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The A Million Miles Past Card Game is currently being worked on by Sioraf as Na Cillini (apart from the illustrations, which will be done by 2D Wonderland). It is a three player game. At the start of the game each player gets three decision cards; one Cooperate Card and one Compete Card. The third card is chosen by the player and won't be known to the other players unless that player decides to reveal it to them. As their names suggest a player wins either by competing and coming out on top or by cooperating with one or both of the other players. The most recent Cooperate or Compete card that a player has used is the one that applies.

Zones

Political Zone

At the very rear of a player's side of the field is their political zone. Cards which are here generate political points according to the amount of political points on the card. Political points can be converted to economic points or military points. The amount of political points a player has is the sum of the political points of the cards in this zone. A player loses political points in the following ways;

  • By converting them into economic or military points. One political point is worth two economic points or one military point.
  • If a card in the political zone is damaged or destroyed.
  • The player who has the lowest number of economic and/or military points will lose political points according to the following calculation:

Economic or military points of the player with the 2nd highest number of them - the economic/military points of the player with the lowest number of them = the amount of political points that player loses.

A player certainly wouldn't want to have both the lowest number of economic points and the lowest number of military points since then that player would lose political points twice. If a player runs out of politcal points they are out of the game.

Economic Zone

The economic zone is in the middle of a player's side. Cards in the economic zone give a player economic points according to the number of economic points on the card and the number of economic points a player has is the sum of the economic points in this zone but economic points can also be got by converting political points to economic points. Economic points are used to pay for cards in the military zone. The cost of a particular card being in the military zone is shown on the card and the number of economic points a player must pay to keep all of the cards in the military zone there is the sum of the costs of every card in the military zone. For this reason having a strong economic zone is key to having a strong military zone. As well as paying the costs of cards in the military zone economic points can also be lost by the cards in the economic zone being damaged or destroyed. A player ould start the game with minus econimcp ints due to bidding (see Miscellaneous).

Military Zone

The military zone is the front zone of a player's side. Cards that are in the military zone are the key to winning a Compete victory. Each card in the military zone's military strength is the same as its economic points cost. A card in the military zone's strength is also how much military points it produces and the amount of military points a player has is the sum of all of the cards in the military zone. Cards that are in the military zone can attack other cards. When a card in the military zone succesfully attacks a card that isn't in the military zone it damages that card according to its strength but the strength of the card that isn't in the military zone doesn't count. The damage done will be to whatever strength the card is making use of; for example if a card in the economic zone is attacked by a card in the military zone with a military strength of 2 then the card that was attacked will lose 2 economic points. A card that's in the military zone can also intercept an attack that comes from an opponent; rather than the opponent's card attacking a card in the economic or political zone it will do battle with the card that is intercepting. If a card in the military zone targets a card in the opponent's military zone then it can't be intercepted. When cards in opposing military zones do battle they both lose the enemy card's military strength (for example a card that's attacked by a card with a military strength of 2 will lose 2 of its own military strength). If you wouldn't be able to afford the cost of adding a card to the military zone then you can't put that card there.

Bond Effects

If a character has a bond with another character then if those 2 characters are in the same zone of the same player's part of the field then both of their relevant Strengths go up by 1. For example if Richard Stacker goes into the Economic Zone of a player that already has Joe The Crow in their Economic Zone then Richard and Joe's Economic Strengths both get a one time boost of 1. A character that has one type of bond with a character won't necessarily have every type of bond with them. The 3 types of bonds are (obviously): political, economic and military.

Miscellaneous

As soon as a card in a zone loses all of its strength relating to that zone (for example if a card in the politcal zone lost all of its political strength) then its owner must move it to a zone where it still has a relevant strength. If a card loses all of its strengths it gets destroyed and is sent to its owner's destroyed pile (located on the opposite side of a player's deck). A player's deck can be either on their left or right but must be kept clearly separate from any zones. Cards that are in zones are always faceup but a player's deck and destroyed pile are always facedown. Strengths range from 1-3. A player's points are cumulative but points shown on cards aren't. For example a player's total number of economic points go up by how many he/she has left over after military zone costs etc. are deducted but the number of economic points that an individual card generates remains the same unless it gets attacked. The points of individual cards can't go up except due to an effect. There can be only one copy of a card in any one game; if both or all 3 players have the same card then the highest bidder of economic points gets to keep the card but the loser of the bid must put it in his/her discard pile. A card's effect only applies during the first turn that it is used; for example if Richard Stacker is in the military zone the military strength of all other cards aprt from him and Joe The Crow in both sides' military zones go down by 1 during that turn only and although the military strengths wouldn't go back to where they were before the effect just because it wore off they also don't go down because of it anymore. A card's effect can only apply if it is in the relevant zone; for example a card's Economic Effect can only apply while it's in the economic zone. Some effects such as Richard Stacker's military effect take place as soon as the card is in the relevant zone but some can be used when you like but they still only happen once. Effects occur as soon as the card with the effect is sent to the relevant zone unless specified otherwise and effects where you choose when to activate them can be activated during any phase.

Turn Progression

The game begins by players shuffling their decks facedown and then the decks are placed facedown. After that the first Draw Phase happens. All phases are optional except for the Draw Phase and Resolution Phase although a Resolution Phase might not be necessary.

  • Draw Phase: The players draw 1 card each from their decks.
  • Movement Phase: The players move a card/cards from one zone to another if they wish. If a player/players want to change their potential winning method to Cooperate or Compete then they must play the relevant card during this phase. The previous Cooperate or Compete card is sent to the destroyed pile.
  • Battle Phase: Players give orders to their cards in the battle zone to cards of their choosing (or none at all) to attack other cards (one target per card) and then submit the orders. The orders are resolved simultaneously and the attacks that may take place are shown.
  • Interception Phase: The interceptions that a player/players would like to make are chosen during this phase. A card that is chosen to attack another card can't intercept and vice versa. After orders are submitted they are resolved simultaneously.  
  • Resolution Phase: The damage done to a card/cards is applied and then the round is over and the game goes to the next Draw Phase. 

Victory Types

  • Cooperate: If a player's Cooperate card is in effect then they and any other player(s) that have a Cooperate card in effect must win by getting a combined total of 201 economic and political points before the round ends.
  • Compete: If a player's Compete card is in effect then they must win by eliminating both of the other players. A player is eliminated when all of their cards have been destroyed.

Card List

Name Political Strength Political Effect Economic Strength Economic Effect Military Strength Military Effect
Sionnach as Bearra 2 Bond with Lir Aogawa 2 When Sionnach's Economic Strength goes down by 1 it goes back up by 1 3 You can reduce Sionnach's Economic Strength by 1 to increase the Military Strength of another card in your military zone by 1
Pergamum Gheimhridh 1 3 3
Lir Aogawa 2 Bond with Sionnach as Bearra 2 If Lir is in the same player's Economic zone as Sionnach then both of their Economic Strengths go up by 1 3 If Lir doesn't attack during her first battle phase then increase her Economic Strength by 1
Richard Stacker 1 Reduce the Political Strength of a card in another player's Political zone by 1 3

Bond with Joe The Crow

2 All cards in all sides' Military zones have their Military Strength reduced by 1 (apart from Joe The Crow and Stacker himself)
Joe The Crow 1 When Joe gets into the Political zone decrease the Military Strength of another player's card by 1  3 Bond with Richard Stacker 1 If Richard Stacker is in the same player's Military zone then Joe's Military Strength goes up by 1
Mr. Vain 1 When Mr. Vain gets into the Political Zone reduce the Economic Strength of a card in another player's Economic zone by 1 3 When Mr. Vain gets into the Economic zone the Economic Strength of every card in every player's Economic zone goes up by 1 3 Mr. Vain attacks twice in his first battle phase but cannot intercept during said battle phase
Princess Maria Windsor 3 Bond with Freddie The Hadrosaurus 3 1 Bond with Freddie The Hadrosaurus
Freddie The Hadrosaurus 1 Bond with Maria Windsor 1 3 Bond with Maria Windsor
Queen Helena Sophie Windsor TBC TBC TBC
King Nicolas Alexander Windsor TBC TBC TBC
Mechanica 2 3 3
Penelope 3 2 3 Bond with Nicholas
Nicholas 2 2 3 Bond with Penelope
Edwin 3 2 2
Jackson 3 Bond with Jillian 2 3 Bond with Jillian
Jillian 1 Bond with Jackson 2 3 Bond with Jackson
Eliene 1 Bond with Elise 2 3
Scarlet 1 Bond with Dr Marcus 2 1
Joan 1 3 3
Caramella 1 2 3 Bond with Orby
Elise 3 Bond with Eliene and Dr Marcus 2 Bond with Dr Marcus 3
Avaritia 1 2 2
Karen 1 Bond with Zoe 3 3
Cake 3 2 3
Joy 2 2 3
Trista 3 Bond with Ben 2 2 Bond with Dylan
Cesare Kant 3 2 2
Nocte 2 Bond with Roseanne 3 3 Bond with Candy 
Dies 3 Bond with Roseanne 2 2 Bond with Candy
Sid 2 2 3
Dr Marcus 1 Bond with Elise and Scarlet 3 Bond with Elise 3
Nathan 3 2 3
Daniel 2 2 3
Ben 3 Bond with Trista and Dylan 3 2
Orby 2 1 3 Bond with Caramella
Amelia 2 2 2
Zoe TBC Bond with Karen TBC TBC
Dylan 3 Bond with Ben 2 1 Bond with Trista
Candy 3 2 3 Bond with Nocte, Dies and Milo
Milo 2 Bond with Candy 1 3 Bond with Candy
Elionwy Anastasia 1 3 2
Emily 1 1 3
Audrey 3 2 3

Trivia

  • The card game was inspired by an idea Sioraf as Na Cillini had for a videogame where players would add cards of anime characters they like to improve their total score or score production.

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