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What is NARAMO TCG

Briefing · Department of Energy · Orientation

NARAMO TCG is a two-player digital trading card game set in the Naramo Nuclear Plant, the Noobic Stratocracy’s “jewel of the North”, in the year 1963 on the fictional world of Tellus. One player runs a shift of the plant; the other runs a shift too — but one of you may be there to keep the reactor online, and the other to melt it down.

  1. The reactor is the game. Each player has a reactor with a Core Temperature in kelvin. It is your life total, your engine and your clock at once. Almost every card heats, cools or protects a core.
  2. Clearance, not mana. Cards are gated by the plant’s keycard ladder (E D C B A Q). You climb it by staffing and holding places. The per-shift spend is a small budget of keycard Swipes.
  3. Two ways to win. Push the opponent’s core to 3,120 K for a Meltdown, or complete 7 Power Orders for The Perfect Shift.
  4. A shift, not a duel. Turns are called shifts (Shift Start, Operations, Incident, Shift End). Personnel are stationed, not tapped. Alarms, lockdowns and SCRAM are the drama.
  5. Lore-literal, anime-loud. The names and numbers come from the plant (1,420 K, 2,400 K, Code Bravo-8, Class 2 Lockdown, SKALA). The presentation — reveal lines, holo frames, the burst — is loud.

Every deck declares a bloc:

BlocFactionsNatural win path
DEFENSEDepartment of Energy, SECFOR, Noobic StratocracyThe Perfect Shift — keep the core in margin with a stationed OPERATOR for seven of your own shifts
ASSAULTWest Noobia, Bloxian CommonwealthMeltdown — RAIDERS strike the reactor (100 K per unblocked ATK) and hack the SKALA computers
NeutralPlant infrastructure and universal kit, legal in any deck

Both paths interact through one number. A raider deck wants your core hot; an operator deck wants it inside 1,000–2,390 K. Over-cooling is a real mistake too: below 1,000 K you cannot complete orders.

  • Both reactors start at 1,420 K, the plant’s nominal temperature. Each of your Shift Starts adds Base Load +150 K: the reactor drifts hot on its own, and you must actively cool.
  • You draw six, keep or redraw once, and play cards by paying Swipes (2 per shift plus one per Facility you control, cap 6) as long as your Clearance Level is high enough.
  • Personnel enter under ORIENTATION (no striking or stationing until your next Shift Start), then either strike or hold a post STATIONED to block and to count for Power Orders.
  • Incidents sit on an alarm board and fire every Incident phase. Some go away on their own; some must be cleared by exhausting HAZMAT staff.
  • If your core hits 2,400 K you are in Reactor Overheat: no orders, radiation damage to unprotected staff, and SCRAM unlocks — once per match, a four-shift shutdown that resets the core to 900 K.
  • A match runs 8–12 shifts a side, about 15–20 minutes, on a 90-second shift clock.