Each player has two discard piles:
The Destroyed pile and the Reuse pile.
TURN SEQUENCE
Players take turns.
Each turn has 6 phases:
Draw Phase
Move Phase
Launch Phase
Attack Phase
Defense Phase
Damage Phase
DRAW PHASE
Draw three cards from your Systems Deck.
If there are ever no cards left in your systems deck, shuffle your Reuse Pile, which
becomes your Systems deck.
You may have a maximum of 8 cards in your hand.
Excess cards go to your Reuse pile.
Rule of thumb: Cards you play immediately go to your reuse pile.
Cards lost to damage go to your destroyed pile.
If all of your cards are in the destroyed pile you lose.
MOVE PHASE
You may discard one Drive card from your hand to your Reuse pile to move
your ship one step closer to or farther away from an opponents ship.
The Range Steps are:
Short Range -- Medium Range -- Long Range
Keep a record of the ranges between all ships.
LAUNCH PHASE
You may launch a Fighter Squad card or Nanotech swarm card.
The Fighter or Swarm card is placed face up in front of you, and remains there
until an opponent destroys it.
ATTACK PHASE
You may play attack cards to attack enemy ships at the appropriate range.
One attack card per target devastator.
The attack card lists its range.
For example: you can only use a Force Beam Array to attack at long range.
The attack card is played from your hand , and is discarded to your Reuse pile.
Your fighters may attack at short and medium range.
Swarms only attack at short range
You may attack an enemy fighters or swarms with attack card of any range.
Fighters or swarms may also attack other fighters or swarms.
When attacking a fighter or swarm your opponent must discard the top card of his draw
pile into his reuse pile. If the drawn card is a drive or armor card the fighter/swarm evades.
A drive or armor card may also be played from the hand to save a fighter/swarm.
Any other type of card means the fighter/swarm is discarded to his owners Destroyed pile.
DEFENSE PHASE
If you attacked, your opponent may play a drive card to evade the attack.
The attack will do no damage. This is known as an evasion.
Your opponent may also play one of the more specialized defense cards that will
negate an attack of a specific type.
Played cards are discarded to that players Reuse pile.
DAMAGE PHASE
Attack cards not evaded or negated will do damage to your opponents ship.
Each Attack card lists a numerical damage value.
Fighter attacks do one point of Damage. Swarms do 3 points.
Your opponent discards a number of cards from his hand and/or from the top of his
Draw pile (his choice) equal to the damage inflicted.
These cards go to his destroyed pile.
An Armor card, if discarded from hand or deck, soaks up all the remaining damage, and
no further cards are discarded.
You may play the Core Penetration card to increase the amount of damage
done by the attack.
CARD LIST
# Name Affect
25 Tachyon Drives Evade or change range one step
12 Super Dense Matter Armor Absorbs one Attack and is then Destroyed
3 Gamma Phasic Lasers Energy Attack, Short Range, Damage = 2
4 Photon Torpedo Spread Energy Attack, Medium Range, Damage = 3
4 Wave Motion Gun Energy Attack, Long Range, Damage = 4
4 Matter Disruptor Banks Gravitic Attack, Short Range, Damage = 3
3 BlackHole Singularity Generator Gravitic Attack, Medium Range, Damage = 4
4 Force Beam Array Gravitic Attack, Long Range, Damage = 2
4 Megaton Fusion Drones Nuclear Attack, Medium Range, Damage = 2
4 Antimatter Vortex Emitter Nuclear Attack, Short Range, Damage =3
3 Supernova Bomb Nuclear Attack, Long Range, Damage = 4
4 Cybernetic Fighter Squads S/M Range, Attack Damage = 1/Turn until destroyed
2 Nanotech Swarm Short Range, Attack Damage = 2/Turn until destroyed
2 Heisenberg Targeting Matrix Negates an Evasion made by an opponent
2 Core Penetration Successful Attack does an additional 3 points of damage
4 Gaussian Warp Shield Defense: Negate all Nuclear attacks this turn
4 Graviton Field Defense: Negate all Gravitic attacks this turn
4 Dissipater Grid Defense: Negate all Energy attacks this turn
4 Molecular Reintegration Put one random card from your destroyed pile into your hand
2 Quantum Battle Computer Play in your draw phase to draw an additional 3 cards
2 Tactical Superiority Launch phase. Opponent discard 3 cards to his reuse pile
4 Cloaking Device Opponents launch phase. He may not attack you this turn
# = the number of that card in the deck.
THE DIET GAME INTRODUCTION
Gamers are trying to lose weight prior to their 15 year high school reunion.
Card game for 2+ players.
WINNING
Be the First player to lose 10 pounds. (i.e. score of –10)
THE DECK
Players share a common deck.
WEIGHT
Keep track of ‘relative’ weight using coins, tokens, dice, etc.
Remember you are trying for a negative score.
Weight is in “pounds”.
SETUP
The most out-of-shape player goes first.
TURN SEQUENCE
Players take turns.
Each turn has 8 phases:
A New Day Phase
Planning Phase
Breakfast Phase
Exercise Phase
Lunch Phase
Dinner Phase
Cheat Phase
Snack Phase
A NEW DAY PHASE
Fill your hand to 7 cards.
If the deck runs out, shuffle the discard & draw from it.
PLANNING PHASE
You may discard up to 3 cards & draw replacements.
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