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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).

TierDesignationDescription

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.

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
 

T


 

 

 

 

 


 

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:

  • Green Trails: 1–3 Difficulty (Tier 1 territory)

  • Blue Trails: 4–7 Difficulty (Tier 2 territory)

  • Black Diamond: 8–11 Difficulty (Tier 3 territory)

  • The Summit: 12+ Difficulty (Requires Tier 3 + Part Buffs or a Unique Rig)

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.

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©2021 by Seguro Offroad

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