Front Page
Contact
Gallery


Asunder



Dreams Are Made Of Stars

Description

Rulebook

Gallery

Sample Cards

Print It

Buy

License

How It Was Created

Epic Soundtracks

Fluons

History







Dreams Are Made Of Stars



The dawn of intergalactic travel is so close that its electric body galvanizes the minds of thousands of scientists and millions of wannabe colonists.

Quantum engineering, 3D printing and artificial intelligence are pervasive parts of science, intertwined with every aspect of daily life. Everybody has access to them, everybody uses them.

The graviton is tamed and has sent the solar system abuzz, teeming with ships, robots and people.

But the dark side of humanity is showing its claws. The human civilization has been polarized by the people who want to acquire and maintain their power over the masses. The humans of this world are in conflict.

One man has breached the very wheelwork of Nature and found a way to go anywhere in an instant, jumping through space as if walking through open doors between worlds.

Shadowy figures are trying to find this man and obtain control over the greatest achievement of mankind: the obliteration of any barriers of space.

It is your destiny to intervene and set mankind on its path to the future you wish for.

Join your forces with others like you, breathe life into the world, take part in events happening in the solar system and beyond, and bring triumph or ruin to a world which finds itself in the agony of childhood.

No human has ever been closer to the future of this world. Reach up and embrace your destiny, for you have the power to bring change!







Description



The presented game is a preview of version 2, but the linked rulebook and cards are still for version 1.5, which is different.

The Asunder card game (ACG) is a fast paced, competitive card game for two players, with a science fiction exploration theme and atmospheric artwork and lore.

Typical duration (when the rules are known): 30...45 minutes.

Minimum player age: 12.

Core card pack with 180 cards, playable out of the box.

To start the game, shuffle the cards. Each player draws 7 cards.

The progression of a game is made of consecutive adventures, with each adventure made of two consecutive and alternating turns played by the players. Each adventure is always followed by a new adventure or by the game's end.

During a turn, the current player may execute various actions, while the rival may not execute any action. The current player may deploy (= play from hand) 1 card, but its ability may allow for more cards to be deployed. Deploying multiple cards during a turn, and executing their abilities, is called a combo. Combos with 10 cards are not rare, and even with more than 20 cards have been seen.

The goal is to deploy as much total valor as possible in order to become the lead (= the player whose endurance is higher) and finish a journey first.

When an adventure ends, each player may finish a journey, but the lead may finish a journey first. Then, each player may level up his / her flow and portal.

Everything builds toward the finale. The lead from the end of the finale (= when the destiny has no more cards to draw from) wins the game.

The rules create a balanced gameplay, but also create the potential for decisions which can easily switch the balance. There is just enough pressure for the players to feel that they might lose at any moment, but without making the casual players feel like it's impossible for them to win against advanced players. The gameplay is about adaptation to the environment, and about twists in what you thought was your win.

The charm of the gameplay, and its appeal to advanced players, comes from the diversity of the rules of the abilities, and from the combos which emerge fluidly.

Mechanics:

  • Competitive play: Adventures during which the players deploy as much total valor as possible in order to become the lead and finish a journey first.

  • Cooperation: The players may cooperate in order to finish a journey together, if it's difficult.

  • Card drawing and randomness: With shuffled cards.

  • Variable hand size: Variable minimum and maximum hand size with ops card reserve (0 by default) and ops card capacity (7 by default).

  • Deploying cards: Playing cards from hand. Combos for chained deploying of multiple cards in a single turn.

  • Ability: Card-specific rules which are applied when cards are deployed.

  • Traits: Card-specific rules which are applied whenever the conditions from the trait are true.

  • Valor: Card-specific numeric power.

  • Level up: When an adventure ends, finish a journey, and enhance the flow and portal.

  • Deck building: For collecting and reusing the preferred cards, through the flow, cosmos and journeys.

  • Portal: For level up, hand size variability, making it easier to finish a journey.

  • Goal: An adventure's goal is to finish a journey. Journeys have variable difficulty and unpredictability.

  • Extensibility: expansion cards and custom cards.







Rulebook



The presented game is a preview of version 2, but the linked rulebook and cards are still for version 1.5, which is different.

Here are the rules in PDF format.

Here are the rules in LibreOffice format. This is for anyone who wants to edit the rulebook.







Gallery



In version 2 of the game, the artwork of the cards will be generated with AI. The visual style is a work in progress, using Midjourney's reference style feature.

To produce the visual style of the images, over 900 AI generated images were used as individual reference styles in order to understand the visual styles that they can produce across prompts, in over 60'000 generated images. A custom-built application was used to automatically organize the selected images per reference style, each in its own folder, in order to easily see the result of each reference style.

It's difficult to choose a style because most of them are irreproducible across prompts (usually due to the change in scale), and the background usually doesn't fit the desired theme.







Sample Cards



In version 2 of the game, the cards will have AI art.

Sample front of cards:

Sample back of cards:







Print It



The presented game is a preview of version 2, but the linked rulebook and cards are still for version 1.5, which is different.

If you want to print the cards yourself, download the archive with cards (saved as image files).

The simplest way to print the cards is at a photo shop, on 125 * 88 millimeters / 4.9 * 3.5 inches (B7, ISO 216 format) photo paper.

The cards are so large because it feels very good to look at the large artwork and read the lore. If the cards were normally sized playing cards, it would feel claustrophobic to look at the artwork and read the lore, but it can be done if you want to reduce the print cost.

The texts of the cards can be seen here.

You can download all the card artwork, as wallpapers, from here.







Buy



The presented game is a preview of version 2, but the linked rulebook and cards are still for version 1.5, which is different.

You can purchase a professionally printed copy from GameCrafter. The price is just the production cost. This print is merely a convenience for people who want to have one, it's a non-profit operation.

The cost is significantly higher than if you were to print the cards at your local photo shop because GameCrafter doesn't offer bulk prices when buying one game copy at a time. They do offer bulk prices when buying multiple game copies at a time, and the price can get reduced to half for many copies.

Advantages of the GameCrafter cards: they are also printed on the back, the handling and shuffling are much better due to the card stiffness and rounded corners.

The card size is 136 * 86 millimeters / 5.4 * 3.4 inches.

The box size is 229 * 156 * 57 mm / 9 * 5 * 2.3 inches.







License



See the rulebook.

The following lore is in the public domain:

  • Soon, men will attach their machinery to the very wheelwork of nature and drive them by power obtainable at any point in the universe. (Remix of a quote of Nikola Tesla, 1892.)

  • Vote who you wish for, the government will still get elected. (Remix of an anonymous quote, apparently graffiti in London, 1970.)

  • A smooth sea never made a skilled mariner. (English proverb.)

  • If you have a gun in your pocket and people know it, you probably won't have to use it.

  • Old soldiers reflect on what happened, but few reflect on why it did.

  • What you leave behind shouldn't be engraved in monuments, but woven in the lives of others. (Pericles)







How It Was Created



The cards were created with Mosaic.

The artwork for version 2 was generated with AI.

To produce the visual style of the images, over 900 AI generated images were used as individual reference styles in order to understand the visual styles that they can produce across prompts, in over 60'000 generated images. A custom-built application was used to automatically organize the selected images per reference style, each in its own folder, in order to easily see the result of each reference style.

For the general design principles, see What is a game?







Epic Soundtracks



For soundtracks to listen to, for an epic experience, see this.







Fluons



You can read here a technical / mathematical explanation of what fluons / portals are.







History



Version 2.0.0

This is a preview of the next version. The new rules and cards are finished. The artwork will be generated with AI, but a visual style must first be chosen.

2025

Massively revamped the rules. Most rules remain compatible with the previous versions, but the terminology has changed to some extent, some existing rules were modified, and new rules were added.

There are now 180 cards (48 new). The existing cards are slightly changed, some lore was replaced.

Added the adventure mechanics as two consecutive and alternating turns, replacing the plot, obstruct and rounds.

Added the flow, cosmos , journey and endurance mechanics for collecting and reusing the preferred cards (= deck building and level up). Journeys have variable difficulty and unpredictability. Added the "Flow" and "Cosmos" play zones. This is a more complex version of the previous "Recruiting" and "Experience".

Added the cooperation mechanics to allow the players to finish a difficult journey together.

Added the ally, federation and supply mechanics for collecting cards (= deck building). Added the "Federation" play zone.

Added the portal mechanics for level up, hand size variability, making it easier to finish a journey. Added the "Portal" play zone.

Added the traits mechanics, similar with the ability mechanics but whose effects apply continuously under the specified conditions, not when the cards are deployed.

Added the expansion packs and chapter mechanics to play with cards from outside of the core pack, and open new storylines.

Added the "Frontier" play zone, separate for each player. The cards are exhausted here, and the custom cards are put in this play zone at the beginning of a game.

Added the "Void" play zone where cards are discarded (= removed from the game).

Removed the factions in order to make the game more flexible and more balanced with the new rules.

Removed unlocked abilities.

Removed epic cards.

Renamed the play zone "Timeline" to "Expanse".

Removed the "Reserve" play zone.

Renamed the card attribute "Sway" to "Valor".

Added the abilities: "Astray", "Espionage", "Fortitude", "Freedom", "Nimble", "Prophesy", "Scorch", "Temerity", "Timewarp", "Turbulence".

Renamed the ability "Battle" to "Maven".

Renamed the ability "Engineering" to "Prowess".

Renamed the ability "Logistics" to "Amity".

Renamed the ability "Omen" to "Foresight".

Renamed the ability "Rescue" to "Exploration" + "Daring" trait.

Renamed the ability "Vision" to "Sway".

Removed the abilities: "Covert", "Enlist", "Persuasion", "Ruin", "Strike", "Triumph", "Valor", "Vengeance", "Warfare".

The artwork is generated with AI.



Version 1.5.1

2023.09.20

Added epic cards.

Added some clarifications.



Version 1.5.0

2023.09.07

Changed the name of the game from "Gardener of Thoughts" to "Asunder".

Significantly revamped the rulebook. The rules remain compatible with previous versions.

Made it explicit that several turns make a round, and that players can win rounds.

Merged the reserve play zone into the experience play zone; cards may be put in it only with abilities.

Merged all the abilities; some were previously listed as custom abilities.

Added unlocked abilities, with massive strategy implications for advanced players.



Version 1.0.15

2014.06.22

Replaced the "Secondary ability" with the "Recruitable" custom rule.



Version 1.0.13

Corrected the "Omen" ability rules: "The player may take and look at 4 cards from the top of the destiny, may move 1 of the cards to the ops, and must put the others at the bottom of the destiny, with their faces down, in any order. The card to move to the ops must have either no faction or the player's faction. This ability may be executed only if the player has less than 7 ops cards."



Version 1.0.8

Added the "Endurance" custom ability.



Version 1.0.7

Corrected a rule in the "Winning turn" section to balance the gameplay: "If the turn loser has no reserve cards, or there are no destiny cards and no ops cards (for both players), the game ends and is won by the turn winner." This correction is useful for when a player has a covert card during the finale, because engaging this card may have (until now) ended the game too abruptly.

Added a rule in the "Obstruct" section to balance the advanced gameplay: "If there are no destiny cards, each player must move the experience cards to the ops."



Version 1.0.6

Corrected the rules of the "Sabotage" custom ability.



Public Release

12.05.2014

Public release of the simplified version of "Gardener of Thoughts" card game version 1.





Front Page