Chronovore CCG

Rules

How to play Chronovore CCG. These are the rules of the live game, in plain language. Help is the short start.

A match

Two players. Each brings a legal deck of 30 cards. The decks are shuffled. Each player draws 7 cards. There are 5 rounds. At the start of round 2 and each later round, each player draws 1 card. The hand holds at most 12 cards. A card drawn past that limit is discarded.

You may play another person or the computer. The computer follows the same rules.

Lock in

During a round you may play up to 4 cards from your hand into a row of 4 slots, from left to right. Before you lock in, you can move a card into an empty slot, move it between slots, or take it back to your hand. Drag it, or focus it and press 1–4. Backspace returns a slotted card to your hand. You can lock in with empty slots.

Lock in means you are finished for the round. Your row is then fixed. You can see your own cards. Your opponent's cards stay face down until that pair is resolved. When both players have locked in, the heroes enter and the row starts resolving.

Each choosing step lasts 2 minutes. When that time runs out, every player who has not locked in is locked in, and resolution begins if both rows are locked.

Resolve each pair

A pair is one slot on your row together with the same slot on your opponent's row. After both players lock in, both heroes enter from the left and stop above the first cards. That pair is revealed and resolved. The heroes then step to the next pair, and the next, through all 4 slots. The pairs move on their own. An empty slot resolves as nothing.

Each hero faces the card they played. A monster is a fight for the hero who played it. An event asks that same hero to pay. Your opponent's card in the pair does the same for them.

Your hero

Each hero starts at Health 30, Armor 0, Coins 0, Strength 1, and no weapon. Health never rises above 30. Strength never falls below 1. Armor has no cap.

A hero's attack is Strength plus the weapon's attack. A strike with a weapon spends 1 durability. A strike with no weapon leaves durability unchanged. A weapon with 0 attack or 0 durability is no weapon. Damage removes Armor before Health.

Coins are the currency on the hero during the match. They pay for events. Gold is separate: it lives on your account and buys packs.

Cards, monsters, and events

How to read a card

Monster

The picture sits in a diamond. Your hero fights this card. The fist at the top left is Attack. The heart at the top right is Health.

Event

The picture sits in an oval. The coin at the top left is the Coins cost. A cost of 0 costs nothing. The event happens only when you can pay.

The name sits on the ribbon across the middle. The sentence under the picture is what the card does. Bold words are keywords. Rest on the card to read them.

Rewards sit in the bottom corners. A card has up to two of those. One more reward is allowed when it is written in the rules text, such as Strike, copying the opposing card, or a change to the next enemy card.

  • Coin — Coins
  • Shield — Armor
  • Heart — Health
  • Fist — Strength
  • Cards — draw
  • Sword — a weapon, attack/durability
  • Anvil — a weapon upgrade, +attack/+durability

Monsters

When your monster is revealed, your hero fights it. You strike first, then the monster, and you keep trading hits until one of you is at 0 Health or below. A monster with Initiative strikes first instead. Initiative means this monster strikes the hero first.

Each of your strikes in that fight deals your attack, Strength plus weapon attack, and a weapon strike spends 1 durability. If you defeat the monster, you claim its rewards. If your hero falls, the match ends and those rewards are not claimed.

Events

An event shows a Coins cost. A cost of 0 is free. The event resolves when your hero can pay that cost. The Coins are spent, and you receive the rewards. If you cannot pay, the event does nothing.

Rewards and keywords

Corner rewards can give Coins, Armor, Health, Strength, a draw, a weapon, or a weapon upgrade. A weapon upgrade is the anvil marked +attack/+durability. It adds those numbers to a weapon the hero already has.

Some rewards are written in the card's text:

Bold words on a card are keywords. Rest on the card to read the definition. In the library you can browse every Core Set card without an account.

Winning

If a hero is at 0 Health or below, that player loses. If both heroes are at 0, the match is a draw. This can happen in the middle of a round, as soon as a pair drops a hero.

If both heroes are still standing after round 5, they duel. They strike each other until one falls. Each strike deals that hero's current attack. Weapons are used while they last, and each weapon strike spends 1 durability. After a weapon is gone, Strength still hits. One hero falling wins the match. If both fall on the same exchange, the match is a draw. Health decides the match.

Leaving a match against another player awards that player a win. You receive no Gold for leaving.

Decks

A deck belongs to one class. It may contain Neutral cards and cards of that class. A card from any other class makes the deck illegal.

Neutral cards fit every class.

While you edit, the list may hold more than 30 cards. A legal deck has exactly 30 cards. Only a legal deck can be played. Save deck stores the list either way. A list that fails these rules is a work in progress. Changing the list clears a previous legal mark.

Rarity limits how many copies of one card a deck may contain. Every finish of that card counts together: Plain, Golden, and Diamond.

Packs and finishes

Finishes are cosmetic. A Plain copy, a Golden copy, and a Diamond copy of a card are the same card in a match. The collection lists each finish on its own.

Core Set is the set you can play today. Each pack contains 5 cards from its set. Each card starts Common and may climb: Uncommon (1 in 3), then Rare (1 in 3), then Epic (1 in 4), then Mythic (1 in 4). If all 5 cards stay Common, one of them becomes Uncommon.

Golden Core Set

A Golden Core Set pack is a Core Set pack whose cards are all Golden. The shop name is Golden Core Set Pack. It costs 40 Gold. A new account starts with 30 ordinary Core Set packs, 1 Golden Core Set pack, and an empty collection. Open them from the Packs page.

In an ordinary Core Set pack, each card is Golden 1 time in 20. The rest are Plain. A Golden result in that pack then has a 1 in 100 chance to upgrade to Diamond. In a Golden Core Set pack, every card is Golden, and each card has a 1 in 500 chance to upgrade to Diamond instead.

Golden copies can be shredded and crafted. They shred and craft for 4 times the Plain amount of that rarity.

Diamond copies

A Diamond copy is the rarest finish of a card. It plays by the same rules as the Plain and Golden copies. Diamond copies come from the pack upgrades above, from a Diamond Core Set Pack, and from events.

A Diamond Core Set Pack costs 2000 Gold. Every card in it is Diamond, with the same rarity odds as the other packs. The shop sells one when that set still has room for at least 5 more Diamond copies under the deck limits. A pack will not give you more Diamond copies of one card than a legal deck can hold. On a normal pack or a Golden Core Set pack, that extra becomes Golden, and the next Golden card from that set upgrades to Diamond. On a Diamond pack, the extra is another Diamond card from the set. An unopened Diamond pack can be sold back for its full Gold price.

Diamond copies cannot be shredded and cannot be crafted.

Shredding and crafting

Shredding one Plain or Golden copy you own removes it and adds Card Fragments. Crafting spends Card Fragments and adds a Plain or Golden copy, up to the rarity copy limit. For 7 days after a card is weakened, shredding a Plain or Golden copy returns the full crafting cost of that finish.

Gold

A win against another player awards 3 Gold. A draw awards 2. A loss awards 1. The first five completed games of a UTC day against another player also award 5, 4, 3, 2, 1 extra Gold, in that order. Later games that day pay only the normal reward.

A finished game against the computer awards 1 Gold. The daily bonus is for games against another player. Leaving a computer game awards nothing.

The shop sells a Core Set pack for 10 Gold, a Golden Core Set Pack for 40 Gold, and a Diamond Core Set Pack for 2000 Gold. You can buy more than one pack at a time. The Gold for the whole quantity is spent together. If you cannot pay, the purchase does not go through. Prices and odds are public. Buying, selling, and opening packs ask you to sign in.