Seven Goldfish

euphemistically thought fertilizer

Welcome to the Great Game

History is written by the victors—but which history?

In Hegemony: Alternate Histories, you lead a nation from the trenches of World War I through the singularity of tomorrow. Every decision echoes through time: Will Communist America develop the Apache helicopter? Can Autocratic Britain maintain its empire? What happens when nuclear weapons make direct war impossible?

Unlike Magic: The Gathering's life total, your deck IS your lifeblood. Every reshuffle costs you five cards burned forever, but advances humanity's shared timeline into deadlier eras. Your hand isn't precious cards to protect, it's ammunition to spend. Those outdated biplanes from 1918? By 1960, they're just fuel for your nuclear program.

Core Concepts (How We're Different)

Your Deck = Your Life: You lose when you can't draw to 7 cards. No life points.

Time Marches Forward: Each reshuffle advances the global era (Chemical→Mechanical→Atomic→Digital→Singularity). Whoever reshuffles most sets the current era for everyone.

Cards Are Currency: Most costs require discarding cards from hand (✋ = discard 1 card) or milling cards from you deck . Your 7-card hand refreshes completely each turn.

Governance and Nations, Not Colors: Choose Capitalism, Communism, or Autocracy. You can switch mid-game—if you're willing to pay the price. You also select a nation, which cannot be changed during the game.

Roll Into Combat: Every card has a 1-100 value printed on bottom. Combat adds unit power + revealed top card's value, then that card goes to deck bottom. mobility determines who can flee or intercept.

Game Setup

Choose Your Nation (permanent): USA, Russia, Germany, etc.

Build a 40-Card Deck following your nation/governance restrictions

Pre-Select Your Starting Hand: Choose 7 cards as your opening hand (speeds up first turn)

"Roll" to go first

Both Players Begin in Chemical Era (WWI)

Turn Structure

1. UNTAP PHASE - Untap all your cards

2. EVENTS PHASE - Play event cards from hand

3. COMBAT PHASE - Attack with units (see Combat Rules)

4. BUILD PHASE - Play units/infrastructure, play events

5. DECOMMISSION PHASE - Optionally Destroy your untapped units/resources, discard any unwanted cards

6. DRAW PHASE - Shuffle deck and draw to hand limit, typically 7 cards

If deck is empty: Choose 5 cards from graveyard to burn forever, shuffle rest into deck, advance era tracker, continue drawing

Combat Quick Reference

Attacker declares target (unit, infrastructure, or player)

Equal/higher mobility can flee (tap to escape)

Higher mobility can intercept (become new target)

Both units roll: Power + top deck value = total

Higher total wins, tie kills both

Direct player hits: Mill 1 card per 100 power

Victory Conditions

You Lose When:

The Timeline of War

Chemical (Start): Trenches and early tanks. Build your engine. Mechanical (1 Reshuffle): Mass warfare. Assembly lines of units. Atomic (2 Reshuffles): Nuclear deterrence changes everything. Espionage rises. Digital (3 Reshuffles): Information warfare. Compute tokens matter. Singularity (4+ Reshuffles): Desperate endgame. Advanced tech, minimal deck.

Keywords

Unit Types

Combat Keywords