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Asunder



Dreams Are Made Of Stars

Summary

Rulebook

Sample Cards

Print It

Buy It

License

How It Was Created

Gallery

Epic Soundtracks

Fluons

History







Dreams Are Made Of Stars



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

Gravitons, artificial intelligence, quantum engineering and 3D printing are intertwined with everyone's daily life. The star system is teeming with ships, robots and people.

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

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

Shadowy figures are trying to obtain control over the greatest achievement of this world: the obliteration of any barriers of space.

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

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

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







Summary



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

Asunder is a competitive, fast-paced card game for 2 or 3 players, with a science fiction adventure and exploration theme, atmospheric lore and artwork, set in an open universe where nothing has a fixed destiny, where the players can weave their own narrative arc from the card-sized stories and from the lessons they learn on the way, from light and from shadow, all while exploring deep space and mind alike.

Asunder's charm comes from the surprising unfolding of the long combos, creating adventures in which the players create sprawling plans, deploying and reusing environments and characters on a galactic level, trying to becomes a Pathfinder. The winner of a game is unknown until the end.

The core rules are very simple, but the resulting actions are complex due to the plug-and-play abilities whose rules can be learned while playing.

For about 60 minutes, the players control 210 cards, 37 abilities and 10 play zones. To start the game, shuffle the cards. Each player draws 7 cards.

The progression of a game is made of consecutive turns which occur in the turning order.

During a turn, the active player may execute various actions, while the other players may not execute any action, unless allowed by a card's non-deployable ability. The active player may deploy (= play from hand) 1 card, but its executed ability may allow for more cards to be deployed. Deploying multiple cards during a turn, by chaining their executed abilities, is called a combo.

Throughout a game, a player's goal is to draw and deploy more cards, through long combos, in order to limit the cards available to the other players and to deploy a higher valiance than the other players, at the game end.

Once the last card is drawn from the Destiny, each player may play one more turn, after which the game ends. The player with the highest valiance wins the game.

Mechanics:

  • Competitive play: Consecutive turns during which the players deploy the highest possible total valor.

  • Card attributes: abilities, valor, stargate. Less common: traits, questing attributes.

  • Abilities: Card-specific rules which may be executed when cards are deployed, or whenever some conditions are true. Multiple abilities are possible per card.

  • Costs: Easy to use and limited to executing powerful actions (mostly abilities), by adding entropy.

  • Randomness, card drawing: Through the Destiny and Portal.

  • In-game deck building, card reuse: Through the Portal.

  • Engine building, asymmetry: Through the Adventure, Darkness, Experience, Portal and Serendipity, by changing the valiance and the added entropy, and by extending the abilities of the Maven cards.

  • Hand management: Drawing and deploying cards from hand.

  • Long combos: Through the chained deploying of many cards in a single turn. Combos with more than 20 cards have been seen.

  • Resource contention: Between opening the Portal, adding entropy and increasing the valiance.

  • Level up: For enhancing the Experience and Portal, when a turn ends.

  • Quests, questing: Immersive and interactive mechanics designed to evoke the feeling of adventure videogames and comics, by telling stories over multiple cards, cards which may be deployed from the Journey to the Adventure. A story progresses through the questing attributes, which all quest cards have.

  • Extensibility: Through quest packs, custom quest packs and custom cards, scenarios for optionally changing the mechanics of the game (like cooperation).

Features:

  • The core rules are simple, but there are advanced plug-and-play rules (like abilities) and mechanics (like questing).

  • The beginner players have to learn about very few things before a game starts: turning, with drawing and deploying cards in a combo, leveling up, and deploying as much valor as possible (in order to win the game). The vast majority of the actions are triggered by abilities, and these are triggered by deploying cards, and more rarely by drawing cards, so the action triggers are easy to look for during the gameplay and learn about the new rules in real-time.

  • The game setup means shuffling one deck of cards and drawing 7 cards. Mechanics like leveling up and questing are done through streamlined game design, not convoluted setup.

  • Questing can be ignored for a simpler gameplay.

  • Affecting the other players in a negative way is very limited.

  • Low friction and fast-paced really means what it says. Cost management is limited, and the players don't get to stall the gameplay by endlessly analyzing an entire deck for cards to draw.

  • The long combos are fast-paced and interesting to watch developing, so the downtime on the turns of other players feels short.

  • No tokens to keep track of, no meandering math, no victory points to remind everyone they're losing. To increase the tension, the players don't know who will win until the game ends.

  • Very little card shuffling is needed.

  • Cooperative (including solo) scenario based a threshold to achieve. No automaton that needs another rulebook.

  • A high replay value produced by a wide variety of mechanics and abilities.

  • Lore beyond flavor text.







Rulebook



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

Here are the rules in PDF format.

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







Sample Cards



The cards were designed and rendered with Mosaic.

Sample front of cards:

Sample back of cards:







Print It



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

The game is available in print-and-play form, for personal use, through a print-on-demand service. Only the author may offer such copies of the game. Alternatively, each player may independently set up the printing process through a print-on-demand service, for personal use. No other entity may offer copies of the game, either for free or in exchange for money.

Artists and writers can independently create and sell custom cards and quests since the game handles them almost like the official cards and quests.

The game was designed to be printed on large-format cards, so the cards can be printed directly on photo paper, at a photo shop or at home, without cutting them after printing. The simplest and cheapest way to do the printing is at a photo shop.

Several photo paper sizes are possible: 3R (127 * 89 millimeters, 5 * 3.5 inches), 4R (152 * 102 millimeters, 6 * 4 inches), B7 (125 * 88 millimeters, 4.9 * 3.5 inches), A6 (148 * 105 millimeters, 5.8 * 4.1 inches).

The large size makes looking at the artwork and reading the lore feel great. If the cards were normally sized playing cards, it would feel claustrophobic to look at the artwork and read the lore, but it can be done if you want to reduce the print cost.

To print the cards, download from here the archive with cards (saved as image files).

If you want to print the card artwork, or use it as wallpapers, download from here.

If you want to print the card lore, see it here.







Buy It



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

You can purchase a professionally printed copy from GameCrafter. This is not a business operation from the author's side, it's a convenience for people who want to have such a print. The price is exactly the production cost, the same that you would get if you were to set up your own game using the digital files.

Because GameCrafter is a print-on-demand service, the cost is high, but their bulk printing can reduce the price down to half (for a few hundred printed copies). This may be done in the future with a crowd sale, if enough players are interested.

Advantages of the GameCrafter print: the cards are also printed on the back, the handling and shuffling are much better due to the card stiffness and rounded corners, and it comes with a box and rulebook.

Components:

  • 1 small-format box (229 * 156 * 57 millimeters, 9.0 * 6.1 * 2.3 inches, 2 mm thick walls, 1.1 kg weight with content).

  • 210 large-format cards (136 * 86 millimeters, 5.4 * 3.4 inches, 0.3 mm thick, 4 g weight). The large size makes looking at the artwork and reading the lore feel great.

  • 8 extra-large-format cards (203 * 102 millimeters, 8.0 * 4.0 inches). There are 6 abilities reference cards, 2 play zones + level up reference cards.

  • 1 small-format rulebook (203 * 127 millimeters, 8.0 * 5.0 inches, 38 pages).

If you create custom cards, GameCrafter offers extra-large-format cards that fit in the game's box: 203 x 102 mm (4 cards) and 152 x 102 mm (4 cards).

Artists and writers can independently create and sell custom cards and quests since the game handles them almost like the official cards and quests.







License



The card game Asunder was entirely developed by Void Sculptor, with the specified exceptions (like artwork).

The game is available in print-and-play form, for personal use, through a print-on-demand service. Only the author may offer such copies of the game. Alternatively, each player may independently set up the printing process through a print-on-demand service, for personal use. No other entity may offer copies of the game, either for free or in exchange for money.

Artists and writers can independently create and sell custom cards and quests since the game handles them almost like the official cards and quests.

For details, see the rulebook.

Some of the lore of the game is inspired by, and is a rewrite of, the quotes below. The original quotes belong to the specified authors:

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

  • What you leave behind is not what is engraved in stone monuments, but what is woven into the lives of others. (Pericles)

  • The journey of a thousand miles begins with one step. (Lao Tzu)

  • Old soldiers never die, they simply fade away. (English soldier folklore catchphrase)

  • No matter who you vote for, the government always gets in. (Anonymous graffiti in London, 1970)

  • Ere many generations pass, our machinery will be driven by power obtainable at any point in the universe. It is a mere question of time when men will succeed in attaching their machinery to the very wheelwork of nature. (Nikola Tesla)

  • I would rather be a superb meteor, every atom of me in magnificent glow, than a sleepy and permanent planet. The proper function of man is to live, not to exist. (Jack London)

  • A ship in harbor is safe, but that is not what ships are built for. (John A. Shedd)

  • Man cannot discover new oceans unless he has the courage to lose sight of the shore. (Andre Gide)

  • Shoot for the moon. Even if you miss, you'll land among the stars. (Norman Vincent Peale)

  • I will love the light for it shows me the way, yet I will endure the darkness because it shows me the stars. (Og Mandino)

  • The closer you are to death, the more alive you feel. (James Hunt, F1 driver)

  • In space, no one can hear you scream. (Barbara Gips, Alien movie tagline)

  • Freedom is never more than one generation away from extinction. (Ronald Reagan)

The card font is a custom fork of Xolonium (alternative), which is under an Open Font License.







How It Was Created



The card game Asunder was entirely developed by Void Sculptor, with the specified exceptions (like artwork), split in three milestone versions, over the course of over 6000 hours. This time covers the rules, the lore, the card attributes, the visual theme (looking for inspiration artwork), the card design and rendering software (Mosaic).

The original version (version zero, if you will) had card attributes so complex that they weren't implemented in cards, and that time isn't counted. The first implemented version was made without this extreme complexity.

For the second implemented version of the game, the work was spread over 3...4 years, roughly 3000 hours. For the first version, the work was spread over many more years and started from scratch, but the time was split with another project. Notes show that some parts of the first version were already written 7 years before the first version was published. For these reasons, 3000 hours of work make a solid minimum for the first version as well.

Most of the lore that was added in the second version was written while developing the first version, but it wasn't published then. The lore was improved for the second version.

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



Artwork

The card artwork for a game like Asunder would cost hundreds of thousands of dollars, at the envisioned quality. This isn't going to happen for a hobby game, and AI generated artwork is the only way to bring the cost of the game to the level of most board games which require just a few images.

The visual style of Asunder is a work in progress, using Midjourney's reference style feature. A visual style must first be chosen, but It's difficult to choose a style because most of them are irreproducible across prompts (usually due to the change in scale), and the background usually doesn't fit the desired theme.

To produce the visual style of the images, over 900 AI generated images were used as individual reference styles in order to understand the visual styles that they can produce across prompts, in over 80'000 generated images. A custom-built application was used to automatically organize the selected images per reference style, each in its own folder, in order to easily see the result of each reference style.

If artwork made by people were to be commissioned for Asunder, there would have to be a crowdfunded project. This would turn publishing Asunder into a business operation, which means that every business cost would have to be covered from the raised funds. There is no guarantee that the game would sell copies outside of the crowdfunding, so there is no guarantee that part of the business costs could be covered from post-crowdfunding sales. Also, the game would be delivered after a few years, since the artwork would have to be made after the funds are raised.

To determine the number of copies that have to be sold through crowdfunding, a recalculation is required based on the resulted number of copies; this is already done. The game would have to sell 20000 copies, for 70 USD / copy (plus tax / VAT), with a 10 USD delivery credit included for certain areas.

Let's say that an artist gets paid 50...100 USD / hour, average 1500 USD / image. For 200 images, that's 300000 USD.

For game production, graphic design and ads, from what I've heard, add 100000 USD. Adds are expensive, especially for the needed number of game copies. This makes the total 400000 USD.

The printing cost is a bit difficult to determine, but let's say 10 USD / copy, which means 200000 USD. This makes the total 600000 USD.

Include delivery for certain areas, for 10 USD / copy, which means 200000 USD, This makes the total 800000 USD.

The total so far is the absolute minimum, so add a contigency of 10% for things like: more artwork (than 200 images), artwork redos, price changes, tariff changes. Round this to 100000 USD. This makes the total 900000 USD.

To manage the project for the next few years, let's say 2000 hours for 50 USD / hour, which means 100000 USD. This makes the total 1000000 USD.

If everyone gets paid, so is the game designer. Let's say 50 USD / hour. For 6000 hours, it's 300000 USD. This makes the total 1300000 USD.

Add the fee of the crowdfunding platform, of about 8% of the raised funds, which means about 100000 USD. This makes the total 1400000 USD.

So, the project needs to sell 20000 copies and raise 1.4 million USD.

Backward calculation: 20000 copies * 70 USD / copy = 1.4 million USD.

This would have to happen with an unknown game designer.







Gallery









Epic Soundtracks



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







Fluons



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







History



Version 2.0.0

This is a preview of the next version. The rules are still being refined, and the cards are being adjusted for the new rules. The artwork is a work in progress.

2026

The rules have changed fundamentally, the game has been effectively rewritten. From the previous version, only the general concepts remain: cards with valor and abilities, play zones, deploying / playing cards and long combos.

The game has an adventure and exploration theme.

The players control 210 cards, 37 abilities and 10 play zones.

There are 78 new cards. The previous lore (including the character names) has been reworked, is much better and it better fits the new exploration theme.

Added the multiple abilities per card mechanics.

Added an easy to use cost mechanics to pay for executing powerful abilities.

The effects of some (non-deployable) abilities apply under various conditions, not when the cards are deployed.

The progression of a game is now done only through consecutive turns, simplifying and replacing the plot, obstruct and rounds.

The game winner is decided based on the valiance is per game, not round. This removes the imbalance during the finale when some players had no more Destiny cards to draw.

Added the portal mechanics for collecting and reusing the preferred cards (= deck building and level up). Added the "Portal" play zone. This is a version of the previous "Recruiting", "Reserve" and "Experience".

Added the experience mechanics for increasing the valiance, for extending the abilities of some cards, and for reducing the cost for some abilities. Added the "Experience" play zone.

Added the stargate mechanics. Added the card attribute "Stargate".

Added the questing mechanics to allow playing stories. Added the "Adventure" and "Journey" play zones.

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

Added the "Darkness" and "Serendipity" play zones.

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

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

Removed the exhaust mechanics.

Removed unlocked abilities.

Removed epic cards.

Removed factions.

Massively upgraded Mosaic, the program with which the cards were designed and rendered. You can see a sample card here.



Version 1.5.1

2023.09.20

Added epic cards.

Added some clarifications.



Version 1.5.0

2023.09.07

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

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

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

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

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

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



Version 1.0.15

2014.06.22

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



Version 1.0.13

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



Version 1.0.8

Added the "Endurance" custom ability.



Version 1.0.7

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

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



Version 1.0.6

Corrected the rules of the "Sabotage" custom ability.



Public Release

12.05.2014

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





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