Choose one of your units. You may have that unit announce an attack. For each of that unit’s weapons, you may assign a target. Not all targets need to be assigned at a time. Any targeted units may then assign their weapons against the attacker. Each weapon on a unit may only be fired once per turn.
Resolve damage.
Continue with any number of available units and weapons, one at a time.

Repair and Replenish Phase
Assign Repair
Replenish Shields to Full

End of the Turn
Anything that states “At the end of your/the turn” triggers.
You may scrap any number of Construction Projects in your Queue at a cost of 1 command point for each project scrapped in this manner.
Discard down to maximum hand size if necessary.

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