Quasar Gambit

From Harthorns-Reverie

Overview: Quasar Gambit is a card game that combines strategy, bluffing, and a touch of luck. It's played with a custom deck that reflects the themes of Teslapunk, Steelpunk, and Raygun Gothic aesthetics. The game involves collecting sets of cards that represent various forms of energy, technology, and power.

Components:

  1. Deck:
    • Energy Cards: Represent different types of energy (e.g., Tesla Coils, Steam Power, Solar Flare, Quantum Flux).
    • Technology Cards: Represent various technological advancements (e.g., Automatrons, Mechs, Rayguns, Data Cassettes, Cybernetic Implants).
    • Power Cards: Represent characters or elements of influence and control (e.g., Inventors, Tycoons, Hackers, Engineers).
    • Special Cards: Unique cards with special abilities or effects (e.g., Melchior Gemma, Primeval Shard, Quasar Nexus, Chaos Rift, Temporal Distorter, Energy Absorber).
  2. Tokens:
    • Slie Tokens: Used for betting and scoring.

Setup:

  1. Players:
    • 2-6 players.
  2. Starting Hand:
    • Each player is dealt 5 cards from the deck.
  3. Initial Bet:
    • Players place an initial bet using Slie Tokens.
  4. Game Length:
    • The game ends when the deck is emptied (which should be 6 rounds for 6 players). For fewer players, they can decide on the number of rounds or a point goal before the first hand is dealt.

Gameplay:

Phases of Play:

  1. Draw Phase:
    • Each player draws 2 cards from the deck.
  2. Action Phase:
    • Players take turns performing actions. Actions include:
      • Play Card: Place a card from their hand onto the table.
      • Trade Card: Trade a card with another player.
      • Activate Special Card: Use the effect of a Special Card (if applicable).
      • Raise Bet: Increase the amount of Slie Tokens in the pot.
  3. Resolution Phase:
    • Players reveal their sets and calculate their scores based on the combinations they have created.

Scoring Combinations:

Energy Combo:

  • 3 Matching Energy Cards (e.g., 3 Tesla Coils): 5 points
  • 4 Matching Energy Cards: 10 points
  • 5 Matching Energy Cards: 20 points

Tech Synergy:

  • 2 Synergistic Technology Cards (e.g., Automatron + Cybernetic Implant): 10 points
  • 3 Synergistic Technology Cards: 20 points
  • 4 Synergistic Technology Cards: 40 points

Power Play:

  • 2 Matching Power Cards (e.g., 2 Inventors): 15 points
  • 3 Matching Power Cards: 30 points
  • 4 Matching Power Cards: 50 points

Special Combos:

  • Melchior Gemma + Any 2 Energy Cards: 25 points
  • Primeval Shard + Any 2 Technology Cards: 25 points
  • Quasar Nexus + Any 2 Power Cards: 25 points
  • Chaos Rift: Creates a random effect that could either double your current score or halve it.
  • Temporal Distorter: Allows the player to take an extra turn.
  • Energy Absorber: Steals 10 points from an opponent of the player's choice.

Betting:

  1. Initial Bet:
    • Players place an initial bet at the start of the game.
  2. Raising:
    • During the Action Phase, players can choose to raise the bet. Other players must match the raised amount to stay in the game.
  3. Winning the Pot:
    • The player with the highest score at the end of the game takes the pot.

Winning the Game:

  • The game ends when the deck is emptied (which should be 6 rounds for 6 players). For fewer players, they can decide on the number of rounds (10 at most) or a point goal before the first hand is dealt.
  • The player with the highest score at the end of the game wins.

Deck Breakdown:

Special Cards (12 cards):

  1. Melchior Gemma (2 cards)
    • Effect: Grants 25 points when combined with any 2 Energy Cards.
  2. Primeval Shard (2 cards)
    • Effect: Grants 25 points when combined with any 2 Technology Cards.
  3. Quasar Nexus (2 cards)
    • Effect: Grants 25 points when combined with any 2 Power Cards.
  4. Chaos Rift (2 cards)
    • Effect: Randomly doubles or halves the player's current score.
  5. Temporal Distorter (2 cards)
    • Effect: Allows the player to take an extra turn.
  6. Energy Absorber (2 cards)
    • Effect: Steals 10 points from an opponent.

Energy Cards (36 cards):

  1. Tesla Coil (9 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
  2. Steam Power (9 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
  3. Solar Flare (9 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
  4. Quantum Flux (9 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.

Technology Cards (30 cards):

  1. Automatron (6 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
  2. Mech (6 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
  3. Raygun (6 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
  4. Data Cassette (6 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
  5. Cybernetic Implant (6 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.

Power Cards (24 cards):

  1. Inventor (6 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
  2. Tycoon (6 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
  3. Hacker (6 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
  4. Engineer (6 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.

Expansions

Prehistoric

Ancient

This expansion explores the ingenuity and resilience of early human civilizations, highlighting their discoveries, tools, and legendary figures.

Special Cards (6 cards):

  1. Fire Discovery (2 cards)
    • Effect: Grants 30 points when combined with any 2 Technology Cards.
  2. Stonehenge (2 cards)
    • Effect: Steals 15 points from an opponent and adds it to the player’s score.
  3. Great Migration (2 cards)
    • Effect: Allows the player to take an extra turn.

Energy Cards (8 cards):

  1. Flame Power (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy harnessed from the discovery of fire.
  2. Sun Worship (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Power derived from ancient sun rituals.
  3. Earthen Strength (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Raw energy harnessed from the earth.
  4. Ancestral Spirit (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Power drawn from ancestral connections.

Technology Cards (8 cards):

  1. Stone Tools (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Early tools that revolutionized human life.
  2. Bow and Arrow (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Innovative weaponry that changed hunting and warfare.
  3. Cave Paintings (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Early forms of communication and art.
  4. Megalith Construction (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Monumental structures built by ancient humans.

Power Cards (8 cards):

  1. Tribal Leader (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Influential leaders who guided their people.
  2. Shaman (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Spiritual guides who wielded mystical powers.
  3. Warrior Chief (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Fearsome warriors who led their tribes in battle.
  4. Inventor (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Pioneers who created early technologies.
Dinosaur

This expansion brings the might and majesty of dinosaurs to Quasar Gambit. These new cards introduce primal energy, ancient technology, and powerful prehistoric creatures, adding exciting new dynamics to the game.

Special Cards (6 cards):

  1. Fossil Relic (2 cards)
    • Effect: Grants 30 points when combined with any 2 Energy Cards.
  2. Meteor Strike (2 cards)
    • Effect: Steals 15 points from an opponent and adds it to the player’s score.
  3. Extinction Event (2 cards)
    • Effect: Nullifies the effects of one Special Card played by an opponent.

Energy Cards (8 cards):

  1. Volcanic Power (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy derived from volcanic activity.
  2. Primal Force (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Raw, untamed energy harnessed from the ancient earth.
  3. Dino DNA (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy extracted from the genetic material of dinosaurs.
  4. Jurassic Core (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Core energy source from the ancient Jurassic era.

Technology Cards (8 cards):

  1. Dino Automatron (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Advanced robots designed to mimic the strength and agility of dinosaurs.
  2. Paleo Mech (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Mechs inspired by the forms and functions of prehistoric creatures.
  3. Fossil Raygun (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Rayguns that fire projectiles infused with ancient energy.
  4. Ancient Data Cassette (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Data storage devices containing knowledge from prehistoric times.

Power Cards (8 cards):

  1. Dino King (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: The ruler of the dinosaur realm.
  2. Paleontologist (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Experts in the study and revival of ancient creatures.
  3. Primal Warrior (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Mighty fighters who channel the strength of dinosaurs.
  4. Ancient Guardian (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Protectors of ancient secrets and relics.
Mystical

This expansion introduces legendary and mythical creatures from prehistoric times, adding a fantastical element to the game.

Special Cards (6 cards):

  1. Dragon’s Hoard (2 cards)
    • Effect: Grants 30 points when combined with any 2 Power Cards.
  2. Phoenix Rebirth (2 cards)
    • Effect: Revives one of your discarded cards and adds it back to your hand.
  3. Leviathan’s Wrath (2 cards)
    • Effect: Nullifies the effects of one Special Card played by an opponent.

Energy Cards (8 cards):

  1. Dragonfire (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy harnessed from the breath of dragons.
  2. Phoenix Flame (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Rebirth energy from the mythical phoenix.
  3. Kraken’s Depths (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Power drawn from the oceanic depths.
  4. Unicorn’s Light (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Pure energy from the mythical unicorn.

Technology Cards (8 cards):

  1. Enchanted Automatron (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Robots imbued with magical properties.
  2. Mystic Mech (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Mechs powered by ancient magic.
  3. Arcane Raygun (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Rayguns that fire enchanted projectiles.
  4. Mythic Data Cassette (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Data storage devices containing mythical knowledge.

Power Cards (8 cards):

  1. Dragon Lord (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Rulers of the dragon realms.
  2. Phoenix Sage (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Wise beings with the power of rebirth.
  3. Kraken Master (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Controllers of the deep sea monsters.
  4. Unicorn Guardian (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Protectors of the mythical forests.

Supernatural

Ghost

This expansion introduces the eerie and mystical elements of ghosts to Quasar Gambit. These new cards bring spectral energy, haunted technology, and ethereal powers, adding a new layer of strategy and intrigue to the game.

Special Cards (6 cards):

  1. Spectral Relic (2 cards)
    • Effect: Grants 30 points when combined with any 2 Power Cards.
  2. Haunted Mirror (2 cards)
    • Effect: Steals 15 points from an opponent and adds it to the player’s score.
  3. Phantom's Veil (2 cards)
    • Effect: Nullifies the effects of one Special Card played by an opponent.

Energy Cards (8 cards):

  1. Ectoplasmic Power (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy derived from ectoplasm, the substance of ghosts.
  2. Wraith's Essence (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Power drawn from the spirits of the dead.
  3. Spectral Flux (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy harnessed from the ethereal plane.
  4. Phantom Core (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Core energy source from haunted artifacts.

Technology Cards (8 cards):

  1. Ghost Automatron (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Advanced robots powered by ghostly energy.
  2. Phantom Mech (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Mechs designed to operate with spectral agility.
  3. Spectral Raygun (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Rayguns that fire ghostly projectiles.
  4. Haunted Data Cassette (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Data storage devices containing haunted knowledge.

Power Cards (8 cards):

  1. Ghost King (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: The ruler of the spectral realm.
  2. Ethereal Sage (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Wise spirits with knowledge of the beyond.
  3. Wraith Knight (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Ghostly warriors protecting the spectral realm.
  4. Ancient Spirit (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Timeless spirits with vast knowledge and power.
Vampire

This expansion introduces a dark and alluring vampire theme to Quasar Gambit. The new cards will bring elements of vampiric power, shadowy technology, and ancient energy sources, adding new strategic layers to the game.

Special Cards (6 cards):

  1. Vampiric Relic (2 cards)
    • Effect: Grants 30 points when combined with any 2 Energy Cards.
  2. Blood Moon (2 cards)
    • Effect: Steals 15 points from an opponent and adds it to the player’s score.
  3. Eternal Night (2 cards)
    • Effect: Nullifies the effects of one Special Card played by an opponent.

Energy Cards (8 cards):

  1. Sanguine Power (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy drawn from the blood of the living.
  2. Nocturnal Flux (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Power generated by the moon's light and darkness.
  3. Cryptic Essence (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Mysterious energy found in ancient tombs.
  4. Dark Matter Core (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy harnessed from the shadows and void.

Technology Cards (8 cards):

  1. Blood-Infused Automatron (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Advanced robots enhanced with vampiric blood.
  2. Shadow Mech (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Mechs designed to operate stealthily in the dark.
  3. Plasma Raygun (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Rayguns that fire concentrated plasma beams.
  4. Blood Data Cassette (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Data storage devices infused with ancient knowledge.

Power Cards (8 cards):

  1. Vampire Lord (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Powerful leaders of the vampire clans.
  2. Blood Alchemist (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Experts in using blood to create powerful potions and technologies.
  3. Night Stalker (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Stealthy and deadly hunters of the night.
  4. Ancient Scholar (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Keepers of ancient vampiric knowledge and lore.
Werewolf

This expansion brings the ferocity and primal power of werewolves to Quasar Gambit. These new cards introduce elements of lupine strength, lunar energy, and wild technology, enhancing the strategic possibilities of the game.

Special Cards (6 cards):

  1. Lunar Totem (2 cards)
    • Effect: Grants 30 points when combined with any 2 Technology Cards.
  2. Full Moon (2 cards)
    • Effect: Steals 15 points from an opponent and adds it to the player’s score.
  3. Pack Leader’s Call (2 cards)
    • Effect: Allows the player to take an extra turn.

Energy Cards (8 cards):

  1. Lupine Essence (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy drawn from the primal force of werewolves.
  2. Moonlit Power (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Power generated by the light of the full moon.
  3. Savage Strength (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Raw, untamed energy harnessed from the wild.
  4. Spirit of the Hunt (2 cards)
    • Points: 5 points for 3 matching cards, 10 points for 4, 20 points for 5.
    • Description: Energy derived from the relentless pursuit of prey.

Technology Cards (8 cards):

  1. Werewolf Automatron (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Advanced robots with enhanced lupine agility and strength.
  2. Lunar Mech (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Mechs designed to harness the power of the moon.
  3. Claw Raygun (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Rayguns that fire projectiles imbued with primal energy.
  4. Howl Data Cassette (2 cards)
    • Points: 10 points for 2 synergistic cards, 20 points for 3, 40 points for 4.
    • Description: Data storage devices containing ancient lupine knowledge.

Power Cards (8 cards):

  1. Alpha Wolf (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: The dominant leaders of werewolf packs.
  2. Shaman of the Moon (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Spiritual guides who draw power from the moon.
  3. Pack Hunter (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Skilled hunters who work seamlessly with their pack.
  4. Ancient Protector (2 cards)
    • Points: 15 points for 2 matching cards, 30 points for 3, 50 points for 4.
    • Description: Guardians of ancient werewolf traditions and territories.

Trivia

I might come back to this and rewrite some things, including make Power cards a type of 'Character' on the field and having tech cards add differetn effects, esentially blending Special Cards with one of the three main card type.