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category: Design
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It was mentioned in one of the developer interviews that additional Timelines per syndicate are not intended.
Which is great, but very unexpected, given the nature of most existing card games to always invent new mechanics a set. So the idea that something like [[Splintergleam]] will always have [[Volcanic Rivers]] and [[Torment]] are not expected. One would expect timelines outside of that lava theme, and that blood mechanic. Or again, how this means [[Silence]] will only ever have access to one timeline, [[Voiceless Sky]].
It was mentioned in one of the developer interviews that additional Timelines per syndicate are not intended.
The reason I like this is simple, other card games throwing out mechanics always feels irksome. Like mechanics often feel like they don't get enough support before they are thrown out, so your left in an unfinished state. And if a particular mechanic is liked, well unless it's "evergreen," it's probably gone. So I like these timelines being evergreen.
Which is great, but very unexpected, given the nature of most existing card games to always invent new mechanics a set.
So the idea that something like [[Splintergleam]] will always have [[Volcanic Rivers]] and [[Torment]] are not expected.
One would expect timelines outside of that lava theme, and that blood mechanic. Or again, how this means [[Silence]]
will only ever have access to one timeline, [[Voiceless Sky]].
The reason I like this is simple, other card games throwing out mechanics always feels irksome. Like mechanics often
feel like they don't get enough support before they are thrown out, so your left in an unfinished state. And if a
particular mechanic is liked, well unless it's "evergreen," it's probably gone. So I like these timelines being
evergreen.
Point is, get used to these timelines.
Source: [Quick Chat | !Chrono | Game Dev QnA Show at 3:15PT :) - Twitch](https://www.twitch.tv/videos/2844466601)
They did, also to my surprise, mention more Syndicates are a possibility, so if new timelines do come into existence, it will probably be via that vector.
They did, also to my surprise, mention more Syndicates are a possibility, so if new timelines do come into existence, it
will probably be via that vector.
5-6 factions seems typical for card games, so I wouldn't expect a 7th given the obvious problems that can cause. Such as the additional factions feeling they lack cards. But the devs in interview clearly do not feel this is the case. Because mono isn't really a thing, syndicates are mostly used in pairs, so any new syndicate pairing would have access to all the cards in it's pair.
5-6 factions seems typical for card games, so I wouldn't expect a 7th given the obvious problems that can cause. Such as
the additional factions feeling they lack cards. But the devs in interview clearly do not feel this is the case. Because
mono isn't really a thing, syndicates are mostly used in pairs, so any new syndicate pairing would have access to all
the cards in it's pair.
Anyways, new syndicates with new timelines belonging to them. Interesting to think about.
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category: Theory
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Currently, Chrono CCG has no real mono support. No card that improves it's quality if you only play cards from one syndicate, no card that forces mono play, nothing that even mentions the concept.
Now, the biggest obvious reason to not play mono is your doubling your card pool selection, increasing the amount of synergies you can make, give yourself access to more powerful tools and threats, and also just adding cognitive burden on your opponent in ladder as they have more cards to play around given the standard blind deck format.
Currently, Chrono CCG has no real mono support. No card that improves it's quality if you only play cards from one
syndicate, no card that forces mono play, nothing that even mentions the concept.
So based on these assumptions and past card games, you would view no reason to go mono, but I believe there is one. The diver system. Two cards you are always guaranteed to have in your opening hand, and in theory, the greatest amount of synergy between cards should be cards within the same syndicate.
Now, the biggest obvious reason to not play mono is your doubling your card pool selection, increasing the amount of
synergies you can make, give yourself access to more powerful tools and threats, and also just adding cognitive burden
on your opponent in ladder as they have more cards to play around given the standard blind deck format.
So based on these assumptions and past card games, you would view no reason to go mono, but I believe there is one. The
diver system. Two cards you are always guaranteed to have in your opening hand, and in theory, the greatest amount of
synergy between cards should be cards within the same syndicate.
Examples:
In Phasetide, [[Fervent Follower]] and [[Shattersmith]] are two cards you always want in your opening hand as the chance for them to have value lessens over time.
In Phasetide, [[Fervent Follower]] and [[Shattersmith]] are two cards you always want in your opening hand as the chance
for them to have value lessens over time.
In Singularity, [[Efficient Scrapbot]] and [[Enhanced Retriever]] with get you a strong start in draw and add some blockers or potential let you get in some early damage.
In Singularity, [[Efficient Scrapbot]] and [[Enhanced Retriever]] with get you a strong start in draw and add some
blockers or potential let you get in some early damage.
In Splittergleam, [[Persistent Squire]] and [[Toothy Pugilist]] so you always have some bleed creators.
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category: Quest
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1: 30cc 30xp
2: 20cc 25xp
3: 20cc 20xp
4: 10cc 20xp
5: 10cc 15xp
6-12 are all simply 5xp.
1: 30cc 30xp 2: 20cc 25xp 3: 20cc 20xp 4: 10cc 20xp 5: 10cc 15xp 6-12 are all simply 5xp.
So the daily total win reward for 12 wins is 90cc/145xp.
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## Voiceless Skies
Causes it so that if you have one agent in play, that agent gets +3 / +3.
With deplete, you can ensure the player ideally can never properly take advantage of the timeline.
Causes it so that if you have one agent in play, that agent gets +3 / +3. With deplete, you can ensure the player
ideally can never properly take advantage of the timeline.
It turn on some of your key board survival cards, like [[Braindead Bouncer]] and [[Nameless Spirit]].