The mechanics

General

CrowdControl has unique game mechanics. These mechanics allow automatic balancing by you, the players and provide a modern fast paced gameplay.

In CrowdControl you don't have to wait for others to finish their turn. We have simultaneous turns.

There are no cards that are too strong for all time and need to be banned because of that. There are no cards that are useless forever and never see the light of play. We achieve this through continuous player voting and the automatic card balancing.

In other collectible card games players create their own alternate art or even whole cards but can never play these cards legally. We are changing that. CrowdControl gives you full ownership. And we mean it. You own the cards which you acquire through play and participation. And furthermore you own the card prototypes which you design and create with the Card Creator. You decide whether these cards will be mass printed or remain being your personal rare gems.

Players

CrowdControl is a turn based collectible card game for exactly two players. Each player needs a deck that contains exactly 1 Headquarter (HQ) and 39 playing cards.

Mana

Mana is the in-game resource available to all classes. Players can spend Mana to pay for costs. Costs can arise, when players commit cards or activate abilities. The cost of playing a card is displayed in the top left corner of the card. The Headquarter produces Mana periodically. Effects of cards and abilities can produce Mana as well. Mana is stored until the end of the Commit Segment. If you got excess Mana left, gain 1 Wisdom.

Wisdom

Wisdom is the in-game resource associated with card draw. 4 Wisdom draws 1 card. Wisdom can be produced by the HQ or by card effects and is counted on the players’ HQ. Whenever a player has 4 or more Wisdom, it is automatically removed from the HQ counter and the player draws a card.

Costs

Costs can be payed by the in-game resource Mana. There are also special costs that are game actions such as sacrificing an entity or paying resources, in order to commit cards, activate or trigger abilities. Costs can be reduced or increased.

Abilities

There are two types of abilities:

Activated abilities

Activated abilities are activated by paying their cost. Every activated ability can be activated once per turn.

Triggered abilities

Triggered abilities are triggered by events. Each of the following game-actions is an event: putting an effect into the Queue, changing the property of a card and changing the position of a card. Triggered abilities can trigger any number of times in a single turn.

If the ability of a card is activated or triggered, it’s effects are put into the Queue.

Effects

Abilities generate effects. Action cards also have effects. Effects are independent and can not be modified. If an ability is triggered or activated, its effect is put into the queue. Abilities can also generate multiple effects. Effects can resolve partially, when targets are not longer valid. Self-targeting effects resolve immediately while effects which target the opposing side of the field are put into the queue.

Targets

Some action cards and abilities require the players to choose one or more targets for the effect. Cards and abilities can be committed, even if there is no legal target. The player can chose a valid target only when an effect is about to resolve. A valid target fulfils all requirements for targeting with a certain effect.

The Queue

The Queue collects all effects until they are resolved. The order of effects in the Queue can’t be changed. Effects are sorted into 2 groups depending on whether they impact your side or the opponent's side of the board. Effects in each group resolve in the order in which they were put into the Queue. If multiple effects are put into the queue at once, then the order in the Queue is equivalent to the order in which they were put onto the board.

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