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Chronicles of Afrika: Comprehensive Rule Book

Updated: Jun 14

Welcome to the comprehensive rulebook for "Chronicles of Afrika", an Afrocentric and Afrofuturistic card game that blends mythology, cosmic magic, and advanced technology. Here, you will take your place among the Cosmic Explorers, elite tacticians wielding formidable cosmic powers and commanding armies drawn from the vast realms of the cosmos. Some of these Explorers will be your allies, while others will oppose you in a cosmic struggle for supremacy.


Your deck, or "Codex," symbolizes the cosmic resources at your disposal. It includes the spells you've mastered and the creatures, vehicles, and advanced technologies you can summon to the battlefield. Customize your Codex and challenge friends to see whose cosmic brilliance shines brightest!


"Chronicles of Afrika" merges collectible cards with strategic gameplay. Begin your journey with a starter pack and jump right into battle with a ready-to-play deck. As you gain experience, customize your Codex using cards from booster packs to refine your strategy.


The unpredictability of booster packs allows for unique opportunities to trade with other players and build your ideal collection. Each game offers a fresh challenge, as new expansions are released regularly, adding more layers of cosmic powers and strategies to help you overcome your opponents.


May your cosmic journey through the universe of "Chronicles of Afrika" be one of strategic mastery, where you harness ancient wisdom and advanced technology to shape the battlefield and build your legacy among the stars.


Section 1: The Basics


“Chronicles of Afrika” is a strategic card game for two or more players, each commanding their own customized Codex. Players alternate turns to play cards that shape the cosmic landscape and summon formidable forces to the battlefield. These include Terrain cards that set the stage for your cosmic encounters, as well as Entity, Tech, Vehicle, and Spell cards that form your strategic arsenal.


Each player starts the game with 20 life points. Your goal is to reduce your opponent to zero life points using clever combinations of creature attacks, technological advancements, and cosmic spell casting. Master your resources, unleash the power of your deck, and guide your strategy to victory!



 

Section 2: Ten Elements of Energy


In the “Chronicles of Afrika” universe, energy is the fundamental power source that connects and drives every form of tech, magic, and creature ability across the vast terrains of Afrika. There are ten types of energy, each linked to a specific terrain, offering players unique cosmic forces to command. No matter where you find yourself in the interstellar landscape, you can harness these distinct energy types to unleash powerful abilities:


  1. Diamond Terrain: Embodying ethereal magic and precision, this terrain is associated with cards focused on refined control and strategic manipulation.


2. Nebula Plains: Tapping into cosmic mysteries and stellar powers, cards linked to this terrain can manipulate celestial energies and wield powerful cosmic magic.


3. Cosmic Jungle: Representing darkness, secrecy, and the unknown as well as life, growth and communal strength, cards associated with this terrain specialize in disruption, stealth, and unconventional tactics as well as resilience, collective power and sustained growth.


4. Volcanic Valleys: Symbolizing the raw, destructive power of nature, this terrain's cards emphasize direct damage, aggression, and rapid victories.


5. The Void: The enigmatic Void embodies death, resurrection, and the concept of anti-life. Cards aligned with this energy specialize in manipulation, subversion, and the delicate balance between destruction and rebirth.


6. Space Rifts: Harnessing the enigmatic energy of space-time anomalies, these cards bring unconventional mechanics, time manipulation, and reality-warping effects.


7. Golden Savannas: Exemplifying prosperity, leadership, and wealth, this terrain's cards focus on resource generation, trade, and commanding large, powerful entities.


8. Sky Islands: Symbolizing freedom and exploration, cards related to this terrain emphasize maneuverability, card draw, and revealing hidden potential.


9. Deep Seas: Representing the relentless force and mystery of the ocean, these cards specialize in deep-sea creatures, control, and subversive strategies.


10. Mountain Peaks: Reflecting endurance, strength, and the unyielding spirit of nature, these cards deliver resilient creatures and earth-shattering effects.


Your strategic decision is whether to specialize in one energy type or wield the combined powers of all ten terrains. Each offers unique advantages, and mastering the interplay between


Section 3: Parts of the Card


The cards in "Chronicles of Afrika" are designed with several key components, each providing crucial information for gameplay and strategy. Here are the parts of a card you need to know:




Energy Symbols: Found in the upper left corner, these symbols indicate which of the ten elements of energy the card is associated with. The number near these symbols shows the energy cost required to play the card. For instance, this card requires 2 units of specific energy types.



- Set Symbol: This symbol, usually at the top right, indicates the set or expansion from which the card originates.

Illustration: Each card features unique artwork that visually represents the character, item, or event the card depicts, enhancing the immersive experience.

- Toughness/Health: For entity cards, this value is at the bottom right, indicating how much damage the card can deal and withstand. Example: "2/4."


  • Card Name:Located towards the center below the illustration, the name distinguishes it from other cards. Example: "Cosmic Storyteller."

- Ancestral Verse: Some cards include an ancestral verse, adding lore and depth to the game's world without affecting gameplay. Example: "Narrator of tales as old as the stars, weaving the past into the present."


- Type Line: Positioned just below the card name, this line specifies the card type and subtype. Example: "Entity - Luminaran."




- Ability Text: This section, located in the middle of the card, describes the card's unique abilities and effects, including any conditions for activation. Example: “When Cosmic Storyteller enters the cosmos, you may gaze upon the top 3 cards of your Cosmic Archive. Choose a spell card from among them, and place it into your hand. Return the remaining cards to the bottom of your Cosmic Archive in any order.”




- Card Rarity Indicator:Typically found near the bottom left, this symbol or letter code denotes how common or rare the card is within the game's universe. Example: "Rare."

- Ability Symbol: Typically located in the bottom right corner, this symbol indicates any special abilities or effects the card possesses. Note: "Cosmic Storyteller" does not have an ability symbol.


- Card Number: Each card has a unique number to help players organize and track their collections. Example: "LC001."



These components are essential for understanding the card's role and capabilities in the game, allowing players to make informed strategic decisions.


Section 4: Card Types


Section 4: Card Types


In "Chronicles of Afrika", players can use several types of cards to develop strategies and outwit their opponents. Each card type serves a different purpose within the game, adding depth and complexity to gameplay:


Entity Cards:

These cards represent beings you can summon to fight on the battlefield. They have strength/power and toughness/health values and can attack other players and defend against attacks. Example: "Cosmic Storyteller."


Tech Cards:

Representing advanced technology or tools, these cards enhance gameplay by providing additional energy, boosting the power of your entities, or offering other unique effects. Some artifacts can also be tech cards, providing a blend of technological and magical benefits.


Spell Cards:

These cards represent powerful magical abilities that can alter the game's state in various ways, such as dealing damage, drawing cards, or manipulating game rules. Spells are single-use and are placed in the void after their effects resolve. Enchantment cards, which provide continuous effects and passive abilities, fall under this category.


Terrain Cards:

These cards depict environments or locations that generate energy for playing other cards and might provide unique advantages depending on the terrain type and placement.


Artifact Cards:

These represent special items, relics, or artifacts with unique effects that typically remain on the field, providing a lasting impact until removed or destroyed. Instant cards, which can be played at any time to disrupt your opponent's strategies or enhance your own, also fall under this category. Some artifacts can also be tech cards, combining aspects of both categories for unique strategic options.


Vehicle Cards:

Representing various forms of transportation, these cards provide movement advantages or other unique abilities to your entities.


Remember, the interaction of these various card types forms the strategic backbone of “Chronicles of Afrika”. Wise use and combination of these cards can lead to victory in the game.



Section 5: Game Zones


In “Chronicles of Afrika”, the zones of play are established on your tabletop or chosen surface. Each zone serves a specific purpose within the game:


Codex Zone:

At the start of the game, your deck of cards becomes your draw pile within the Codex Zone. It is kept face-down, and the order of cards remains as they were at the beginning of the game. Players are not allowed to look at the cards in any deck, but you can know how many cards remain in each player's deck. Each player has their own Codex Zone.


Your Hand:

When you draw cards, they go into your hand. No player, except you, can look at the cards in your hand. You begin the game with seven cards in your hand, and you have a maximum hand size of seven. If you have more than seven cards in your hand, you must discard down to seven at the end of each of your turns. Each player has their own hand.


Terrain Zones 1 and 2:

These zones are where your current active terrains are placed and serve as the battlefield for your entities. Each player has two terrain zones, which can be used strategically to enhance gameplay and provide unique advantages based on the type of terrain.


Terrain Stack Zone:

This is where you stack terrain cards from your hand, adding to your energy pool. The terrains in this stack contribute to the energy available for playing other cards.


Artifact Stack Zone:

This is where you stack artifact cards from your hand. Only the top artifact in the stack is active and can be used to enhance your gameplay.


Battlefield Zone:

Zone 1 and Zone 2 also serve as your battlefield zones. You start the game with nothing in the Battlefield Zone, but this is where the main action takes place. On each of your turns, you can summon entities, play tech, spell, relic, enchantment, or vehicle cards. Players can arrange their cards as they prefer (we recommend placing entities at the front), but your opponent must be able to see all of them and tell whether they are charged or uncharged.  Cards in Zone 1 or Zone 2 are affected by the active terrain cards of those zones.


Void Zone:

The Void Zone is where your used cards go. Your instant and sorcery spells go to the Void Zone when they resolve. Your cards go to the Void Zone if an effect causes them to be discarded, destroyed, exhausted, or negated. Your entities go to the Void Zone if they're defeated in battle or if their health is reduced to 0 or less. Cards in your Void Zone are always face-up, and any player can look at them at any time. Each player has their own Void Zone.


Exile Zone:

If a spell or ability exiles a card, that card is placed off the play mat and not in the Codex, your hand, or any other zone. Once a card is exiled, it is no longer able to be played for the remainder of the game.



Understanding and effectively utilizing these game zones is crucial for strategic play in “Chronicles of Afrika”. Each zone plays a specific role in managing your resources and executing your strategy.



Section 6: Foundations of Gameplay


This section explains the fundamental actions you'll take during a game of "Chronicles of Afrika". Here, you'll learn how to harness energy, the essential resource required to summon entities and cast spells. You'll discover how to cast spells and activate abilities. You'll also find out how to engage in combat and defend with your entities. The section concludes with a brief guide on how to construct your first deck and an explanation of the game's "Cardinal Rule."


Harnessing Energy:

Learn to manage and utilize energy from your Terrain Stack Zone to play cards and activate abilities effectively.


Casting Spells:

Understand the process of casting spells, including paying energy costs and resolving spell effects.


Activating Abilities:

Discover how to activate the special abilities of your cards, enhancing your strategy and impacting the game.


Engaging in Combat:

Master the art of combat, including how to attack with your entities and defend against your opponent's attacks.


Deck Construction:

Get started on building your first deck, with tips on selecting a balanced mix of cards that suit your strategy.


The Cardinal Rule:

Learn the core principle that governs gameplay, ensuring fair and strategic play.


By mastering these foundational elements, you'll be well-equipped to navigate the cosmic battles and strategic challenges of "Chronicles of Afrika".



Section 7: Harnessing Energy


To perform most actions in "Chronicles of Afrika", you first need to harness energy. Think of energy as your cosmic currency—it's what you use to pay for various costs. Each energy unit corresponds to one of the terrain types. When a cost requires a specific type of energy, you'll see energy symbols representative of the terrain (e.g., 💎 for Diamond Terrain, 💫 for Nebula Plains). When any kind of energy can be used to pay the cost, you'll see a symbol with a number in it (like 2🔘).


Sources of Energy:

Energy primarily comes from terrain cards. Nearly every terrain card in the game has an ability that produces energy. Basic terrains have a large energy symbol in their text boxes to show this—you can activate one of them to add one energy unit of that terrain to your energy pool. Your energy pool is where energy is stored until you spend it. Other terrains, as well as some entities, relics, and spells, may also generate energy. They’ll indicate this with text such as “Add 💎 to your energy pool.”


Using and Managing Energy:

Energy that you’ve harnessed doesn't last indefinitely. At the end of each step or phase of the turn, any unused energy in your energy pool vanishes. This doesn't happen often because typically you'll only harness energy when you need it to summon an entity, cast a spell, or activate an ability.


By mastering the art of harnessing and managing energy, you'll be able to execute powerful strategies and maintain control over the cosmic battlefield in "Chronicles of Afrika".



Section 8: Charging


Charging a card involves turning it horizontally to indicate that it has been used. You charge a card when you use a terrain to generate energy, travel with a spaceship, or activate an ability that includes the ⊝ symbol as part of its cost (⊝ means “charge this card”).


Charging Mechanics:

- Terrain Cards: When you activate a terrain card to generate energy, you charge it by turning it horizontal.

- Spaceships: Traveling with a spaceship requires charging the spaceship card.

- Abilities: If an ability has the ⊝ symbol, you charge the card as part of paying the cost.


Effects of Charging:

When a card is charged, it means it has been used for the turn and cannot be charged again until it is uncharged. Charged cards are effectively "spent" for the turn, indicating that their abilities or resources have been utilized.


Uncharging Cards:

At the beginning of each of your turns, you uncharge your charged cards by returning them to their vertical position. This action refreshes the cards, making them available for use again in the new turn.


By understanding and managing the charging and uncharging of cards, you can effectively strategize your moves and maintain a steady flow of energy and abilities in "Chronicles of Afrika"



Section 9: Playing a Card


To play a card in "Chronicles of Afrika", follow these steps:


1. Select and Reveal:

Take the card you want to play from your hand, show it to your opponent, and place it in the game zone, typically zone1 or zone 2 but depending on the card you wish to play it will go in one of the zones on your play-mat.


2. Make Initial Choices:

   - If the card is an action or event and says “Choose one —,” you must decide which of the options you’re using.

   - If the card is an action or event and has a target, choose what (or who) that target is.

   - Bond cards also require you to target the entities they’ll connect.

   - If the card has X⊡ in its cost, decide what number X stands for.


3. Energy Cost:

Check the card’s energy cost, which is indicated by the energy symbols on the card.


4. Generate Energy:

Charge your terrain cards to generate the necessary energy to pay the card's cost. Charge the required terrains by turning them horizontally.


5. Pay the Cost:

Use the energy you've generated to pay the card's cost.


Once you have paid the energy cost, the card is officially played and enters the game. Any remaining choices and actions related to the card will be made when the card is activated or its effects are resolved.


By following these steps, you can efficiently and strategically play your cards, enhancing your gameplay experience in "Chronicles of Afrika".



Section 10: Responding to a Card


When you play a card in "Chronicles of Afrika", it doesn’t activate immediately. Instead, it waits in the uncharged zone. Here’s how the process unfolds:


1. Card Placement:

After playing a card, it is placed in one of the appropriate zones, awaiting activation.


2. Response Opportunity:

Each player, including you, gets a chance to respond by playing an instant action or activating an ability. These responses also are played in the appropriate zone, but they are placed on top of the previously played card or ability.


3. Response Sequence:

The responses are handled in a first-in, last-out manner. This means the most recently added instant action or ability will be the first to resolve.


4. Activation:

When all players decline to respond further, the top uncharged card or ability activates first. Once it resolves, the next uncharged card or ability will then activate, continuing in this manner until all cards and abilities have been resolved.


This process allows for strategic interaction and counter-play, where players can influence the outcome of actions and abilities on the battlefield. Understanding how to effectively respond to cards and manage the uncharged zone is key to mastering the strategic depth of "Chronicles of Afrika".



Section 11: Activating a Card


When a card activates in "Chronicles of Afrika", one of two things happens based on the card type:


1. Action or Event Cards:

   - These cards have an immediate effect when they activate.

   - Follow the instructions on the card to apply its effect.

   - After the effect is resolved, place the card into your Void Zone.


2. Spaceship, Relic, Connection, or Celestial Cards:

   - These cards move to either zone 1 or zone 2 in front of you, near your terrains, once activated.

   - The card is now considered in play and is referred to as an entity. It remains in play until something happens to it (e.g., it gets destroyed, exiled, or otherwise removed from play).

   - Many entities have abilities—text on them that affects the game in various ways.


Activation Sequence:

- After a card or ability activates, both players get a chance to play something new.

- If no one plays anything new, the next card or ability waiting in the the cosmos (zone 1 or zone 2) activates.

- If the either zone is empty, the current part of the turn ends, and the game proceeds to the next phase.

- If either player plays something new, it enters the cosmos, and the response process repeats.


Understanding the activation process and managing the your zones, especially the cosmos (zone 1 and zone 2) effectively is crucial for executing strategic moves and maintaining control over the battlefield in "Chronicles of Afrika".



Section 12: Abilities


Some entities in "Chronicles of Afrika" can do more than simply attack and defend.  This is known as an entities ability(s).  The explanation of an ability can be condensed into single words or phrases. Many of these abilities include explanatory text that provides a brief description of the ability’s effect. Feature abilities in the core set include:


- Phasewalk

- Guardianship

- Bond

- Equip

- First Attack

- Warp

- Soaring

- Rush

- Cloaking

- Invincible

- Terrainwalk (such as Forest Field Walk or Cosmic Jungle Walk)

- Lifelink

- Shield

- Trample

- Alertness


Most of these abilities are static, meaning they continuously affect the game while the entity is in play. However, feature abilities can also be triggered (activating in response to specific events) or activated (requiring a cost to activate).


For detailed explanations of each of these abilities, refer to the glossary at the end of this rulebook. Understanding these abilities will enhance your strategic gameplay and allow you to maximize the potential of your entities in "Chronicles of Afrika".



Section 13: Attacking and Defending


The primary objective to achieve victory in "Chronicles of Afrika" involves directing your entities to engage in interstellar clashes with your opponent's forces. When a entity engages in an unblocked attack, it inflicts damage equal to its power on the opponent. Enough successful hits can reduce your opponent's vitality from a full count of 20 down to 0.


Clash Phase:

Every turn features a Clash phase at its core. During this phase, you, as the cosmic explorer, decide which of your entities will initiate an assault and set their targets. Each entity can either target the opponent or an opposing entity but not both. Only uncharged entities that have been under your control since the turn's inception can initiate an attack. Charging your attacking entities signifies their readiness to strike.


Defending:

The opponent then decides which of their entities will intercept the incoming assault. Charged entities are unable to declare as defenders. It's not significant how long an entity has been present on the cosmic battlefield to qualify for defensive duties. An entity can defend against a single attacker, though multiple entities can collaborate to defend against a singular powerful assault. In such cases, the attacking player dictates the order in which the defenders receive damage.


Interstellar Clash and Damage Allocation:

After defenders are assigned, the Interstellar Clash unfolds, and damage is allocated. Every entity, both attackers and defenders, deal damage equivalent to their power.


  • Unblocked Attacks:

An unblocked attacking entity inflicts damage on the player or entity it is targeting.

  • Blocked Attacks:

A blocked attacking entity deals damage to the defending entities. If one of your attacking entities is faced with multiple defenders, you decide the distribution of your attack's damage among them. You must assign sufficient damage to obliterate the first defender before you can assign damage to the subsequent defenders.

  • Counterattacks:

A defending entity counterattacks the entity it's defending against.


If your opponent receives damage, their vitality score reduces correspondingly.


Damage Resolution:

If an entity sustains damage equal to or exceeding its endurance during a single turn, that entity is vanquished and sent to the Void Zone. If an entity survives non-lethal damage, it remains on the cosmic battlefield, though the damage isn't restored until the turn concludes.


By mastering the art of attacking and defending, you can strategically maneuver your forces to dominate the battlefield and achieve victory in "Chronicles of Afrika".



Section 14: Building Your Codex


In "Chronicles of Afrika", your Codex is your deck of cards that you customize to journey through the cosmos and engage in interstellar battles. Here are the essential guidelines for building a powerful and effective Codex:


Basic Rules:

- Your Codex must comprise at least 60 cards.

- You can't have more than four copies of any single card, except for basic terrains.


Terrains:

A general strategy suggests that 40% of your Codex should be terrains. In a 60-card Codex, this usually means about 24 terrains. These terrains provide the necessary energy to play your other cards and should be chosen to support your overall strategy.


Entities:

Your entities usually make up 15 to 25 cards in a typical 60-card Codex. Select entities that have a variety of charge costs. Low-cost entities are powerful early in the game, but high-charge entities can swing the game in your favor once they enter the cosmic battlefield.


Other Cards:

Cosmic phenomena, interstellar technologies, cosmic spells, and temporal shifts round out your Codex. These cards offer additional strategic options and can enhance your gameplay by providing various effects and abilities.


Fine-Tuning Your Codex:

After you voyage with your new Codex for a while, you can begin to fine-tune it. Remove cards that don't seem to be effective and introduce new cards you want to experiment with. The best part about trading card games is the freedom to play with whatever cards you desire, so start exploring the cosmos!


Different Game Modes:

As players accumulate their collections, they often opt to assemble different Codices for various game modes. These modes are defined by which cards can be included in them. The most popular mode in "Chronicles of Afrika" is called 'Cosmic Standard.' It uses only the newest expansions the game has to offer. The current cosmic era, the era that was unveiled the previous May, and the most recent celestial expansion are all eligible to be included in a 'Cosmic Standard' Codex. Cosmic Standard events are available throughout the year, galaxy-wide.


By following these guidelines and exploring different combinations, you can create a powerful and versatile Codex, ready to conquer the challenges of "Chronicles of Afrika".



Section 15: Finding an Adversary


To venture into the cosmos, you'll need an adversary! Your foe will navigate the celestial landscape against you using their own Codex of cards. Here's how to find and prepare for a match:


Locating an Opponent:

- Local Communities: Join local gaming communities or visit game stores where players gather to play "Chronicles of Afrika". These venues often host regular game nights and tournaments.

- Online Platforms:  (Still in development) Many online platforms and forums connect players from around the world. Use these resources to find opponents and schedule matches.

- Events and Tournaments: Participate in official events and tournaments. These gatherings provide opportunities to meet new players and challenge seasoned opponents.


Preparing for the Match:

- Review Your Codex: Ensure your Codex is well-constructed and ready for battle. Fine-tune your card selection and strategies based on recent games and opponent types.

- Understand the Rules: Familiarize yourself with the game rules and mechanics to ensure smooth gameplay and fair competition.

- Set Up the Game Area: Choose a comfortable and well-lit area to set up your game. Ensure you have enough space for your play-mat with all game zones and easy access to your Codex.


By finding the right adversary and preparing thoroughly, you'll be ready to engage in epic interstellar battles and prove your strategic prowess in "Chronicles of Afrika".


Section 16: Commence the Exploration


Each Cosmic Explorer begins the journey with 20 life points. You win the game by reducing your adversary's life points to 0. Victory is also yours if your adversary needs to draw a card when none are left in their Codex, or if a card ability indicates that you win.


Initiating the Exploration:

- Decide which Cosmic Explorer will initiate the exploration. If you've just completed a cosmic journey with the same adversary, the less successful explorer from the previous journey decides who begins.

- Otherwise, roll a die or flip a coin to determine who makes the choice.


Setting Up:

1. Shuffle the Codex: Each Cosmic Explorer shuffles their Codex thoroughly.

2. Draw Initial Hand: Draw an initial hand of seven cards.

3. Mulligan: If you're not satisfied with your opening array, you can choose to reshuffle. Mix your hand back into your Codex and draw a new hand of six cards. You can keep doing this, drawing one fewer card each time, until you decide to keep your cards.


With your Codex prepared and your opening hand ready, you're set to embark on your cosmic exploration. Engage with your adversary, strategize your moves, and aim for victory in the vast universe of "Chronicles of Afrika".



Section 17: Stages of the Journey


Below are the stages of each cosmic exploration journey in "Chronicles of Afrika". Each journey unfolds in the same sequence. Whenever you enter a new stage or phase, any triggered abilities that occur during that stage or phase are activated and placed on the stack. The active Cosmic Explorer (the one whose turn it is) gets to cast spells and activate abilities, then the other explorer does. When both explorers consecutively decline to do anything and nothing is waiting to resolve, the journey advances to the next stage or phase.


Each stage of the journey comes with a description of what can transpire during that part if it's your turn to navigate the cosmic expanse.


1. Genesis Phase

A. Recharge Step

- You uncharge all your charged entities. On the first turn of the cosmic journey, you don’t have any entities, so you skip this step. No one can cast stellar spells or activate abilities during this step.


B. Sustenance Step

- This part of the cosmic journey is referred to in a number of cards. If something is destined to occur once per turn, right at the beginning, an ability will activate “at the beginning of your sustenance step.” Players can cast quick-play spells and activate abilities.


C. Cosmic Insight Step

- You draw a card from your Codex. (The player who starts first skips the cosmic insight step on their first turn to balance out the advantage of starting first.) Players can then cast quick-play spells and activate abilities.


2. Exploration Phase

- You can cast any number of quick-play spells, sorceries, entities, relics, enchantments, and cosmic beings, and you can activate abilities. Your adversary can cast quick-play spells and activate abilities.  You can summon a terrain during this phase.



3. Confrontation Phase


A. Dawn of Conflict Step

- Players can cast quick-play spells and activate abilities. This is your adversary’s last chance to cast spells or activate abilities that stop your entities from attacking.


B. Mobilize Forces Step

- You decide which, if any, of your uncharged entities will attack and which player or cosmic being they will attack. Then they do so. This charges the attacking entities. Players can then cast quick-play spells and activate abilities.


C. Establish Defenses Step

- Your adversary decides which, if any, of their uncharged entities will block your attacking entities, then they do so. If multiple entities block a single attacker, you order the blockers to show which is first in line for damage, which is second, and so on. Players can then cast quick-play spells and activate abilities.


D. Clash of Forces Step

- Each attacking or blocking entity that’s still on the cosmic battlefield assigns its combat damage to the defending player (if it’s attacking that player and wasn’t blocked), to a entity (if it’s attacking that entity and wasn’t blocked), to the entity or entities blocking it, or to the entity it’s blocking. If an attacking entity is blocked by multiple entities, you divide its combat damage among them by assigning at least enough damage to the first blocking entity in line to destroy it before assigning damage to the next one in line, and so on. Once players decide how the entities they control will deal their combat damage, the damage is all dealt simultaneously. Players can then cast quick-play spells and activate abilities.


E. Aftermath Step

- Players can cast quick-play spells and activate abilities.


4. Second Exploration Phase

- Your second exploration phase is just like your first exploration phase. You can cast every type of spell and activate abilities, but your adversary can only cast quick-play spells and activate abilities. You can summon a terrain during this phase if you didn’t during your first exploration phase.


5. Culmination Phase


A. Dusk Step

- Abilities that activate “at the beginning of your dusk step” are either charged or discarded to the void. Players can then cast quick-play spells and activate abilities.


B. Restoration Step

- If you have more than seven cards in your hand, choose and discard cards until you have only seven. Next, all damage on entities is healed and all “until end of turn” and “this turn” effects end. No one can cast quick-play spells or activate abilities unless an ability triggers during this step.


By understanding the stages of the journey and the actions that occur in each phase, you can effectively navigate the cosmic landscape and strategize your path to victory in "Chronicles of Afrika".



Section 18: The Subsequent Cosmic Cycle


Now it's your adversary's turn. That player uncharges their entities and proceeds through the same sequence of phases and steps. After your adversary completes their turn, it will be your cosmic cycle again. Continue this pattern until a player's life force is depleted to 0.


As soon as a player's life force hits 0, the cosmic conflict ends immediately, and the other player emerges as the victor of the cosmos! Maintain strategic control, anticipate your adversary's moves, and harness your cosmic powers effectively to ensure your dominance in "Chronicles of Afrika".



Section 19: The Ever-Evolving Cosmos


One of the most captivating aspects of "Chronicles of Afrika" is its transformative nature from cycle to cycle, where the cards themselves can actually shift the rules of cosmic exploration. As you navigate through the cosmos, you'll come across non-resource cards with abilities that generate energy, and resource cards that can perform tasks beyond just producing energy.


You’ll discover entities with the 'Swift' ability, enabling them to engage in cosmic conflicts instantly. You'll encounter entities with 'Aerial' and 'Rampage' capabilities, altering the mechanics of cosmic confrontations. Some cards possess abilities that operate from your Void Zone, adding layers of strategy even after they have been used. You'll also find cards whose abilities synergize for a combined effect that's more potent than either could accomplish alone, such as the combination of 'Resilient Wanderer' and 'Energy Harvester.'


This is a game of discovery, wonder, battle, and strategy. Each game presents new opportunities and challenges as you explore the vast and ever-changing cosmos. Embrace the dynamic nature of "Chronicles of Afrika" and use it to your advantage as you chart your path to victory in the cosmic arena.



Section 20: Multiple Paths to Explore


You now have all the knowledge necessary to embark on your journey in "Chronicles of Afrika". But what kind of cosmic adventure will you undertake? Aptly for a game teeming with choices, there are numerous paths to explore. Here are some of the exciting ways you can begin your cosmic adventure:


Starting Fresh:

- Everyone can begin at the same launchpad with fresh cards rather than assembling Codexes in advance from the cards in their collection. This ensures a level playing field and adds an element of surprise to each game.


Group Exploration:

- You can navigate through this cosmic voyage with a group of fellow explorers, not just one. Multiplayer modes allow you to experience the dynamic interactions and alliances that can form in a cosmic setting.


Exploring Endless Possibilities:

- The game offers a variety of formats and modes to suit different play-styles and preferences. Whether you prefer competitive duels, cooperative missions, or thematic scenarios, there’s a path for you.


Discovering Your Path:

- Each game presents new opportunities and challenges, encouraging you to experiment with different strategies and combinations of cards. Explore the vast and ever-changing cosmos, and find the path that best suits your style of play.


Embrace the dynamic nature of "Chronicles of Afrika" and use it to your advantage as you chart your path to victory. The cosmos is vast and filled with endless possibilities—your adventure awaits!


Constrained Formats


In Constrained play within "Chronicles of Afrika", each Cosmic Explorer assembles their own Codex from a selection of booster packs. Simply put, your Codex is forged from a finite pool of cosmic resources. Each Codex must contain at least 40 cards (instead of the typical 60 for a Constructed Codex). The only cards you can utilize are the ones discovered in those packs, plus any number of basic terrain cards. (A 40-card Codex should have around 17 terrain and about 15 entities.)


Unleashed Armada (any number of players)

In this Constrained format, you construct an Codex from brand-new booster packs. Each player unveils six 18-card boosters and builds a 40-card Codex using the cards from their packs and any number of basic terrains.


Cosmic Draft (4 to 8 players)

In this Constrained format, rather than merely revealing your cards and assembling a Codex, you and the other Cosmic Explorers at the table select (draft) the cards for your Codexes. Each player at the table begins with three unopened 18-card booster packs.


- At the start of a cosmic draft, each player opens a pack and selects the card they desire from it. (You can't see the cards that the other players draft.) Then each player passes the rest of the pack to their left.

- You pick up the pack that was passed to you, select a card, and pass the rest to your left. This process continues until all the cards have been drafted.

- Next, each player opens a second pack, but this time, you pass the pack to your right. After all those cards are drafted, you open the third pack and pass to the left again.

- Utilize your selections and any number of basic terrains to build your 40-card Codex.


Constrained formats add an extra layer of strategy and excitement to "Chronicles of Afrika", as you must make the most of the limited resources available to you. Whether you prefer the straightforward challenge of Unleashed Armada or the tactical depth of Cosmic Draft, these formats offer unique and engaging ways to explore the cosmos.



Cosmic Alliances Variants


"Chronicles of Afrika" can accommodate more than two players in a single game. There are numerous creative ways to engage in multiplayer mode. Some of the fan favorites include "Allied Kingdoms" and "Star Lords," which can be played using traditional cards from your collection. Other multiplayer variants employ the use of oversized cards or special dice to deliver a unique experience to your team.


Allied Kingdoms

In an Allied Kingdoms game, you and an ally take on another team of two cosmic explorers. You and your partner are allowed to reveal your hands to each other and discuss strategic moves. Your team starts with a combined cosmic force total of 30, you and your partner share the same turn, and your team's Armadas attack the rival team as a unit. However, you continue to have your own individual cosmos, control your own spells, utilize your own cosmic energy, and so on while also utilizing your allies cosmos.


Star Lords

In a Star Lords game, each player's deck is led by the legendary cosmic entity of their choice — aptly, that's the deck's Star Lord. The rest of the deck consists of a specially curated array of entities, relics, and other spells, designed to echo the personality of that Star Lord and maximize their strengths. A Star Lords game is best enjoyed as a Free-for-All game among 3–6 players, although two-player games are also popular.


Cosmic Rifts

The Cosmic Rifts variant introduces a deck of oversized rift cards that dictate the location of your multiplayer battles across the cosmos. The rifts possess abilities that modify the rules of the game. If you're unhappy with your current location, you can attempt to traverse the cosmic rift by rolling the cosmic die, but be prepared for occasional chaotic outcomes!


Galactic Overlord

In a Galactic Overlord game, one player begins with a cosmic force of 40 and an extra deck of oversized galactic scheme cards. That player is recognized as the Galactic Overlord. The remaining players form a team and strive to overthrow the Galactic Overlord.


These Cosmic Alliances variants add depth and variety to "Chronicles of Afrika", allowing you to experience the game in new and exciting ways. Whether teaming up with friends or battling legendary entities, these formats offer endless possibilities for cosmic exploration and strategy.

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