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  • Chronomage

    Chronomage:

    The chronomages are the protectors of the timeline. When the laws of time are broken, the chronomages enforce the laws and eliminate the offenders.

    In this cooperative dungeon crawling dice game, you will find yourself using special abilities and teamwork to defeat foes capable of disrupting time. With influence and power, enemies will sense danger and rely on their allies to stop you during important moments throughout time.


    After setting up the player’s area and the challenge area, you will be ready to embark on a journey wrought with peril, spoils, and victory through the depths of time.

    Setting up the Player's Area

    STEP ONE - Chronomage Card Selection
    Each player chooses a Chronomage by choosing one side of a single Chronomage card. Each Chronomage has a unique color: Orange (flame), Blue (rain drop), Green (leaves), or Purple (skull).
    These cards contain some of the special abilities you will possess throughout the game, as well as quick references to effects that may occur during the game.

    STEP TWO - Origin Cards
    Each player takes four ORIGIN spell cards from the spell card deck that match the color of his or her chosen Chronomage. These cards have the word “ORIGIN” on the center of the card. These four cards form each player’s starting hand, which will be kept off of the table til use. Spell cards, such as these, can be used for their abilities, or be used as runes. Runes, located on the back of each card, can help you cast more powerful spell cards and strengthen your rolls every round. You will learn more about runes later (on page #).

    STEP THREE - Equip Loot
    Each player takes the following two loot cards from the loot (starting equipment) deck:
    - Chronomage Robes
    - Chronomage Staff

    Tuck these two cards beneath the bottom of your Chronomage card. Keep the text box revealed at all times. Other loot cards will be earned and kept through your visit to each timeline. Stronger loot will enable you to visit timelines that contain greater challenges.

    If this is not your first time playing Chronomage, see “Keeping Your Loot”, on page #.

    STEP FOUR - Dice, etc.
    Each player takes the three dice that matches the color of his or her Chronomage. Keep the four black challenge dice and the two anomoly dice accessible to all players.


    Keep the Damage Tracker and Round Summary card nearby. The player’s area is now complete. Continue onto step five on the next page to set up the Challenge Area.

    Setting up the Challenge Area

    The play area consists of the Challenge deck, the Formation card, the Time deck, and the Loot deck.

    STEP FIVE - The Challenge Deck
    The Challenge deck contains the monsters and events you and your fellow Chronomages will encounter throughout this particular timeline. Around the rim of these cards are guides to help you place the other decks and the discard pile for the defeated Challenge cards. In the center of the back of the card, from top to bottom, is the following: Phase number, Challenge title, Phase title, and the flavor text for that phase.

    To set up the Challenge deck, take all 18 challenge cards of one type. For example, below the I, II, or III on the back of each card will be a title. All of these titles must be the same.

    In each challenge, there are five phase (I) cards, five phase (II) cards, and six phase (III) cards. Separate the cards face down into three separate stacks using these phase numbers. The art on the back of these cards are unique to each phase number, so that should help with sorting. Shuffle each stack separately.

    Place the phase (II) stack on top of the phase (III) stack. Then, place the phase (I) stack on top of the combined stack. The completed stack, from top to bottom, should have five phase (I) cards, five phase (II) cards, and six phase (III) cards. Place this stack in the center of the table. Leave space to allow for discards (see 5a).

    STEP SIX - The Formation Card
    The Formation card is placed at the bottom of the Challenge card. Use the guides on the Challenge card and the formation card to allow them to meet and be placed correctly. Place all four players’ [miniatures] on the “Medium Range” space on the Formation card. There will be more information about the formation card later.

    STEP SEVEN - The Time Deck
    Chronomages must obey the laws of time as they travel through it. Displacement of a temporal traveler is only allowed for a finite amount of time. Should a Chronomage remain longer than allowed, the consequences could be extreme.

    The Time deck acts as a timer and reward for the players. For each player, place six random spell cards face down on to create a stack. Then, place 15 random spell cards on top of that stack. Place the stack next to the Challenge deck next to the “Time Deck” label on the Challenge card. This stack is your Time Deck.

    When a challenge is defeated, one card will be drawn from the time deck. The drawn card is given to a player of the group’s choice. If a challenge is failed, each player will draw two cards from the time deck. If the deck runs out of cards at any time, the challenge is lost. There will be more information on the time deck at a later time.

    STEP EIGHT - The Loot Deck
    Finally, we have the loot deck. The loot deck will include equipment and items that players may use throughout their journey. Equipment loot may be kept between different challenges.

    On the back of each loot card is the title of a challenge. Take the 12 loot cards that match the title of the challenge and create a stack. Shuffle this stack, then place it face down next to the “Loot Deck” label on the Challenge card.

    When a challenge is defeated, one card will be drawn from the loot deck. This drawn card is given to a player of the group’s choice.

    A player can have any number of temporary loot, but temporary items cannot be kept between challenges. A player can have any number of equipment loot, but only one of each type. There will be more on information on the loot deck at a later time.

    Now that the game is set up, you will begin the strategy phase. This phase begins before a challenge card is revealed. It only occurs once and will not occur again until  the challenge phase is over.

    Gameplay:

    The Strategy Phase

    STEP ONE - Build Your Spellbook
    To prepare for the next monster or event, you will need your spellbook. Your spellbook will help make the spells you cast stronger, and also allow you to cast more powerful spells. The technique to building a well balanced spellbook is to have enough icons showing to allow you to play all of the spells from your hand throughout what could be a long fight against a monster. Part of the technique to building a well balanced spellbook is to keep the most useful and diverse spells in your hand. 

    The spellbook is represented by spell cards from the player’s hand placed face down on the table. These cards are staggered on top of one another, leaving one icon revealed. These cards may not be altered during a challenge unless a game effect occurs to do so. Any cards from a player’s hand that are not placed face down will form the player’s hand for that challenge.

    STEP TWO - Set The Formation
    As you face the challenges, it is good to coordinate with your team to figure out the best formation to approach a challenge. Some challenges will pre-emptively strike down players that choose to stand far away from the monster, while others will reveal its weakness. The formation may change during the challenge, but at a cost. 

    To set your formation, each player will place his or her avatar onto the 1, 2 or 3 space on the formation card. During this step, players’ positions may change repeatedly until all players agree on a formation

    STEP THREE - Play preparation spells
    With danger around every corner, it is best to keep your group buffed with enchancement spells. All players may play spells without time restrictions during this step. Spells are still subject to rune restrictions.

    Spells played at this time take effect, then are discarded once resolved. They may not be used again until the next strategy phase. At the end of this step, Before Roll and Anytime spells are discarded, but their effects remain, if applicable. Constant spells will remain in the player’s play area.
    After the strategy phase is completed, the players are ready to take on the challenge! The engagement phase only occurs once and will not occur again until after the next strategy phase. During this phase, the players will discover and engage their new challenge.

    The Engagement Phase

    STEP ONE - Reveal the Challenge
    A player will take the top card on the challenge deck and flip it over. It remains on top of the challenge deck while revealed and may be read completely.

    There are two types of challenges that may be revealed: Monster or Event. Monsters are aggresive and must be defeated by meeting its goal each round. Events are challenges brought forth by harsh terrain, weather, or anomolies. There will be more information about this in the challenge phase section.

    Failure to win a challenge round will assign a weakness to your group each time you fail. If a group meets the goals, the challenge is placed in the discard pile and the players will prepare for the next unknown challenge. If the group is on the brink of failure, a player may cast reverse time and reset the fight. If they do so, the timeline will be damaged and change things, such as the monster’s weaknesses, or even cause a loss.

    STEP TWO - Pre-Emptive Action
    The first thing that occurs when a challenge is revealed is a CHOICE, a CRISIS, or an EXPLOIT. The success and failure affects each player based on his or her result individually, unless it states “(ALL)”. If a chronomage’s icon is not printed below its resistance number, then that chronomage may not attempt the pre-emptive action.

    A CHOICE is the easiest one for the players. The players choose an option listed in the pre-emptive action box. The effect of the chosen option immediately takes effect. A group choice affects the group, and an individual choice affects each individual.

    A CRISIS must occur. Each player attempts to roll the goal in the pre-emptive action box. The effect of the success or failure occurs immediately.

    An EXPLOIT is similar to a crisis, but optional. If the players choose not to attempt it, neither the success nor the failure will take effect.

    After the pre-emptive action has had its effect resolved, the players move onto the challenge phase.

    The Challenge Phase

    The challenge phase is the phase in which the battle against a monster takes place, or when an event is faced. This phase will repeat until the players successfully defeat each round, die during the attempt, or reverse time to attempt the challenge once more.

    For the sake of clarity, I will separate the explanation of the two challenges types (Monsters & Events) for step one, because they are different. For step two, the 

    MONSTER CHALLENGE: STEP ONE - Play Spells 
    Before a player rolls dice, he or she may play spells. This is exclusive to each player, so you may play spells after another player has rolled dice. This may occur in any player order. You do not have to play spells if you choose not to.

    The spells played during this step must not exceed the time unit restriction of 10 and must pass the rune check, which is when a spell has equal or fewer runes listed on the spell than what is in your spellbook. A rune check does not consume the runes, but time units are consumed each round.

    MONSTER CHALLENGE: STEP TWO - Roll Dice 
    Each player will roll dice when they choose to. This can be in any player order. As a group, players will decide the player order.

    When a player decides to roll dice, that player will look at the resistances listed on the challenge card. The resistances are the 4 numbers on the shields. The number on the shield of his or her chronomage’s color will be the number of dice that player is allowed to roll. Resistances may be altered by CONSTANT spells that in play. These spells are higher priority than the resistances listed on the monster challenge, and therefore you must use the resistances on the spell card. See the priority chart on page XX.

    Once the player knows how many dice they will roll, they must also prepare to roll a number of challenge dice at the same time. The challenge dice will decide what attack the monster will do against that player. To know how many to roll, look at the small number above the round’s power number. That is the number of challenge dice you will need for this single round. When the player has all dice, they will roll them.

    Now that you have a result for all of your dice, you will apply your damage to the monster first, then allow the monster to make its attack based on the monster’s dice result.

    To apply your damage, add up the total from your dice. Don’t forget to factor in any spells that you had cast. Then, add the number of runes shown in your spellbook. Add that number to the damage tracker. After all players have rolled and added his or her damage to the damage tracker, you will check the damage total to the monster’s power number for that round.

    Now that you have applied your damage, you must allow the monster to make its attack. Using the chart on the challenge card, use the challenge dice to figure out what attacks were made against you while casting your spells. On the chart are six dice results. Next to the dice result is a flavor title. Below the flavor title are numbers, then an effect to the right. The numbers represent the affected spaces on the formation card. If your avatar is in the affected space, you will recieve the listed weakness or weaknesses. 

    The power numbers on a monster card varies based on the number of players. Use the first column for a solo game. Use the second column for a two player game. The third and the fourth columns are used for the 3 and 4 player games, respectively. You will always begin on R1, which is round one. You will continue to R2, then R3, and so on. 

    MONSTER CHALLENGE: After The Dice Are Rolled
    There are three things that can happen based on the number of damage earned during a round: A Failed Round, A Successful Round, or Victory.

    A Failed Round: A failed round occurs when the damage total produced by players does not equal or exceed the round’s power number. All players gain a weakness based on the color of the failed round. Then, the players must attempt this round again, starting with step one (Play Spells)

    A Successful Round: A Successful Round occurs when the players have equaled or exceeded the monster’s power number for the round, but there are one or more rounds for the group’s player count on the challenge card. If this is the case, begin the next round, starting with step one (Play spells).

    Victory: Victory occurs when the players have equaled or exceeded the monster’s power number for the round, and there are no more round to complete. When this happens, move to phase 3, the cleanup phase.

    EVENT CHALLENGE: STEP ONE - Assist Players 
    If a player has victory during an event, that player may give one of his or her dice to another player that has not yet achieved victory. The player that recieved the dice is the player that rolls the dice.

    It should be noted that during an event, there is not a “play spells” step. Spells and runes affect living things, and the terrain, weather, and/or anomolies would be unaffected by such feeble magic.

    EVENT CHALLENGE: STEP TWO - Roll Dice 
    All forms of spells and runes are ignored during an event. Events are intended to be based on luck, and having the lucky players help the unlucky players make it through.

    Each player will roll his or her dice, along with a challenge dice. Check the result against the power number for the current round. If it is equal to or exceeds it, the round is successful, but only for that player. Unlike a monster challenge, each player must earn his or her own successful round during an event challenge.

    EVENT CHALLENGE: After The Dice Are Rolled
    There are two things that can happen based on the result of a player’s roll when facing an event round: A Failed Event or Successful Event.

    A Failed Event: If a player does not roll the event’s power number for the current round, the player fails the event. If the player fails the event, the player gains a weakness of the color of the round’s power number.

    A Successful Event: If a player’s roll is equal to or exceeds the round’s power number for the current round, the player succeeds the event. That player does not have to roll for this event during this challenge phase, and may offer his or her dice during the next assist players step.

    After all players have had a successful event, all players move to phase 3, the cleanup phase.

    EITHER CHALLENGE: STEP THREE - Clean Up
    This step will occur in a certain order. There are many parts to this step, but each are small with the intent to prepare your group for the next challenge and reward you for winning this challenge.

    1.) ANOMOLY: If the anomoly dice were rolled, remove them. Anomoly dice are only used after players reverse time.

    2.) TIME MOVES: Draw one card from the time deck. This card may be given to any player. Only one card is drawn for the group.

    3.) LOOT: Draw one card from the loot deck. This card may be given to any player. Only one card is drawn for the group.

    4.) RESTORE SPELLS: All players take any discarded spells back into his or her hand. They may also return their spellbook to their hand in order to rebuild it before the next challenge.

    5.) BOSS CHECK: If the you’ve just won was against a boss, then you just won! 

    Still editing (As of 052216)
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