NEW ADD-ON UNLOCKED!
Back by popular demand for this campaign only! This is a card-of-the-month subscription where special cards only for that year! Get over 16 exclusive cards. Get all of regular the out-of-print 2017 cards and get started on 2018! Want this awesome deal? Just add on $65.
STRETCH GOALS UNLOCKED!
This is a living card game, meaning that there's no unnecessary cards to get, no messy charts to buy. All you need are fighter cards and a pair of d6 dice (d8 for duos). We have cool extras, and as always, they are optional to use.
In Champions of Time, fighters of any style battle it out in the Intergalactic Fight Club (IFC). There's street fighters, pro wrestlers, monsters, aliens, humans and more!
Infinitus the Hungerer has moved on from his galactic destruction, but has left the Time Gems for the IFC as a peace offering. Merged with the old Grand Prix title, the newly forged Intergalactic Championship sees these gems control the past, present and the future. The belt has now been stolen by the nefarious PowerMonger in his quest to control everything! Punk A.D. and the Agents of Time have vowed to defeat him and restore the universe to its normal state.
In Champions of Time, you create your own fighting league and play out what happens. Using your imagination and creative license, you set up the matches with the colorful characters, you make the unique storylines, and you see what happens next. Build up feuds, have them culminate at a PPV. Singles has the Intergalactic Title, There's tag-team (duos) warfare that battle it out for the Duos titles and the Tim Rocket, Sr. Memorial Cup, Trios teams will compete in the Tournament of Trios to vie for the coveted Trios medals. Have a battle royal, give the fans a ladder match...it's all up to you!
The game is fun for all ages 7+, and is also designed to introduce kids to card games, with adults getting in on the action as well. This game will be made 100% right here in the USA!
The dice control the action, but your imagination and ideas give you control over your league...no 2 matches or no 2 leagues will ever be the same. It's all what you want to make it and it's all about fun. You can play solo or also play against another person.
Champions of Time uses the Go.Fight.Pow! fighting system and is an expansion to previous editions, meaning that these cards are fully compatible with the other cards in the GFP system. You DO NOT need any previous editions to play, Champions of Time is a stand alone expansion. You have the option to add on previous ones to see other exciting and colorful characters in the game!
Watch our how-to-play video, read thru a summary of game play or check out our card backs and handy dandy rules and icon cards.
TWO-GUN PIXIE REVIEW:
TWO-GUN PIXIE PLAY THROUGH:
HIVE STATE OVERVIEW
-Both fighters roll initiative and check to see if it matches their Fast Forward. If either Fast Forward matches their initiative roll, then the opponent has to roll his POP to see if he loses. If the roll does not match POP, then the fighter that rolls highest begins on Positive.
-One fighter is always on Positive and one always on Negative. The action flows back and forth until an action is rolled like RUMBLE RATING, a FINISHER (ALL CAPS with a number in blue circle), a POP (POP with number in red circle) or REVERSAL (NAME in all caps.
-Let's begin with initiative. Katsuro rolls a 2, while Vincitor rolls a 4. Katsuro's initiative matches his Fast Forward, so Vincitor now rolls POP. This simulates a quick finish at the beginning. Vincitor rolls a 2, which does not match the POP of his and the fight continues. Katsuro begins on Positive.
-Katsuro rolls RUMBLE RATING. Both fighters have their own rating at the bottom left of their card. They roll d6 and then add that number to their rating. Highest roll wins and continues on Positive. Tie goes to the fighter last on offense. Let's say Vincitor wins the struggle and is on offense.
-Vincitor hits Power Bomb, which sends Katsuro to Negative. Katsuro rolls a 6, which is KATSURO, his name in all caps, which is a reversal! Katsuro now takes over on Positive.
-Katsuro rolls 5, which reads FIERCE TIGER COMBO, followed by a 4. This is his finisher. Any time a finisher is rolled, the opponent now has to avoid the number next to finisher, and his own POP followed by a number. So Vincitor POP is 6 and Katsuro's finisher is 4...Vincitor rolls 4 and the fight is seemingly over....
Power Play is used after a POP has been reached. It's like a last chance. If Vincitor rolls 4, he saves himself, if he rolls anything else, the fight is over. For sake, Vincitor rolls 2 and the match ends, giving Katsuro the victory.
Hit, Block and dodge are just terms of damage and are only used to keep the action going back and forth. They do have value when using the Tournament Mode cards.
For those that want advanced rules, you can use the Tournament Mode card, which allows you to check off abilities as they happen and then use them in-match! Gain an extra reversal, lose a reversal, give your opponent another POP number...all of this and more with the included Tournament Mode card.
Risks and challenges
Any foreseeable risk would be a delay with card art, due to demand and time to get them drawn. Also any snags from the printer could impact things as well, but for the most part, things should go smoothly with little to no delay in production.Learn about accountability on Kickstarter
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