###### **Matter Cards** This is an umbrella term for all the things that can be worked on in your community: Events, Builds, Projects and Policies. **All cards will share the same layout and will include:** - Title - Spot for an ownership token (designates who receives the benefit of the card). This is also where damage tokens could be placed on buildings - Progress die (white) - This will star on a specified die face. Every rolled success reduces it by one until the matter is completed - Countdown die (black) - Some matters will be on a time limit. This die will start on a a specified face and be reduced every turn. If the matter is not resolved before this runs out, it is considered a failure. - Target (Difficulty) number - The number needed on a single die to be a success. (maybe not. It's simpler if its always a 4+ to succeed) - Modifiers - For each die color there will b a listed modifier to your roll, either .5X , 1X, or 2X - A space to put dice on it. On the policy cards, this will have a space for yea and nay. - There will be a flip side that will have the same or similar layout depending on the type of card **Matter types:** **Events** - These cards present some kind of challenge that will affect the colony - The card is placed on the table where everyone can see it. - These might be semi-procedural - If not resolved, their is a negative outcome and in some cases the card is flipped for an escalated situation - Some might have a positive outcome for completion - Event cards will have a variety of challenges that will need to be overcome to avoid a stated consequence. This card is left on the table for everyone to see *Example: Raiders Strike Settlement. Overcome or they will destroy outer defenses (Place damage marker on defense building)* - Flip Side: Either an ongoing escalation for the challenge if failed. The card stays on the table until either it is resolved or a countdown die finishes *Example: the barbarians at the gate are now inside the colony and will damage a building every turn.* - Or a one time effect and the event is discarded. Example: A flood destroys the foodstore building **Builds** - Builds will not be defined or described. The faction doing the build decides on the details (ex. a level 3 military building might be a command center or a mini-gun turret, a level 1 builder building might be a log mill or a scrap yard) - Builds will passively generate dice for the controlling faction - Additional dice can be placed on a build during the council phase to roll for bonus resources - If a building is in peril due to an event, a red die can be placed in the countdown spot. - Resource buildings come in 3 levels. The differences in level should be significant (two level 1 buildings are less powerful than one level 2 building) - Factions will have 6 building cards available to them in their deck: 3 level 1, 2 level 2, and one level 3 - May be damaged by events - Flip Side: When the build is completed, the card is flipped for the actual building itself with iconography for dice generation and/or other effects. **Exploration** - These would be laid out in places on the world map. - Different locations would have different target numbers based on danger level. - The progress die will countdown how many times you can field an exploration there. **Projects** - There would be projects that are faction specific (Research, Assault, etc) - The outcomes may or may not effect game mechanics - Flip Side: The outcome of the project. This could be a one-time effect and discarded or persistent and stays on the table. **Policies** - Rules set in place that apply to the entire colony. - A rule with a positive narrative effect would have a negative mechanical one (providing universal healthcare reduces your income) - A rule with a negative narrative effect would have a positive mechanical one (Child Labor increases productivity but makes people upset) - If the vote passes, the policy stays face up with the effect of the policy displayed. - If the vote does not succeed, the card is flipped and there might be another effect.