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Line Choice Trading Card Game

This Trading Card Game (TCG) concept, Seguro Offroad: Line Choice, focuses on the technical precision and mechanical endurance of off-road culture. It moves away from traditional "health points" and instead uses Traction and Torque as the primary drivers of success.

1. Core Game Mechanics

Win Condition: The Summit

The game is won by being the first to accumulate 20 Elevation Points (EP) or by forcing your opponent to Redline (running out of cards in their deck).

The Resource System: Momentum

Instead of a static mana pool, players generate Momentum each turn.

  • Base Gain: 2 Momentum per turn.

  • Grade Bonus: If you successfully "cleared" an Obstacle last turn, you gain +1 Momentum.

  • Max Capacity: 10 Momentum.
     

The Turn Structure

  1. Inspection Phase: Draw 1 card. Reset "Tapped" (Engaged) cards.

  2. Garage Phase: Play Truck, Part, or Support cards.

  3. Approach Phase: Commit your Truck to an Obstacle Card (center of the field).

  4. The Burn Phase: Spend Momentum to activate "Line Choice" abilities or Part buffs.

  5. Recovery Phase: Check if the Obstacle was cleared; collect EP.

2. Card Types & Legend

Character Tiers (Trucks/Jeeps/Things)

Trucks have two main stats: Articulation (Defense/Stability) and Torque (Attack/Power).

Tier Class Description

Tier 1: Stock / Daily Low cost (1-2 Momentum). High Articulation but low Torque. Best for early EP farming.

Tier 2: Trail Built Mid cost (3-5 Momentum). Balanced stats. Usually features a "Lockers" ability.

Tier 3: Rock Bouncer High cost (6+ Momentum). Massive Torque. Can clear "Extreme" obstacles in one turn.

Unique Prototype / Rig: One per deck. Game-changing passive abilities (e.g., "Rear Steer").
 

Resources & Support

  • Part Cards (Attachments): Permanent buffs attached to a Truck.

    • Example: 40" Stickies (+2 Articulation), Winch (Prevents "Stuck" status).

  • Line Choice Cards (Instant/Tactical): One-time effects played during the Burn Phase.

    • Example: "Full Send" (Double Torque but discard the Truck after combat).

  • Obstacle Cards: These sit in the middle of the "Trail." Both players compete to clear them.

    • Example: "The Chute" (Requires 10 Torque to clear; rewards 5 EP).

3. Key Rule Sets

The "Stuck" Mechanic

If a Truck's Torque is lower than the Obstacle's Difficulty Rating, the Truck becomes Stuck.

  • A Stuck truck cannot be moved back to the Garage.

  • It stays engaged with the Obstacle until a Support Card (like a Tow Strap or Winch) is played, or another Truck "Bumps" it out.

Technical Failures (Critical Hits)

When attacking a high-tier Obstacle, roll a six-sided die (or flip a coin).

  • 1 (or Tails): Snap a Shaft. The Truck loses all Torque for 1 turn.

  • 6 (or Heads): Clean Line. Gain double EP for clearing the Obstacle.
     

Trail Etiquette (Multiplayer)

In a 4-player game, players can "Spot" for each other. Playing a "Spotter" card on an opponent’s turn allows them to clear an obstacle more easily, but you both split the Elevation Points.

Trading Card Design

                Branding

Since the game uses a Momentum resource system (capping at 10) and a win condition of 20 Elevation Points, these ranges are balanced to ensure Tier 1s can "farm" early points while Tier 3s feel like heavy hitters.

Stat Range Proposal
 

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Tier Breakdown & Logic
 

  • Tier 1 (The Foundation): High Articulation relative to their low Torque allows them to survive "easy" obstacles without getting Stuck or snapping a shaft, making them ideal for consistent, low-risk Elevation Point (EP) gain.

  • Tier 2 (The Workhorse): These are the most balanced. With Torque in the 4–7 range, they can clear moderate obstacles. Their "Lockers" ability (mentioned in the Character Tiers section) could provide a temporary +2 Torque boost to push past difficult lines.

  • Tier 3 (The Powerhouse): Notice the Articulation drop. These rigs are built for raw power (Torque) but are "stiffer" and more prone to Technical Failures. They are designed to clear "Extreme" obstacles that require 10+ Torque in a single turn.

  • Unique (The Apex): These should feel legendary. Their stats exceed the standard caps, representing specialized rigs with "Rear Steer" or custom fabrication that ignores standard terrain penalties.

Integration with "The Stuck" Mechanic
 

To make these stats meaningful against the Obstacle Cards:

1. Truck Card Guidelines

Trucks are the core of the deck. They must follow the Stat Range Proposal to prevent "Power Creep."

  • Stat Ceiling: No non-Unique truck should exceed a combined total of 15 (Articulation + Torque) without external Part buffs.

  • Momentum Logic:

    • Low Cost (1-2): "Daily Drivers." High Articulation (5+) to survive Green Trails, but needs Parts to clear anything higher.

    • Mid Cost (3-5): "Weekend Warriors." Balanced stats. Usually includes one keyword like [Lockers] (Spend 1 Momentum for +2 Torque this turn).

    • High Cost (6+): "Dedicated Rigs." Low Articulation but massive Torque (8+). High risk of Technical Failure.

  • The "Unique" Exception: Only one Unique card per deck. These can break the 15-stat ceiling but must cost 10 Momentum to play.
     

2. Obstacle Card Guidelines


Obstacles define the "Trail" (the field of play). They are categorized by their Difficulty Rating (DR).
 

Trail Type Difficulty Rating (DR) Elevation Points (EP)Special Rules

Green1 – 3 |1 - 2 EP No Technical Failure checks.

Blue4 – 7 | 3 - 5 EP Standard Technical Failure rules apply.

Black Diamond 8 – 11 | 6 - 8 EP [Body Damage]: If you fail to clear, discard 1 attached Part.

The Summit12+ |10+ EP [Total Loss]: If you fail to clear, discard the Truck.
 

3. Part & Support Card Guidelines

Parts are permanent attachments; Support cards are one-time effects.

  • Tires & Suspension: Focus on Articulation (+1 to +3).

  • Engine & Gearing: Focus on Torque (+1 to +3).

  • Recovery Gear (Winch/Traction Boards): These should not buff stats. Instead, they provide "Insurance," such as: "Negate a 'Stuck' status once per game."

  • Line Choice Cards (Tactics): These must be high-risk/high-reward.

    • Example: "Full Send"—Gain +5 Torque, but the Truck is discarded at the end of the phase regardless of success.

4. Keywords & Mechanics

To keep the game simple yet tactical, use these standard keywords on cards:

  • [Lockers]: Spend Momentum for a temporary Torque boost.

  • [Spotter]: Allows a second Truck to add 50% of its Torque to the active Truck's attempt.

  • [Redline]: A state where a player has no cards left in their deck (Lose condition).

  • [Bypass]: Move an Obstacle to the bottom of the deck and draw a new one; costs 5 Momentum.

In Line Choice TCG, Torque serves as your primary "Attack" or "Power" stat. It represents the mechanical force your vehicle can apply to overcome the physical challenges of the trail.

Here is how it functions within the game mechanics:


1. Overcoming Obstacles

The primary use of Torque is to clear Obstacle Cards. Every Obstacle has a Difficulty Rating (DR).

  • To "clear" an obstacle and earn Elevation Points (EP), your Truck’s total Torque (Base Torque + Part Buffs + Support Bonuses) must be equal to or higher than the Obstacle's DR.

  • If your Torque is lower than the DR, your truck becomes Stuck and cannot return to the Garage until rescued.


2. Risk and "Technical Failures"

When you commit high Torque to tackle difficult obstacles (like Black Diamond or The Summit), you trigger a risk check:

  • The Roll: When attacking high-tier obstacles, you roll a die or flip a coin.

  • Failure: Rolling a 1 (or Tails) results in a "Snap a Shaft." Your truck loses all Torque for one turn, usually resulting in a failed attempt or becoming Stuck.

  • Success: Rolling a 6 (or Heads) represents a "Clean Line," allowing you to gain double EP.


3. Boosting Torque

Since higher-tier obstacles require massive Torque (often 8–12+), players must use the Momentum resource system to boost this stat:

  • [Lockers] Ability: Many Tier 2 and Tier 3 trucks allow you to spend Momentum to gain a temporary Torque boost for that turn.

  • Line Choice Cards: Tactical cards like "Full Send" can double your Torque for a single phase, though they often come with the risk of discarding the truck afterward.


4. Strategic Archetypes

  • Tier 3 (Rock Bouncers): These are built specifically for Torque. They have lower Articulation (stability), meaning they are more likely to suffer a Technical Failure, but they are the only rigs that can naturally hit the 10+ Torque needed for late-game wins.

  • Tier 1 (Stock): These have very low Torque (1-3) and are designed to "farm" easy Green Trails where the DR is low, avoiding the need for high-power maneuvers.


    Articulation

    In the Line Choice TCG, Articulation acts as your vehicle's Stability or Defensive stat. While Torque is used to overcome obstacles, Articulation is what keeps your truck upright and functional when things get technical.

    Here is how it is used mechanically:

     Stability against "Technical Failures"
     

  • When you attempt to clear Blue or Black Diamond obstacles, you are often required to roll for a Technical Failure.

  • High Articulation trucks (like Tier 1 and Tier 2 rigs) are "stable." In future card expansions, certain Articulation thresholds can allow you to ignore or re-roll a "Snap a Shaft" result.

  • Low Articulation trucks (like Tier 3 Rock Bouncers) are powerful but "stiff," making them much more likely to fail these checks if they don't have the right Part Cards attached.


    2. Resistance to "The Stuck"
     

  • If your truck becomes Stuck, Articulation represents its ability to find traction and work its way out.

  • Some Support Cards allow a "Self-Recovery" check. You compare your Articulation stat against the Obstacle’s Difficulty. If your Articulation is high enough, you can return to the Garage without needing a Winch or a "Bump" from another player.


    3. Protecting Parts (Body Damage)
     

  • On Black Diamond trails, failing an obstacle results in [Body Damage], which forces you to discard an attached Part.

  • Rigs with an Articulation stat of 8 or higher can often "absorb" the damage, allowing you to keep your Parts attached even if you fail the Torque check to clear the line.


    4. Synergy with Tires & Suspension
     

  • Articulation is the primary stat modified by Tire Cards (like 40" Stickies).

  • Since the Re-gearing card I designed earlier gives you a -1 Articulation penalty, you must balance your build with high-articulation suspension parts to ensure your truck doesn't become too "stiff" to survive the trail.


    Strategy: The "Built Not Bought" Combo
     

  • How to build a "Technical Crawler" archetype:

  • The Base: Start with a Tier 2: Trail Built rig (Base Articulation: 7).

  • The Buff: Attach Long Travel Suspension. Your Articulation is now 11 (Off the charts!).

  • The Synergy: Even if your Torque is low and you get Stuck, your high Articulation ensures you can stay on the trail without losing your expensive parts to [Body Damage].

     

  • In the Line Choice TCG, Articulation serves as your safety net. While Torque determines if you can move forward, Articulation determines if you do so without breaking your rig.

  • Here is the mechanical breakdown of how Articulation interacts with Technical Failures:


    1. The Stability Threshold
     

  • When attempting Blue (Difficulty 4–7) or Black Diamond (Difficulty 8–11) obstacles, you are forced to check for a Technical Failure (the "Snap a Shaft" rule).

  • The Check: You must roll a d6. On a 1, you suffer a failure and lose all Torque for the turn.

  • Articulation Resistance: If your Truck’s Articulation is equal to or higher than the Obstacle's Difficulty Rating (DR), you gain [Stability].

  • Effect: You may re-roll a failed Technical Failure check once per turn.


    2. High-Risk vs. Low-Risk Tiers
     

  • The relationship between Articulation and failure creates two distinct playstyles based on the Character Tiers:

  • High Articulation (Tier 1 & 2): These rigs usually have Articulation in the 6–8 range. They can "walk" over Blue trails with almost zero risk because their stability matches the trail's difficulty, essentially nullifying the chance of a "Snap a Shaft" result.

  • Low Articulation (Tier 3): Rock Bouncers have massive Torque but lower Articulation (5–7 range). When they hit a Black Diamond trail (DR 10), they cannot meet the Stability Threshold. They must "Full Send," meaning they have no safety net—if they roll a 1, the high torque causes a mechanical failure immediately.


    3. Absorbing [Body Damage]
     

  • On Black Diamond trails, even if you pass your Technical Failure roll, you might still fail the Torque check.

  • The Fail: If your Torque < Obstacle DR, you are Stuck.

  • Articulation Save: If your Articulation is 8 or higher, your suspension "soaks up" the bad line. You still become Stuck, but you do not suffer [Body Damage] (you don't have to discard an attached Part Card).

Multiplayer Specs
 

  • Optimum Number of Players: 3 – 4 Players.

    • Why: This creates a "Convoy" feel where the trail gets crowded, Momentum for spotting becomes a strategic currency, and "Sabotage" cards like Roosted! have more targets, making the game more chaotic and social.

  • Age Range: 10+

    • Why: The math is straightforward (addition/subtraction of stats), but the resource management of Momentum and the risk-assessment of Technical Failures provide enough depth to keep teenagers and adults engaged.
       

Multiplayer Mechanics: The Convoy System
 

To make multiplayer feel different from a 1v1 duel, implement these two global rules:

 

1. The "Lead Dog" & Dust Penalty

  • The player with the most Elevation Points (EP) is the "Lead Dog."

  • Any player attempting to clear the same obstacle as the Lead Dog in the same round suffers a -1 Articulation penalty (representing obscured vision from dust).
     

2. Shared Recovery (The "Strap-In" Rule)

  • If a player is Stuck, any other player can spend 2 Momentum during their own Garage Phase to play a Kinetic Recovery Rope on them.

  • The Reward: The rescuer receives 2 EP for "Trail Etiquette," and the rescued player moves their truck back to the Garage. This turns a competitive game into a semi-cooperative "race to the top."

     

Multiplayer Table Layout

In a 4-player game, the Trail (center of the table) should feature two Obstacle Cards simultaneously.

  • Players can choose which "Line" to take.

  • If two players choose the same line, they can either compete (first one to pass gets the full EP) or Spot for each other (split the EP 50/50, but both gain +2 Torque for the attempt).


    "Trail Etiquette" 
     

  • Multiplayer Mode: The Convoy

    Players: 2-4 (Best with 4)

    Play Style: Competitive Racing with Cooperative Recovery.

    Winning: First to 20 EP wins the "Trail King" title, but don't forget—if you leave your buddies stuck, you might not have a spotter when you hit The Summit.

1. How Obstacles are Chosen
 

The center of the table is known as The Trail. At the start of a multiplayer game (Convoy Mode):

  • The Setup: Shuffle the Obstacle Deck and place the top two cards face-up in the center.

  • The Choice: During the Approach Phase, the active player chooses which "Line" (Obstacle Card) they want to attempt.

  • The Crowd: If you choose a line already occupied by the "Lead Dog," you suffer the Dust Penalty (-1 Articulation).
     

2. Completing an Obstacle

Once a player enters the Recovery Phase and successfully matches or exceeds the Difficulty Rating (DR) with their Torque:

  • Collecting Points: The player who cleared the obstacle claims the card and places it into their Elevation Pile (a separate stack near their Garage).

  • Calculating the Win: The Elevation Points (EP) listed on the bottom right of the cleared card now count toward that player's win condition (First to 20 EP).
     

3. Replacing the Obstacle

To keep the "Trail" moving, the field must be replenished immediately:

  • The Refresh: As soon as an Obstacle Card is moved to a player's Elevation Pile, draw the top card of the Obstacle Deck and place it in the vacant spot on the Trail.

  • The "Bypass" Option: If the current obstacles are too difficult (e.g., two Black Diamonds and you have a Tier 1 rig), a player can spend 5 Momentum to use the Bypass keyword. This moves one active obstacle to the bottom of the deck and replaces it with a new draw.
     

Summary of Card Movement

PhaseCard Location

Pre-GameObstacle Deck (Face down)

Active PlayThe Trail (Face up, max 2 cards)

SuccessElevation Pile (Owned by the player)

Failure (Stuck)Remains on The Trail (Attached to the Stuck Truck)

Failure (Total Loss)Discard Pile (If a "The Summit" obstacle is failed)

Hazard Obstacle Breakdown

Hazard TypeEffect on GameplayEP Penalty

Traffic JamDiscard 2 Momentum to pass.-1 EP

Active Construction-2 Articulation for this attempt.-2 EP

Emergency SceneForces a "Technical Failure" roll (1-3 fails).-3 EP

Trail ClosureMust Bypass or lose turn.-4 EP

Mechanical Integration

To ensure these Hazards function smoothly within your existing Trail System, you can apply these specific rules:

  • Negative Impact: If a player chooses to tackle a Hazard (or is forced to interact with one by a Sabotage card), the EP penalty is deducted from their total Elevation Pile. If a player has 0 EP, they cannot be penalized further, but they may be forced to discard a Part Card as an alternative "fine" for the time wasted.

  • The "Wait Time" Keyword: You can introduce a keyword for these cards: [Congestion].

    [Congestion]: While this card is active on the Trail, all players gain +1 Heat per round (in addition to the standard passive gain) because of the idling/frustration factor.

  • Hazard Priority: Hazards should be shuffled into the Obstacle Deck alongside standard terrain. This ensures that players cannot simply "farm" Green Trails forever; they occasionally have to deal with real-world trail disruptions.

Example Hazard Card

Card Name: Roadwork Ahead

  • Type: Hazard / Obstacle

  • Difficulty Rating (DR): 6

  • Effect: [Congestion] - While this card is face-up, all players gain +1 Heat per turn.

  • Failure: If you fail to clear, lose 2 Elevation Points from your total and your truck becomes [Stuck].

  • Flavor Text: "No line choice here. Just waiting."

Strategic Impact on Deck Building

Adding these Hazards forces players to value cards that help them Bypass obstacles or cards that provide "Patience" (a potential new Support card type that allows you to negate EP penalties).

 

New Rule: The "Hazard Bottleneck"

If a Hazard Obstacle is drawn and placed on the Trail, it gains Priority Status.

  • The Mandatory Rule: If a Hazard is present on the Trail, players cannot attempt or clear any standard Obstacle Cards. The Hazard must be cleared (or Bypassed) first.

  • Congestion Effect: While a Hazard is active, it creates a "backlog" on the trail. If the Hazard remains for more than 2 full rounds, it triggers a "Trail Jam," forcing all players to discard 1 Part Card due to the accumulated Heat from idling.

Modified Trail Flow

To keep the game moving while enforcing this rule, update your Trail System logic:

  1. Detection: When a Hazard is drawn, it is placed in the "Primary Line" slot.

  2. Lockdown: The "Secondary Line" slot is locked. Standard obstacles cannot be placed there until the Hazard is resolved.

  3. Resolution: * Clearing: If the player clears the Hazard (e.g., pays the Momentum cost or meets the DR), they receive the penalty/EP reduction as normal, but the "Lockdown" is lifted.

    • Bypassing: If a player uses Bypass on a mandatory Hazard, they spend the required 5 Momentum, and the Hazard is sent to the bottom of the deck. The Lockdown is then lifted, and a new standard obstacle is drawn to fill the slot.

Strategic Impact on Deck Building

This change significantly shifts the meta of your TCG:

  • The "Recovery" Build: Because Hazards are now mandatory and potentially punishing (negative EP), players will prioritize Support Cards that allow them to clear Hazards quickly or "ignore" their effects.

  • The "Patience" Mechanic: You can introduce a new card type, Patience, which acts as a "buffer."

    Example Card: "Patience" (Support)

    • Effect: Negate the [Congestion] effect or the negative EP penalty of a single Hazard obstacle.

  • The "Convoy" Cooperative Play: In Multiplayer Mode, this makes "Spotting" essential. If one player is stuck behind a mandatory Hazard, the others must help clear it, or the entire table's progress stalls.

In Line Choice By Seguro Offroad, deck building is a strategic balance between high-power Torque for clearing obstacles and enough Articulation to survive the technical risks of the trail.

Here is the breakdown of how to construct a legal and effective deck based on the Official Guidelines:

1. Deck Composition & Size

A standard deck consists of 20 to 40 cards (depending on the tournament format, though the Sonoran Crawler starter uses 20). Your deck is split into three main categories:

  • Trucks: Your primary "units" on the field.

  • Parts & Support: Permanent attachments and one-time tactical boosts.

  • Line Choice Cards: Instant effects played during the Burn Phase.

The Redline Rule: Be careful with small decks! If you run out of cards to draw, you enter a state called Redline and immediately lose the game.

2. The "15-Stat Ceiling" Rule


To prevent "Power Creep" and ensure fair play, the Truck Card Guidelines enforce a strict stat limit for non-Unique rigs:

  • Total Stats: The combined total of a Truck’s Articulation + Torque cannot exceed 15.

  • Example: If you build a high-power Tier 3 Rock Bouncer with 10 Torque, its Articulation must be 5 or lower.


3. Tier Distribution

A balanced deck typically follows a "Convoy" structure to ensure you have options for all Trail Types:

  • Tier 1 (Stock/Daily): 20-30% of your deck. Used for early EP farming on Green Trails to build Momentum.

  • Tier 2 (Trail Built): 40-50% of your deck. These are your workhorses with [Lockers] abilities for Blue Trails.

  • Tier 3 (Rock Bouncer): 10-20% of your deck. High-cost rigs saved for the Black Diamond or The Summit finishes.

  • Unique (Prototype): Limit 1 per deck. These are game-changing cards like the Convoy Leader or rigs with Rear Steer.


4. Part & Support Synergy

You must include cards that cover your Trucks' weaknesses. Since the game uses a Momentum system (capped at 10), your deck should include:


Multiplayer Deck Strategy

In a 4-Player Convoy, you should also include Spotter cards. These allow you to help opponents clear obstacles in exchange for splitting the Elevation Points (EP), which is often faster than trying to "Full Send" high-difficulty lines alone.

In Line Choice By Seguro Offroad, the hand and field limits are designed to reflect the focused nature of a technical trail run.

Hand Limit

  • Max Hand Size: 5 Cards.

  • The Rule: You draw one card during your Inspection Phase each turn. If you end your turn with more than 5 cards in your hand, you must discard down to the limit.

  • Strategic Tip: Keeping your hand full is vital for having "Line Choice" cards (instants) ready for the Burn Phase.
     

Cards In Play (The Field)

The number of cards you can have active at once depends on the card type:

Card TypeLimit In PlayRules

Trucks1 ActiveYou focus on one rig at a time. To play a new Truck, you must "retire" your current one to the Garage (Discard Pile) unless a specific card ability allows otherwise.

Part Cards3 Per TruckYou can have up to 3 permanent attachments (Tires, Suspension, Gears) on your active Truck at once.

Support CardsVariableThese are typically one-time effects that go to the Discard Pile immediately after use. Permanent Support cards (like a Convoy Leader) usually count toward a unique global limit of 1.

The Trail2 ObstaclesIn a standard Convoy Mode game, there are always 2 face-up Obstacle cards in the center for players to choose from.
 

The "Redline" Risk

Since the deck size is relatively small (20-40 cards), managing your hand and field is a balancing act. If you play too many cards too fast, you risk reaching Redline (running out of cards), which results in an immediate loss.

In Line Choice By Seguro Offroad, a single turn is broken down into five distinct phases that simulate the preparation, execution, and recovery of an off-road trail run.

1. Inspection Phase

  • Draw: Add the top card of your deck to your hand.

  • Reset: Return any "Tapped" (engaged) cards to their ready position.

  • Heat Check: Your active Truck gains +1 Passive Heat.

  • Momentum Gain: Collect your Base Gain (2 Momentum) plus any bonuses from previously cleared obstacles.

2. Garage Phase

  • Setup: Perform the following in any order:

    • Play a Truck: Place a new rig into your Active Truck Area.

    • Install Parts: Attach permanent buffs (Tires, Suspension, etc.).

    • Support: Play non-instant support cards.

    • Cool Down (Optional): Remove 2 Heat from your active Truck. Note: You cannot Approach this turn if you choose to cool down.

3. Approach Phase

  • Identify: Look at the active obstacles on The Trail.

  • Check for Hazards: If a Hazard Obstacle is present, it has Priority Status. You must attempt to clear or Bypass the Hazard before any standard obstacles.

  • Commit: Move your active truck to the chosen obstacle.

  • Penalty Check: Apply any active Dust Penalties (-1 Articulation if moving to a line occupied by the Lead Dog).

  • Action Heat: Your truck gains +1 Heat for committing to the action.

4. The Burn Phase

  • Momentum Spending: Activate [Lockers] or other part-specific buffs.

  • Tactics: Play Line Choice Cards (instants) to boost stats.

  • Sabotage: Opponents may play sabotage cards to hinder your attempt.

  • Burn Heat: If you use an ability (Lockers, Line Choice cards, etc.), your truck gains +1 Heat per action.

5. Recovery Phase

  • Stat Check: Compare your final Torque against the obstacle's Difficulty Rating (DR).

  • Technical Failure: If applicable (Blue, Black Diamond, or Summit), roll your d6 to check for a Snap a Shaft.

  • Outcome Resolution:

    • Cleared: Move the obstacle to your Elevation Pile and collect the EP.

    • Stuck/Overheated: If you fail the Torque check, the truck becomes [Stuck]. If you hit your Heat Capacity, the truck becomes [Overheated]. Both statuses keep the truck engaged on the trail until rescued or cooled down.

Matte (Common/Uncommon)$3.00 – $5.00Players looking for "Line Choice" deck utility.

Pearl (Rare/Super Rare)$8.00 – $12.00Collectors who appreciate the unique texture.

Holofoil (Ultra Rare/Chase)$15.00 – $25.00+Fans wanting "trophy" versions of their rigs.


 

The ideal number of unique cards depends on whether you are building a starter deck or a full standard deck, as well as the mechanical constraints of the Redline rule.

1. Minimum Deck Size (The Starter Threshold)

For a basic, playable experience (like the Sonoran Crawler starter), a deck consists of 20 cards. However, because the game includes a "Redline" mechanic—where you immediately lose if you run out of cards—a 20-card deck is considered high-risk and is best suited for quick, introductory games.
 

2. Standard Playable Deck

For a standard competitive match, the recommended deck size is 40 cards. To ensure this deck is functional across different trail types, it should ideally include a variety of unique cards across these four categories:

  • Trucks (The Core): You only have 1 active truck at a time, but your deck should contain a mix of Tier 1 (Stock), Tier 2 (Trail Built), and Tier 3 (Rock Bouncer) rigs to handle different Obstacle Difficulties.

  • Parts & Support: These are essential for survival. You can have up to 3 Part Cards attached to a truck at once (e.g., Tires, Suspension, and Gearing).

  • Line Choice Cards (Tactics): These are "instants" used during the Burn Phase to provide temporary boosts.

  • The Unique Exception: Each deck is limited to 1 Unique (Prototype) card, which typically has game-changing abilities like "Rear Steer."
     

3. Strategic Distribution

To make the game "playable" rather than just a pile of cards, the Official Guidelines suggest the following unique card distribution:

  • 20-30% Tier 1 Trucks: For early "Elevation Point" farming.

  • 40-50% Tier 2 Trucks: Your primary workhorses for Blue Trails.

  • 10-20% Tier 3 Trucks: Heavy hitters for the Black Diamond or The Summit finishes.

To launch a functional base game of Line Choice that feels complete and mechanically sound, you need to balance the three core deck-building categories against the 20-card minimum for a starter and the 40-card standard for competitive play.

Based on the Line Choice TCG - DEV guidelines, here is the breakdown of the ideal unique card count for a base game launch:
 

1. The Core "Rig" Library (15–20 Unique Cards)

Since the game revolves around Character Tiers, you need enough variety to allow for different playstyles (e.g., high-stability crawlers vs. high-torque bouncers).

  • Tier 1 (Stock): 5 Unique Cards (e.g., different 4x4 brands/styles).

  • Tier 2 (Trail Built): 7 Unique Cards (The "workhorses" of the game).

  • Tier 3 (Rock Bouncers): 5 Unique Cards (High-cost finishers).

  • Unique (Prototypes): 3 Unique Cards (Rare, limited to one per deck).

     

2. The Garage & Tactics (25–30 Unique Cards)

This category provides the "customization" that makes a TCG engaging.

  • Part Cards (Attachments): 10–12 Unique Cards. You need at least 3 distinct types—Tires, Suspension, and Gearing—to fill the 3-Part Limit per truck.

  • Support Cards: 8 Unique Cards. These include "Insurance" items like Recovery Ropes or Winches to negate the Stuck mechanic.

  • Line Choice Cards (Instants): 10 Unique Cards. High-risk tactics like "Full Send" or "Spotter" cards for Multiplayer Mode.
     

3. The Trail (12–15 Unique Obstacles)

The Obstacle Deck acts as the "game board." To ensure variety in a single "trail run," you need:

  • Green Trails (Easy): 4 Cards (DR 1–3).

  • Blue Trails (Moderate): 5 Cards (DR 4–7).

  • Black Diamond (Hard): 4 Cards (DR 8–11).

  • The Summit (Extreme): 2 Cards (DR 12+).

To launch a functional base game of Line Choice that feels complete and mechanically sound, you need to balance the three core deck-building categories against the 20-card minimum for a starter and the 40-card standard for competitive play.

Based on the Line Choice TCG - DEV guidelines, here is the breakdown of the ideal unique card count for a base game launch:
 

1. The Core "Rig" Library (15–20 Unique Cards)

Since the game revolves around Character Tiers, you need enough variety to allow for different playstyles (e.g., high-stability crawlers vs. high-torque bouncers).

  • Tier 1 (Stock): 5 Unique Cards (e.g., different 4x4 brands/styles).

  • Tier 2 (Trail Built): 7 Unique Cards (The "workhorses" of the game).

  • Tier 3 (Rock Bouncers): 5 Unique Cards (High-cost finishers).

  • Unique (Prototypes): 3 Unique Cards (Rare, limited to one per deck).

2. The Garage & Tactics (25–30 Unique Cards)

This category provides the "customization" that makes a TCG engaging.

  • Part Cards (Attachments): 10–12 Unique Cards. You need at least 3 distinct types—Tires, Suspension, and Gearing—to fill the 3-Part Limit per truck.

  • Support Cards: 8 Unique Cards. These include "Insurance" items like Recovery Ropes or Winches to negate the Stuck mechanic.

  • Line Choice Cards (Instants): 10 Unique Cards. High-risk tactics like "Full Send" or "Spotter" cards for Multiplayer Mode.
     

3. The Trail (12–15 Unique Obstacles)

The Obstacle Deck acts as the "game board." To ensure variety in a single "trail run," you need:

  • Green Trails (Easy): 4 Cards (DR 1–3).

  • Blue Trails (Moderate): 5 Cards (DR 4–7).

  • Black Diamond (Hard): 4 Cards (DR 8–11).

  • The Summit (Extreme): 2 Cards (DR 12+).
     

Launch Summary Table

Card CategoryUnique CountTotal Printed (for 2-Player Starter)

Trucks2025 (Includes duplicates for T1/T2)

Parts/Support3040

Obstacles1515 (Shared deck)

TOTAL65 Unique

Setting a price for a booster pack of Line Choice requires balancing your development costs (artwork, mechanics design, and prototyping) against the market standards for indie TCGs. Based on your current development guidelines, here is a breakdown of how to price a 10-card foil pack.

1. The "Indie Premium" Pricing Model

Since Seguro Offroad is a niche, high-quality brand, you shouldn't compete with high-volume games like Pokémon. Instead, look at the "Boutique" or "Kickstarter" tier.

Pack TypePrice RangeTarget Audience

Standard Foil Pack (10 Cards)$8.00 – $12.00Regular players and trail event attendees.

Founder’s Edition / "Pearl" Pack$15.00 – $20.00Collectors wanting Rare/Super Rare textures.

2. Accounting for Development & Artwork

To ensure you aren't just "trading dollars," your price needs to amortize the following:

  • Art Commissioning: If you are paying for custom illustrations of rigs, parts, and Obstacle Cards, your "Cost of Goods Sold" (COGS) isn't just the paper—it's the $50–$200 per card art fee.

  • The "Line Choice" Tax: You have invested significant time into the 15-Stat Ceiling and Momentum system balance. A $10.00 price point allows you to recoup these R&D hours over the first 500–1,000 packs sold.

  • Physical Production: Foil (holofoil) printing is significantly more expensive than matte. Small-batch foil printing usually costs between $1.50 and $3.00 per pack.

3. Suggested Pack Rarity Distribution

To justify a $10.00 price tag for 10 cards, the "unboxing experience" should feel valuable. A common "Technical Trail" pack distribution would look like this:

4. Strategic Recommendation

Given that you are integrating these into trail guiding operations and raffles, you have a unique advantage: Utility.

The "Trail Bundle" Strategy: Sell individual packs for $10.00, but offer a "Convoy Special"—3 packs for $25.00. This encourages players to get enough cards to bypass the Redline risk (running out of cards) in a standard 40-card game.

LINE CHOICE TCG — CHARACTER CARD TEMPLATE (TIER 1)

Header Section

Code

[Shield Icon] CHARACTER NAME [Momentum Icon]

  • Left: Tier badge (shield emblem)

  • Right: Momentum icon (carbon‑fiber circle with gold “3”)

  • Center: Character Name in bold, gold, uppercase text

Artwork Zone

Code

[Character Art Placeholder]

  • Full‑bleed image area

  • Bronze‑metallic frame with square corners

Stats Bar

Code

TORQUE [#] | ARTIC [#] | HEAT [#]

  • Torque: Driveshaft icon

  • Artic: Dual‑coil suspension icon (blue glow)

  • Heat: Thermometer + flame icon

  • Each stat followed by numeric value

Signature Ability

Code

Signature Ability - Rules text describing effect - Keywords bolded - Max 3–4 lines

Flavor Text

Code

Optional flavor text

  • Italicized, centered at bottom

  • Bronze‑bordered strip

In Line Choice, getting Stuck is usually a temporary setback, but certain conditions or high-stakes trails turn a bad line into a permanent loss.

According to the official rules, you must discard your truck in the following scenarios:
 

## 1. The "Total Loss" Rule (Extreme Trails)

On the highest-tier obstacles, failure is terminal. If you attempt The Summit (Difficulty Rating 12+) and your Torque is lower than the DR, you do not simply stay on the trail—you trigger the [Total Loss] effect, which requires you to discard the Truck immediately.
 

## 2. High-Risk Tactics ("Full Send")

If you use the Full Send Line Choice card to clear a difficult obstacle, you gain a massive $+5$ Torque boost. However, the card explicitly states that the Truck is discarded at the end of the phase regardless of whether you successfully cleared the line or got stuck.
 

## 3. Replacing Your Rig

Since you can only have one active Truck on the field at a time, if you want to play a new rig from your hand while your current one is Stuck (and you have no recovery tools), you must "retire" the stuck vehicle to the Garage (Discard Pile) to make room for the new one.
 

## 4. Failing to Recover

While not an immediate discard, becoming stuck on a Black Diamond trail is dangerous. If you fail to clear the line, you trigger [Body Damage], which forces you to discard one attached Part Card. If you have no parts left to discard or cannot recover the vehicle over subsequent turns, you may be forced to discard the rig to reset your board state.
 

## Summary Table: Stuck vs. Discard

Scenario Outcome

Green/Blue Trails Truck Stays Stuck on the trail; can be rescued.

Black Diamond Trails Truck Stays Stuck and you must discard one Part Card.

The Summit (12+ DR) Discard Truck immediately (Total Loss).

Using "Full Send" Discard Truck at the end of the turn.

Quantity Card Type Card stock 

1Tier 3 Truck / UniqueFoilUltra-Rare / Heavy Hitter

3Line Choice / Tier 2 TruckPearlTactical "Burn Phase" Cards

2ObstaclesMatteShared Trail Deck

4Parts & SupportMatteMechanical Upgrades

2Tier 1 TrucksMatteEarly Game Resources

🔥 The Heat System (New Core Mechanic)

 

Heat represents the mechanical strain your rig builds up as it crawls, throttles, and fights its way through the trail. Instead of being tied to Torque or Articulation, Heat is a universal pressure system that affects every Truck regardless of tier.

Heat builds naturally each round and spikes when you perform actions, creating a new layer of resource management alongside Momentum.
 

How Heat Works

Passive Heat Gain (Per Round)

At the start of each of your turns (Inspection Phase), your active Truck gains:

+1 Heat

This represents engine idle, slow crawling, and general trail load.
 

Action Heat Gain (Per Action)

 

Every time your Truck performs an action, it gains:

+1 Heat per action

Actions include:

  • Approaching an Obstacle

  • Activating Lockers

  • Playing a Line Choice card

  • Using a Part ability

  • Attempting an Obstacle

  • Performing a Recovery action

  • Any Momentum‑based ability
     

This integrates cleanly into the Burn Phase and Recovery Phase flow.

Heat Capacity (By Tier)

Higher-tier rigs overheat faster due to higher torque output, stiffer suspension, and extreme mechanical load.

  • Tier 1 (Stock / Daily): 5 Heat Capacity

  • Tier 2 (Trail Built): 4 Heat Capacity

  • Tier 3 (Rock Bouncer): 3 Heat Capacity

  • Unique / Prototype: 3 Heat Capacity

This aligns with the existing tier logic where Tier 3 rigs are powerful but mechanically fragile.

 

Overheat

When a Truck reaches its Heat Capacity, it becomes:

OVERHEATED

  • Torque becomes 0 for the next attempt

  • Cannot activate Lockers or Part abilities

  • Truck becomes Engaged (cannot return to the Garage)

  • Must spend 1 full turn cooling down

This mirrors the existing “Stuck” and “Engaged” mechanics without replacing them.

Cooling Down

Cool Down Action (Garage Phase)

Instead of playing a new Truck or approaching an obstacle, you may:

  • Remove 2 Heat from your active Truck

  • You cannot Approach this turn

  • You may still install Parts or play Support cards

End-of-Turn Cooldown

At the end of each turn, your Truck naturally loses:

–1 Heat

Why Heat Improves Gameplay

  • Adds a new resource tension alongside Momentum

  • Prevents Tier 3 rigs from dominating every turn

  • Gives Tier 1 rigs a new identity as endurance crawlers

  • Encourages rig rotation and strategic timing

  • Fits the real-world off‑road theme of mechanical strain

🔥 Heat Track Layout (Character Cards)

Placement

ElementPositionNotes

Heat IconBottom‑right cornerUse your gold‑foil outline variant for Elite Line cards; outline‑only for standard tiers.

Heat Track BarsHorizontal strip directly above the Heat Icon3–6 bars depending on tier; each bar represents 1 Heat unit.

Tier Label IntegrationAdjacent to Heat TrackTier color coding (Bronze = T1, Silver = T2, Gold = T3, Carbon = Unique).

Overheat MarkerSmall triangle or flame symbol at the end of the trackIndicates maximum Heat Capacity.

Tier‑Based Track Length

TierHeat CapacityBar CountVisual Cue

Tier 15 Heat5 barsLong track, cool‑tone gradient (blue→orange).

Tier 24 Heat4 barsBalanced length, neutral gradient (yellow→red).

Tier 33 Heat3 barsShort track, hot gradient (orange→red).

Unique3 Heat3 barsGold‑foil bars with carbon‑fiber texture.

Design Notes

  • Bar Style: Rectangular, 0.125 in height each, spaced 0.0625 in apart.

  • Fill Logic: Each bar fills when Heat is gained (use red‑orange glow for digital UI).

  • Cooling Indicator: Bars fade to gray or blue when Heat is reduced.

  • Overheat State: Final bar flashes or glows gold/red in digital version; embossed flame for print.

  • Integration: Align with Torque and Articulation stat boxes for visual symmetry.

Elite Line Variant

  • Gold‑foil outline Heat icon (already generated).

  • Carbon‑fiber background behind bars.

  • Embossed Overheat flame with metallic shimmer.

  • Optional “Thermal Resistant” keyword badge above the track.


     

  • 🔥 Heat System FAQ

  • Q1: What is Heat in Line Choice?

  • Heat represents mechanical strain — the buildup of temperature and stress on your rig as you crawl, throttle, and push through obstacles. It’s a universal resource that affects every Truck, regardless of tier, and adds a layer of endurance management alongside Momentum.

  • Q2: How do I gain Heat?

  • You gain Heat in two ways:

  • +1 Heat per round (passive gain during the Inspection Phase).

  • +1 Heat per action (every time your Truck performs an action such as Approaching, Activating Lockers, or Attempting an Obstacle). This mechanic ties directly into the Turn Structure phases .

  • Q3: How much Heat can my Truck handle?

  • Heat Capacity depends on your Truck’s Tier:

  • Tier 1 (Stock/Daily): 5 Heat

  • Tier 2 (Trail Built): 4 Heat

  • Tier 3 (Rock Bouncer): 3 Heat

  • Unique/Prototype: 3 Heat Higher‑tier rigs overheat faster due to their torque‑heavy builds and stiff suspension .

  • Q4: What happens when I overheat?

  • When your Truck reaches its Heat Capacity, it becomes Overheated:

  • Torque becomes 0 for the next attempt.

  • You cannot activate Lockers or Part abilities.

  • The Truck becomes Engaged and cannot return to the Garage.

  • You must spend one full turn cooling down. This mirrors the “Stuck” mechanic but represents mechanical strain rather than traction loss .

  • Q5: How do I cool down?

  • During your Garage Phase, you may choose to Cool Down instead of approaching an obstacle:

  • Remove 2 Heat manually.

  • You cannot Approach this turn but may install Parts or play Support cards. At the end of each turn, you also remove 1 Heat naturally.

  • Q6: Can I modify Heat Capacity or reduce Heat gain?

  • Yes — through Part and Support cards:

  • Transmission Cooler → +1 Heat Capacity

  • Radiator Flush → Remove 3 Heat

  • Hood Vents → Remove 1 Heat when clearing an obstacle These follow the same attachment rules as other Part and Support cards .

  • Q7: Does Heat interact with Technical Failures?

  • Indirectly. Trucks at half or more of their Heat Capacity are more prone to Technical Failures (Snap a Shaft) when tackling high‑tier obstacles. This reinforces the balance between Torque and Articulation already established in the dev rules .

  • Q8: Why add Heat to the game?

  • Heat introduces a realistic endurance mechanic that mirrors off‑road physics — rigs can’t run full‑throttle forever. It rewards strategic pacing, rig rotation, and resource management, making each turn feel more authentic to real‑world trail runs.

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