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Changelog

Changelog · game and wiki · newest first

  • NARAMO TCG WIKI published at wiki.naramo.lol: Getting started, How to play, Cards (with one page per Critical Mass card, generated from the catalogue), Economy, Lore, Meta.
  • Browser editor for the wiki team at /editor (page tree, markdown editor with preview, image upload, publish).

2026-09-21 — Game: economy and play contracts frozen

Section titled “2026-09-21 — Game: economy and play contracts frozen”
  • Shop and XP — XP as the only currency; shift pay every 6 h with streaks; three free daily crates; Daily Packs with rolls; daily card offers; weekly Spotlight; the 400-XP Critical Mass Booster.
  • Promotion (merging) — ten levels, per-instance timers up to 48 h, stat gains, holo / alt / clearance / rarity rolls, Rush at 5 XP a minute.
  • Trading — the 40 % fairness floor, the XP sweetener capped at 30 % on one side, 12 items a side, 72-hour expiry.
  • Play — Ranked (Elo, Plant Security rank tiers), Casual, Training against the NAMS Training Officer; 90-second shift clock; the arena lesson narrated by the Shift Supervisor.
  • Reveal lines revised to lore-only text: STATIONED / POWER ORDER COMPLETE / HAZARD PAY BILL IN EFFECT / REACTOR OVERHEAT / REACTOR SHUTDOWN / UNFORESEEN CONSEQUENCES / COMPLETE SKALA FAILURE → REMOVED BY 2NIA / EXECUTIVE ACT ISSUED. Packs are supply crates; staff grants are Issued by NAMS; the promo tier is Executive Act.

Everything in the design that the 30 Critical Mass cards can exercise is implemented as written. Interpretations where the design left room:

  • Recall is an Operations action rather than a Shift Start prompt.
  • Posts are assigned automatically (Reactor Hall counts up to two stationed OPERATORs).
  • The SCRAM lockout counter is removed at the start of each own Shift Start, before Base Load; the reactor restarts in that same shift.
  • All COOL effects are refused while SHUT DOWN (“nothing to cool”); HEAT still applies; Reactor Hall’s Refuel is allowed.
  • LOCKDOWN lifts at the beginning of the locking player’s next Shift End.
  • A SITE-WIDE Incident’s DURATION only decrements in the deploying player’s Incident phase, so a Hostile Raid denies the opponent three Power Order checks.
  • An exhausted but stationed OPERATOR still counts for the Power Order check but cannot block.
  • Drawing from an empty deck draws nothing; there is no deck-out loss.
  • Gubby is played face down as REDACTED; its reveal is offered in the controller’s own Incident phase.
CardAbilityWhy it is inert today
Class 2 Lockdown“If you control a Personnel with GRANTS Q, this is REACTIVE.”No response window on the opponent’s shift yet, and Swipes are lost at Shift End. The LOCKDOWN itself works on your own shift.
Senior Guard“When this blocks a strike, that strike’s HACK value is 0.”A blocked strike already deals nothing to its target, so the hack never applies.
Federal Ranger, 1SFA OperatorSCAN-IMMUNEThe only CAMERA SCAN in the set looks at a hand, never at a Personnel.
1SFA OperatorDISGUISE — “counts as STRATOCRACY for opposing cards’ text”No Critical Mass card reads the opponent’s factions. The unblockable first strike is live.
Plant DirectorEXECUTIVE “one-per-server”Already covered by UNIQUE. Auto-fired on SCRAM is live.
Control Room“Posts (2)”No stationed bonus text is printed; informational.
Gubby“Reveal during any Incident phase” / CIVILIAN → WANTEDReveal only in the controller’s own Incident phase; WANTED has no consumer in the set.

Clearance ceiling. In the 30-card slice the only DEFENSE grant below B is the Control Room (C). Cards printed B, A or Q on the DEFENSE side (Shift Manager, TRT Squad Leader, D-23 STAR, VT-6, Mortar Attack, Class 2 Lockdown, Exigent Circumstances Act, Plant Director) are collectible and tradeable but cannot be played from Level C until a B grant (Head Technician in the design) ships. Hostile decks reach A and Q through the Hacking Device and the Federal Ranger. See Clearance and Swipes.

Doctrines, COMMANDER, MEDIC and WANTED / arrest are not printed on any Critical Mass card yet.

Under prototype play: Base Load 150 vs 200 K; 100 K per unblocked ATK; the shift-8 Perfect Shift clock; DEFENSE mirrors; whether exhausting a stationed unit should un-station it; SCRAM lockout 4 vs 3; HACK stacking (Ranger + Device = 2 per strike); the limits (Swipes 6, Facilities 6, Roster 7, Alarm Board 3); “assumed B” for hostiles; first-player advantage; whether the Cold band should have an upside.