Тактическая Карточная Игра: различия между версиями

imported>Arcanemusic
(we're yeeting lands)
м (ARTHUR GRIFIER переименовал страницу Tactical Game Cards в Тактическая Карточная Игра: перевод)
 
(не показано 15 промежуточных версий 4 участников)
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<h1 style="text-align:center;">Welcome to the Exciting world of Tactical Game Cards!</h1>
<h1 style="text-align:center;">Welcome to the Exciting world of Tactical Game Cards!</h1>
Sponsored by Nanotrasen Edu-tainment Devision.
Sponsored by Nanotrasen Edu-tainment Division.
<h3 style="text-align:center;">Core Rules:</h3>
<h3 style="text-align:center;">Core Rules:</h3>
Tactical Game Cards (Also known as /TG/C) is a traditional trading card game. It's played between two players, each with a deck or collection of cards.
Tactical Game Cards (Also known as /TG/C) is a traditional trading card game. It's played between two players, each with a deck or collection of cards.
<blockquote>Each player's <b>deck</b> contains a minimum of <b>30 cards</b>, and a maximum of <b>60 cards.</b> For each individual card, you can have a maximum of 3 cards in your deck, with the exception being land cards, which have no limit.
<blockquote>Each player's <b>deck</b> contains a set of <b>30 cards</b>. For each individual card, you can have a maximum of 3 cards in your deck.
Each player's <b>hand</b> can hold a maximum of <b>7 cards.</b> At the end of your turn, if you have more than 7 cards, you must choose cards to discard to your disposal pile until you have 7 cards.</blockquote>
Each player's <b>hand</b> can hold a maximum of <b>7 cards.</b> At the end of your turn, if you have more than 7 cards, you must choose cards to discard to your discard pile until you have 7 cards.</blockquote>
To begin a match, both players must flip a coin to decide who goes first. The winner of the coin toss then decides if they go <b>first</b> or <b>second</b>. Before the match begins each player draws 5 cards each with the ability to mulligan cards from their hand facedown once.
To begin a match, both players must flip a coin to decide who goes first. The winner of the coin toss then decides if they go <b>first</b> or <b>second</b>. Before the match begins each player draws 5 cards each with the ability to mulligan cards from their hand facedown once (Basically, you get a first pass where you can replace cards in your hands back into your deck, shuffle your deck, then draw until you're back to 5). Each player begins with 1 Max Mana to start with, which serves as the cost to playing cards.


<h3 style="text-align:center;">What You Need</h3>
<h3 style="text-align:center;">What You Need</h3>
In order to play the TCG, a deck is required. As stated above, decks must contain a minimum of 30 cards and a maximum of 60 cards.<br>
In order to play the TCG, a deck is required. As stated above, decks must contain exactly 30 cards.<br>
Additionally, to save cards you require access to the TCG CardStore in the library or a modular computer loaded with a holoprojector and the TCG CardStore app.<br>
Additionally, a stock of Thunderdome Flippers to use for coin tosses and counter effects is recommended- these can be obtained occasionally from cardpacks, but any coin will do.
Finally, a stock of Thunderdome Flippers to use for coin tosses and counter effects is recommended- these can be obtained occasionally from cardpacks.
Finally, the Holodeck has a special mode designed specifically for the TCG that makes play ''much'' easier.


<h3 style="text-align:center;">Gameplay Phases</h3>
<h3 style="text-align:center;">Gameplay Phases</h3>
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Turn Phases are the <b>Draw Phase, Effect Phase 1, Play Phase, Combat Phase, Effect Phase 2, and the End Phase.</b>
Turn Phases are the <b>Draw Phase, Effect Phase 1, Play Phase, Combat Phase, Effect Phase 2, and the End Phase.</b>


<blockquote><b>During the draw phase</b>, the player whose turn it is draws a single card. If they would draw more than 7 cards, no effect occurs until the end phase if they still have more than 7.
<blockquote><b>During the draw phase</b>, the player whose turn it is untaps all their cards, then draws a single card. They gain 1 Max Mana, and their Mana is refilled. Cards with missing health due to defending, attacking, or damage effects return to max health at the end of the draw phase.


<b>During the First Effect Phase,</b> this is when effects that take place at the start of your turn would occur. If an opponent's effect takes place at the start of your turn, their effects will always take place first, then yours, unless otherwise stated by a card effect. If an opponent's effect would cause you to lose the game, and your effects would prevent that condition from happening afterwards, you would lose the game.
<b>During the First Effect Phase,</b> this is when effects that take place at the start of your turn would occur. If an opponent's effect takes place at the start of your turn, their effects will always take place first, then yours, unless otherwise stated by a card effect. If an opponent's effect would cause you to lose the game, and your effects would prevent that condition from happening afterwards, you would lose the game. As a general roll, when it's your turn, your opponent's effects take place FIRST, then yours.


<b>During the Play Phase,</b> this is when you can play, summon, or activate your own cards. Card Effects that don't state when they're activated MUST be activated during the Play Phase. Your opponent can also activate their own card effects in response to one of your actions during your play phase if able. Any card played during the play phase can activate its effect as soon as it's played. More details within the <b>Card Breakdown</b> section.
<b>During the Play Phase,</b> this is when you can play, summon, or activate your own cards. Card Effects that don't state when they're activated MUST be activated during the Play Phase. Your opponent can also activate their own card effects in response to one of your actions during your play phase, if able. Any card played during the play phase can activate its effect as soon as it's played. More details within the <b>Card Breakdown</b> section.


<b>During the Battle Phase,</b> a creature card is able to battle other creature cards, or attack their opponent once per turn. Neither player can attack on their first turn, and all cards that enter the field can attack as soon as they can, unless it is the first turn, or they are prevented by a card effect. More details within the <b>Card Combat</b> section.
<b>During the Battle Phase,</b> a creature card is able to battle other creature cards, or attack their opponent once per turn. Neither player can attack on their first turn, and all cards that enter the field can attack as soon as they can, unless it is that player's first turn, or they are prevented by a card effect. More details within the <b>Card Combat</b> section.


<b>During the Second Effect Phase,</b> this plays out similar to the first effect phase, but this is typically for card upkeep or slower effects. Cards that use the Effect Phase will state if they have an effect in Effect Phase 1 or 2.
<b>During the End Phase,</b> end of turn effects will occur. If the active player has more than 7 cards in their hand by this point, this is when they must discard cards. All of the player's cards who used an effect at any point in the turn are refreshed, and able to use their effect again going into the opponent's turn.  By the end of their turn, if the player has more than 7 cards, they must discard cards from their hand until 7 remain.</blockquote>
After all 5 phases have passed, the players turn officially ends, and the opponent begins their turn, starting anew from the draw phase.


<b>During the End Phase,</b> end of turn effects will occur. If the active player has more than 7 cards in their hand by this point, this is when they must discard cards. All of the player's cards who used an effect at any point in the turn are refreshed, and able to use their effect again going into the opponent's turn.</blockquote>
<h3 style="text-align:center;">Card Effects</h3>
After all 6 phases have passed, the players turn officially ends, and the opponent begins their turn, starting from the draw phase.
Card effects are typically limited to the turn that that card is played. For example, a card effect that provides a card +1/+1 power/resolve would only last until the end of the turn, unless otherwise stated, OR if the card is an Item card. More on those below.


<h3 style="text-align:center;">Card Breakdown</h3>
<h3 style="text-align:center;">Card Breakdown</h3>
Within the game, there are 3 kinds of cards (So far), <b>Creature, Item, and Department cards.</b>
Within the game, there are 4 kinds of cards (So far), <b>Creature, Item, Event, and Battlefield cards.</b>
<blockquote><b>Creature Cards.</b>
<blockquote><b>Creature Cards.</b>
All creature cards have 4 core values to keep in mind, <b>Power, Resolve, Faction, and Summoning Cost</b>. <b>Power</b> serves as a card's offensive value in combat. <b>Resolve</b> serves as a card's defensive value in combat, and doubles as a card's health. <b>Factions</b> are groupings of cards that can often share effects and traits together. <b>Summoning Cost</b> is how much energy a card needs in order to be summoned. All department cards provide a single point of energy, that is lost at the end of the turn if not used.
All creature cards have 4 core values to keep in mind, <b>Power, Resolve, Faction, and Summoning Cost</b>. <b>Power</b> serves as a card's offensive value in combat. <b>Resolve</b> serves as a card's defensive value in combat, and doubles as a card's health. <b>Factions</b> are groupings of cards that can often share effects and traits together. <b>Summoning Cost</b> is how much mana a card needs in order to be summoned.  
<b>Item Cards.</b>
 
All item cards similarly to Creature Cards have Power, Resolve, and Summon Cost values, but for items, these values are added to the attached card's values. Items can only be attached to creatures, and they last until the creature dies, or otherwise leaves the field, following it's equipt card. If returned to the hand, send to the disposal pile, or otherwise leaves the field, it is detatched from the equipt card.
<b>Item Cards.</b>  
 
All item cards (similarly to Creature Cards) have Power, Resolve, and Summon Cost values, but for items, these values are added to the attached card's values. Items can only be attached (Equip) to creatures, and they last until the creature dies, or otherwise leaves the field, following it's equip card. If returned to the hand, send to the discard pile, or otherwise leaves the field, it is detached from the equip card. When a Item card increases a card's power or resolve, those effects stay on the equip card until the item is unequipped or removed from the parent card.
 
If a card would have it's resolve decreased by having it's equip card removed, it's handled by having it's maximum resolve decreased, not it's current resolve. For example, lets say you had a card with 1/1 power/resolve, and give it an item giving it +1/+2, then that card enters combat, dropping it down to 2/1. If by an opponent's card effect it lost that +1/+2 item now, it's stats would be 1/1 once again. If an equip card ''explicitly'' lowers a card's stats, it is possible for a card to be killed as a result, but drops in power will always bottom out at 0 power at any given time.
 
'''Event Cards.'''
 
Event Cards function as instant effects that can be played from the hand on either player's turn. Event cards will often have a summon cost to be played, but may also have a condition that must be met in order to be activated. Events can also be activated in response to another player's event, including your own. This means that event cards are subject to the order that they're played, in a ''reverse stack''. For example, creature A uses an effect that returns creature B to the opponent's hand. You activate and event that destroys creature A instead. If that effect resolves, creature A would be destroyed before creature B returns to the hand. However, if the opponent then played an event that prevent the activation of event cards that turn, then the first event would be negated, and creature B returns to the hand, while creature A remains unharmed.
 
Other events may take place over the course of a single turn instead of instantly, based on the card effect. The initial playing of those cards can allow for an event response, but only against it's initial playing on the field.
 
<b>Department Cards.</b>
<b>Department Cards.</b>
Department cards each provide one point of power to the player starting from Effect Phase 1. Some department cards have effects that can be activated instead of gaining energy, and may choose to activate that effect instead of gaining energy during Effect Phase 1.</blockquote>
Department cards function as continuous effects on the field, and between you and your opponent only a single department may be in play at a given time. If a department is in play and you attempt to play a new one, discard the old department, unless otherwise stated by a card effect. Department cards with an active effect are resolved when stated, or during the play phase if not otherwise stated. Use of department cards and their fitting factions is the key to tying your deck's themes and strengths together!</blockquote>
Maintaining a healthy ratio of department cards, creature cards, and item cards is important to being able to activate the cards you want in the order you want to to be activated.<br>
Maintaining a healthy ratio of department cards, creature cards, events, and item cards is important to being able to activate the cards you want in the order you want to to be activated.<br>
{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|-
|-
! Special Effects
! Special Effects
! Many cards possess special effects. Some of these effects exist as on several cards as keywords, which are listed below:
! Many cards possess special effects. Some of these effects exist as on several cards as keywords, which are listed below:
|-
| On Summon
| This effect is activated once it's creature cost is paid and it enters the battlefield.
|-
| On Equip
| This effect is activated once it's item cost is paid and it enters the battlefield, equipping itself to a chosen card on your side of the field (Unless otherwise stated).
|-
|-
| Asimov
| Asimov
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|-
|-
| Changeling
| Changeling
| This creature possesses all subtypes simultaneously. Any effects which affect a specific subtype apply to Changelings.
| This creature possesses all creature subtypes simultaneously. Any effects which affect a specific subtype apply to Changelings.
|-
|-
| Graytide
| Graytide
| Gains +1/+1 for all creatures on the same side possessing Greytide.
| When this creature enters the battlefield, it gains +1/+1 for the number of creatures on your side of the field with Graytide, until the end of the turn.
|-
|-
| Holy
| Holy
| Immunity to all event cards.
| Immunity to all event cards.
|-
|-
| Taunt<br />
| Taunt
| All opposing creature attacks must be directed towards the creature with Taunt.
| All opposing creature attacks must be directed towards the creature with Taunt.
|-
|-
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|-
|-
| Squad Tactics
| Squad Tactics
| When attacking alongside creatures with Squad Tactics, this creature gains +1/0.
| When this creature attacks an opponent's creature and defeats it in combat, the owner of the defeated card takes 1 lifeshard of damage from combat.
|-
|-
| Immunity
| Immunity
| The creature cannot be affected by cards of its immunity type. This includes both friendly and opposing effects.
| The creature cannot be affected by card effects or combat of its immunity type. This includes both friendly and opposing effects.
|-
|-
| Fury
| Fury
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|-
|-
| Blocker
| Blocker
| The creature cannot attack, but can defend.
| The creature cannot declare attacks, but can defend.
|-
|-
| Hivemind
| Hivemind
| The creature receives 0/+1 while defending for each creature with Hivemind on the battlefield.
| The creature enters combat with a hivemind token on it. The first time this card would take damage, remove that token instead. This does not apply to immediate removal effects, only points of damage.
|-
| Clockwork
| The creature can copy a single keyword on another creature on the field, until they lose the clockwork keyword or leave the field.
|}
|}
<h3 style="text-align:center;">Card Combat</h3>
Card combat is determined as follows. On your turn, any non-tapped creature card with a positive attack power is capable of declaring an attack. Upon declaring an attack, you must state if you're attacking your opponent directly, or if you're going to attack a specific opponent's creature. Unless otherwise stated, cards can only attack or defend one time per turn.
An '''attack against a creature''' resolves as follows:
Both creatures will do their power as damage to the opponent's creature's resolve. Damage is typically dealt at the same time, and if both creatures would kill each other through combat, both are destroyed at the same time. If One or both creatures would not be destroyed by combat, they would have their health reduced by the difference of their resolve minus their opponent's power, until the start of your next turn. If the attacker or defender has a keyword or effect that prevents them from attacking their opponent (Like silicon, immunity), then they are not able to attack, but may still defend against the opponent's attack. Once combat has resolved, all remaining participants become tapped.
A '''direct attack''' resolves as follows:
The attacking creature declares an attack against the opponent's lifeshards. Your opponent may then declare a defender if one is available, who will then turn the combat into an '''attack against a creature''' for the purposes of combat that turn. If the attack is not blocked, and the direct attack connects, then your opponent loses a number of lifeshards equal to the attacking creatures power.


<h3 style="text-align:center;">How to Win</h3>
<h3 style="text-align:center;">How to Win</h3>
This part is simple. Each player starts the match with 10 Life Shards. When an opponent attacks you directly, you will lose 2 lifeshards (unless otherwise stated). When you destroy an opponent's creature, and your power is more than double the creature's Resolve, your opponent loses 1 lifeshard as collateral. Alternatively, when either player attempts to draw a card from their deck and has nothing else remaining, the drawing player must lose 1 lift shard, but may draw a card from their disposal pile instead. You win the match by reducing your opponent's lifeshards to zero.
This part is simple. Each player starts the match with '''20 Life Shards'''. When an opponent attacks you directly, you will lose lifeshards (unless otherwise stated). Alternatively, when either player attempts to draw a card from their deck and has nothing else remaining, the drawing player must lose 1 life shard, but may draw a chosen card from their discard pile instead. You win the match by reducing your opponent's lifeshards to zero.
 
Card combat plays a large part to winning, as blockers and taunts are the only things keeping your opponent from attacking you directly. Maintaining a field advantage can win you the game quite easily, but card removal and effects can overpower any brute force strategy.


<h3 style="text-align:center;">Tips N Tricks!</h3>
<h3 style="text-align:center;">Tips N Tricks!</h3>
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</ul>
</ul>
* By charity, we mean we literally just throw it away.
* By charity, we mean we literally just throw it away.
<h3 style="text-align:center;">Card List</h3>
{| class="wikitable sortable"
|+Card List
|-
!Name!!Cost!!Power
!Resolve!!Rules Text!!Card Type!!Card Subtype!!Rarity
!Faction
!Set
|-
|AI||5||3
|6||Asimov||Creature||Silicon||Uncommon
|Science
|Core
|-
|Angry Stickman||1||1
|1||On summon: If another 'Angry Stickman' card has been destroyed, you may summon it for at double cost. This ability may be activated only once per turn.
|Creature||Construct||Uncommon
|Xeno
|Core
|-
|Armored Changeling||6||2
|8||Changeling||Creature||Abomination||Rare
|Syndicate
|Core
|-
|Staff Assistant
|1
|1
|1
|Greytide, for every card with 'Greytide', this card has +1/+1 on the field.
|Creature
|Human Employee
|Common
|Service
|Core
|-
|Atmospheric Technician
|4
|2
|3
|On Summon: Search your deck for an Atmospherics Battlefield card, and add it to your hand. Shuffle your deck afterward.
|Creature
|Human Engineer
|Common
|Engineering
|Core
|-
|Bartender
|3
|3
|2
|
|Creature
|Human Employee
|Common
|Service
|Core
|-
|Botanist
|1
|1
|4
|
|Creature
|Human Employee
|Common
|Service
|Core
|-
|Captain
|7
|5
|5
|Tap this card: inflict -1/-1 to an opposing creature card.
|Creature
|Human Commander
|Rare
|Command
|Core
|-
|Apadyne Technologies Mk.2 R.I.O.T. Suit (Captain's Version)
|3
| -1
|5
|On equip: tap the equipped card for 2 turns, without triggering the target card's effects.
|Equipment
|Armour
|Epic
|Command
|Core
|-
|Cargo Technician
|2
|3
|1
|Once per turn, you may give 'Cargo Technician' -1/0 until the start of your next turn and gain 1 mana.
|Creature
|Human Employee
|Common
|Cargo
|Core
|-
|Crusader Armour
|2
|2
|2
|Holy
|Equipment
|Armour
|Common
|Service
|Core
|-
|Chemist
|2
|0
|3
|Tap this card: flip a coin. If heads: a friendly Medical Faction card gains 0/+2. If tails, an opponents creature of your choice gains +2/0.
|Creature
|Human Doctor
|Common
|Medical
|Core
|-
|Chief Engineer
|5
|3
|6
|If a battlefield card would otherwise be destroyed by an opponent's card effect, you may sacrifice an Engineering faction card of yours in play to negate the battlefield's destruction.
|Creature
|Human Engineer
|Uncommon
|Engineering
|Core
|-
|Nakamura Engineering R.I.G.Suit (Advanced)
|3
|0
|3
|Tap this card: tap the equipped creature. The equipped creature avoids the effects of the active battlefield until removed from the field.
|Equipment
|Armor
|Rare
|Engineering
|Core
|-
|Chief Medical Officer
|5
|4
|5
|If a Medical faction card on your side of the field would gain power or resolve from an event, equipment, or card effect, it gains +1 more.
|Creature
|Human Doctor
|Common
|Medical
|Core
|-
|DeForest Medical Corporation 'Lifesaver' Carapace
|3
|1
|3
|Tap this card: tap the equipped creature and re-equip 'DeForest Medical Corporation 'Lifesaver' Carapace' on a different creature on your side of the field. This effect may be activated once per turn.
|Equipment
|Armour
|Uncommon
|Medical
|Core
|-
|Chrono Legionnaire
|4
|6
|2
|If this card is destroyed or discarded, flip 3 coins. If the result has 2 or more heads, add this card back to your hand. Otherwise, send it to your graveyard.
|Creature
|Human Soldier
|Epic
|Security
|Core
|-
|Citrus
|2
|0
|3
|Tap this card: Tap an opponent's card until the start of your next turn
|Creature
|Sloth
|Common
|Cargo
|Core
|-
|Clown
|2
|2
|4
|Taunt
|Creature
|Clown
|Common
|Service
|Core
|-
|Cyborg (Clown Shell)
|2
|2
|4
|Taunt, Asimov
|Creature
|Silicon Clown
|Uncommon
|Service
|Core
|-
|HONK Ltd. Entertainment Voidsuit
|1
|0
|0
|On Equip: give the equipped unit Taunt.
|Equipment
|Armour
|Epic
|Service
|Core
|-
|Abductor Combat Armour
|4
|1
|3
|On Equip: give the equipped unit Effect Immunity and Spell Immunity
|Equipment
|Armour
|Uncommon
|Syndicate
|Core
|-
|Cook
|3
|3
|2
|First Strike
|Creature
|Human Employee
|Common
|Service
|Core
|-
|Wizard Federation Standard Issue Hardsuit
|1
|3
|1
|On Equip: The equipped creature cannot attack targets with Holy.
|Equipment
|Armour
|Rare
|Syndicate
|Core
|-
|Curator
|2
|1
|1
|On Summon: Draw 1 card: if it's an event card, discard it
|Creature
|Human Worker
|Common
|Service
|Core
|-
|Borgi Ian
|2
|0
|3
|Asimov. You may sacrifice this card in play: Summon a Silicon type card from your hand worth up to double this card's cost.
|Creature
|Silicon Corgi
|Rare
|Science
|Core
|-
|Apadyne Technologies Mk.3 R.I.O.T. Carapace
|1
|3
|3
|On Equip: if the equipped creature is of the Security faction, it gains Taunt.
|Equipment
|Armour
|Epic
|Security
|Core
|-
|Detective
|5
|3
|2
|Deadeye
|Creature
|Human Officer
|Uncommon
|Security
|Core
|-
|Elite Syndicate Nuclear Stormtrooper
|7
|5
|5
|Fury
|Creature
|Syndicate Soldier
|Rare
|Syndicate
|Core
|-
|Cyborg (Engineering Shell)
|2
|2
|2
|Asimov
|Creature
|Silicon
|Common
|Silicon
|Core
|-
|NT P.A.V. Suit (Command)
|2
|2
|2
|While equipped, give the equipped unit Squad Tactics and First Strike.
|Equipment
|Armour
|Rare
|Command
|Core
|-
|NT P.A.V. Suit (Engineering)
|1
|1
|1
|While equipped, give the equipped unit Squad Tactics.
|Equipment
|Armour
|Uncommon
|Engineering
|Core
|-
|NT P.A.V. Suit (Medical)
|2
|1
|2
|While equipped, give the equipped unit Squad Tactics.
|Equipment
|Armour
|Uncommon
|Medical
|Core
|-
|NT P.A.V. Suit (Security)
|2
|2
|1
|While equipped, give the equipped unit Squad Tactics.
|Equipment
|Armour
|Uncommon
|Security
|Core
|-
|Explorer
|2
|2
|2
|You may tap this card: Flip a coin, if heads, gain 4 mana this turn, if tails, tap this card for 2 turns.
|Creature
|Human Explorer
|Legendary
|Cargo
|Core
|-
|Cyborg
|2
|3
|3
|Asimov
|Creature
|Silicon
|Common
|Science
|Core
|-
|Geneticist
|3
|3
|4
|You may tap this card and pay 3 mana: Give a friendly creature Hivemind until this card leaves the field.
|Creature
|Human Scientist
|Common
|Science
|Core
|-
|Geneticist [Misprint]
|8
|3
|6
|Graytide, Hivemind
|Creature
|Human Doctor
|Misprint
|Medical
|Core
|-
|Ghost Ian
|3
|1
|1
|On Summon: Search your deck for a battlefield, and add it to your hand. Shuffle your deck afterwards.
|Creature
|Spirit Corgi
|Epic
|Service
|Core
|-
|Head of Personnel
|7
|4
|3
|Once per turn: Select a friendly creature card. That card gains changeling.
|Creature
|Human Commander
|Uncommon
|Service
|Core
|-
|Head of Security
|7
|4
|4
|On Summon: Select a card type. That card type now costs 1 extra mana to summon. This effect persists until Head of Security is removed from the battlefield.
|Creature
|Human Officer
|Uncommon
|Security
|Core
|-
|Apadyne Technologies 'Tyrant' Class Hardshell
|5
|4
|2
|Grant the equip card Fury until this card is removed from play.
|Equipment
|Armour
|Rare
|Security
|Core
|-
|Ian
|4
|0
|3
|Holy, You may Sacrifice this card on the field: Play a Command card from your hand for free.
|Creature
|Corgi
|Common
|Service
|Core
|-
|Inquisitor's Hardsuit
|4
|2
|2
|Apply First Strike to the equip creature.
|Equipment
|Armour
|Epic
|Service
|Core
|-
|Intern
|1
|1
|1
|First Strike
|Human
|Human Employee
|Common
|Command
|Core
|-
|Janitor
|1
|1
|1
|Taunt
|Human
|Human Employee
|Common
|Service
|Core
|-
|Lawyer
|2
|0
|4
|When an opponent attacks with a creature with 3 or more power, this card gains Taunt.
|Creature
|Human Employee
|Common
|Service
|Core
|-
|Legion
|3
|2
|1
|When Legion is destroyed, search your deck for a human card, and summon it to the battlefield. Shuffle your deck afterward.
|Creature
|Abomination
|Uncommon
|Xeno
|Core
|-
|Cyborg (Medical Shell)
|4
|2
|3
|Asimov, you may tap this card and pay 2 mana: Reset a card's resolve to it's original value.
|Creature
|Silicon Doctor
|Uncommon
|Medical
|Core
|-
|Medical Doctor
|3
|2
|3
|You may tap this card: Select a card that has less attack than this card from your graveyard, and summon it to your side of the field.
|Creature
|Human Doctor
|Common
|Medical
|Core
|-
|Mime
|1
|2
|1
|You may tap this card: Pick an opponent's card and nullify it's effect until it leaves play.
|Creature
|Mime
|Uncommon
|Service
|Core
|-
|Cyborg (Mining Shell)
|2
|3
|1
|Asimov, at the end of your turn, if this card is not tapped, you may tap this card at the start of your next turn to gain 1 mana.
|Creature
|Silicon Miner
|Common
|Cargo
|Core
|-
|Monkey
|1
|1
|1
|Greytide, this card is considered Human with a Geneticist on your side of the field.
|Creature
|Primate
|Common
|Science
|Core
|-
|Nuclear Operative
|4
|4
|2
|Squad Tactics
|Creature
|Syndicate Soldier
|Rare
|Syndicate
|Core
|-
|Paramedic
|3
|2
|3
|Taunt, First Strike
|Creature
|Human Doctor
|Common
|Medical
|Core
|-
|Cyborg (Peacekeeper Shell)
|2
|3
|3
|Asimov, this card loses -1 power for every creature on your opponent's side of the field
|Creature
|Silicon Officer
|Uncommon
|Security
|Core
|-
|Station Engineer (Plasmaman)
|5
|2
|4
|Immunity to Battlefields
|Creature
|Plasmaman
|Common
|Engineering
|Core
|-
|Quartermaster
|6
|3
|3
|Pay 3 mana and tap this card: All card cards on your side of the field gain +1/+1 until the end of this turn.
|Creature
|Human Employee
|Uncommon
|Cargo
|Core
|-
|Quartermaster [Misprint]
|10
|6
|6
|Pay 8 mana and permanantly tap this card: All cargo cards on your side of the field gain +2/+2 until this card leaves play.
|Creature
|Human Employee
|Misprint
|Cargo
|Core
|-
|Personal AI Device (Rabbit Shell)
|2
|0
|1
|This card may steal the Asimov keyword off of another friendly silicon creature.
|Creature
|Silicon Rabbit
|Common
|Science
|Core
|-
|Personal AI Device (Drone Shell)
|5
|2
|4
|You may pay 1 mana and tap this card: a silicon card may attack one additional time this turn.
|Creature
|Silicon Drone
|Common
|Science
|Core
|-
|Research Director
|7
|2
|5
|Once per turn, you may tap all Science faction cards in play, activate the effect of an event card twice.
|Creature
|Human Scientist
|Uncommon
|Science
|Core
|-
|Nakamura Engineering B.O.M.B.Suit
|1
|0
|0
|Reduces all battlefield damage to the equipped creature by 2.
|Equipment
|Armour
|Rare
|Science
|Core
|-
|Roboticist
|3
|2
|2
|If a Asimov card on your side of the field is destroyed, you may pay 2 mana and tap this card: Return that card to your hand.
|Creature
|Human Scientist
|Uncommon
|Science
|Core
|-
|Runtime
|3
|0
|1
|You may sacrifice this card: reduce the cost of summoning a medical faction card this turn by 2 mana.
|Creature
|Cat
|Uncommon
|Medical
|Core
|-
|Scientist
|4
|1
|2
|When this card is targeted by an opponent's single target event, you gain 1 lifeshard.
|Creature
|Human Scientist
|Common
|Science
|Core
|-
|Cyborg (Security Shell)
|6
|4
|2
|Asimov, when this card targets a human creature, deal 1 damage to it after the battle resolves.
|Creature
|Silicon Officer
|Epic
|Security
|Core
|-
|Security Officer
|3
|2
|2
|Squad Tactics
|Creature
|Human Officer
|Common
|Security
|Core
|-
|Ratvarian Clockwork Cuirass
|4
|2
|2
|While equipped, give the equipped unit Clockwork.
|Equipment
|Armour
|Epic
|Syndicate
|Core
|-
|Cyborg (Service Shell- Beercan)
|1
|1
|1
|Asimov, you may discard this card: draw one Service Faction card from your deck, then shuffle.
|Creature
|Silicon
|Uncommon
|Service
|Core
|-
|Cyborg (Service Shell- Flamboyant)
|1
|0
|1
|Asimov, gains +2/+2 when it's the only card on your side of the field.
|Creature
|Silicon
|Common
|Service
|Core
|-
|Cyborg (Service Shell- Skirted)
|1
|0
|3
|Asimov
|Creature
|Silicon
|Common
|Service
|Core
|-
|Cyborg (Service Shell- Classic)
|2
|1
|1
|Asimov, for every piece of equipment in play, gain +1 temporary resolve during the opponent's turn. That temporary resolve is lost at the start of your turn.
|Creature
|Silicon
|Common
|Service
|Core
|-
|Cyborg (Service Shell- Ritzy)
|1
|1
|2
|Asimov
|Creature
|Silicon
|Common
|Service
|Core
|-
|Shaft Miner
|5
|5
|3
|Once per turn, you may pay 1 mana and tap this card: Draw one card from your deck, and either discard it, or send it to the bottom of your deck.
|Creature
|Human Miner
|Rare
|Cargo
|Core
|-
|Station Engineer
|4
|2
|2
|Tap this card: Reduce the damage a card would take this turn from a battlefield to zero.
|Creature
|Human Engineer
|Common
|Engineering
|Core
|-
|Swarmer
|1
|0
|1
|Greytide, Immunity to Engineering creature cards.
|Creature
|Robot
|Rare
|Syndicate
|Core
|-
|Virologist
|3
|5
|1
|
|Creature
|Human Doctor
|Uncommon
|Medical
|Core
|-
|Warden
|4
|2
|4
|Squad Tactics, Blocker
|Creature
|Human Officer
|Uncommon
|Security
|Core
|-
|Xenomorph Hunter (2560 Core Set)
|4
|2
|3
|Hivemind
|Creature
|Xenomorph
|Rare
|Xeno
|Core
|-
|Tough Choices
|2
|
|
|Draw the top three cards from your deck. Summon one at no cost, and discard the other two.
|Event
|Instant
|Common
|Syndicate
|Core
|-
|Bluespace Barrage
|3
|
|
|Destroy any creature on the opponent's battlefield. If your opponent has no creatures, deal 2 damage directly to them.
|Event
|Instant
|Uncommon
|Security
|Core
|-
|Glitch in the System
|1
|
|
|Select a Creature with Asimov that you control. Remove the Asimov trait from it.
|Event
|Instant
|Common
|Science
|Core
|-
|Adrenals
|1
|
|
|Grant +2/+1 to a Creature card that you control.
|Event
|Instant
|Common
|Medical
|Core
|-
|Atmospherics Incident
|3
|
|
|While this card is active, deal 1/1 to every creature during the First Effect Phase.
|Battlefield
|Atmospherics
|Rare
|Engineering
|Core
|-
|Psychologist
|1
|1
|1
|
|Creature
|Human Doctor
|Common
|Medical
|Core
|-
|Justifiable Casualties
|2
|
|
|Sacrifice two friendly creatures from the battlefield, then summon a creature from your hand at no mana cost.
|Event
|Instant
|Uncommon
|Security
|Core
|-
|Bluespace Flux
|3
|
|
|While this card is active, once a round during the play phase each player may pay 2 mana to summon the top card from their deck.
|Battlefield
|Anomaly
|Common
|Science
|Core
|-
|Bag of Greed
|3
|
|
|Draw two cards from your deck.
|Event
|Instant
|Uncommon
|Science
|Core
|-
|Economy Crash
|2
|
|
|All cards cost 1 extra mana to summon.
|Battlefield
|Event
|Common
|Cargo
|Core
|-
|Black Ambrosia Gaia
|0
|
|
|During the draw phase, you may sacrifice Ambrosia Gaia to gain 3 mana.
|Artifact
|Plant
|Legendary
|Service
|Core
|-
|Good Planning
|2
|
|
|Search your deck for an equipment card. Add it to your hand, then shuffle your deck.
|Event
|Instant
|Common
|Security
|Core
|-
|Revenant
|3
|2
|3
|When a creature on your battlefield dies, Revenant gains 1/0.
|Creature
|Spirit
|Rare
|Syndicate
|Core
|-
|Re-Education
|2
|
|
|Destroy any creature on the opponent's battlefield.
|Event
|Instant
|Uncommon
|Security
|Core
|-
|Immoral Surgeon
|4
|2
|4
|2 Mana- You may tap Immoral Surgeon and give a creature +1/+1.
|Creature
|Lizard Doctor
|Uncommon
|Medical
|Core
|-
|Committed Botanist
|4
|2
|3
|While Committed Botanist is on your battlefield, you can play Plant and Service cards at half their cost, rounded up.
|Creature
|Plant Worker
|Rare
|Service
|Core
|-
|Scientist (Moth)
|1
|2
|2
|
|Creature
|Moth Scientist
|Common
|Science
|Core
|-
|Inducer
|0
|
|
|Pay 3 lifeshards: Gain 3 mana this turn.
|Event
|Instant
|Common
|Engineering
|Core
|-
|Fryer
|2
|
|
|For 2 mana: Tap this card and destroy an opposing equipment card.
|Event
|Instant
|Uncommon
|Service
|Core
|-
|Scroll of the Sleeping Carp
|3
|3
|1
|On equip: Your opponent must show you one card in their hand of their choice.
|Equipment
|Weapon
|Epic
|Syndicate
|Core
|-
|The Nuclear Option
|3
|
|
|Destroy the active battlefield card. Deal 2 damage to all creatures on both battlefields.
|Event
|Instant
|Rare
|Syndicate
|Core
|-
|B.E.P.I.S. Chamber
|0
|0
|0
|Flip a coin. If heads, gain 2 mana. If tails, lose up to 2 mana.
|Event
|Instant
|Common
|Science
|Core
|-
|Weekend at Nanotrasen's
|3
|
|
|Return a creature card from your graveyard to the battlefield.
|Event
|Instant
|Uncommon
|Medical
|Core
|-
|Disco Inferno
|4
|0
|0
|For 2 mana: Tap this card permanantly. While tapped, all active creatures take 3 damage during the first play phase of each turn. This card is destroyed after 2 turns of being tapped.
|Battlefield
|Shuttle
|Uncommon
|Science
|Core
|-
|Xenoborg
|6
|5
|7
|Asimov. Once per turn, you may sacrifice a silicon card, and pay the difference between that card's summon cost and this card's summon cost to summon this card from your hand.
|Creature
|Silicon Xenomorph
|Epic
|Science
|Resin Frontier
|-
|Xenomorph Sentinel
|4
|3
|5
|Hivemind
|Creature
|Xenomorph
|Common
|Xeno
|Resin Frontier
|-
|Xenomorph Drone
|2
|1
|1
|Hivemind. Tap this card: you may summon a Xeno faction creature for 1 less mana this turn.
|Creature
|Xenomorph
|Common
|Xeno
|Resin Frontier
|-
|Xenomorph Hunter (Resin Frontier)
|5
|6
|3
|If this card destroys a creature via combat, you may discard a card in your hand to add a card from your discard pile to your hand, whose summon cost is 2 or less.
|Creature
|Xenomorph
|Uncommon
|Xeno
|Resin Frontier
|-
|Xenomorph Spitter
|3
|3
|3
|Hivemind. Tap this card: draw the top 2 cards of your deck, you may re-arrange their order, then return them to the top of your deck.
|Creature
|Xenomorph
|Uncommon
|Xeno
|Resin Frontier
|-
|Xenomorph Runner
|3
|2
|3
|First Strike, Hivemind
|Creature
|Xenomorph
|Common
|Xeno
|Resin Frontier
|-
|Xenomorph Praetorian
|5
|3
|6
|Hivemind. If you have 2 or more other Xeno cards on your field alongside this card, you may sacrifice 3 Xeno cards and add Xenomorph Queen to your hand from your deck.
|Creature
|Xenomorph
|Rare
|Xeno
|Resin Frontier
|-
|Xenomorph Hivelord
|3
|1
|3
|Hivemind. For two mana, tap this card and summon a 0/2 Resin Wall counter creature. Each Resin Wall has Blocker.
|Creature
|Xenomorph
|Rare
|Xeno
|Resin Frontier
|-
|Xenomorph Boiler
|4
|6
|2
|Hivemind. If this card attacks, it is tapped for an additional turn before it is untapped.
|Creature
|Xenomorph
|Rare
|Xeno
|Resin Frontier
|-
|Xenomorph Ravager
|3
|4
|2
|Hivemind, Fury
|Creature
|Xenomorph
|Rare
|Xeno
|Resin Frontier
|-
|Xenomorph Crusher
|3
|1
|6
|Hivemind, Blocker
|Creature
|Xenomorph
|Rare
|Xeno
|Resin Frontier
|-
|Xenomorph Defender
|2
|1
|2
|Hivemind, Blocker
|Creature
|Xenomorph
|Common
|Xeno
|Resin Frontier
|-
|Xenomorph Warrior
|4
|4
|4
|Hivemind
|Creature
|Xenomorph
|Uncommon
|Xeno
|Resin Frontier
|-
|Xenomorph Queen (Resin Frontier)
|5
|5
|5
|For 2 mana, tap the equipped creature and summon a 1/1 Xenomorph Brood counter creature, with Hivemind.
|Equipment
|Armor
|Epic
|Xeno
|Resin Frontier
|-
|Xenomorph Carrier
|3
|2
|2
|Hivemind, Squad Tactics
|Creature
|Xenomorph
|Uncommon
|Xeno
|Resin Frontier
|-
|Xenomorph Defiler
|3
|1
|3
|Hivemind. When this card attacks a target enemy creature, calculate damage as though the target creature has this card's power subtracted from it first.
|Creature
|Xenomorph
|Rare
|Xeno
|Resin Frontier
|-
|Predalien
|3
|4
|3
|Hivemind, Changeling
|Creature
|Xenomorph Soldier
|Legendary
|Xeno
|Resin Frontier
|-
|Xenomorph Shrike
|2
|3
|1
|Hivemind. If Xenomorph Queen would be destroyed, you may re-equip Xenomorph Queen on this card instead, once per game.
|Creature
|Xenomorph
|Rare
|Xeno
|Resin Frontier
|-
|Xenomorph Bull
|6
|5
|3
|First Strike, Hivemind
|Creature
|Xenomorph
|Uncommon
|Xeno
|Resin Frontier
|-
|Xenomorph Hivemind
|1
|0
|1
|Defender
|Creature
|Xenomorph
|Uncommon
|Xeno
|Resin Frontier
|-
|Xenomorph Screecher
|2
|3
|2
|Deadeye
|Creature
|Xenomorph
|Epic
|Xeno
|Resin Frontier
|-
|Xenomorph Creep
|5
|4
|3
|Tap this card: Until the start of your next turn, this card has immunity to Xeno Creatures.
|Creature
|Xenomorph
|Common
|Xeno
|Resin Frontier
|}

Текущая версия от 05:33, 13 октября 2024

Welcome to the Exciting world of Tactical Game Cards!

Sponsored by Nanotrasen Edu-tainment Division.

Core Rules:

Tactical Game Cards (Also known as /TG/C) is a traditional trading card game. It's played between two players, each with a deck or collection of cards.

Each player's deck contains a set of 30 cards. For each individual card, you can have a maximum of 3 cards in your deck. Each player's hand can hold a maximum of 7 cards. At the end of your turn, if you have more than 7 cards, you must choose cards to discard to your discard pile until you have 7 cards.

To begin a match, both players must flip a coin to decide who goes first. The winner of the coin toss then decides if they go first or second. Before the match begins each player draws 5 cards each with the ability to mulligan cards from their hand facedown once (Basically, you get a first pass where you can replace cards in your hands back into your deck, shuffle your deck, then draw until you're back to 5). Each player begins with 1 Max Mana to start with, which serves as the cost to playing cards.

What You Need

In order to play the TCG, a deck is required. As stated above, decks must contain exactly 30 cards.
Additionally, a stock of Thunderdome Flippers to use for coin tosses and counter effects is recommended- these can be obtained occasionally from cardpacks, but any coin will do. Finally, the Holodeck has a special mode designed specifically for the TCG that makes play much easier.

Gameplay Phases

A single turn of the game goes as follows, and the order of card effects is very similar to other card games. Within a single turn, the following phases are gone through, in order, unless otherwise altered by a card effect. Turn Phases are the Draw Phase, Effect Phase 1, Play Phase, Combat Phase, Effect Phase 2, and the End Phase.

During the draw phase, the player whose turn it is untaps all their cards, then draws a single card. They gain 1 Max Mana, and their Mana is refilled. Cards with missing health due to defending, attacking, or damage effects return to max health at the end of the draw phase.

During the First Effect Phase, this is when effects that take place at the start of your turn would occur. If an opponent's effect takes place at the start of your turn, their effects will always take place first, then yours, unless otherwise stated by a card effect. If an opponent's effect would cause you to lose the game, and your effects would prevent that condition from happening afterwards, you would lose the game. As a general roll, when it's your turn, your opponent's effects take place FIRST, then yours.

During the Play Phase, this is when you can play, summon, or activate your own cards. Card Effects that don't state when they're activated MUST be activated during the Play Phase. Your opponent can also activate their own card effects in response to one of your actions during your play phase, if able. Any card played during the play phase can activate its effect as soon as it's played. More details within the Card Breakdown section.

During the Battle Phase, a creature card is able to battle other creature cards, or attack their opponent once per turn. Neither player can attack on their first turn, and all cards that enter the field can attack as soon as they can, unless it is that player's first turn, or they are prevented by a card effect. More details within the Card Combat section.

During the End Phase, end of turn effects will occur. If the active player has more than 7 cards in their hand by this point, this is when they must discard cards. All of the player's cards who used an effect at any point in the turn are refreshed, and able to use their effect again going into the opponent's turn. By the end of their turn, if the player has more than 7 cards, they must discard cards from their hand until 7 remain.

After all 5 phases have passed, the players turn officially ends, and the opponent begins their turn, starting anew from the draw phase.

Card Effects

Card effects are typically limited to the turn that that card is played. For example, a card effect that provides a card +1/+1 power/resolve would only last until the end of the turn, unless otherwise stated, OR if the card is an Item card. More on those below.

Card Breakdown

Within the game, there are 4 kinds of cards (So far), Creature, Item, Event, and Battlefield cards.

Creature Cards.

All creature cards have 4 core values to keep in mind, Power, Resolve, Faction, and Summoning Cost. Power serves as a card's offensive value in combat. Resolve serves as a card's defensive value in combat, and doubles as a card's health. Factions are groupings of cards that can often share effects and traits together. Summoning Cost is how much mana a card needs in order to be summoned.

Item Cards.

All item cards (similarly to Creature Cards) have Power, Resolve, and Summon Cost values, but for items, these values are added to the attached card's values. Items can only be attached (Equip) to creatures, and they last until the creature dies, or otherwise leaves the field, following it's equip card. If returned to the hand, send to the discard pile, or otherwise leaves the field, it is detached from the equip card. When a Item card increases a card's power or resolve, those effects stay on the equip card until the item is unequipped or removed from the parent card.

If a card would have it's resolve decreased by having it's equip card removed, it's handled by having it's maximum resolve decreased, not it's current resolve. For example, lets say you had a card with 1/1 power/resolve, and give it an item giving it +1/+2, then that card enters combat, dropping it down to 2/1. If by an opponent's card effect it lost that +1/+2 item now, it's stats would be 1/1 once again. If an equip card explicitly lowers a card's stats, it is possible for a card to be killed as a result, but drops in power will always bottom out at 0 power at any given time.

Event Cards.

Event Cards function as instant effects that can be played from the hand on either player's turn. Event cards will often have a summon cost to be played, but may also have a condition that must be met in order to be activated. Events can also be activated in response to another player's event, including your own. This means that event cards are subject to the order that they're played, in a reverse stack. For example, creature A uses an effect that returns creature B to the opponent's hand. You activate and event that destroys creature A instead. If that effect resolves, creature A would be destroyed before creature B returns to the hand. However, if the opponent then played an event that prevent the activation of event cards that turn, then the first event would be negated, and creature B returns to the hand, while creature A remains unharmed.

Other events may take place over the course of a single turn instead of instantly, based on the card effect. The initial playing of those cards can allow for an event response, but only against it's initial playing on the field.

Department Cards.

Department cards function as continuous effects on the field, and between you and your opponent only a single department may be in play at a given time. If a department is in play and you attempt to play a new one, discard the old department, unless otherwise stated by a card effect. Department cards with an active effect are resolved when stated, or during the play phase if not otherwise stated. Use of department cards and their fitting factions is the key to tying your deck's themes and strengths together!

Maintaining a healthy ratio of department cards, creature cards, events, and item cards is important to being able to activate the cards you want in the order you want to to be activated.

Special Effects Many cards possess special effects. Some of these effects exist as on several cards as keywords, which are listed below:
On Summon This effect is activated once it's creature cost is paid and it enters the battlefield.
On Equip This effect is activated once it's item cost is paid and it enters the battlefield, equipping itself to a chosen card on your side of the field (Unless otherwise stated).
Asimov Creatures possessing this trait cannot attack or defend against creatures with the Human subtype.
Changeling This creature possesses all creature subtypes simultaneously. Any effects which affect a specific subtype apply to Changelings.
Graytide When this creature enters the battlefield, it gains +1/+1 for the number of creatures on your side of the field with Graytide, until the end of the turn.
Holy Immunity to all event cards.
Taunt All opposing creature attacks must be directed towards the creature with Taunt.
First Strike This creature has attack priority in combat.
Deadeye This creature can always hit opponents, regardless of effects or immunities.
Squad Tactics When this creature attacks an opponent's creature and defeats it in combat, the owner of the defeated card takes 1 lifeshard of damage from combat.
Immunity The creature cannot be affected by card effects or combat of its immunity type. This includes both friendly and opposing effects.
Fury The creature must attack at every possibility.
Blocker The creature cannot declare attacks, but can defend.
Hivemind The creature enters combat with a hivemind token on it. The first time this card would take damage, remove that token instead. This does not apply to immediate removal effects, only points of damage.
Clockwork The creature can copy a single keyword on another creature on the field, until they lose the clockwork keyword or leave the field.

Card Combat

Card combat is determined as follows. On your turn, any non-tapped creature card with a positive attack power is capable of declaring an attack. Upon declaring an attack, you must state if you're attacking your opponent directly, or if you're going to attack a specific opponent's creature. Unless otherwise stated, cards can only attack or defend one time per turn.

An attack against a creature resolves as follows: Both creatures will do their power as damage to the opponent's creature's resolve. Damage is typically dealt at the same time, and if both creatures would kill each other through combat, both are destroyed at the same time. If One or both creatures would not be destroyed by combat, they would have their health reduced by the difference of their resolve minus their opponent's power, until the start of your next turn. If the attacker or defender has a keyword or effect that prevents them from attacking their opponent (Like silicon, immunity), then they are not able to attack, but may still defend against the opponent's attack. Once combat has resolved, all remaining participants become tapped.

A direct attack resolves as follows: The attacking creature declares an attack against the opponent's lifeshards. Your opponent may then declare a defender if one is available, who will then turn the combat into an attack against a creature for the purposes of combat that turn. If the attack is not blocked, and the direct attack connects, then your opponent loses a number of lifeshards equal to the attacking creatures power.

How to Win

This part is simple. Each player starts the match with 20 Life Shards. When an opponent attacks you directly, you will lose lifeshards (unless otherwise stated). Alternatively, when either player attempts to draw a card from their deck and has nothing else remaining, the drawing player must lose 1 life shard, but may draw a chosen card from their discard pile instead. You win the match by reducing your opponent's lifeshards to zero.

Card combat plays a large part to winning, as blockers and taunts are the only things keeping your opponent from attacking you directly. Maintaining a field advantage can win you the game quite easily, but card removal and effects can overpower any brute force strategy.

Tips N Tricks!

Follows these Tips N Tricks to become the ultimate /TG/C player on the station!

  • There are several rarities of cards! Every Pack comes with 5 common cards, 1 guaranteed rare or better, and occasionally a coin for flipping!
  • A wise man once said, "the card game is deep". Experiment with card effects, combos, and strategies!
  • Did you know that 2% of all profits of /TG/C cards is sent to charity?*
  • Building a deck that revolves around multiple departments can be the key to victory against some strategies!
  • The Quartermaster will never be a head of staff. Not even in fiction.
  • /TG/C cards are individually printed on paper made from the last of the California Redwoods!
  • We've never heard of 'magic' or 'porkmen' or 'yumigoes'. Stop Emailing us about it.
  • There are some clever ways to activate once-per-turn effects a second time.
  • Playing /TG/C while driving or operating heavy machinery is not advised, if you want to look like a DORK that is.
  • By charity, we mean we literally just throw it away.

Card List

Card List
Name Cost Power Resolve Rules Text Card Type Card Subtype Rarity Faction Set
AI 5 3 6 Asimov Creature Silicon Uncommon Science Core
Angry Stickman 1 1 1 On summon: If another 'Angry Stickman' card has been destroyed, you may summon it for at double cost. This ability may be activated only once per turn. Creature Construct Uncommon Xeno Core
Armored Changeling 6 2 8 Changeling Creature Abomination Rare Syndicate Core
Staff Assistant 1 1 1 Greytide, for every card with 'Greytide', this card has +1/+1 on the field. Creature Human Employee Common Service Core
Atmospheric Technician 4 2 3 On Summon: Search your deck for an Atmospherics Battlefield card, and add it to your hand. Shuffle your deck afterward. Creature Human Engineer Common Engineering Core
Bartender 3 3 2 Creature Human Employee Common Service Core
Botanist 1 1 4 Creature Human Employee Common Service Core
Captain 7 5 5 Tap this card: inflict -1/-1 to an opposing creature card. Creature Human Commander Rare Command Core
Apadyne Technologies Mk.2 R.I.O.T. Suit (Captain's Version) 3 -1 5 On equip: tap the equipped card for 2 turns, without triggering the target card's effects. Equipment Armour Epic Command Core
Cargo Technician 2 3 1 Once per turn, you may give 'Cargo Technician' -1/0 until the start of your next turn and gain 1 mana. Creature Human Employee Common Cargo Core
Crusader Armour 2 2 2 Holy Equipment Armour Common Service Core
Chemist 2 0 3 Tap this card: flip a coin. If heads: a friendly Medical Faction card gains 0/+2. If tails, an opponents creature of your choice gains +2/0. Creature Human Doctor Common Medical Core
Chief Engineer 5 3 6 If a battlefield card would otherwise be destroyed by an opponent's card effect, you may sacrifice an Engineering faction card of yours in play to negate the battlefield's destruction. Creature Human Engineer Uncommon Engineering Core
Nakamura Engineering R.I.G.Suit (Advanced) 3 0 3 Tap this card: tap the equipped creature. The equipped creature avoids the effects of the active battlefield until removed from the field. Equipment Armor Rare Engineering Core
Chief Medical Officer 5 4 5 If a Medical faction card on your side of the field would gain power or resolve from an event, equipment, or card effect, it gains +1 more. Creature Human Doctor Common Medical Core
DeForest Medical Corporation 'Lifesaver' Carapace 3 1 3 Tap this card: tap the equipped creature and re-equip 'DeForest Medical Corporation 'Lifesaver' Carapace' on a different creature on your side of the field. This effect may be activated once per turn. Equipment Armour Uncommon Medical Core
Chrono Legionnaire 4 6 2 If this card is destroyed or discarded, flip 3 coins. If the result has 2 or more heads, add this card back to your hand. Otherwise, send it to your graveyard. Creature Human Soldier Epic Security Core
Citrus 2 0 3 Tap this card: Tap an opponent's card until the start of your next turn Creature Sloth Common Cargo Core
Clown 2 2 4 Taunt Creature Clown Common Service Core
Cyborg (Clown Shell) 2 2 4 Taunt, Asimov Creature Silicon Clown Uncommon Service Core
HONK Ltd. Entertainment Voidsuit 1 0 0 On Equip: give the equipped unit Taunt. Equipment Armour Epic Service Core
Abductor Combat Armour 4 1 3 On Equip: give the equipped unit Effect Immunity and Spell Immunity Equipment Armour Uncommon Syndicate Core
Cook 3 3 2 First Strike Creature Human Employee Common Service Core
Wizard Federation Standard Issue Hardsuit 1 3 1 On Equip: The equipped creature cannot attack targets with Holy. Equipment Armour Rare Syndicate Core
Curator 2 1 1 On Summon: Draw 1 card: if it's an event card, discard it Creature Human Worker Common Service Core
Borgi Ian 2 0 3 Asimov. You may sacrifice this card in play: Summon a Silicon type card from your hand worth up to double this card's cost. Creature Silicon Corgi Rare Science Core
Apadyne Technologies Mk.3 R.I.O.T. Carapace 1 3 3 On Equip: if the equipped creature is of the Security faction, it gains Taunt. Equipment Armour Epic Security Core
Detective 5 3 2 Deadeye Creature Human Officer Uncommon Security Core
Elite Syndicate Nuclear Stormtrooper 7 5 5 Fury Creature Syndicate Soldier Rare Syndicate Core
Cyborg (Engineering Shell) 2 2 2 Asimov Creature Silicon Common Silicon Core
NT P.A.V. Suit (Command) 2 2 2 While equipped, give the equipped unit Squad Tactics and First Strike. Equipment Armour Rare Command Core
NT P.A.V. Suit (Engineering) 1 1 1 While equipped, give the equipped unit Squad Tactics. Equipment Armour Uncommon Engineering Core
NT P.A.V. Suit (Medical) 2 1 2 While equipped, give the equipped unit Squad Tactics. Equipment Armour Uncommon Medical Core
NT P.A.V. Suit (Security) 2 2 1 While equipped, give the equipped unit Squad Tactics. Equipment Armour Uncommon Security Core
Explorer 2 2 2 You may tap this card: Flip a coin, if heads, gain 4 mana this turn, if tails, tap this card for 2 turns. Creature Human Explorer Legendary Cargo Core
Cyborg 2 3 3 Asimov Creature Silicon Common Science Core
Geneticist 3 3 4 You may tap this card and pay 3 mana: Give a friendly creature Hivemind until this card leaves the field. Creature Human Scientist Common Science Core
Geneticist [Misprint] 8 3 6 Graytide, Hivemind Creature Human Doctor Misprint Medical Core
Ghost Ian 3 1 1 On Summon: Search your deck for a battlefield, and add it to your hand. Shuffle your deck afterwards. Creature Spirit Corgi Epic Service Core
Head of Personnel 7 4 3 Once per turn: Select a friendly creature card. That card gains changeling. Creature Human Commander Uncommon Service Core
Head of Security 7 4 4 On Summon: Select a card type. That card type now costs 1 extra mana to summon. This effect persists until Head of Security is removed from the battlefield. Creature Human Officer Uncommon Security Core
Apadyne Technologies 'Tyrant' Class Hardshell 5 4 2 Grant the equip card Fury until this card is removed from play. Equipment Armour Rare Security Core
Ian 4 0 3 Holy, You may Sacrifice this card on the field: Play a Command card from your hand for free. Creature Corgi Common Service Core
Inquisitor's Hardsuit 4 2 2 Apply First Strike to the equip creature. Equipment Armour Epic Service Core
Intern 1 1 1 First Strike Human Human Employee Common Command Core
Janitor 1 1 1 Taunt Human Human Employee Common Service Core
Lawyer 2 0 4 When an opponent attacks with a creature with 3 or more power, this card gains Taunt. Creature Human Employee Common Service Core
Legion 3 2 1 When Legion is destroyed, search your deck for a human card, and summon it to the battlefield. Shuffle your deck afterward. Creature Abomination Uncommon Xeno Core
Cyborg (Medical Shell) 4 2 3 Asimov, you may tap this card and pay 2 mana: Reset a card's resolve to it's original value. Creature Silicon Doctor Uncommon Medical Core
Medical Doctor 3 2 3 You may tap this card: Select a card that has less attack than this card from your graveyard, and summon it to your side of the field. Creature Human Doctor Common Medical Core
Mime 1 2 1 You may tap this card: Pick an opponent's card and nullify it's effect until it leaves play. Creature Mime Uncommon Service Core
Cyborg (Mining Shell) 2 3 1 Asimov, at the end of your turn, if this card is not tapped, you may tap this card at the start of your next turn to gain 1 mana. Creature Silicon Miner Common Cargo Core
Monkey 1 1 1 Greytide, this card is considered Human with a Geneticist on your side of the field. Creature Primate Common Science Core
Nuclear Operative 4 4 2 Squad Tactics Creature Syndicate Soldier Rare Syndicate Core
Paramedic 3 2 3 Taunt, First Strike Creature Human Doctor Common Medical Core
Cyborg (Peacekeeper Shell) 2 3 3 Asimov, this card loses -1 power for every creature on your opponent's side of the field Creature Silicon Officer Uncommon Security Core
Station Engineer (Plasmaman) 5 2 4 Immunity to Battlefields Creature Plasmaman Common Engineering Core
Quartermaster 6 3 3 Pay 3 mana and tap this card: All card cards on your side of the field gain +1/+1 until the end of this turn. Creature Human Employee Uncommon Cargo Core
Quartermaster [Misprint] 10 6 6 Pay 8 mana and permanantly tap this card: All cargo cards on your side of the field gain +2/+2 until this card leaves play. Creature Human Employee Misprint Cargo Core
Personal AI Device (Rabbit Shell) 2 0 1 This card may steal the Asimov keyword off of another friendly silicon creature. Creature Silicon Rabbit Common Science Core
Personal AI Device (Drone Shell) 5 2 4 You may pay 1 mana and tap this card: a silicon card may attack one additional time this turn. Creature Silicon Drone Common Science Core
Research Director 7 2 5 Once per turn, you may tap all Science faction cards in play, activate the effect of an event card twice. Creature Human Scientist Uncommon Science Core
Nakamura Engineering B.O.M.B.Suit 1 0 0 Reduces all battlefield damage to the equipped creature by 2. Equipment Armour Rare Science Core
Roboticist 3 2 2 If a Asimov card on your side of the field is destroyed, you may pay 2 mana and tap this card: Return that card to your hand. Creature Human Scientist Uncommon Science Core
Runtime 3 0 1 You may sacrifice this card: reduce the cost of summoning a medical faction card this turn by 2 mana. Creature Cat Uncommon Medical Core
Scientist 4 1 2 When this card is targeted by an opponent's single target event, you gain 1 lifeshard. Creature Human Scientist Common Science Core
Cyborg (Security Shell) 6 4 2 Asimov, when this card targets a human creature, deal 1 damage to it after the battle resolves. Creature Silicon Officer Epic Security Core
Security Officer 3 2 2 Squad Tactics Creature Human Officer Common Security Core
Ratvarian Clockwork Cuirass 4 2 2 While equipped, give the equipped unit Clockwork. Equipment Armour Epic Syndicate Core
Cyborg (Service Shell- Beercan) 1 1 1 Asimov, you may discard this card: draw one Service Faction card from your deck, then shuffle. Creature Silicon Uncommon Service Core
Cyborg (Service Shell- Flamboyant) 1 0 1 Asimov, gains +2/+2 when it's the only card on your side of the field. Creature Silicon Common Service Core
Cyborg (Service Shell- Skirted) 1 0 3 Asimov Creature Silicon Common Service Core
Cyborg (Service Shell- Classic) 2 1 1 Asimov, for every piece of equipment in play, gain +1 temporary resolve during the opponent's turn. That temporary resolve is lost at the start of your turn. Creature Silicon Common Service Core
Cyborg (Service Shell- Ritzy) 1 1 2 Asimov Creature Silicon Common Service Core
Shaft Miner 5 5 3 Once per turn, you may pay 1 mana and tap this card: Draw one card from your deck, and either discard it, or send it to the bottom of your deck. Creature Human Miner Rare Cargo Core
Station Engineer 4 2 2 Tap this card: Reduce the damage a card would take this turn from a battlefield to zero. Creature Human Engineer Common Engineering Core
Swarmer 1 0 1 Greytide, Immunity to Engineering creature cards. Creature Robot Rare Syndicate Core
Virologist 3 5 1 Creature Human Doctor Uncommon Medical Core
Warden 4 2 4 Squad Tactics, Blocker Creature Human Officer Uncommon Security Core
Xenomorph Hunter (2560 Core Set) 4 2 3 Hivemind Creature Xenomorph Rare Xeno Core
Tough Choices 2 Draw the top three cards from your deck. Summon one at no cost, and discard the other two. Event Instant Common Syndicate Core
Bluespace Barrage 3 Destroy any creature on the opponent's battlefield. If your opponent has no creatures, deal 2 damage directly to them. Event Instant Uncommon Security Core
Glitch in the System 1 Select a Creature with Asimov that you control. Remove the Asimov trait from it. Event Instant Common Science Core
Adrenals 1 Grant +2/+1 to a Creature card that you control. Event Instant Common Medical Core
Atmospherics Incident 3 While this card is active, deal 1/1 to every creature during the First Effect Phase. Battlefield Atmospherics Rare Engineering Core
Psychologist 1 1 1 Creature Human Doctor Common Medical Core
Justifiable Casualties 2 Sacrifice two friendly creatures from the battlefield, then summon a creature from your hand at no mana cost. Event Instant Uncommon Security Core
Bluespace Flux 3 While this card is active, once a round during the play phase each player may pay 2 mana to summon the top card from their deck. Battlefield Anomaly Common Science Core
Bag of Greed 3 Draw two cards from your deck. Event Instant Uncommon Science Core
Economy Crash 2 All cards cost 1 extra mana to summon. Battlefield Event Common Cargo Core
Black Ambrosia Gaia 0 During the draw phase, you may sacrifice Ambrosia Gaia to gain 3 mana. Artifact Plant Legendary Service Core
Good Planning 2 Search your deck for an equipment card. Add it to your hand, then shuffle your deck. Event Instant Common Security Core
Revenant 3 2 3 When a creature on your battlefield dies, Revenant gains 1/0. Creature Spirit Rare Syndicate Core
Re-Education 2 Destroy any creature on the opponent's battlefield. Event Instant Uncommon Security Core
Immoral Surgeon 4 2 4 2 Mana- You may tap Immoral Surgeon and give a creature +1/+1. Creature Lizard Doctor Uncommon Medical Core
Committed Botanist 4 2 3 While Committed Botanist is on your battlefield, you can play Plant and Service cards at half their cost, rounded up. Creature Plant Worker Rare Service Core
Scientist (Moth) 1 2 2 Creature Moth Scientist Common Science Core
Inducer 0 Pay 3 lifeshards: Gain 3 mana this turn. Event Instant Common Engineering Core
Fryer 2 For 2 mana: Tap this card and destroy an opposing equipment card. Event Instant Uncommon Service Core
Scroll of the Sleeping Carp 3 3 1 On equip: Your opponent must show you one card in their hand of their choice. Equipment Weapon Epic Syndicate Core
The Nuclear Option 3 Destroy the active battlefield card. Deal 2 damage to all creatures on both battlefields. Event Instant Rare Syndicate Core
B.E.P.I.S. Chamber 0 0 0 Flip a coin. If heads, gain 2 mana. If tails, lose up to 2 mana. Event Instant Common Science Core
Weekend at Nanotrasen's 3 Return a creature card from your graveyard to the battlefield. Event Instant Uncommon Medical Core
Disco Inferno 4 0 0 For 2 mana: Tap this card permanantly. While tapped, all active creatures take 3 damage during the first play phase of each turn. This card is destroyed after 2 turns of being tapped. Battlefield Shuttle Uncommon Science Core
Xenoborg 6 5 7 Asimov. Once per turn, you may sacrifice a silicon card, and pay the difference between that card's summon cost and this card's summon cost to summon this card from your hand. Creature Silicon Xenomorph Epic Science Resin Frontier
Xenomorph Sentinel 4 3 5 Hivemind Creature Xenomorph Common Xeno Resin Frontier
Xenomorph Drone 2 1 1 Hivemind. Tap this card: you may summon a Xeno faction creature for 1 less mana this turn. Creature Xenomorph Common Xeno Resin Frontier
Xenomorph Hunter (Resin Frontier) 5 6 3 If this card destroys a creature via combat, you may discard a card in your hand to add a card from your discard pile to your hand, whose summon cost is 2 or less. Creature Xenomorph Uncommon Xeno Resin Frontier
Xenomorph Spitter 3 3 3 Hivemind. Tap this card: draw the top 2 cards of your deck, you may re-arrange their order, then return them to the top of your deck. Creature Xenomorph Uncommon Xeno Resin Frontier
Xenomorph Runner 3 2 3 First Strike, Hivemind Creature Xenomorph Common Xeno Resin Frontier
Xenomorph Praetorian 5 3 6 Hivemind. If you have 2 or more other Xeno cards on your field alongside this card, you may sacrifice 3 Xeno cards and add Xenomorph Queen to your hand from your deck. Creature Xenomorph Rare Xeno Resin Frontier
Xenomorph Hivelord 3 1 3 Hivemind. For two mana, tap this card and summon a 0/2 Resin Wall counter creature. Each Resin Wall has Blocker. Creature Xenomorph Rare Xeno Resin Frontier
Xenomorph Boiler 4 6 2 Hivemind. If this card attacks, it is tapped for an additional turn before it is untapped. Creature Xenomorph Rare Xeno Resin Frontier
Xenomorph Ravager 3 4 2 Hivemind, Fury Creature Xenomorph Rare Xeno Resin Frontier
Xenomorph Crusher 3 1 6 Hivemind, Blocker Creature Xenomorph Rare Xeno Resin Frontier
Xenomorph Defender 2 1 2 Hivemind, Blocker Creature Xenomorph Common Xeno Resin Frontier
Xenomorph Warrior 4 4 4 Hivemind Creature Xenomorph Uncommon Xeno Resin Frontier
Xenomorph Queen (Resin Frontier) 5 5 5 For 2 mana, tap the equipped creature and summon a 1/1 Xenomorph Brood counter creature, with Hivemind. Equipment Armor Epic Xeno Resin Frontier
Xenomorph Carrier 3 2 2 Hivemind, Squad Tactics Creature Xenomorph Uncommon Xeno Resin Frontier
Xenomorph Defiler 3 1 3 Hivemind. When this card attacks a target enemy creature, calculate damage as though the target creature has this card's power subtracted from it first. Creature Xenomorph Rare Xeno Resin Frontier
Predalien 3 4 3 Hivemind, Changeling Creature Xenomorph Soldier Legendary Xeno Resin Frontier
Xenomorph Shrike 2 3 1 Hivemind. If Xenomorph Queen would be destroyed, you may re-equip Xenomorph Queen on this card instead, once per game. Creature Xenomorph Rare Xeno Resin Frontier
Xenomorph Bull 6 5 3 First Strike, Hivemind Creature Xenomorph Uncommon Xeno Resin Frontier
Xenomorph Hivemind 1 0 1 Defender Creature Xenomorph Uncommon Xeno Resin Frontier
Xenomorph Screecher 2 3 2 Deadeye Creature Xenomorph Epic Xeno Resin Frontier
Xenomorph Creep 5 4 3 Tap this card: Until the start of your next turn, this card has immunity to Xeno Creatures. Creature Xenomorph Common Xeno Resin Frontier