ANALOGUE GAMES

    Physical Card and Board Games

    The Tempo Series

    The Tempo Series Bundle

    2 games — Tempo Beat, Tempo Clash

    $70

    combined retail

    Tempo Beat

    $30
    • A creative card game centred and themed around rhythm, timing, and balance.
    • Players take turns playing Rhythm Cards to build unique sequences, all the while being diminished by the accumulation of Tempo Tokens.
    • Simple yet strategic — perfect as a gateway game for new players.
    • Quick rounds that keep everyone engaged and entertained.
    • Best described as a many-layered strategic fest of a game.

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    Tempo Clash

    $40
    • Tempo is life and currency in Tempo Clash. Knowing how to find a balance between the two is what will secure you victory.
    • Like in some games, dice are used to resolve the means of attack. In Tempo Clash, it is the Circuit Cards.
    • X in a sentence is reversed in effect, where in Beat it declines, in Clash it increases with each turn.
    • There are three kinds of cards in this game, Circuit, which forms the board, Programs, which are your fighting units, and Protocols, which are your action abilities.
    • The battle concludes if you cannot pay Tempo to mitigate damage, with all of your Programs destroyed, signalling the end of the game.

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    The Elements Series

    The Elements Series Bundle

    5 games — Base Elements, Fusion Elements, Composite Elements, Compound Elements, Etheric Elements

    $220

    combined retail

    Base Elements

    $30
    • The foundation of The Elements Series — introduces the 5 core Elements, Fire, Air, Earth, Lightning, Water, together with 2 additional Elements, Ether and Nether.
    • Each Element is designed thematically according to what it characteristically should do.
    • Use the Elements in combination, in order to achieve effects greater than it can do alone.
    • Best as a gateway entry point designed for Players new to the Elements Series.
    • Uses a range of Dice from D4 to D6, in addition to 2 separate Decks of Elements for each Player.

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    Fusion Elements

    $50
    • Combine pairs of Base Elements to create powerful Fusion combinations.
    • Introduces the Fusion mechanic — merge 2 Base Element Cards to unlock new powers and abilities.
    • 10 unique Fusion Element types, each with their own strategic advantages.
    • A duel between and within a class system, with Sorcerer wielding Fire, Warlock wielding Lightning, Wizard wielding Air, Conjurer wielding Earth, and Mage wielding Water.
    • Adds a new layer of decision-making to the elemental combat system, as you battle it out over a 5x5 grid Board.

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    Composite Elements

    $40
    • A 3-Lane tactical game inspired by Compile.
    • Uses my Composite Elements system, except no fusion or combining of elements, which the system's name is otherwise devoted to my three element fusion system.
    • Despite being technically later in the series, even if earlier conceived, the game's mechanics is simpler than Fusion Elements.
    • The game incorporates a unique Lane power system, where the Element of the first Card played on your side of the Lane grants it a power or ability.
    • As clarified, very simple mechanics, despite being very well-balanced and with high synergistic levels.

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    Compound Elements

    $50
    • The fourth entry in The Elements Series, which like its predecessor, simply uses the Elements without the combining effects as tied to the actual elemental system.
    • Harness the power of the stars using Compound Elements.
    • Added onto the Compound Elements are the fifth elemental level, Will or Etheric Elements, devastatingly powerful combinations, that require you to discard up to 4 Cards in addition to that Will's Element.
    • Stellar Cards, which are a type of Compound Element Card that have Mass and are your means and main fighting units, attack by concealing two-sided Energy Tokens, and only upon revealing is damage either decided or mitigated.
    • Has the same Lane power rule of Composite Elements, with the distinction of having a 5-Lane system instead.

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    Etheric Elements

    $50
    • Combine Base Elements directly in your Lanes to create Fusions, Composites, Compounds, and legendary Wills—30 advanced Elements without drawing them from the Deck.
    • Choose which Card leads your Lane. That Card and all above it fight in sequence. Bluff, counter, and watch your Opponent's Stack crumble, as well as activate different Elements based on their location in the Stack.
    • Fire beats Air, Air beats Earth, Earth beats Lightning, Lightning beats Water, Water beats Fire. Predict your Opponent's choice to gain the edge in D4 rolls.
    • Cards trigger on reveal, on attack, or persist as ongoing auras. Every placement and victory reshapes the Board.
    • First to forge a Will in 3 of 5 Lanes wins. Run out of Cards in Hand? You lose immediately.

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    The Event Series

    The Event Series Bundle

    3 games — Event Horizon, Global Events, Cosmic Events

    $130

    combined retail

    Event Horizon

    $40
    • The entry point to the Event Series — a game about cause, effect, and timing.
    • Play Event Cards into an engine called a Timeline, that trigger chain reactions across up to 4 Players.
    • Each Event Card has two facets, the first being the Timeline Effect that occurs when being placed on the Timeline, and a Horizon Effect, a more powerful Effect, Played outside the Timeline.
    • Effects on the Timeline trigger in sequential order, starting with the first Player.
    • Strategic depth comes from anticipating and reacting to other players' Events.

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    Global Events

    $40
    • The initial idea is to create a game themed and centred around Events that affect every Player simultaneously.
    • Global Event Cards are meant to reshape the entire game state when triggered, which was the initial plan and idea.
    • Playable from 2 to 4 Players, however, some Cards do not affect all Players, falling short of that aim, which was repaired with Cosmic Events.
    • Some Global Events affect just one Player singularly, while others can be considered true, full-blown Global Events.
    • Four types of Event Cards, ranging from Instant, Reaction, Ongoing, and Victory.

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    Cosmic Events

    $50
    • The ultimate Event Series experience — reality-bending Cosmic-scale Events.
    • Cosmic Cards can alter fundamental game rules mid-play.
    • Cosmic Events stays true to the initial idea and homage to using Events as a theme and entire mechanic.
    • Once again playable up to 4 Players, each in charge of different alien factions, and employing up to 4 different resources, from Quantum, Nano, Astro, to Core.
    • Each Event Card has a theme, belonging to one of the four resources, and a Placate Cost to mitigate the Effects of the Cosmic Event, and a Dictate that determines the rewards and results from fulfilling the criteria of the Cosmic Event.
    • Best experienced at higher Player counts for maximum cosmic chaos.

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