Neo-Roman Ascendancy - Core Game Design¶
Game Overview¶
A 2-4 player strategic card game set in an alternate 2080 where three great powers compete through technology, culture, and space exploration.
Components¶
- 4 Empire Boards
- 8 Leader Cards (2 per empire)
- 7 Wonder Cards
- 120 Playing Cards
- Resource Tokens (Tech, Culture, Space Points)
- Wonder Progress Tokens
Core Resources¶
Technology Points (TP)¶
- Base generation: 2 per turn
- Used for: Research, Development, Wonders
- Maximum storage: 10
- Generated by: Tech cards, Leaders, Wonders
Culture Points (CP)¶
- Base generation: 1 per turn
- Used for: Influence, Alliances, Wonders
- Maximum storage: 8
- Generated by: Culture cards, Population
Space Points (SP)¶
- Base generation: 0 (must be built)
- Used for: Space development, Special abilities
- Maximum storage: 6
- Generated by: Space stations, Colonies
Turn Structure¶
- Resource Phase
- Collect base resources
- Generate from cards in play
- Draw 1 card
Action Phase (Choose 3)¶
Play a card - Activate a special ability - Contribute to Wonder - Trade with other player - Generate extra resource (1 per type)
Development Phase¶
- Upgrade one technology (optional)
- Form/break alliance (optional)
- Use Leader power (once per turn)
Card Types¶
- Technology Cards (40)
- Basic (20): Cost 2 TP
- Advanced (12): Cost 4 TP
- Ultimate (8): Cost 6 TP
Culture Cards (30)¶
- Population (12): Generate CP
- Arts (10): Special effects
- Philosophy (8): Victory points
Space Cards (30)¶
- Stations (12): Generate SP
- Colonies (10): Special abilities
- Discoveries (8): Victory points
Special Cards (20)¶
- Events (12): Global effects
- Operations (8): Strategic actions
Economy Balance¶
- Two Players
- Starting Resources: 3 TP, 2 CP
- Hand Size: 7 cards
- Trade allowed
- Wonder Cost: Standard
Three Players¶
- Starting Resources: 3 TP, 2 CP
- Hand Size: 6 cards
- Alliances allowed
- Wonder Cost: +2 points
Four Players¶
- Starting Resources: 2 TP, 2 CP
- Hand Size: 5 cards
- Team play optional
- Wonder Cost: +3 points
Resource Generation Flow¶
Early Game (Turns 1-3)¶
- Focus on basic infrastructure
- Expected generation per turn: 2-3 TP 1-2 CP 0-1 SP
Mid Game (Turns 4-7)¶
- Enhanced production
- Expected generation per turn: 4-5 TP 2-3 CP 1-2 SP
Late Game (Turns 8+)¶
- Full production
- Expected generation per turn: 6-8 TP 3-4 CP 2-3 SP
Wonder Development¶
Construction Rules¶
- Any player can contribute
- First to contribute claims Wonder
- Must be completed within 3 rounds
- Points can be contributed gradually
Wonder Benefits
Immediate effect when completed Ongoing benefit each turn Victory points at game end Strategic advantage
Leader System Leader Selection
Choose 1 of 2 per empire Power usable once per turn Cannot be copied unless specified Shapes strategic direction
Victory Conditions Primary Victory (achieve one)
Tech Victory
Control 3 Ultimate Technologies Generate 8 TP per turn Complete 1 Wonder
Cultural Victory
Generate 5 CP per turn Control 3 Population centers Complete 1 Wonder
Wonder Victory - Complete 2 Wonders - Any resource generation
Strategic Elements¶
Resource Management - Can store limited resources - Must balance generation vs use - Trading allows flexibility - Wonder contribution timing
Card Combinations - Technology synergies - Cultural networks - Space developments - Cross-type bonuses
Player Interaction - Trading resources - Forming alliances - Wonder competition - Strategic blocking
Game Flow Example Opening (Turns 1-3) - Establish resource generation - Play basic technologies - Begin Wonder contribution
Development (Turns 4-7)
Enhance production Build combinations Complete first Wonder Form alliances
Endgame (Turns 8+)
Push for victory conditions Complete Wonders Maximize generation Control key assets
Balance Mechanisms Catch-up Features
Bonus card when behind Extra resource when trailing Wonder contribution bonus Alliance benefits
Anti-Runaway Features
Resource storage limits Maximum hand size Wonder completion timer Victory point thresholds
Advanced Rules Optional Team Play (4 players)
Shared resources Combined victory conditions Joint Wonder building Shared Leader powers
Tournament Rules
Timed turns (3 minutes) No table talk Structured trading phase Best of three matches