Overview:
- 2+ players
- Agree upon size of game deck (best with at least 20 cards each)
- 1 card = 10 HP
- Last player with HP wins
Setup:
- Shuffle your deck
- Draw 4 cards – this is your Active Deck
- Look at Active Deck, but keep it hidden from opponents
On your turn:
- Choose one card from Active Deck to play
- Choose one card from Active Deck to return to bottom of Inactive Deck
Playing your card:
- Power determines whether you deal damage, heal, steal, or activate a Glitch
Dealing Damage:
- Play a card with Power of Physical Damage, Psychological Damage, Spiritual Damage, or Holistic Damage
- Choose an opponent to deal Damage to
- Power Points = amount of damage potentially dealt against opponent
- Opponent must draw from the top of their Inactive Deck the number of cards corresponding to the potential damage dealt (ie. 40 Damage Points = 4 cards), and reveal them
- The Rarity Points of all opponent’s drawn cards are added up and subtracted from the number of Damage Points
- This is the amount of HP Damage actually dealt against opponent
- Opponent chooses which drawn cards to move to Discard Pile (ie. if HP Damage dealt is 30, choose 3 cards)
- Opponent puts any remaining drawn cards at bottom of Inactive Deck
- If the amount of HP Damage dealt is a negative number (this can happen when opponent draws Rare or Super Rare cards), the opponent gets to add all drawn cards AND any extra cards from Discard Pile to the bottom of their Inactive Deck (ie. HP Damage dealt is -20, opponent adds all drawn cards plus 2 cards from Discard Pile to their Inactive Deck)
Healing:
- Play a card with Power of Healing
- Power Points = amount Healed
- Take from Discard Pile the number of cards corresponding to HP Healed into bottom of Inactive Deck (ie. 10 HP Healed, take 1 card)
Stealing:
- Play a card with Power of Stealing
- Steal a random card from any opponent’s Inactive Deck (for keeps after game is over)
- Stolen card goes to bottom of Player’s Inactive Deck
Activate a Glitch:
- All Players (including the Player whose turn it is) must place their full Active Deck (excluding the card being played) in the center of the table
- Player whose turn it is shuffles this pile and deals cards back to all players
- Return 4 cards to self and all other Players but one – choose one Player to return only 2 cards back to
- All players’ new Active Decks are for keeps
End your turn:
- Move played card to bottom of Inactive Deck
- Draw 2 new cards from Inactive Deck to your Active Deck
- Unless you Activated a Glitch, in which case you are back to 4 cards already
Endgame:
- Once a player is out of cards in both their Active and Inactive Decks they are out of the game (0 HP)
- Last player with cards (HP) remaining wins
- Winner gets to steal a random card from all losing players (for keeps)
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