Gardener of Thoughts Customizable Card Game Rulebook

A game inspired by the novel Gardener of Thoughts



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Created by George Hara. Released under a Common Sense License.

First public release on 26.04.2008.

This is a draft.



GOT CCG is an open game, that is, one where anyone can submit artwork to be included in the game, and, of course, have this available to anyone for download.

The game is released under a Common Sense License, however, the name "Gardener of Thoughts" is not.



Description
Components
Definitions
► Definitions ► Play zones
Cards
► Cards ► Attributes
► Cards ► Attributes ► Conditional operators
► Cards ► Attributes ► Requirement operators
► Cards ► Attribute categories
► Cards ► Predefined attributes
► Cards ► Predefined attribute ► Abilities
► Cards ► Predefined attribute ► Conditional play
► Cards ► Predefined attribute categories
► Cards ► Predefined attribute categories ► Conditional abilities
► Cards ► Predefined attribute categories ► Conditional play
► Cards ► Predefined attribute categories ► Feats
► Cards ► Predefined attribute categories ► Ply
► Cards ► Predefined attribute categories ► Requirements
► Cards ► Custom attributes
Playing
► Playing ► Building the stash
► Playing ► Begin the game
► Playing ► Adventure
► Playing ► Adventure ► Bidding
► Playing ► Adventure ► Play adventure card
► Playing ► Adventure ► Turn
► Playing ► Adventure ► Resolution
► Playing ► End the game
Play modes
Play variations
Miscellaneous
Game specific
► Game specific ► Legend
► Game specific ► Examples



► Description

GOT CCG borrows features from classic card games (namely Bridge) and from modern CCG card games. Loosely speaking, the purpose of a game is to win as many adventures (= tricks) as possible.

Bidding, similarly to Bridge, is used only when the game is played in teams.

Unlike in Bridge, each won adventure has further effect in the game. Each adventure may bring new skills to the player who wins the adventure, skills which may be used later in the game to win new adventures.



► Description ► Requirements

The number of players for a game is minimum 2 and has no upper limit.

The minimum age of a player should be 14 years.

Necessary player skills: reading, basic arithmetic (= number addition and comparison), complex logic (for developing game strategies), team spirit (for games played in teams).



► Components

An edition pack contains:

Expansion packs are available separately. They usually contain 36 cards (which represent the entire pool of cards for each expansion pack). Expansion packs are related to a specific edition pack.

All edition and expansion cards have the same size.

The backside picture of adventure is support cards is different.

The backside picture of each edition and expansion pack may be different.



► Definitions

Action: Something a player is allowed to do. Examples: drawing a card, playing a card.

Adventure: A sequence of turns during which an adventure card and various support cards are played. A game is played in adventures. An adventure ends when no player wants to play any more cards.

Attributes: The text from a card's attributes text area (the top-left corner). Attributes are small pieces of textual information which define the way in which the card they are present on may be played during a game

Card played in an adventure: A card which was played by a player and which is in the playground of that player.

Commands: The text from a card's commands text area (the bottom-left corner). This text has no effect on the game.

Competitors: All the players other than the hero. In a game played in teams play mode, the competitors are all the players who are not in the hero team.

Current adventure: The adventure which is being played.

Draw a card: A player draws a card by taking the card from the top of his stash. The player must move this card to his ops.

Game: A game match.

Give (to a player or to the Void): A player may give (= move to) various game items that he owns, to a player or to the Void.

Hero: The player who must play an adventure card. In a game played in teams play mode, there is no individual hero player, but a hero team; in such a case, unless it's otherwise specified, the mentioned hero refers to the hero team.

Hero team: In a game played in teams play mode, the hero is a team, not an individual player. This is the team which wins a bidding.

Identifier: The text from a card's identifier text area (the bottom- right corner). This text has no effect on the game.

Incapacitate card: Move the card to the ops of its player.

Lore: The text from a card's lore text area (the top-right corner). This text has no effect on the game.

Play an adventure: Playing an adventure card and then playing support cards.

Play card: Move the card from the player's ops to the player's playground, according to the rules.

Played card: A card which was played by a player and which is in the playground of that player.

Play mode: The way in which a game is played.

Round: A sequence of turns of all players, one turn per player. A round doesn't start with a specific player, it just means that all players turn once, one after another.

Target: When a card tells the player to do an action to another player or to a card, the player has to choose who the other player or card is. The chosen player or card is called "target".

This card: The card which is implied, for example, the card which has the mentioned attribute present on it.

Turn: A time when only a single player may perform actions.

Wreck card: Move the card to a player's wreckage.



► Definitions ► Play zones

Play zones common to all players:

Play zones for each player:

A player may look at the cards from his play zones at any time. He may also look at the cards from other players' play zones if those play zones contain cards visible to all the players.



► Cards

A card has the following text areas:

A card may have one of two types: adventure or support.

Adventure cards may be played only by the hero. In a game played in teams play mode, an adventure card may be played by any player from the hero team.

Each adventure card has specific requirements which must be fulfilled in order for the hero to successfully finish it. The requirements are listed on the adventure card (which represents the adventure) in the "Requirements" attribute category.

Support cards may be played in an adventure by any player.



► Cards ► Attributes

All cards have attributes. Attributes are small pieces of textual information which define the way in which the card they are present on may be played during a game.

An attribute has two parts separated by a blank space: a name (formed only by letters) and a value. The name is the part from the left of the attribute text, the value is the part from the right. The value of an attribute may be either an integer number (at least 0) or a text (any number of words). Textual values are always contained within quotes.

An attribute may be present a single time on a card.

Here is an example of an attributes text box:

Attribute Value

Attribute Value

The global attribute names are written "Attribute", and the attribute values are written "Value".

This rulebook shows the possible values of the attributes described. One of these values may have "default" written in parenthesis, after it; this is the default value of the attribute.

If a reference is made to an attribute and that attribute is not present on a card, it is considered that its value is the default value. If the attribute has no default value, the attribute is not applicable to the cards which don't have it present on them.

Sometimes, the numerical values of an attribute are based on a logarithmic scale instead of the usual linear scale, so as to keep them within normal human perception.

Sometimes, the numerical values of an attribute may be dependent on another (textual) attribute present on the same card, so as to keep them within the scale of all numerical requirements.



► Cards ► Attributes ► Conditional operators

A card may have conditional attributes which indicate that the card may be played only in certain circumstances, or that its conditional abilities may be used only in certain circumstances. Conditional attributes always contain the word "If" in their name.

Conditional attributes with numerical values must have an operator between the attribute name and its value, to indicate when the condition is true / fulfilled:

Conditional attributes with textual values must have a "=" character between their name and value. Their value may have several elements separated by a "/" character, to indicate that the condition is true / fulfilled only if the value of the attribute with the same name from the compared card is identical with one of the value elements of the conditional attribute.



► Cards ► Attributes ► Requirement operators

An adventure card may have requirement attributes which indicate that the adventure may be successfully finished only in certain circumstances.

Requirement attributes with numerical values must have an operator between the attribute name and its value, to indicate when the condition is true / fulfilled:

Requirement attributes with textual values must have a "=" character between their name and value. Their value may have several elements separated by a "/" character, to indicate that the condition is true / fulfilled only if the value of the attribute with the same name from the compared card is identical with one of the value elements of the requirement attribute.



► Cards ► Attribute categories

Attributes may be grouped in attribute categories. A category doesn't have a value, but lists a list of attributes. Categories are shown on the left most side of an attributes text box. The attributes which are grouped in a category are indented to the right. Attribute categories may be imbricated, that is, may be part of other attribute categories.

An attribute category may be present a single time on a card.

Here is an example of an attributes text box:

AttributeLevel1 Value

AttributeLevel1 Value

AttributeCategoryLevel1

AttributeLevel2 Value

AttributeLevel2 Value

AttributeCategoryLevel2

AttributeLevel3 Value

AttributeLevel3 Value

AttributeCategoryLevel1

AttributeLevel2 Value

AttributeLevel2 Value

The attribute names are written "AttributeLevel*", the attribute categories are written "AttributeCategoryLevel*". The attribute values are written "Value".

The global attribute names (= the attributes which are not indented) are written "AttributeLevel1".

The attribute names which are part of the attribute category "AttributeCategoryLevel1" are written "AttributeLevel2".

The attribute category names which are part of the attribute category "AttributeCategoryLevel1" are written "AttributeCategoryLevel2".



► Cards ► Predefined attributes

This section describes the predefined global attributes, that is, those which are not contained in an attribute category. The predefined attributes have special play rules.



► Cards ► Predefined attributes ► Affiliation

All cards may have this attribute.

Any text may be the value of this attribute.



► Cards ► Predefined attribute ► Abilities

Support cards may have ability attributes.

An ability is represented by specific actions which a player may perform immediately (= in the same turn) after he plays the card on which the ability attribute is present.

Abilities can't be countered by another player.



► Cards ► Predefined attribute ► Abilities ► AbleToFreezeCompetitors

The possible values of this attribute are: "No" (default), "Yes".

If a card with the "AbleToFreezeCompetitors Yes" attribute is played by the hero, the competitors may not play any more cards in the current adventure.

This card may not be played by a competitor.



► Cards ► Predefined attribute ► Abilities ► AbleToRecoverPlayed

The value of this attribute is an integer number, at least 1.

After a player plays a card which has this attribute, he may move any support card from his playground to his ops. The number of cards which he may move is equal with the value of this attribute.



► Cards ► Predefined attribute ► Abilities ► AbleToRecoverWrecked

The value of this attribute is an integer number, at least 1.

After a player plays a card which has this attribute, he may move any card from his wreckage to his ops. The number of cards which he may move is equal with the value of this attribute.



► Cards ► Predefined attribute ► Abilities ► AbleToRewind

The possible values of this attribute are: "No" (default), "Last round", "Adventure".

The "Rewind" attribute allows players to "rewind" either a round or an entire adventure if they made mistakes while playing cards.

If a card with the "AbleToRewind Last round" attribute is played, each player (including the player of this card) must move to his ops the card which he has played, before this card was played, in the last round (of the current adventure). This card remains in the player's playground.

If a card with the "AbleToRewind Adventure" attribute is played, each player (including the player of this card) must move to his ops all the cards which he has played in the current adventure. The card which represents the current adventure is moved to the ops of its player. The card with the "AbleToRewind" attribute is moved to the player's wreckage. The current adventure ends.



► Cards ► Predefined attribute ► Abilities ► AbleToSwap

The possible values of this attribute are: "No" (default), "Yes".

A player may swap a support card from his ops which has a "AbleToSwap Yes" attribute, with a card which he has played in the current adventure, card which he must move to his ops.

Since the card with the "AbleToSwap Yes" attribute is actually being played when it's swapped, its player must pay the cost of the card.



► Cards ► Predefined attributes ► Conditional play

The cards on which the play conditions are present may be played only in certain circumstances.

These attributes are called "conditional (play) attributes". Conditional attributes always contain the word "If" in their name.

When you verify if a conditional attribute is fulfilled, take the operator into consideration. See "Conditional operators" for details.



► Cards ► Predefined attributes ► Conditional play ► PlayIfBuildsiteAffiliation

All cards may have this attribute.

The value of this attribute is an integer number, at least 1.

If this attribute is present on a card, the "Affiliation" attribute must also be present on the card.

A card which has this attribute may be played only if the player has in his buildsite a number of adventure cards conformant with the specified value (see "Conditional operators" for details), adventure cards which have the same value for the "Affiliation" attribute.



► Cards ► Predefined attributes ► Conditional play ► PlayIfPlayer

Support cards may have this attribute.

The possible values of this attribute are: "Anyone" (default), "Hero", "Competitors".

A card which has the "PlayIfPlayer Anyone" attribute may be played by any player.

A card which has the " PlayIfPlayer Hero" attribute may be played only by the hero. In a game played in teams play mode, the hero mentioned here refers to any member of the hero team.

A card which has the " PlayIfPlayer Competitors" attribute may be played only by a competitor.

If a card doesn't have this attribute, it may be played anyway.



► Cards ► Predefined attributes ► Conditional play ► PlayIfReputation

All cards may have this attribute.

The value of this attribute is an integer number, at least 1.

A card which has this attribute may be played only if the player has reputation conformant with the specified value (see "Conditional operators" for details).



► Cards ► Predefined attributes ► Cost

All cards may have this attribute.

The value of this attribute is an integer number, at least 1. The value of this attribute is the (play) cost of the card.

When a card which has a "Cost" attribute is played, its player must move from his ops to his wreckage a number of cards equal with the value of this attribute; this action is called "paying the cost of the card". If the player doesn't have enough cards in his ops, he may not play the card. If the card doesn't have this attribute, it may be played without wrecking any cards.



► Cards ► Predefined attributes ► Name

All cards may have this attribute.

Any text may be the value of this attribute.

A player may play a support card only if no player has in his playground a support card which has the same value for this attribute. If the support card which is about to be played doesn't have this attribute, it may be played anyway.



► Cards ► Predefined attributes ► Reputation

Adventure cards may have this attribute.

The value of this attribute is an integer number, at least 0 (default).

When an adventure is successfully finished, the hero receives from the Void an amount of reputation equal with the value of this attribute from the card which represents the current adventure.



► Cards ► Predefined attributes ► Type

All cards may have this attribute.

The possible values of this attribute are: "Adventure", "Support" (default).



► Cards ► Predefined attributes ► Unique

Adventure cards may have this attribute.

Any text may be the value of this attribute.

A player may play an adventure card only if no player has in his buildsite an adventure card which has the same value for this attribute. If the adventure card which is about to be played doesn't have this attribute, it may be played anyway.



► Cards ► Predefined attribute categories

This section describes the predefined attribute categories and the attributes which they may contain. The predefined attribute categories have special play rules.



► Cards ► Predefined attribute categories ► Conditional abilities

Support cards may have conditional ability attribute categories.

The attributes listed by these attribute categories are called "conditional (ability) attributes". Attribute categories which contain conditional attributes always contain the word "If" in their name.

A conditional ability is represented by specific actions which a player may perform immediately (= in the same turn) after he plays the card on which the ability attribute category is present.

When you verify if a conditional attribute is fulfilled, take the operator into consideration. See "Conditional operators" for details.

Abilities can't be countered by another player.



► Cards ► Predefined attribute categories ► Conditional abilities ► AbleToIncapacitatePlayedCardIf

If a card which has this attribute category is played in an adventure, its player may incapacitate a support card which has been played in the adventure by any player, including himself, if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on the card to be incapacitated.

An incapacitated card must be moved to the ops of its player.



► Cards ► Predefined attribute categories ► Conditional abilities ► AbleToIncapacitatePlayedIf

If a card which has this attribute category is played in an adventure, its player may incapacitate any support cards which have been played in the adventure by any player, including himself, if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on each of the cards to be incapacitated.

An incapacitated card must be moved to the ops of its player.



► Cards ► Predefined attribute categories ► Conditional abilities ► AbleToWreckBuildsiteCardIf

If a card which has this attribute category is played in an adventure, its player may wreck an adventure card from the buildsite of any player, including himself, if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on the card to be wrecked.



► Cards ► Predefined attribute categories ► Conditional abilities ► AbleToWreckPlayedIf

If a card which has this attribute category is played in an adventure, its player may wreck any support cards which have been played in the adventure by any player, including himself, if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on each of the cards to be wrecked.



► Cards ► Predefined attribute categories ► Conditional play

The cards on which the play conditions are present may be played only in certain circumstances.

The attributes listed by these attribute categories are called "conditional (play) attributes". Attribute categories which contain conditional attributes always contain the word "If" in their name.

When you verify if a conditional attribute is fulfilled, take the operator into consideration. See "Conditional operators" for details.



► Cards ► Predefined attribute categories ► Conditional play ► PlayIfBuildsite

All cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on various cards from the player's buildsite. In a game played in teams play mode, the buildsite mentioned here is formed by all the buildsites of all the members of the player's team.

Each attribute listed by this attribute category must be found on a single card, the attribute values may not be added from several cards.



► Cards ► Predefined attribute categories ► Conditional play ► PlayIfBuildsiteCard

All cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on a single card from the player's buildsite. In a game played in teams play mode, the buildsite mentioned here is formed by all the buildsites of all the members of the player's team.



► Cards ► Predefined attribute categories ► Conditional play ► PlayIfCompetitorBuildsite

All cards may have this attribute category.

A card which has this attribute category may be played by the hero only if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on various cards from a competitor's buildsite. In a game played in teams play mode, the buildsite mentioned here is formed by all the buildsites of all the competitors.

This card may not be played by a competitor.

Each attribute listed by this attribute category must be found on a single card, that is, the attribute values may not be added from several cards.

All the attributes listed by this attribute category must be found on the cards from the buildsite of a single competitor. In a game played in teams play mode, the buildsite mentioned here is formed by all the buildsites of all the members of a single competitor team.



► Cards ► Predefined attribute categories ► Conditional play ► PlayIfCompetitorBuildsiteCard

All cards may have this attribute category.

A card which has this attribute category may be played by the hero only if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on a single card from a competitor's buildsite. In a game played in teams play mode, the buildsite mentioned here is formed by all the buildsites of all the competitors.

This card may not be played by a competitor.



► Cards ► Predefined attribute categories ► Conditional play ► PlayIfPlayground

Support cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on various cards already played by the player in the current adventure.

Each attribute listed by this attribute category must be found on a single card, the attribute values may not be added from several cards.



► Cards ► Predefined attribute categories ► Conditional play ► PlayIfPlaygroundCard

Support cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on a single card already played by the player in the current adventure.



► Cards ► Predefined attribute categories ► Conditional play ► PlayIfWreckageCard

All cards may have this attribute category.

A card which has this attribute category may be played only if the attributes listed by this attribute category are all found, conformant with the specified value (see "Conditional operators" for details), on a single card from the player's wreckage. In a game played in teams play mode, the wreckage mentioned here is formed by all the wreckages of all the members of the player's team.



► Cards ► Predefined attribute categories ► Feats

All adventure cards have this attribute category.

This attribute category lists attributes which may be required by support cards in order to be played.

The listed attributes are called "feat attributes".



► Cards ► Predefined attribute categories ► Ply

Support cards may have this attribute category.

This attribute category lists various custom attributes.

The listed attributes are called "ply" or "ply attributes".



► Cards ► Predefined attribute categories ► Requirements

Adventure cards may have this attribute category.

This attribute category lists the attribute names and values which must be fulfilled in order to successfully finish the adventure.

The listed attributes are called "requirements" or "requirement attributes".

When you verify if a requirement attribute is fulfilled, take the operator into consideration. See "Requirement operators" for details.

The listed attribute names must be matched to global attribute names, but if they contain a dot then the part from the left of the dot must be matched to an attribute category, while the part from the right of the dot must be matched to an attribute name or attribute category listed by that attribute category.

Examples: "AttributeCategory.Attribute", "AttributeCategoryLevel1.AttributeCategoryLevel2.Attribute".

Support cards which have an attribute with the same name as a requirement attribute with a textual value (present on the card which represents the current adventure), may be played only if its value is identical with one of the value elements of the requirement attribute.



► Cards ► Predefined attribute categories ► Requirements ► Requirements calculation

An adventure has specific requirements which must be fulfilled, by the end of the adventure, in order for the hero to successfully finish it. The requirements are listed on the adventure card (which represents the adventure) in the "Requirements" attribute category.

The hero may fulfill the requirements by playing support cards.

The numerical requirements of an adventure may be increased by the competitors by playing support cards.

The requirements of an adventure are considered fulfilled if at the end of the adventure the following conditions are all true:

Basically, the requirement attributes form the adventure card must be individually fulfilled by the hero, but the extra requirements which are added by the competitors must be fulfilled as a total (= a sum of all requirement attributes).

If the value for a requirement attribute is 0 when the current adventure ends, it is ignored, that is, it's not necessary for the hero to have had played a support card with that attribute in order to fulfill that requirement.



► Cards ► Custom attributes

All cards may have various custom attributes, that is, attributes with no special play rules. They may be used only as requirements (for adventure cards), conditions (for cards which have attributes which condition the way the cards are played) or ply (for support cards).



► Playing

All the steps described here must be strictly followed, in the presented order, while playing a game.



► Playing ► Building the stash

Each player must build his stash, with which to play a game, by choosing any cards from all his edition and expansion cards.

The stash may contain maximum 150 cards.

A player may create and use his custom cards, but only if all the players agree to use custom cards. Cards with excessive powers are not allowed.

The players may show each others the stash with which they play the game, but only before a game begins.



► Playing ► Begin the game

In a game played in teams play mode, the players form teams, as they want. Each team must have at least 2 players. All teams should have the same number of players, but this is not mandatory.

The Void has all the reputation used in the game.

Each player must shuffle his stash deck and put it put face down in his stash zone. Then, he must split his stash in half and move (what the appears to be the smaller) half to his ops.

Establish a turn sequence, that is, which player has to turn after which player.

Establish the player who has the first turn.

Each player has maximum 10 minutes to look through his ops.

The first adventure from the game begins.



► Playing ► Adventure

A game is played split in adventures.

The player who has to turn after the current hero becomes the hero. For the first adventure, the player who has the first turn is the hero. In a game played in teams play mode, the hero team is determined through bidding.



► Playing ► Adventure ► Bidding

Bidding is used only in a game played in teams play mode. The bidding is used to determine who the hero team is.

During bidding, each player has his turn when he may bid or pass his turn to the next player. To bid, a player may do one of the following:

The publicly presented adventure cards must remain visible during the entire bidding. Then, each of them may be moved back to the ops of its player.

The player who bids may look to all the visible adventure cards.

Bidding ends when no player wants to bid anymore. The player who was the last to express his support for an adventure card proposed to be played, wins the bidding. His team is the hero team. All the other players are the competitors.

If a hero team can't be established during two consecutive biddings, and so no adventure is played, the game ends.

The hero team must play one of the adventure cards which was proposed (during the bidding) by any of its members.

A player may not use any means other than his bids to give information about his cards to another player.



► Playing ► Adventure ► Play adventure card

The hero may play an adventure card. In a game played in teams play mode, a member of the hero team must play an adventure card.

If the adventure card which is about to be played has a "Unique" attribute, it may be played only if no player has in his buildsite an adventure card which has a "Unique" attribute with the same value.

A player may not play an adventure card if an identical card is already in his buildsite.

The player must pay the cost of the card which is being played. If the player can't pay the cost, he may not play the card. If the card has no cost, it may be played anyway. See the "Cost" attribute for details.

Turns begin now. The hero is the first player who may turn.



► Playing ► Adventure ► Turn

While a player turns, the other players may not perform any actions.

The player who turns may put his cards in the play zones only as specified by the rules. Once a card is put (according to the rules) in a play zone, it may be moved in another play zone only according to the rules.

The player who turns may look to and alter the order of all the cards from all his play zones, except from his stash (unless specifically allowed by the rules).

The player who turns may not move cards among his play zones, outside the rules.

The player who turns may look to (but should not alter the order) of all the visible cards of the other players.

The player who turns may not tell anything about his cards or give control of his cards to other players.

Each player has maximum 5 minutes to turn.



► Playing ► Adventure ► Turn ► Choose stash card

If the player who turns wrecks 2 cards, he may look in his stash and move a card from the stash to his ops.



► Playing ► Adventure ► Turn ► Play card

The player who turns may play a card from his ops.

An adventure card may be played only by the hero and only as the first card in an adventure.

The player must pay the cost of the card which is being played. If the player can't pay the cost, he may not play the card. If the card has no cost, it may be played anyway. See the "Cost" attribute for details.

A support card which has an attribute with the same name as a requirement attribute with a textual value (present on the card which represents the current adventure), may be played only if its value is identical with one of the value elements of the requirement attribute.

A support card may be played only if it doesn't match the incapacitation attributes present on a card which was already played in the current adventure. See the "AbleToIncapacitatePlayedCardIf" and "AbleToIncapacitatePlayedIf" attribute categories for details.

If the support card which is about to be played has a "Name" attribute, it may be played only if no player has in his playground a support card which has a "Name" attribute with the same value.



► Playing ► Adventure ► Turn ► Draw card

The player who turns may draw a card.



► Playing ► Adventure ► Turn ► Swap cards

The player who turns may swap (any number of) cards. See the "AbleToSwap" attribute for details.



► Playing ► Adventure ► Turn ► Pass

If the player can't or won't do any more actions, he must say "pass". In this case, the next player must turn.



► Playing ► Adventure ► Resolution

The current adventure ends when no player wants to play any more support cards. If this happens, the following steps must be executed.

If, at the end of an adventure, the requirements of the adventure are:

If the adventure was successfully finished, the hero receives from the Void an amount of reputation equal with the value of the "Reputation" attribute from the adventure card which represents the current adventure. He must move the received reputation to his vault. In a game played in teams play mode, the hero mentioned here refers to the player who has played the adventure card which represents the current adventure.

If the adventure was successfully finished, the adventure card which represents the current adventure must be moved to the hero's buildsite. In a game played in teams play mode, the hero mentioned here refers to the player who has played the adventure card which represents the current adventure.

If the adventure was successfully finished, the hero must move all the cards from his playground to his wreckage. In a game played in teams play mode, the hero mentioned here refers to all the members of the hero team.

Each competitor must move to his ops all the cards which are in his playground.

The player after the current hero becomes the hero and he must turn. In a game played in teams play mode, the hero is determined through bidding. A new adventure begins.



► Playing ► Adventure ► Resolution ► Reputation calculation

The reputation of a player is equal with the sum of the values of his reputation cards. In a game played in teams play mode, the reputation of a team is equal with the sum of the reputations of all the members of the team.



► Playing ► End the game

A game ends when any of the following conditions is fulfilled:



► Playing ► End of game ► Winner

A game is won by the (single) player whose reputation is at least the amount required to end the game. In a game played in teams play mode, a game is won by the (single) team whose reputation is at least the amount required to end the game.

In any other case, there is no winner.



► Play modes

There are two play modes of a game:



► Play variations

Here are described some possible variations from the normal play style.



► Miscellaneous

Once a player has performed an action, the action may not be undone (except as specified by the rules).

Actions which are not specifically allowed by the rules, are forbidden.

A player who doesn't respect the rules is eliminated from the game.

If a card appears to allow something which this rulebook specifically forbid, this rulebook has priority. The card, or your interpretation of its information, must be flawed.

A player may not give playing advice or tips to other players.

This rulebook may be modified is all the players agree. If not all players agree, this rulebook must be strictly followed.



► Game specific



► Game specific ► Legend

USSA = Unionized Socialist States Alliance.



► Game specific ► Examples

Here are examples which explain the rules, and examples of support cards played in various adventures.

The "Id" attribute may be used here simply to identify the cards in the given explanations. It is not present on real cards.



► Game specific ► Examples ► Adventure card

Here is an adventure card:

Type "Adventure"

Reputation 1

Requirements

Ply.StarshipCapacity > 1

Ply.StarshipDrive = "Antimatter" / "Ion"

Ply.StarshipFirePower > 2

Ply.StarshipFlyRange > 3

The requirements of this adventure are:



► Game specific ► Examples ► Feats

The following support card may be played after the player achieves fluon drive:

Type "Support"

Subtype "Starship drive"

Cost 2

PlayIfBuildsite

Feats.StarshipDrive = "Fluon"

Ply

StarshipDrive "Fluon"

StarshipFlyRange 2



► Game specific ► Examples ► Time travel

A player who has achieved time travel (= has in his buildsite an adventure card with the "TimeTravel Yes" feat attribute), may play the following support card in order to rewind the last played round:

Command: Travel back in time to correct your mistakes.



Type "Support"

Subtype "Time travel"

Cost 1

PlayIfBuildsite

Feats.TimeTravel = "Yes"

AbleToRewind "Last round"



► Game specific ► Examples ► Time weapons

A hero who has achieved time weapons (= has in his buildsite an adventure card with the "TimeWeapons Yes" feat attribute), may play the following support card:

Command: Freeze time! See the world around you stunned.



Type "Support"

Subtype "Time weapons"

Cost 1

PlayIfBuildsite

Feats.TimeWeapons = "Yes"

AbleToFreezeCompetitors "Yes"

After the hero plays this card, the competitors may not play any more cards in the current adventure.



► Game specific ► Examples ► Espionage

Players may achieve something either through their personal efforts or through espionage, as the following adventure makes possible:

Command: Spying can sometimes get you what you need. How badly do you want fluon drive?



Type "Adventure"

Subtype "Espionage"

PlayIfReputation 2

PlayIfCompetitorBuildsite

Feats.StarshipDrive "Fluon"

Reputation 1

Requirements

Ply.PortableStealth > 1

Ply.StarshipCapacity > 1

Ply.StarshipFirePower > 1

Ply.StarshipFlyRange > 1

Ply.StarshipStealth > 2

Ply.SpyTool = "Infrared scanner"

Ply.HandWeapon = "Laser gun"

Feats

StarshipDrive "Fluon"



► Game specific ► Examples ► Adventure

Here is the adventure card which brings fluon drive to the hero (if the adventure is successfully finished):

Command: Reach the Kinesis deep-space research station. Defend from pirates.



Type "Adventure"

PlayIfReputation 4

Reputation 2

Requirements

Ply.FluonResearch > 2

Ply.StarshipCapacity > 1

Ply.StarshipFirePower > 2

Ply.StarshipFlyRange > 1

Ply.StarshipWeapon = "Ion cannon"

Feats

StarshipDrive "Fluon"



Here are support cards which can fulfill the requirements of the adventure:

Type "Support"

Subtype "Starship"

Name "Magellan"

Cost 1

Ply

StarshipCapacity 1



Type "Support"

Subtype "Starship drive"

Cost 1

Ply

StarshipDrive "Ion"

StarshipFlyRange 1



Type "Support"

Subtype "StarshipWeapon"

Cost 1

Ply

StarshipFirePower 2

StarshipWeapon "Ion cannon"



Type "Support"

Subtype "Scientists"

Cost 1

Ply

FluonResearch 1



Type "Support"

Subtype "Scientists"

Cost 1

Ply

FluonResearch 1



► Game specific ► Examples ► Incapacitation

A competitor can incapacitate a hero's starship.

The hero plays a starship:

Type "Support"

Subtype "Starship"

Name "Magellan"

Cost 1

Ply

StarshipCapacity 1



If the hero would also play the following card, a competitor could not incapacitate his starship with the cards below:

Type "Support"

Subtype "StarshipCloak"

Cost 1

AbleToIncapacitatePlayedCardIf

Ply.SensorSensitivity < 2



A competitor incapacitates the hero's starship:

Type "Support"

Subtype "Sensor"

Cost 1

Ply

SensorRange 2

SensorSensitivity 2

SensorType "Magnetic"


Type "Support"

Subtype "Combat"

Cost 1

PlayIfPlayground

Ply.SensorRange > 2

AbleToIncapacitatePlayedCardIf

Ply.StarshipCapacity > 2

Subtype = "StarshipWeapon"



► Game specific ► Examples ► Unforeseen incapacitation

A weapon may become incapacitated following an unforeseen event:

Type "Support"

Subtype "StarshipWeapon"

Cost 1

Ply

StarshipFirePower 2

StarshipWeapon "Ion cannon"



Command: A starship weapon is damaged.



Type "Support"

Subtype "Unforeseen event"

Cost 1

AbleToIncapacitatePlayedCardIf

Ply.StarshipCapacity > 2

Subtype = "StarshipWeapon"