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Copyright and Permissions
Copyright ©2003 Blue Sky Red Design LLC. All rights reserved. Blue Sky Red Design and
Chron X are trademarks of Blue Sky Red Design LLC.
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Contains software based on the Independent JPEG Group.
Contains the RSA Data Security, Inc. MD5 Message-Digest Algorithm.
Crypto++ 2.1 cryptographic library by Wei Dai, http://www.eskimo.com/~weidai
This manual last updated June 21, 2003, to reflect changes current to Chron X 3.53. For the latest
updates, please go to http://www.chronx.com/newplayer/.
Contact Information
There are many wonderful ways to reach us, but the best by far is electronic mail, as we check it
often.
If you have any problems using Chron X, or with your character, e-mail us at this address:
[email protected]
For general questions about our company:
[email protected]
The best place to find up-to-the-minute information about Chron X is at:
http://www.chronx.com/
Table of Contents
Corporate ...................................................... 20
Former United States .................................... 21
Monasteries ................................................... 21
Nonames ........................................................ 21
United Nations (UN)...................................... 22
CONTACT INFORMATION ....................................... 2
CHAPTER 1: INTRODUCTION .......................... 4
CHAPTER OVERVIEW ............................................ 4
WELCOME TO CHRON X! ...................................... 4
THE OBJECT OF THE GAME ................................... 4
USING THIS MANUAL............................................. 5
SYSTEM REQUIREMENTS ....................................... 5
CHAPTER 4: GETTING STARTED.................. 23
CHAPTER OVERVIEW .......................................... 23
STEP 1: LOGGING IN ............................................ 23
STEP 2: UNDERSTANDING THE MAIN SCREEN
OPTIONS .............................................................. 23
Play Trainer .................................................. 24
Manage Decks ............................................... 24
Register.......................................................... 24
Buy Cards ...................................................... 25
Enter The Core .............................................. 25
Manage Character ........................................ 25
STEP 3: PLAYING CHRON X................................. 26
Taking Turns.................................................. 26
Turn Sequence ............................................... 26
The Interface.................................................. 27
STEP 4: EXITING CHRON X.................................. 28
CHAPTER 2: CARDS ............................................ 6
CHAPTER OVERVIEW ............................................ 6
YOUR DECK OF CARDS ......................................... 6
ASSET CARDS........................................................ 7
Asset Card Attributes....................................... 7
Asset Card Deployment Costs ......................... 7
Deploying an Asset.......................................... 8
Moving an Asset .............................................. 8
Searching with an Asset................................... 8
Attacking an Asset ........................................... 9
BASE CARDS ......................................................... 9
Deploying a Base........................................... 10
Attacking and Defending a Base ................... 10
Attacking a Base............................................ 10
Defending a Base following an Attack .......... 10
It’s Dead, Jim ................................................ 11
ENHANCEMENT CARDS ....................................... 11
Enhancing an Asset ....................................... 12
Selecting an Enhancement In Play ................ 12
PROGRAM CARDS................................................ 12
Running a Program ....................................... 13
Program Keywords........................................ 13
INTERVENTION CARDS ........................................ 13
Invoking an Intervention ............................... 14
Intervention Keywords................................... 14
CARD RESOURCES............................................... 14
SPECIAL ABILITIES FOR CARDS............................ 15
Invoking Special Abilities For Enhancements15
MANAGING AND TUNING YOUR DECK ................ 15
Tuning Your Deck.......................................... 16
CHAPTER 5: GETTING ADVANCED.............. 29
CHAPTER OVERVIEW .......................................... 29
PLAYING AND TRADING WITH OTHERS ................ 29
Playing Against Another Player.................... 29
Trading .......................................................... 30
ADVANCED STRATEGIES AND CONCEPTS ............ 32
Alternate Headquarters ................................. 32
Radiation, Poison, and Viruses ..................... 32
Missiles.......................................................... 33
Upkeep Costs................................................. 33
You Know that I Know that You Know .......... 33
The Storage Box ............................................ 34
Shortcut Keys................................................. 34
Adding Sound to Chron X.............................. 34
APPENDIX A - PLAYING WITHOUT THE
CHRON X SERVER.............................................. 42
CHAPTER
3:
BATTLEGROUNDS
AND
DOMAINS ............................................................. 19
APPENDIX B - TROUBLESHOOTING ............ 43
CHAPTER OVERVIEW .......................................... 19
BATTLEGROUNDS ................................................ 19
America ......................................................... 19
Asia................................................................ 20
Europe ........................................................... 20
The World ...................................................... 20
Other Maps.................................................... 20
DOMAINS ............................................................ 20
RULES, LEGAL NOTICES, OTHER FUN
STUFF.................................................................... 44
LICENSE AGREEMENT .................................... 45
INDEX.................................................................... 47
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Chapter 1: Introduction
Chapter Overview
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Welcome to Chron X!
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The Object of the Game
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Using this Manual
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System Requirements
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Contact Information
Welcome to Chron X!
Chron X is a Collectible Card Game in which you battle your opponent over the Internet with an
arsenal of agents, weapons, programs, and bases chosen from your deck of virtual cards. Just like
paper-based CCG’s, Chron X cards feature beautiful artwork, specific rules, and fascinating
statistics. Cards can be purchased (starter decks and booster packs), and traded.
Our Internet tournaments allow you to compete with players from all over the world, with rules
and card restrictions handled by the computers. Chron X even tallies wins and losses to track
your ranking among thousands of players worldwide.
The object of Chron X is to find and destroy the opponent’s headquarters. You do this by
deploying bases to provide you with resources and then spending those resources to deploy
assets. Assets are used to find and attack enemy bases and assets. You can use enhancements to
improve your assets and you can run programs and invoke interventions to give you advantages
in the battlefield.
Unlike physical card games, Chron X utilizes the concepts of stealth, which keeps cards hidden
from the other player, and perception, which finds hidden assets. Also, there is a far lower risk of
paper cuts. Unfortunately, there is a slightly higher risk of electrocution.
The Object of the Game
The year is 2097, far enough in the future that the human population is straining the world's
resources, but not far enough for technology to come to the rescue. The United States has
collapsed into feudalism. A weakened United Nations vainly attempts to maintain order across
the globe. Corporations have withdrawn from society to become micro-nations unto themselves.
There is a feeling that a new dark age is coming. As more of the rich and powerful retreat behind
real and virtual barriers, the rest of humanity is left to fend for itself.
For those on the outside there is hope, of sorts. Out of the urban expanse has emerged the legend
of an approaching epoch. A time known as Chron X, when the destiny of mankind will be
determined. Many speak of Chron X as the dawn of a new golden age; others believe it will
herald the final destruction of humanity.
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Existing on the edges of the decaying society is a mysterious organization called The Body. For
generations it has worked for its own enigmatic purposes, revealing nothing about its inner
mechanisms. Though many have worked for The Body over the years, none have seen its masters
and its ultimate motives remain unknown.
But something has changed. Most communications from the inner circle of The Body have
ceased. In the outer circles, rumors have spread like viruses. Some say the masters of The Body
destroyed one another in a cataclysmic struggle for control. Others believe the long sought grail
of faster-than-light travel was attained and the masters departed for a new, better world. Still
others believe the silence is a sign that the fabled Chron X is imminent.
Left to themselves, the individual command teams of The Body's outer circle have turned on one
another. You are a leader of one such command team. In a race against time, you must find and
destroy your opponent's secret headquarters before your opponent does the same to you.
Resources in this world are scarce, and your agents aren't always what they appear to be. Against
this backdrop you battle to unite the fragmented outer circle and solve the mystery of The Body's
silence.
Using this Manual
This manual is meant to provide you with the basic tools & knowledge necessary to enter the
world of Chron X. It is but one of many resources that you have at your disposal. We encourage
you to frequent the official Chron X web site where you will find a constantly updated array of
information. You can find it at http://www.ChronX.com. We also encourage you to read the
news screen in the game each time you log in – you can’t miss it… we won’t let you. It’s good
clean fun.
System Requirements
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Windows 95, Windows 98, Windows ME, Windows NT 4.0, and Windows 2000. At the
present time, Chron X runs under Windows XP as an unsupported feature.
800x600 resolution or higher and at least 8-bit (256) color depth.
A Pentium 100 or faster CPU with at least 16MB of memory.
An Internet connection, either through a dial-up line to an Internet Service Provider (ISP) or a
direct network connection.
Chron X can generally deal with firewalls as long as they permit outbound connections and
are not made of actual fire. The game uses ports 5666 through 5668.
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Chapter 2: Cards
Chapter Overview
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Your Deck of Cards
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Asset Cards
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Base Cards
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Enhancement Cards
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Program Cards
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Intervention Cards
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Card Resources
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Special Abilities for Cards
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Managing and Tuning Your Deck
Your Deck of Cards
Playing Chron X is heavily intertwined with the deck of cards assigned to your character. When
you start playing, you will create a new character and Chron X will generate a starter deck
consisting of sixty cards. These cards are randomly chosen from a larger set according to their
frequency, or rarity. Some cards are common while others are rare. While not necessarily more
powerful, rare cards often possess unique or exotic abilities. You can find a complete listing of
the cards on the Chron X web site (http://www.ChronX.com/cardlists.html). You can also trade
your cards with other users… but more on that later. Let's just get down the basics.
There are five different types of cards in the game, listed below. (In addition, there are card
resources described later in this chapter. Resources are produced by bases and consumed by
cards.)
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Asset Cards
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Base Cards
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Enhancement Cards
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Program Cards
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Intervention Cards
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Asset Cards
Assets are the human, mechanical, animal, or even vegetable (sure,
you laugh now, but we’ll see who’s laughing when a mutant fern
comes at you with leaves and stuff) used both to attack your
opponent and to defend your headquarters. Assets can move around
the world, search a city for enemy assets and bases, and (of course)
attack enemy forces. Each asset costs a certain number of resource
points to deploy. Once an asset has been deployed you can order it
to attack, move, or search. Each of these actions will also cost
resources.
All of these attributes can be modified by equipping an asset with
enhancements. In addition, assets may have special abilities or
follow special rules. These will be indicated on the back of the card.
(See the Enhancement cards section on page 11 and the Special
Abilities section on page 15 for more information.)
Asset Card Attributes
Every asset has a set of attributes that describes its capabilities:
• Hit
Points (HP): Hit points are a measure of an asset’s health. Every time an asset is
attacked, it loses hit points. When an asset is reduced to 0 hit points, it is killed.
• Firepower (F): Firepower is an indicator of how much damage an asset will deal to its target
during an attack.
• Armor (A): An asset’s armor rating measures how difficult it is to kill the asset.
• Stealth (S): Stealth indicates how hard it is for an opponent to detect the presence of the
asset.
• Perception (P): Perception is directly related to stealth, in that they are completely different.
Any asset searching will find every asset in the city whose stealth is not higher than the
searching asset’s perception (an asset with a perception of 5 will find every asset in the city as
long as their stealth is not greater than 5).
• CyberAffinity
(C): CyberAffinity is a measure of a programmer’s level of skill. Every
program requires that the asset running it have a minimum CyberAffinity.
Asset Card Deployment Costs
The deploy cost for every asset—that is, the number of resources it takes to place an asset from
your hand onto the playing field— is indicated in the upper left corner of the card front. The cost
to attack, move, and search is indicated across the bottom. On the left side is an abbreviated
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listing of the attributes. Just below the asset’s picture is the domain it belongs to (see Domains
below), along with any special attributes the asset might have, such as Sabotage, or Mech.
Asset cards are blue. Try to cheer them up.
Deploying an Asset
You can deploy an asset in any city containing a friendly base assuming you have an asset in your
hand and enough resources to deploy the asset:
1. Select the asset in your hand.
2. Click the Deploy button to deploy the asset. If an asset has a Stealth greater than 1, the
opponent will not see the asset and will not even know that it has been deployed. Assets with
Stealth of 1 will be detected by the enemy if he or she has a base in the same city. When an
asset is first deployed, it is tapped.
Helpful Hint: Tapped/Untapped Assets
Once an asset is tapped, the asset has done all it can do during
this turn. You will know that an asset is tapped by the languid
expression on its face and the little box in the corner with an X
in it. At the beginning of your next turn, all your tapped cards
will be untapped.
Moving an Asset
An untapped asset can move to any adjacent city. Some assets are immobile, and those can't
move.
1. Select the asset card.
2. Click Move. You will be prompted to select a destination.
3. You can either click one of the city names below the globe icon, or, select one of the cities
from the satellite view.
4. Moving costs a certain number of resource points for the asset and it causes the asset to tap.
5. When an asset moves into a city, any enemy bases in that city are revealed to you. Assets can
automatically detect enemy bases. You will not, however, see any enemy assets until you
search, even if they are non-stealthy.
Searching with an Asset
An untapped asset can search for enemy assets in the same city. (Passive assets can't search.)
Searching costs a certain number of resource points for the asset and it causes the asset to tap.
When an asset searches, all enemy assets whose Stealth is less than or equal to the searching
asset’s Perception will be revealed. Although your asset will appear as tapped to your opponent,
the enemy does not necessarily know either of the following:
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You searched their assets.
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Their assets have been revealed.
To search with an asset, select the asset card and click Search. You will then see all enemy
cards according to the stealth/perception provisions above.
Attacking an Asset
Bases serve to protect assets, so it is impossible to directly attack an opponent’s asset when he or
she has a base in the same city. If an asset is unprotected, then it can be attacked. In that case, the
attack proceeds the same as if the target were a base. Other assets can step in and block the attack
and the target asset can also block. An asset under attack will not automatically block— it must
be commanded to defend itself. When the attack is resolved, damage is decided according to the
rules for assets (See ‘Example’ on page 11 for more information on
how damage is calculated).
Base Cards
Bases provide the resources needed to deploy assets, run programs,
pay rent on a one-bedroom in the city— basically everything. There
are a number of rules/items to note about bases:
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Each base supplies you with one of three different kinds of
resources (Resources are described in the Card Resources
section on page 13.): Military ( ), Covert ( ), CyberOps ( ).
Basically, bases produce these resources and other cards
consume these resources.
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The default headquarters counts as a base and generates one of
each resource type each turn. You may choose to include a
Headquarters card in your deck; each one has different rules.
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A base card can be played in any city in the battleground, but you can only play one per turn.
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Bases do not have a deploy cost, but they do have a hit points attribute, and can have special
abilities or rules. (See the Special Abilities for Cards section on page 15.)
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Once a base is deployed, you will get one resource point of the appropriate type at the
beginning of each turn until the base is exhausted. Resource points build up, so if you don’t
spend them in one turn they will be available the next.
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Most bases stop providing resources after a certain number of turns.
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If at the end of the fiscal year you still have resource points left, they will be rolled over into
the next fiscal year. (A tax joke! Ha!)
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Base cards are green.
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Deploying a Base
Bases can be deployed anywhere in the world as long as the type of resource produced by the
base is not already being produced by some friendly base in that city. For example, if you have a
Desert Training Camp (which produces 1 Military resource point per turn) and you place it in
Caracas, you can not later play an Ammo Cache in that same city (which also produces 1 Military
resource point per turn).
Since your headquarters counts as a base and since it produces all three kinds of resources, you
can generally not play any bases in your own headquarters city. Some bases, however, do not
produce any resource at all (Rejuvenation Tank, for instance). These bases can be played
anywhere. Also, note that only friendly bases are counted for this purpose— enemy bases do not
affect you. In other words, if there is an enemy base in the city, you can still deploy your own
base, even if it supplies the same resource type as the enemy base.
Bases can automatically detect any enemy base and any enemy asset of Stealth 1 in the same city.
This means that when you deploy a base in a city, all the enemy bases and enemy assets of
Stealth 1 become visible to you. In addition, if the enemy later deploys any bases or assets of
Stealth 1 in a city in which you have a base, those cards will become visible to you.
Attacking and Defending a Base
The next three sections describe:
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Attacking a base
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Defending a base following an attack
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Dealing with the death of a base
Attacking a Base
One or more untapped assets can attack an enemy base in the same city. Only one base can be
attacked at a time. Each attacking asset must be untapped and the attacker must have enough
resource points available for the selected assets to attack. Attacking taps all assets involved in the
attack. Not all the assets in a city need to participate in an attack. Assets are not real people, and
will not feel left out.
1. Select an asset to attack with and click the Attack button. You’ll be prompted to select the
target base.
2. Select the target base, and click Done to proceed with the attack, or select more attackers.
3. If you decide to select additional attackers, simply select the asset and click Attack.
Defending a Base following an Attack
Once all attackers are picked and you’ve clicked Done, as described in the previous section, the
attack is revealed to the defender.
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Any attackers who were not already known to the defender are now revealed. The defender now
gets a turn to defend against your attack. He or she has the option of blocking one or more of the
attackers.
Each untapped asset that the defender controls can block one and only one attacker. A single
attacker can be blocked by more than one defender. Defending does not tap an asset. Each
defender that blocks will be revealed to you if you did not already know about it.
Once the defenders have been picked, the attack is resolved. Any attackers that were not blocked
will get through and will do damage to the base. These attackers will do one hit point of damage
for each point of Firepower.
Any attacker that is blocked will fight with the defender. Each will inflict one point of damage
for each point of Firepower minus one half point for each point of Armor that the opponent has.
Example: Point Damage in an Attack
If Meat Machine (Firepower 5, Armor 4) is blocked by Joe
Jarusek (Firepower 3, Armor 2), then Meat Machine will do 4
points of damage (5 - 2/2) and Joe Jarusek will do 1 point of
damage (3 - 4/2). Damage is rounded up. Regardless of the
numbers, each side will always do at least one point of damage.
For people really good at math, here is the damage formula:
Attacker's Firepower– (Defender's Armor / 2) = Damage dealt
If an attacker is blocked by more than one defender, then both defenders will do damage to the
attacker, but the attacker will only do damage to the first defender that was picked. That defender
is sometimes called the "lead blocker."
It’s Dead, Jim
At the end of each player'sturn all of their dead assets and bases are
removed from the board. When a base is destroyed (its HP drops to
0), it is removed from the game. If an asset is killed, it is removed
from play and deposited in the Body Bank of its owner. Beware, it
could come back to life!!
Enhancement Cards
Enhancement cards represent various equipment, biomechanic
implants and surgical modifications that can improve the
capabilities of an asset, for example: weapons to increase damage,
titanium skeletons to resist injury, mimetic armor to improve stealth,
etc. Each enhancement costs a certain number of resource points to
use. Only assets can receive enhancements.
Enhancement cards are dark gray.
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Enhancing an Asset
Enhancement cards can be used to improve the abilities of an asset. For example, the UR10
Assault Rifle card will increase the Firepower of an asset. When an asset is given an
enhancement, the player must have enough resource points to use the enhancement. Once played,
the enhancement stays with the asset and cannot be transferred.
To apply an enhancement to an asset:
1. Select the enhancement card in your hand.
2. Click Equip.
3. Click on the asset you want to enhance.
An enhancement which gives an asset a certain attribute level (as opposed to one that adds or
subtracts from that attribute), will not generally enhance an asset downwards. For instance, if
Anceph Warrior, which has a firepower of 8, is enhanced with Bandido Pistol, which gives an
asset a firepower of 5, Anceph Warrior’s firepower will be the higher of the two . On the other
hand, an enhancement like Snake, which raises firepower and armor, but at the expense of 2
points of stealth, will lower that attribute. That is, it would, except that Anceph Warrior already
has a Stealth of 1, so, uh, never mind.
Selecting an Enhancement In Play
If you want to look at an enhancement in play, you need to do the following:
1. Click the asset card with the enhancement. (The "User".)
2. Then look at the big card view on the left. If you see the back of the asset, flip it over by
clicking it once.
3. Then click the little icon in the lower-right of the card's art. You will then see the
equipment card.
Program Cards
Program cards can do many wondrous things that help the player
and often hurt the opponent. A program must be run by an asset in
play. Each program has a CyberAffinity rating that indicates the
level of knowledge required to use it. A program can be run by any
asset who has a CyberAffinity equal to or greater than that required
to run the program. In addition, running a program costs a certain
number of resource points.
There are different kinds of programs. Some will work once, for
example, doing damage to an enemy asset. Others will have an
effect on all assets in the city. For example, Quarantine prevents
assets from entering or leaving a city. The latter kind of program
may last for a turn or two or it may be permanent and last for the
rest of the game. A program running in the city will be displayed on
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the side of the battlefield in the city view. The specific rules for the program will be alluded to on
the back of the card.
In general, the other player will know that a program has been run. If the asset running the
program is known to the enemy, then the enemy will know who ran the program. If the asset is
not known, it will not be revealed, but the enemy will still know that a program was run.
Program cards are red.
Running a Program
An asset running a program must be untapped to run the program.
1. Select the program card from your hand.
2. Click Run.
3. Click the asset you want to run the program. Running a program taps the asset.
Program Keywords
These are the keywords associated with programs:
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Command. Command programs do something, then leave play.
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Daemon. These programs influence one specific city.
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Construct. These programs run amok in the Core and can interact with every card in the
world.
Intervention Cards
These cards represent high-level interventions by greater powers
in the world. For example, a 7th Air Cavalry Strike counts as an
intervention. These are generally one-time events that are
discarded after use1. Each intervention generally costs a certain
number of resource points to invoke.
Some interventions (For example, Peacekeeping Force) can be
used during your defense round, after the other player has
declared his or her attackers, but before you have committed your
forces to defend.
Intervention cards are gold.
1
You may notice an almost extravagant use of words like ‘usually’ and ‘generally’ when dealing with game rules,
and where such words are not used, they should generally be assumed. That is because for every rule there is almost
always (meaning usually) a card that somehow circumvents it. As a rule (and this particular rule is an exception to
the last rule, in that there are no exceptions to it), where a card rule and a game rule are in conflict, the card rule
takes precedence.
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Invoking an Intervention
Interventions have some of the same effect as programs but they do not require an asset.
Interventions can be invoked at any time as long as it is your turn and you have the required
number of resource points. In general, the other player will know that an intervention has been
invoked.
1. To invoke an intervention, select the intervention from your hand.
2. Click Invoke.
3. Some interventions will require that you choose an asset. This is the target of the
intervention, not who is "using it." Unlike programs, interventions need no person to run
them.
Intervention Keywords
All Interventions have one of the following three keywords, and they each mean something
different:
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Direct. This is an intervention that has some effect right away, and usually leaves play at
the end of the turn. For instance, H. Thalmann gives you 3 Covert and 3 CyberOps
resource points and nothing else. It doesn't need to stay in play.
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Local. These interventions affect a particular city. The city where you invoke this card
matters. For instance, Napalm Strike does damage to enemy assets in one city. If you
played this at your opponent's HQ, it would be easier to attack for the win!
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Global. These interventions usually affect the entire game map.
Card Resources
Resources are earned by bases and consumed by cards. There are three types, each representing
the funding and materials needed to support a different form of combat:
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Military: The brute force of modern warfare, and military combat includes all types of
overt firepower. Military assets are trained for survival in the face of enemy fire and death
against opposing targets.
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Covert: Throughout history, wars have been fought hand-to-hand, but starting in the 20th
century, a technological arms race developed that favored concentrations of power. The first
machine gun was very powerful; so powerful, in fact, that the enemy tried to destroy machine
guns first. This meant that machine guns had to be protected in armored tanks. But this made
the tanks a primary target and even bigger and more expensive tanks had to be built. By the
beginning of the 21st century, this model of warfare was obsolete. Technological
developments allowed the creation of elite commando teams that could pass through a
traditional battle line and penetrate deep into enemy territory to deliver anything from an
assassin’s b ullet to a city-busting nuclear device. Covert assets are trained to work in secrecy,
relying on deception and surprise to achieve their objectives.
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CyberOps: The third major category of combat is the newest and vaguest of them all. The
technological revolutions of the 21st century have created not only new ways of killing but
also new battlegrounds. With so much of the world dependent on the computing and
communications power of the Core (the homogenous computing engine of the planet), attacks
on virtual targets can have effects on the real world. For example, a simple computer virus
can disrupt communications between two military bases, preventing one from coming to the
defense of the other. In 2097, there are special assets dedicated to mastering the intricacies of
the Core and the various ways in which it can be used to attack and defend.
Special Abilities for Cards
Some assets and bases have a special ability that can be invoked when the card is in play. For
example, Eros Mercenary can temporarily increase his Firepower by using his special ability.
If the opponent knows about the asset or base using a special ability, then he or she will know
that the special ability was used. Using a special ability does not reveal the user, though.
The rules for special abilities depend on the actual card. Some examples of rules are:
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Some special abilities can only be used when the asset is untapped.
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Some can only be used once per game.
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Some cost a certain number of resource points.
Invoking Special Abilities For Enhancements
Some enhancements have a special ability. The special ability for an enhancement can only be
used by the player who controls the asset on which the enhancement is played. For example, Cut
& Patch Kit heals 4 points of damage if you use its special ability.
To use a special ability for an enhancement:
1. Click on the picture of the enhancement in the large image of the card. You will now see the
enhancement card and your will see a button labeled “special” below it.
2. Click on the button labeled "special" to invoke the special ability.
Managing and Tuning Your Deck
You know the phrase "Practice makes perfect." Well, in terms of playing Chron X with a
maximum advantage, we need to modify that saying to be "Practice and tuning your deck makes
perfect." Deck tuning is one of the most important aspects of playing Chron X, and takes a great
deal of skill and experience.
When you create a character, a starter set of 60 cards is generated, and your default deck consists
of these cards. But generally, you will not want all 60 of these cards in your playing deck. The
first reason is, not all of the cards will be usable. For example, if none of your programmers has a
CyberAffinity greater than 5, you probably won’t want to have a card like Tetsujin’s
Transformation in your deck, since it requires a CyberAffinity of 8 to run. Or you might have
Portable Launcher, but no missile to use with it.
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The second reason is that not all cards work well together. Some cards have very specific uses,
like Organlegger, which steals dead assets from your opponent’s Body Bank. Ideally, you want
to include only the cards that will be strategically important to your deck, whatever that means to
you. Also, remember that different assets will need different types of resources, and you should
have enough of the right kind of bases to supply them.
The fourth reason for not including all 60 cards in your deck is that the smaller your deck, the
greater the odds of drawing a card you need when you need it. The smallest allowable number of
cards in a deck is 40, and for a consistent chance of winning, you should try to get as close to that
number as possible. This is especially true when playing games in America, where it’s not
unusual for a game to last only five or six turns. You will very rarely last longer than thirty-two
turns against a human opponent, which is when you would stop drawing cards with a 40-card
deck. If you were playing with a 60-card deck, and the game only lasted twenty turns, you would
never have seen more than half your deck. For slower battlegrounds, you might want to add more
cards, especially games played in The World, which can be much longer. In general, though, you
will benefit by having as small a deck as possible.
At this point you may be wondering how you would go about tuning your deck.
Tuning Your Deck
•
Bringing up the Manage Decks screen. Select the Manage Decks button from the main
screen. This brings up the deck management screen that displays all your cards. From here
you can arrange all of the cards in your collection and change the cards in your deck, or create
new decks (from which you can choose in the Game Settings screen).
•
Viewing cards you have, but are not currently
displayed on the top row. If there are more
cards than can be displayed on one row, you’ ll
see a small arrow on the top right side of the
screen. Click it to scroll to the next card. If you
hold down the Ctrl key while clicking the arrow,
you’ll scroll by page.
•
Viewing cards more closely, for more
information. Selecting a card brings up a closeup of it in the space to the left of your collection.
Clicking on the close-up shows the back of the
card, where you can see a full listing of the statistics for the card, along with any special
rules, abilities, or flavor text.
•
Modifying the current deck. The top row of cards is your current deck. The rows below are
scrap piles where you can arrange your cards and keep any that you don’t want in your deck.
You can select cards and drag them individually, or you can select blocks of cards by holding
down the shift key while clicking on the first and last cards that you want to select. If you
click on the label to the left of a row, you’ll get the option of selecting the entire row. You’ll
also see a list of sorting options. You can sort a row by name, card type, resource type, rarity,
and artist. You can also export a list of the cards in the row to a text file.
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•
Creating new scrap piles. Click on one of the New Pile buttons on the right side of the
screen. A new scrap pile divider will be created at the center of the row, and the New Pile
button will change to Delete Pile. Pressing this button will merge the two piles together
again.
•
Creating new decks. Click on the leftmost part of the status bar at the top of the screen
(where you see the words “Default Deck”). Decks are subject to certain restrictions; no deck
can have fewer than 40 cards or more than four of any one type of asset, enhancement,
program, or intervention. Also, you may not include more than four of any particular special
base. (Special bases are bases that have a special ability. Check the back of the card to see if
it has such a special ability). For example, you can have more than four Akashic Detraining
bases, but not more than four of CIA Archives or Rejuvenation Tank.
•
Thinking more about the tuning process. Begin the process of tuning your deck by
familiarizing yourself with the cards in your collection. Then try to weed out any cards that
you can’t use.
Next, take a look at what you have left. If you have a lot of programs, make sure that you
have enough programmers to use them. If you have 5 programs in your deck, but only one
programmer, you run the risk of not drawing the programmer until very late in the game, if at
all, in which case any programs in your hand will be dead weight.
Any cards which depend on other cards to be useful— interventions, any enhancements, or
programs— in fact, programmers themselves, are potentially risky. There are great rewards
when a combo works— when you can pair up a Yasuban Operative with a Plasma Torch and
drop it into your opponent’s HQ before he or she can deploy an AntiTerrorism asset to stop
its attacks— but it’s unwise to base your deck on chance.
If you still have too many cards, try pulling out some of your bases. Try to keep an even mix
of Military, Covert, and CyberOps bases. Once you begin to play a game against the trainer,
you will see how long you can last. Play defensively and pay attention to your resources: Are
you constantly running low on them, unable to deploy the assets you need? Maybe you have
much more of one resource type than you can use. Go back to the Manage Decks screen and
change your mix of base cards until you find a configuration that works.
If you find yourself losing, try to figure out why. Is the computer constantly beating you with
sabotage assets? Try to include more AntiTerrorism assets in your deck. Are you falling prey
to surprise attacks? Try to keep a high-perception asset handy, and search every turn.
You may find that your card collection is missing some vital components— maybe you don’t
have enough assets, or you have too many Military assets and not enough bases to support
them. Try generating new characters. Each new character will probably contain cards that
you’ve never seen before. Familiarize yourself with them. Tune some decks. Find out what
works, and what doesn’t.
When you start beating the computer more often, and you feel comfortable with your deck, it
might be time to try a living opponent. Unless, of course, you’re scared…
•
The basic deck setup. We strongly suggest the following setup for your first competitive
decks:
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o 18 Assets
o 15 Bases
o 7 Enhancements / Programs / Interventions
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Chapter 3: Battlegrounds and Domains
Chapter Overview
•
•
Battlegrounds
•
America
•
Asia
•
Europe
•
The World
•
Pacifica
•
Antarctica
•
Northern Sprawl
Domains
•
Corporate
•
Former United States (FUS)
•
Monasteries
•
Nonames
•
United Nations (UN)
Battlegrounds
The battleground you choose affects the number of cities in the game and the connections from
city to city. Each battleground presents different logistical challenges. Games on one third of the
world will generally be shorter than games on the entire globe— it’s a big planet after all.
The next four sections describe the four different battlegrounds to choose from.
America
This battleground represents the American continents. There are 7 cities in America and the two
opposing headquarters are randomly placed so that they are at least three cities apart (i.e., it
should take at least three moves to go from one HQ to the other).
Helpful Hint: America as a Battleground
America is a good battleground to choose if you’re just starting
out, or looking for a fast game. Because of the arrangement of
cities, your opponent’s HQ can only be in two possible
locations. Of course, the same is true from your opponent’s
point of view.
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Asia
This battleground represents the Asian continent and part of the Pacific Ocean. There are 9 cities
in Asia and the headquarters must be at least two cities apart. The cities in Asia are arranged in a
spider-like pattern, branching out from one central point. There are many dead ends, which
makes searching more challenging.
Europe
This battleground represents the European and African continents. There are 10 cities in Europe
and the headquarters can be one city apart. That means the opponent’s HQ could be in the next
city over, or on the other side of the continent. Games in Europe are generally longer, because
both sides usually have a chance to build up their defenses before their HQ is discovered.
Most people play Europe games.
The World
This battleground is the combination of the previous three. Headquarters must be at least three
cities apart.
Other Maps
There are new maps that are always in development. Once you are comfortable with the first 4
maps, take a look at Pacifica, Antarctica and the Northern Sprawl map!
Once the battleground is chosen, choose the deck you would like to play with by clicking on the
deck label. If you have not created any decks there will be only one entry in the list: Default
Deck. Once you have selected the battleground and the decks you wish to use, click the
checkmark button. The game will then begin.
Domains
The world of 2097 is a superposition of domains, each sharing the same physical space but
almost never interacting. To a person who lives in one of these domains, the other domains seem
like shadow worlds that are barely comprehensible, like calculus.
There are five major domains in the world of Chron X. Some cards in the game belong to one of
these five domains and some of the rules apply only to some domains. Although each domain is a
rich and varied environment, it is possible to determine general trends for each domain:
Corporate
Corporations adapt. When the streets became too dangerous for employees, the companies hired
security guards and militias. When the government-run education systems collapsed, the
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corporations created their own schools. And when international law failed to protect their
corporate interests, the companies built their own intervention forces. Although, strictly
speaking, corporations still compete with each other, the rules of that competition are such that
inter-corporate war is rare. Instead, the corporate hierarchy attempts to preserve its own world
against the outsiders who are jealous of the corporations’ riches. Because corporations are
reluctant to draw attention to themselves, they tend to rely on covert assets.
The corporate domain is opposed to the monasteries (“because of their technological power,
which is threatening”) and the Nonames (“because they seek to siphon profits”).
Former United States
The United States began its slow disintegration with the secession of California and Texas in the
mid-21st century. In 2091, the territory of the Former United States is controlled by local militias
who combined with the armed forces and federal and local law enforcement. Because of this, the
FUS is strong in military assets.
In general, the FUS is opposed to the United Nations (“because they seek to assimilate the US”)
and to the monasteries (“because they are mad scientists bent on the destruction of the world”).
Monasteries
Since the beginning of the 21st century, it has been clear to many people that the world was
sliding toward a new dark age. The combination of the population explosion with the chaos of
international relations was working to steadily erode the gains of the 20th century. The first
monastery was set up in China by a few wealthy and idealistic engineers who wanted to ride out
the coming dark age in a fortress that could maintain the technical knowledge needed to rebuild
the world. Soon there were dozens of monasteries all across the world, each dedicated to
preserving as much of civilization as possible. Unfortunately, their success attracted too much
attention, and fear and jealousy have served to alienate the masses left outside the walls. In 2091,
the monasteries system is the most secretive of the five major domains. Although the monasteries
are generally loath to interfere in the rest of the world, they are often forced to defend themselves
and lately they have begun to attack preemptively against their enemies. The technological
advantage makes the monasteries strong in CyberOps assets.
The monasteries domain is opposed to the corporate domain (“because the corporations are shortsighted greedy materialists”) and to the FUS (“because military power without discipline is
unpleasing to the monasteries”).
Nonames
With the upper-class protected by corporations, and the middle-class retreating into walledenclaves, the unskilled and the refugees were left outside to fend for themselves. Surviving on
the margins, and with no formal allegiance, the Nonames are organized into competing clans.
Living in the 21st century wilderness, the Nonames are very independent and very aggressive.
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The traditional enemies of the Nonames are the corporations (“who took all the good bits of the
world for themselves”) and the UN (“who left them to rot while taking care of ‘legitimate’
citizens”).
United Nations (UN)
Along with the FUS and China, the United Nations is the last major government on Earth.
Because of a historic opposition to violence, the UN is largely a defensive organization; its assets
are quite powerful, however, and when committed to battle, they are a match for any of the other
four domains.
The traditional enemies of the UN are the FUS (“because of unfortunate historical incidents”)
and the Nonames (“who refuse to be integrated as legal citizens”).
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Chapter 4: Getting Started
Chapter Overview
•
Logging in
•
Understanding the Main Screen Options
•
Playing Chron X.
•
Exiting Chron X.
Step 1: Logging in
When you first start the game you will see the login screen. No matter what you decide to do play the trainer off-line, or play an opponent online - you must log in to Chron X.
Helpful Reminder: Don't Forget Your Password
If nobody else has physical access to your computer you can
leave the password blank, but if you are sharing a machine with
other people we recommend that you use a password, but don't
forget it.
To log in to Chron X:
1. From your Windows “Start” menu, select Chron X. This bri ngs up the Chron X login screen.
•
To login as an existing character, select the character name from the list on the right and
then select OK.
•
To login as a new character, select the New Character button. You must choose the
character's name and an optionalpassword. Do not forget this password, however, as it is
the only way to access your character. (See section the Manage Character section on page
25 for more information about creating a new character.)
2. If you selected an existing character in step 2, and you entered a password for this character
when you created it, the Password screen appears. Enter your password and select OK. The
main Chron X screen appears.
Step 2: Understanding the Main Screen Options
The Main Screen has a number of options. The five buttons at the bottom of the Main Screen are
described in the next five sections of this document. It is recommended that you read each
section so you can make an educated decision about which direction you want to take as you get
started with Chron X. Once you get started, use the guidance information on the screen to help
you navigate through your chosen path.
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Play Trainer
This allows you to get started easily with Chron X. This is what we recommend to first-time
users. It helps you get acquainted with the wild, crazy world of Chron X.
Built into the trainer are the Chron X Missions. Missions are designed to take a novice user from
the basics of Chron X up to the point where they have a good enough understanding of the game
to go online and take on the world. We highly recommend that new users go through the
Missions. To do so, click on “Play Trainer”, then on “New Campaign”. Trust me, you’ll like it!
The best way to learn is to play a few practice games against the computer. The trainer is
intended to teach new players the basics before they go up against live opponents. Although it
seldom provides a challenging game to experienced players, it will usually win the first few
games while you are learning to play, and is also useful for testing out new deck configurations.
Built into the trainer are the Chron X Missions. Missions are designed to take a novice user from
the basics of Chron X up to the point where they have a good enough understanding of the game
to go online and take on the world. We highly recommend that new users go through the
Missions. To do so, click on “Play Trainer”, then on “New Campaign”. Trust me, you’ll like it!
For the more experienced Chron X players, the trainer offers “Expert Missions”. These are
designed to teach users advanced strategy. Think you’re good? Make my day…
Manage Decks
This allows you to select and optimally manipulate the deck of cards you want to use for the
game you're going to play- quite important! See the Managing and Turning Your Deck section at
the end of Chapter 2 for the full scoop about Deck Management. It'll be worth the time.
Register
Chron X has no pay-per-play fees and no online charges. You are welcome to play Chron X for
free in unranked games or against the Trainer for as long as you like.
However, if you love the game and want more, you can register and take advantage of the
following most-awesome benefits:
• More Cards to add to the starter you've already created.
• The ability to trade cards with other players.
• The ability to be ranked among all Chron X players worldwide.
• The ability to buy booster cards.
• The ability to participate in tournaments.
Before you decide to register, there are a few important things you should be aware of:
You should make sure that you can play the game before you register. If you try to run Chron X
in 640x480 screen resolution, you will not see the entire screen – translation: the game is not
playable at 640x480 resolution. Also, if on-line play is important to you, make sure that you can
successfully play against others on the Internet. We will do whatever we can to fix any
Page 24
connection problems, but there are certain aspects of the Internet that are beyond our control,
such as unreliable ISP connections.
You can create as many unregistered characters as you want before registering. Make sure that
you choose a character that you’re happy with before you activate your registration. The quality
of starter decks will vary, but the number of rare cards will be the same.
Your collection of cards is recorded by our server when you register your character, and every
time you make a trade or buy boosters. If anything ever happens to the character file on your
computer, we can easily restore your cards. So, while we do recommend that you keep a backup
of your character file and update it any time you make a change to it, you should not be
concerned about losing your investment due to a hard drive crash.
To register your character, you must first purchase a registration code via our web site. To find
out more, visit the Registration page on our web site at:
http://www.ChronX.com/register.html.
Buy Cards
Once you register, the Register button changes to a Buy Cards button. This will take you to the
Manage Deck screen where you can purchase cards to add to your Chron X arsenal! The form is
pretty simple – just select the packs of cards you would like to purchase from the list, then fill out
all of the required credit card information. All credit card transactions are logged to prevent fraud
and executed through our secure server. For more information, please go to:
http://www.chronx.com/cards-boosters.html.
Enter The Core
Entering the Core allows you to go deep into the live Chron X world experience.
The Core allows you to:
•
Chat. You can chat with other players about all kinds 'o stuff, including card trades.
•
Challenge. This is where you challenge and select opponents.
•
Trade. This is where you trade cards (registered players only)
Manage Character
To play Chron X you must first create a character. Your character contains all the information
about you that is relevant from game to game, the most important of which is the collection of
cards that you own. You can create as many different characters as you wish; each one will have
a different mix of cards.
After you have created a character, you are brought to the main screen (a.k.a. the News screen).
At this time, the game will attempt to connect to the Chron X server through the Internet.
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No matter how much you try to plan ahead, eventually you are going to realize that your
character’s name sucks… um, isn’t exactly as robust as you might like. Or perhaps you cho se the
wrong gender (we get a lot of that). Fortunately, the Manage Character button allows you to
easily fix problems such as these.
To create a new character or modify an existing character:
1. Select the Manage Character button to bring up the Manage Character Screen.
2. Enter the information about the character you are creating or make modifications to an
existing character.
3. Select the Check mark to save your new character or modifications to an existing character.
(To exit without saving your changes, select the X.)
Step 3: Playing Chron X
After you have found someone to play with (or are playing with the trainer), the game starts and
places your headquarters in some random city in the world. The opponent’s HQ is likewise
randomly placed.
Taking Turns
The deck that you chose to use is shuffled and you are dealt seven cards at the beginning of the
game. At the beginning of every turn, you draw one card from your deck (this includes your
opening turn, so you actually start with eight cards in your hand).
Each turn allows you to deploy one base card and any other cards that you have resources enough
to play. Once there is nothing more that you want to do, you can end your turn and allow your
opponent to play.
The game continues even after both players have drawn every card from their decks. The first
person to utterly destroy the other’s headquarters wins the game.
Turn Sequence
•
Production: draw card, receive resources (automatic)
•
Start Of Turn: all "start of turn" effects on cards happen (automatic)
•
Main Phase: player takes as many actions as desired, ends when player clicks Next.
•
End Of Turn: all "end of turn" effects on cards happen (automatic)
•
Cleanup: all dead assets moved to Body Bank, all dead bases removed from play
(automatic)
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The Interface
The game screen is divided into different sections. If you hover over any particular part of the
screen you will get a brief pop-up explaining what it is that you are pointing at.
Resource counter
The world
- Current city
- Battleground
Card close-up
Chat messages
Your cards
- Your hand
- Body Bank
Control buttons
Chat input line
The World
In this section of the interface, you will see a close-up of the city that you are currently in, as well
as a globe that allows you to change your view to any city in the world. Beneath the globe, you
may also see one or more city names.
The close-up view of the current city will show all known cards in that city. The row of cards on
the bottom of the city close-up are your cards, the ones at the top are those of your opponent.
The globe is the main navigation tool in Chron X. When you click on it, your
screen will change to a satellite view of the entire battlefield (America,
Europe, Asia or world). Clicking on any one of the cities in this view will
instantly transport you to that location.
Any cities listed directly beneath the globe are cities adjacent to the city you
are currently in. These are shortcuts to jump 1 city at a time around the
battleground.
Your Cards
As you draw cards from your deck during the course of the game, they will appear in your hand.
Any cards that are killed by your opponent will appear in the Body Bank.
Chat
Chatting with (and sometime taunting) your opponent is a key part of Chron X. The chat input
line is located at the bottom of the screen. All incoming and outgoing chat messages are listed in
the chat messages area located just above the cards in your hand.
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Resource Counter
The resource counter keeps constant track of the resources available to you.
Card Close-Up
Clicking on any visible card will give you a close-up view in the upper left section of the
interface. Clicking on the card close-up image will “flip” the card allowing you to see the
information on the front and back of the card.
Control Buttons
The control buttons allow you to control certain actions in Chron X. Depending on the section of
the game, one or more of the following control buttons may be available to you:
-
Next: End your turn & pass control of the game back to your opponent.
-
Attack: Use the currently selected asset to attack a given target.
-
Move: Move the currently selected card to another city.
-
Search: Use the currently selected card to search for any hidden assets that your opponent
might have in the current city.
-
Intervene, Run, Equip: Use the currently selected intervention, program or enhancement.
-
Discard: Discard the currently selected card from your hand.
-
Defend: Use the currently selected card to defend against an opponent’s attack.
Step 4: Exiting Chron X
To exit Chron X, press Esc at any time. The options panel appears with the following options:
•
Quit Game. Allows you to quit the game.
•
Minimize. Allows you to minimize the game, but keeps it open.
•
Done. When you are finished adjusting the options on this screen, and/or if you decide
that you do not want to exit Chron X, selecting Done returns you to the previous screen.
•
Sound. Enables/disables sound.
•
Pop-up Help. Enables/disables pop-up help. When it's enabled, help automatically pops
up where the cursor is to offer you information about different parts of the screen.
Helpful Hint: Getting Help
If you don't have the Pop
-up Help option enabled and you still
want help from time to time, you can press the Ctrl key at any
point and get the pop-up help.
•
Download Images. Enables/disables the dynamic updating of images in the background.
•
Save Game Logs. Automatically records play-by-play logs of your Chron X games to a
local file. If there is ever any question about any aspect of a game, these logs can be sent
to Blue Sky Red Design to help us make a determination.
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Chapter 5: Getting Advanced
Chapter Overview
•
Playing and Trading with Others
•
Advanced Strategies and Concepts
Playing and Trading with Others
Playing Against Another Player
•
From the main screen, click on the Enter Core button.
This connects to the Chron X server and allows you to chat with other players who are ready
to play. If you should fail to connect, see the troubleshooting guide on the Chron X web site
(http://www.chronx.com/help.html).
•
Check out the potential opponents.
The top part of the screen shows the potential opponents currently on the server.
•
Chat with the person you want to play with.
The bottom part is a chat screen where you can talk to other players. Clicking on the chat
room name (The Core) will bring up a menu of other available chat rooms. Additionally, you
can create new private chat rooms at any time.
To send private messages: Normally, your chat messages are transmitted to everyone in that
chat room. By using the whisper to option (click the button on the right side of the screen, or
use the Ctrl-Enter keyboard shortcut), you can send private messages to the person whose
name is selected. Click on any name to select that person, and you will see the spinning
Chron X logo appear on either side of the name. On the upper right side of the screen you will
see that person’s ranked game record, including wins, losses, draws, and the percentage of
unresolved games. You will also see a gold Challenge button.
•
To challenge or be challenged:
•
To challenge an opponent. Select the person from the list, and then click the Challenge
button. The other player should then click his or her Accept button to accept the
challenge.
•
If you are challenged. If someone challenges you, you will see two gold buttons appear:
Accept and Decline. Click on Decline if you are not ready to play.
Page 29
•
Wait for the Game Settings screen to appear.
When the challenge has been accepted, the Game
Settings screen appears (be patient— if you or your
opponent have a slow Internet connection, this
might take a minute or so).
•
Chat with your opponent until you agree on the
following:
•
Where? Decide what battleground you want to
play on.
•
Who? Decide who takes the first turn. By default, the challenge takes the first turn, but
this order may be reversed, or chosen randomly.
•
Ranked or skill test game? If both of you are registered, you must also decide whether
you want to play a ranked game or a skill test game. (Ranked games count towards each
player’s rating, and therefore directly affect each player’s overall rank.)
•
Which format? There are three formats to the game: "Open" (use all of the cards), "Act
One" (use cards from the first three sets – 1st Edition, Overture and Ascension), and "Act
Two" (use cards from the second three sets – Defiance, Whiteout and Breakpoint). Most
players choose Open, but the other two formats are fun and challenging also.
Once you have agreed on the game settings, click the checkmark button to begin.
If your opponent selected different settings than you, you will receive a warning message and
will be returned to this screen. If the settings agree, you will enter the game.
From this point things proceed just as they did when you were playing the Computer Trainer,
except now there’s a thinking, blood -thirsty, power-hungry human being on the other end of the
game. Hope you brought a few Plasma Torches along…
Trading
Trading works only between registered players. To trade:
•
Select The Core button from the main screen.
•
Highlight the person you want to trade with and click the Trade button. Initiating a trade
with someone is the same as challenging for a game. The person can then either accept or
decline to trade with you. If your partner accepts, you will both be taken to the trading screen,
described in the section below.
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The Trading Screen
There are three rows of cards:
•
Top row. Contains the cards that your partner is offering to trade.
•
Middle row. Contains the cards that you want to offer to trade. You can drag cards from the
bottom row to the middle row. Any cards in that row are visible to your trading partner.
•
Bottom row. Shows the cards in a particular deck of yours. To switch the deck, press the
down arrow on the status bar at the top (just like the Manage Decks screen). In this screen
there is also an option to show only the cards in your collection that are not part of any deck.
Cards other player is offering
Cards you are offering
Your deck (visible to you only)
Chat area
Trading Basics
To offer cards for trade:
1. Drag the cards. Drag them from the bottom row to the middle (trading) row. You can drag
as many cards as you like.
2. Unlock your cards and pick the ones to trade. Once all of the cards you are offering are in
the trading row, select Unlock to allow for your partner to rearrange the cards in your trading
row. At this point, your should also unlock his/her trading row (the top row) so that you can
rearrange the cards he/she is offering.
3. Lock your trading row. Once you have both decided which cards you want to trade, lock
your trading row and drag all of the extra cards back to the bottom.
4. Execute the trade. To execute the trade, click the trade button to the left side of the trading
rows. If the other player agrees to the trade, you will then both get a confirm button. If both
players confirm, then the trade will be completed and the cards in the two rows will switch
places. It is possible to trade cards for nothing, if you want.
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As soon as you confirm the trade, every card in the middle row will be traded for every card in
the top row. This includes cards in the scrap pile. Be careful!
Helpful Hint: Resolving Unsuccessful Trades
In the rare instance where a trade might fail to complete for
some reason, you must exit Chron X, restart, and log in using
the same character. The game will then connect to the server
again to either complete or cancel the unresolved trade. Until
this is done, additional attempts to trade with that character will
probably fail because the previous trade was partially
completed.
Advanced Strategies and Concepts
Now that you know the basic rules of Chron X you may have noticed that almost every rule has
an exception. For example, not all assets tap when they are deployed (RAT Team, for example).
Similarly, a card like Freelancer can run programs that are higher than her CyberAffinity. While
both of those concepts are easy to understand, there are many others that are a little bit more
intimidating. This section will describe some of the more advanced rules and combinations in
Chron X.
Alternate Headquarters
By default, you start the game with a generic Headquarters that has 25 hit points and produces
one of each resource for the rest of the game. But it is possible to use different HQs that might be
more compatible with the deck that you are using. For example, if you have a very fast deck that
is designed to quickly find and destroy the other player, you might want to use an Armored HQ.
The Armored HQ has more hit points, so it can last longer while undefended, but it immediately
gives away its location, so you can expect the other player to attack quickly.
If you have one of these alternate HQs in your collection, you can use it in a game simply by
including it in your deck. The game will automatically use it instead of the generic one. If your
deck has more than one HQ, the game will use a random one.
There are almost a dozen new Headquarter cards in print, and new ones will come out in the
future. To see a full list, go to the Chron X website:
http://www.ChronX.com/cards.html
Radiation, Poison, and Viruses
There are many ways to die in Chron X, and taking combat damage is only the most common
way. There are interventions like Death Dust that instantly kill an asset unless he or she is
immune to Viruses. Other cards, such as Hanford Death Squad, for example, kill with Radiation.
All Mechanical assets (assets that have the Mech. keyword) are non-organic creatures that are
automatically immune to Viruses and Poison. Unless otherwise stated, however, all other assets
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are vulnerable. All assets are vulnerable to Radiation (including Mechanicals, which get their
CPUs scrambled) unless otherwise stated.
There are some enhancements (such as NBC Armor) that make assets immune to Poison, Viruses,
and Radiation, and there are some assets that are intrinsically immune.
Missiles
Missiles are a special kind of enhancement. An asset can be equipped with a Missile only if he or
she has a Launcher. Some assets (like Hellspawn WarMachine) have an intrinsic Launcher
capability. Others need to have a Portable Launcher to be able to use Missiles.
To fire a Missile you must first click on the Missile’s picture in the big image of the asset. This
will select the Missile and now you can use the special ability for the Missile. Using the Missile
will generally tap the asset and will cause the Missile to be discarded.
There are some cards, like Utopia Heavy Infantry that pull a Missile from your deck when they
are deployed.
Upkeep Costs
Some cards, for example, Hypnotic Worm, consume resource points at the beginning of your
turn. This is called an upkeep cost and there are usually penalties for failing to pay the cost. The
upkeep cost is consumed after all your bases have generated resources. If you have multiple cards
with an upkeep cost, the cost will be paid in the order in which the cards were played.
In general, the upkeep cost is paid by the player who controls the card. For example, suppose you
deploy a Hellspawn WarMachine, and your opponent later steals it with a Command Bolt.
Because your opponent controls the Hellspawn, he or she is required to pay the upkeep for it.
As usual, there is an exception. Cards like Hypnotic Worm and Command Bolt, that change the
controller of a card, always require their owner to pay for the upkeep. In other words, imagine the
example above. Your opponent has stolen your Hellspawn with a Command Bolt and now he has
to pay for the upkeep on the Hellspawn and the Command Bolt. Now imagine that you run
Joyrider on that Hellspawn. You control the Hellspawn again, so you pay for the upkeep on the
Hellspawn. But because Command Bolt is an exception, you do not pay for the upkeep on
Command Bolt.
You Know that I Know that You Know
When an asset searches and finds hidden enemy assets in a city, those enemy assets remain
visible to you for the rest of the game unless the opponent is able to hide them again. The
opponent doesn’t necessarily know that the assets where found, however, and if you search with
an asset that has a high Stealth, it is likely that the opponent will not know that you know.
When an asset uses a special ability, the other player is told that the ability was used only if the
other player knows about the asset.
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If the opponent uses an intervention, you will be told that the intervention was invoked and (if it
is relevant) where the intervention was invoked in.
If the opponent runs a program, you will be told that the program was run and (if it is relevant)
where the program was run. If you know about the asset who ran the program, you will be told
that it was him or her who ran it. Otherwise, you will only be told that the program was run.
Likewise, if you know about the target of the program, you will be told who it was ran on.
In general, if there are cards that affect all assets in a city (e.g., Napalm Strike) you will only be
told of the results for the assets that you know about.
The Storage Box
If you have a very large card collection, you may find it difficult to tune your deck, especially if
you have a small screen. One solution is to put cards that you don’t often play with in the
Storage Box. One of the options in the main pull down menu in the Manage Decks screen is
called “Storage Box”. This menu item shows you the contents of the your Storage Box. By
default, the Storage Box is empty. If you place cards into your Storage Box, those cards will not
be visible when you are tuning other decks. If you want to use those cards again, you can go back
to the Storage Box and remove them.
There is also a short-cut from each of the pile menus (where the sorting options are). From any
other deck, you can select some cards and then move them to the Storage Box. Those cards will
disappear from your deck. You can get them back by going to the Storage Box and moving them
back to the lower piles.
Shortcut Keys
The function keys have been pre-defined to help streamline some of the common gameplay
functions. They are defined as follows:
<F2> Deploy/Run/Intervene/Equip
<F3> Move
<F4> Search
<F5> Done
<F6> Cancel
<F7> Attack/Defend
<F8> Special
<F9> Next
<F10> Discard
Adding Sound to Chron X
Chron X is able to make quite a lot of noise. If you go into the Windows “Sounds” applet in the
Control Panel, you will find a variety of Chron X events to which you can attach sounds. If you
really want to express your creativity, this is the place to do it!
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Glossary of Terms
This section is an alphabetized section explaining various terms and concepts in Chron X. In the
definitions, terms in bold refer to other entries in the Glossary.
AntiTerrorism
The AntiTerrorism ability allows an asset to block sabotage assets.
Armor
Armor is a measure of how hard it is to damage an asset. The higher the armor, the harder it
is to damage an asset. See firepower for a description of how to calculate damage.
Arctic
Arctic assets are used to the harsh conditions in Antarctica. They don't take damage on that
map when most other assets would.
Asset
An asset card represents a person or machine that can attack, move, and search. Assets can be
deployed in any city where there is a friendly base. It costs a certain number of resource
points to deploy an asset. Once deployed, the asset stays in play until it is killed.
Assets have six main characteristics: hit points, firepower, armor, stealth, perception, and
CyberAffinity.
Base
A base card is a permanent installation, building, or structure. Bases cannot move, attack, or
search. It costs nothing to deploy a base, but only one base can be deployed per turn. Most
bases produce one of the three types of resources. A base can be deployed anywhere in the
world as long as the resource produced by the base is not already being produced by a
friendly base in that city.
Bases have a certain number of hit points which measure how hard the base is to destroy.
Each time the base is damaged, some number of hit points are subtracted. When the base
reaches zero hit points, it is destroyed.
A base automatically detects any enemy bases in the same city. In addition, a base
automatically detects any enemy assets with a stealth of 1.
Bases can be used for defense. When a player has a base in a city, the opponent cannot attack
any of the player’s assets unless the base is first destroyed.
Body Bank
The Body Bank is a place where dead assets go. A dead asset on the battlefield will go to the
Body Bank at the end of the turn of the player who owns the asset. This means that an asset
killed during the opponent’s turn gets one turn to be regenerated before going to the Body
Bank.
When an asset goes to the Body Bank, it loses any enhancements that it had. An asset in the
Body Bank cannot be regenerated, but there are some cards that can affect assets there (e.g.,
Organlegger, Spark of Life).
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Construct
Constructs are global programs that affect actions all over the world. For example, DNA
Scanner can scan dead assets anywhere in the world. Constructs continue to have an effect
for as long as they continue running.
Corporate
This classification indicates that the card is a product of the Corporate domain. The
megacorporations of the 21st century form a wealthy global community that uses stealth and
high technology to preserve its grip on power. Corporations generally rely on covert
resources to achieve their goals.
Covert Resources
One of the three types of resources. Covert resources represent the training, gadgets, and
support required to deploy stealthy secret operatives around the world.
CyberAffinity
CyberAffinity measures an asset’s ability to use program in the global network known as The
Core. Programs can only be run by assets who have a CyberAffinity equal to or greater than
that required to run the program.
CyberOps Resources
One of the three types of resources. CyberOps resources represent the technical skill and the
Core access time required to implement and invoke both sophisticated nano-technology
compilers and more common procedural Core programs.
Daemon
A Daemon is a program that affects the actions in a particular city. For example, Tactical
Battle Program gives a bonus to all assets in a city for as long as it is running. A card like
EM Scrambler can terminate Daemons that are running in a city.
Enhancement
Enhancements are cards that represent equipment or items that can be used to improve the
capabilities of an asset. An enhancement costs a certain number of resource points to use.
Once an enhancement has been given to an asset, the enhancement stays with the asset until
the end of the game.
Firepower
Firepower is a measure of how much damage an asset can do. The higher the firepower, the
more damage the can do. When doing damage to a base, an asset does 1 point of damage for
each point of firepower. When doing damage to an asset, the damage is adjusted downwards
by one half of the target’s armor (rounded down). For example, if an asset with firepower 10
does damage to an asset with armor 5, the target takes 8 points of damage:
firepower - armor/2 = 10 - 5/2 = 10 - 2.5 = 10 - 2 = 8
FirstStrike
FirstStrike is the ability of an asset to do damage before the opponent can respond. Normally,
damage between two assets is resolved simultaneously. If General Trelain is blocked by
Urdan Tech, then they will each do one point of damage to the other. Since this is enough to
Page 36
kill each one, and since damage is dealt simultaneously, both are killed. FirstStrike gives an
asset the ability to damage the opponent first. If the damage is enough to kill the opponent,
then the asset with FirstStrike receives no damage. In the example above, if General Trelain
had FirstStrike, Urdan Tech would be dead before he could do damage to Trelain.
When both assets have FirstStrike, damage is resolved simultaneously.
If multiple defenders block an attacker, all defenders must have FirstStrike in order for
FirstStrike to have an effect.
If multiple defenders block an attacker with FirstStrike, the first defender will be affected by
FirstStrike, but the others (since they receive no damage) will not be.
FUS
A card with this classification is a member of the Former United States. After the secession
of California and Texas, the remainder of the union split into a loose association of citystates. The military power of the FUS is unrivaled. The FUS relies mainly on military
resources to achieve its goals.
Gear
This is a type of enhancement that is worn or carried by an asset.
Global Interventions
A Global intervention affects actions all over the world. For example, UN War Crimes
Tribunal affects assets in every city of the world. Global interventions continue to have an
effect for as long as they remain in play.
Headquarters
A player’s headquarters is the central command base for the player’s operation in the world.
The player’s HQ counts as a base for most purposes, but if the HQ is ever destroyed, the
player loses the game.
Heal
Some cards are able to heal other assets. Healing an asset restores some or all of the hit points
lost in combat or by other means. Dead assets cannot be healed.
Implant
This is a type of enhancement that must be surgically implanted into the user. Mechanical
assets cannot receive implants.
Intervention
Interventions are cards that represent major events orchestrated by a player to influence the
game. For example, the 7th Air Cavalry Strike card can be played to do damage to an enemy
base. Interventions cost a certain number of resource points to invoke.
Hit Points
Hit points are a measure of how much damage an asset or a base has taken. When an asset is
reduced to 0 hit points, it is killed. Likewise, when a base is reduced to 0 hit points, it is
destroyed. An asset or base that has been killed does not immediately leave the battlefield. At
the end of the turn of the player who owns the dead card, the card is removed from the
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battlefield. Assets are sent to the Body Bank (where they may later prove useful) while bases
are removed from the game.
Launcher
This is an ability of an asset. An asset with a launcher is able to use missiles.
Local Interventions
Local interventions affect actions in the city in which they were played. Local interventions
continue to have an effect for as long as they remain in play.
Mech.
See mechanical.
Mechanical
Mechanical assets are inorganic assets such as robots, androids, and autons. Mechanicals are
immune to stimulants, viruses, and poison and cannot receive implants. Many specific
cards differentiate between organic assets and mechanicals. For example, UN Field Surgeon
cannot heal mechanical assets.
Military Resources
One of the three types of resources in the game. Military resources represent the training,
ammunition, and support required for a military operation.
Missile
Missiles are a type of enhancement. Missiles can only be used by assets who have a launcher
(such as Missile Tower) or by assets who have some enhancement that gives them the ability
to launch missiles (such as Portable Launcher).
Monastery
A card with this designation is a creation of the Monasteries domain. Fearing that the world
is about to plunge into a new Dark Age, many elite scientists and engineers have retreated to
impregnable fortresses. They hope to preserve humanity's technology against the approaching
chaos. The Monasteries rely on CyberOps resources to achieve their goals.
Nonames
A card with this designation belongs to the Nonames domain. In the end, the poor and the
powerless are left outside the walls of civilized society. Those that are neither owned by a
corporation, citizens of the FUS, members of the Monasteries, or subjects of the UN, are left
to fend for themselves.
Perception
Perception is a measure of an asset’s ability to find hidden enemy assets. The higher the
perception, the better the asset is at searching. An asset can search to find all enemy assets
whose stealth is less than or equal to the searching asset’s perception.
Poison
Poison kills organic assets unless they are immune to poison. Some enhancements provide
immunity to poison. Others, such as Scorpion Claws rely on poison for their effect.
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Mechanical assets are immune to poison.
Program
Program cards can be used to do various useful things in the game. Each program has a
CyberAffinity rating that corresponds to the CyberAffinity need by an asset to run the
program. Programs can only be run by assets who have a high enough CyberAffinity. A
program card must be run by an untapped asset and the asset who uses the program taps.
Regenerate
Regeneration is the ability to completely restore an asset to maximum hit points even if the
asset is dead. Assets in play can be regenerated, but assets in the Body Bank cannot be.
Resources
Resources are used to do things in the Chron X universe. There are three types of resources:
military, covert, and CyberOps. Each type represents a different way of exerting power.
Military resources allow you to have brute force power; covert resources provide clandestine
and subversive power; and CyberOps resources invoke technological power.
Resource Points
This is a way of measuring resources of a certain type. Each player has some amount of
resource points for each type of resource. These points are used to deploy assets, run
program, invoke interventions, etc.
Sabotage
The sabotage ability allows an asset to attack in a special way such that only assets with the
AntiTerrorism ability can block it. Normal assets cannot block an asset with sabotage.
Sacrifice
Some cards call for the player to sacrifice an asset. This means that the player must choose to
kill a friendly asset in play in order for the card’s ability to come in force. The asset sacrificed
cannot already be dead. Depending on the actual card, the sacrificed asset will either die, go
immediately to the Body Bank, or be removed from play.
Spearhead
A card with Spearhead is the lightning rod for an attack. In any attack, if there are assets with
Spearhead, only those assets can be blocked by more than one asset. The other assets have an
advantage in combat in that they may only be blocked by one asset. (If that card says that it
may only be blocked by two assets then it couldn't be blocked at all!)
Stealth
Stealth measures an asset’s ability to avoid detection. The higher the stealth, th e better the
asset is at avoiding detection. Assets of stealth 1 are automatically discovered by any enemy
base in the same city. Assets of stealth greater than 1 or assets deployed in cities without
enemy bases are not automatically known to the enemy.
The enemy can search for enemy assets in a city using one of his or her own assets. See
perception.
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Stimulant
A stimulant is a drug that affects the abilities of an asset. Some enhancements are classified
as stimulants if they rely on drugs for their effect. For example, Twitch Paste, which
increases the reflexes of an asset, thus increasing its armor, is considered a stimulant.
Mechanical assets are immune to stimulants.
Structure
A structure is a special enhancement that can only be used on bases. For example, FerroConcrete Wall can be used to increase the number of hit points on a target base (including
your HQ).
Tap
A tapped asset is an asset in play that has already done all that it can do this turn. Tapped
assets cannot attack, move, search, or run programs. Some assets can use their special ability
while tapped, but others cannot.
“To tap” an asset means to cause the asset to become tapped in order to do something. For
example, an asset card might say, “Tap to do 1 point of damage to target asset”. This means
that when the special ability of the asset is used, the asset will tap and do 1 point of damage
to the target. If the asset is already tapped, then the special ability cannot be invoked.
Topdeck
Topdeck cards begin the game in your opening hand. Build Site is a Topdeck card used by
many players, as it ensures that you draw bases in the early game.
UN
A card with this classification belongs to the United Nations. With the collapse of the United
States and the growing power of the corporations and the Monasteries, the last sovereign
governments of the world banded together to form a global government.
Unique
Unique cards can only be played if no other copy of them are in play at all. You can't play it if
your opponent's has one in play, or if you do. You may have multiple copies of the card in
your deck, and can play one if the one in play has been removed.
Untap
The opposite of tap. An untapped asset can attack, move, search, or run programs.
Virus
A virus is a DNA fragment that uses an organic host to reproduce and thus potentially alter
the organic make-up of the host.
Some enhancements provide immunity to viruses. For example, NBC Armor makes the
wearer immune to all viruses, poisons, and radiation. Some other cards, like Death Dust,
affect all assets who are not immune to viruses.
Mechanical assets are immune to viruses.
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Worm
A Worm is a program that attaches itself to an asset or a base. The Worm looks like an
enhancement, but often has a deleterious effect on the subject. A program like Penicillin 3.1
can get rid of Worms.
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Appendix A - Playing without the Chron X Server
It is possible to play without the Chron X server. If you have a firewall that prevents a direct
connection to the Chron X server, you can use these instructions to play with a friend on the same
network.
First decide on one of your machines to be the master and the other to be the servant. The player
whose machine will be the master should launch Chron X with a special command line option:
/m. (Please consult your operating system documentation to figure out how to enter command
line arguments).
The other player should launch Chron X with the /s option followed by the DNS name of the
machine running the master. For example:
chronx /s thor.olympus.org
Now both players should select Manage Character while holding down the shift key. If the
connection was established properly, both players will now be in the game settings screen.
It is also possible to play against the trainer without having Chron X constantly berate you about
not being able to connect to the server. Just start Chron X with the /u option, like this:
chronx /u
This will stop the program from trying to update the news and rankings data from our server.
You can easily create a shortcut to chronx.exe and add the /u flag to the Target line in Properties.
Page 42
Appendix B - Troubleshooting
• Network Anomalies. Occasionally while playing Chron X you will see a dialog box that
indicates a Network Anomaly has occurred. When this happens Chron X will immediately
attempt to reconnect to the other player (they’re seeing the same message). Do not quit Chron
X. Instead, verify that you are still connected to the Internet. Due to Internet traffic, such a
reconnection may take up to two or three minutes, though often they are resolved within a few
seconds. Sometimes, due to Internet problems, Chron X will not be able to reconnect at all. If
you’ve waited for over thre e minutes and the dialog has not disappeared, then you should quit
the game (by pressing Esc) and try again.
• If you can see other players in the chat area but cannot see them typing anything and cannot
see the text that you type appear in the chat window, try running Chron X with the /O
command line option. This option enables a different system for receiving chat (similar to
socket OOB data) that may help.
• If you are attempting to trade cards with another player and the trade fails for some reason,
subsequent attempts to trade will probably continue to fail because the previous trade was not
resolved. The solution is to exit the game, restart, and log in using the same character. If the
last trade attempt was not completed, the game will then check with the server to either
complete or cancel the trade and will inform you of the outcome.
• Chron X has some sound effects that are available if you have a sound card. If you do not hear
any sounds while clicking buttons in the game screen, first check the options by hitting the
Esc key and make sure sounds are enabled. If sounds are enabled check your Windows
Control Panel.
After running Chron X the first time there will be entries in your Control Panel’s sound
settings where you can set up sounds to be played when certain events occur in Chron X.
Make sure Windows sounds are enabled and there are sounds specified for the Chron X
events.
• If Chron X appears to freeze just after you run it and you have an odd sound card, try running
with the /Q command line option to bypass the sound.
• There are problems with some video card drivers, such as the Diamond Stealth 3D. If your
screen is garbled when running Chron X, first try to get an updated driver from your vendor.
If that doesn’t work, you might try one of the standard Microsoft SuperVGA drivers on the
Windows installation disc.
Page 43
Rules, Legal Notices, Other Fun Stuff
Please read the Chron X license agreement. By installing and using the game you are agreeing to
the license terms and you should understand those terms.
A large part of the Chron X experience is the online chat space. Please observe the same rules of
conduct you would observe in any public place. Abusive or offensive behavior including
excessive use of bad language will not be tolerated. Use good judgment.
Cheating, specifically by pulling the plug on your modem when you are about to lose, will not be
tolerated. Since we can’t tell the difference between that and an accidental disconnection we just
count how many times it has happened and trust you not to disconnect intentionally. Don’t break
our trust and we won’t have to revoke your registration.
Note that we may need to change the capabilities of some cards in the future if they are found to
be too powerful, or not powerful enough, or otherwise imbalanced. BSRD reserves the right to
change any card at any time, but we will try really hard to use this as a last resort.
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License Agreement
1.
READ THE FOLLOWING TERMS AND CONDITIONS CAREFULLY BEFORE INSTALLING THE
PROGRAM. INSTALLING OR USING THE PROGRAM MEANS YOU ACCEPT THESE TERMS AND
CONDITIONS AND UNDERSTAND THAT THEY WILL BE LEGALLY BINDING ON YOU. IF YOU DO
NOT AGREE WITH THEM, DO NOT INSTALL OR USE THE PROGRAM AND DELETE ALL COPIES IN
YOUR POSSESSION.
2.
Blue Sky Red Design LLC grants you a free, nonexclusive license to use "Chron X" (the Program), but retains
all property rights in the Program and all copies thereof. You may freely distribute unaltered copies of the
Program, however, you may not distribute the Program for profit in any form. You must include the file
license.txt, which contains a copy of this license, with all copies of the Program which you make for your own
use or which you give to others. Please call the terms of this license to the attention of all persons who receive
copies of the Program.
3.
This Agreement is effective upon your installation or your first use of the Program and shall continue until
revoked by Blue Sky Red Design LLC or until you breach any term hereof; upon termination you agree to
destroy all copies of the Program in your possession.
4.
THE PROGRAM IS LICENSED AS IS, AND BLUE SKY RED DESIGN LLC HEREBY DISCLAIMS ALL
WARRANTIES, EXPRESS OR IMPLIED, INCLUDING WITHOUT LIMITATION ANY IMPLIED
WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE, TITLE AND
NON-INFRINGEMENT. IN NO EVENT WILL BLUE SKY RED DESIGN LLC BE LIABLE FOR ANY
DAMAGES, INCLUDING BUT NOT LIMITED TO, LOST PROFITS, LOST SAVINGS, DAMAGE TO
COMPUTER HARDWARE OR SOFTWARE, LOSS OF DATA OR OTHER INCIDENTAL OR
CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE SUCH PROGRAM
EVEN IF IT HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES. Some states do not allow
the exclusion of implied warranties or the limitations or exclusion of liability for incidental or consequential
damages, so the above limitations may not apply to you.
5.
You shall not modify the Program or merge the Program into another computer program or create derivative
works based upon the Program. You must get the written permission of Blue Sky Red Design LLC to include the
Program in any collection of software.
6.
Do not download the Program if you reside in a country to which the download of the Program would violate
U.S. export laws or regulations, and do not distribute the Program in violation of such laws or regulations.
Chron X may not be downloaded or otherwise exported or reexported into (or to a national or resident of) any
country to which the U.S. has embargoed goods or to anyone on the U.S. Treasury Department list of Specially
Designated Nationals or the U.S. Commerce Department's Table of Deny Orders. If you do not meet these
criteria or are not sure, do not install the software and destroy any copies in your possession.
7.
When using the Chron X on-line chat space you shall observe the same rules of conduct you would observe in
any public place. Abusive or offensive behavior including excessive use of bad language is a breach of this
Agreement and will be grounds for the revocation of your on-line privileges without refund. Violation of the
Chron X Rules of Conduct will also be grounds for the revocation of your on-line privileges without refund. The
Chron X Rules of Conduct can be found on the Chron X web site at the following address:
http://www.ChronX.com/rulesofconduct.html
8.
You shall not attempt to cheat in any manner. Examples of cheating include intentionally disconnecting from a
game in play to avoid losing, intentionally delaying a game to force an opponent to concede or quit, conceding
games in exchange for money or other consideration, and interfering with any player's communications.Blue
Sky Red Design LLC reserves the right to define additional behaviors that constitute cheating at any time.
Cheating is a breach of this Agreement and will be grounds for the revocation of on-line privileges without
refund.
9.
Blue Sky Red Design LLC reserves the right to change the rules, behavior, and capabilities of the Chron X game
and virtual collectible cards.
Page 45
10. This Agreement shall be governed by the laws of the Commonwealth of Massachusetts without regard to its
conflicts of laws rules. The United Nations Convention on Contracts for the International Sale of Goods shall
not apply to this Agreement.
Page 46
Index
AntiTerrorism.................................................... 36, 40
Armor...................................................................... 36
Assets .................................................................. 4, 36
deploying.............................................................. 9
moving.................................................................. 9
searching .............................................................. 9
tapping.................................................................. 9
Bases ................................................................... 4, 36
attacking ............................................................See
deploying............................................................ 11
special................................................................. 18
Battleground............................................................ 20
America .............................................................. 20
Asia .................................................................... 21
Europe ................................................................ 21
The World .......................................................... 21
blocking................................................. See defending
Body Bank ........................................................ 36, 39
Body, The.................................................................. 5
Cards
Assets ................................................................... 8
bases ................................................................... 10
Enhancements........................................... 4, 15, 37
Interventions....................................................... 14
Programs ............................................................ 13
rarity ..................................................................... 7
Challenge ................................................................ 30
Accept ................................................................ 30
Decline ............................................................... 30
chat bar.................................................................... 29
chat rooms............................................................... 30
Construct ................................................................. 37
Corporate ................................................................ 37
CyberAffinity ........................................ 13, 36, 37, 40
Daemon ................................................................... 37
damage .................................................................... 12
Decks
restrictions .......................................................... 18
defending................................................................. 12
Delete Pile............................................................... 18
Firepower .......................................................... 12, 37
FirstStrike................................................................ 37
FUS ......................................................................... 38
Game Settings ......................................................... 31
Gear......................................................................... 38
Global Interventions................................................ 38
Headquarters ....................................................... 4, 38
Heal......................................................................... 38
Hit Points ................................................................ 38
HQ....................................................See Headquarters
Implants............................................................. 38, 39
Interventions........................................................ 4, 38
Launcher ................................................................. 39
Local Interventions.................................................. 39
Mech ...................................................See mechanical
Mechanical.............................................................. 39
Missile..................................................................... 39
Monastery ............................................................... 39
Network Anomalies................................................. 44
New Pile.................................................................. 18
Nonames ................................................................. 39
Perception ..................................................... 9, 39, 40
Poison...................................................................... 39
Program..................................................................... 4
Programs ................................................................. 40
ranked game ............................................................ 31
Regenerate............................................................... 40
Resource Points....................................................... 40
Resources .......................................................... 10, 40
covert.................................................................. 37
CyberOps............................................................ 37
military ............................................................... 39
Sabotage.................................................................. 40
Sacrifice .................................................................. 40
skill test ................................................................... 31
Sound ...................................................................... 44
Spearhead................................................................ 40
starter deck ................................................................ 7
status bar ................................................................. 29
Stealth ........................................................... 9, 39, 40
Stimulants.......................................................... 39, 41
Structure.................................................................. 41
Tap .......................................................................... 41
The Core ................................................................. 30
Trading.................................................................... 31
confirm ............................................................... 32
locking & unlocking cards.................................. 32
UN........................................................................... 41
Untap....................................................................... 41
Viruses .............................................................. 39, 41
whisper to................................................................ 30
Worm ...................................................................... 42
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