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OK, LISTEN UP YOU POTHEADS.
THIS IS WHERE YOU LEARN HOW TO PLAY THE CARD GAME.
CHARACTER CARDS
THE NUMBER IN THE UPPER LEFT OF THE CARD IS THE ATTACK SCORE. THE NUMBER IN THE UPPER RIGHT IS THE DEFENSE SCORE. WHEN ATTACKING AND DEFENDING, THE PLAYER MUST ROLL THAT NUMBER OR BELOW ON TWO SIX-SIDED DICE (OR THE ROLL-YOUR-OWN DICE GENERATOR) TO SUCCEED.
SPECIAL CARDS
SPECIAL CARDS ARE IDENTIFIED BY HAVING A LARGE STAR ON THE BACK, AND STARS IN PLACE OF THE ATTACK AND DEFENSE SCORES ON THE OTHER SIDE. SPECIAL CARDS ARE SINGLE USE, AND COME INTO PLAY WHEN A SPECIAL DIE ROLL IS MADE. SEE SPECIAL DIE ROLLS: SNAKE EYES.
SPECIAL DIE ROLLS
DOUBLES:
ROLLING DOUBLES IS AN AUTOMATIC SUCCESS, EVEN IF THE SUM INDICATES OTHERWISE. THE EXCEPTION IS DOUBLE SIXES, WHICH IS ALWAYS AN EPIC FAIL. SEE HOTBOXES.
SNAKE EYES:
ROLLING TWO ONES IS THE BEST ROLL IN THE GAME. UPON ROLLING SNAKE EYES, THE PLAYER IS ALLOWED TO CHOOSE ONE OF THE CARDS FROM THE SPECIALS PILE. SPECIAL CARDS CAN BE USED IMMEDIATELY, OR SAVED FOR LATER, BUT CAN ONLY BE USED DURING THE PLAYER’S ATTACK ROUND. ONCE USED, SINGLE USE SPECIALS GO TO THE DISCARD PILE. ONCE ALL SPECIAL CARDS HAVE BEEN USED, ROLLING SNAKE EYES DOES NOTHING, BUT STILL COUNTS AS A DOUBLE (SEE DOUBLES).
HOTBOXES:
ROLLING TWO SIXES IS THE WORST ROLL IN THE GAME. IF TWO SIXES ARE ROLLED BY THE ATTACKER, THE ATTACKING CARD IS REMOVED FROM PLAY AND ADDED TO THE DISCARD PILE UNLESS THEY MAKE A SUCCESSFUL DEFENSE ROLL AGAINST THEIR OWN ATTACK. IF HOTBOXES ARE ROLLED WHEN DEFENDING, IT IS SIMPLY AN EPIC FAIL.
DYNAMIC DUOS
CERTAIN CARDS, WHEN BOTH IN PLAY AT THE SAME TIME, BY THE SAME PLAYER, GIVE A +1 ATTACK AND DEFENSE BONUS TO BOTH. IF EITHER CARD IS REMOVED FROM PLAY, THE BONUS NO LONGER APPLIES.
IF DYNAMIC DUO CARDS ARE USED AGAINST EACH OTHER, BY OPPOSING PLAYERS, A DEFEATED CARD IS CAPTURED BY THE ATTACKING PLAYER INSTEAD OF GOING TO THE DISCARD PILE. DYNAMIC DUOS ARE:
BLUE DREAM & BLUE ZOMBIE
PURPLE PIG & PURPLE DRAGON
CHEMDAWG & DOG WALKER
CAT LADY & CATFISH
ALIEN OG & ALIEN PHARAOH
SPACE QUEEN & SPACE TURTLE
RED RHINO & RUBY RED
PURPLE PIG & PURPLE DRAGON
GET AFTER IT!
BEFORE PLAY BEGINS, THE SPECIAL CARDS ARE SET ASIDE, FACE DOWN. SHUFFLE AND DEAL THE CHARACTER CARDS TO BOTH PLAYERS. EACH PLAYER SHOULD HAVE A TOTAL OF 15 CARDS IN THEIR HAND AT THE BEGINNING OF THE GAME.
ROLL INITIATIVE:
EACH PLAYER ROLLS TWO SIX-SIDED DIE, OR USES THE ONLINE ROLL-YOUR-OWN DICE GENERATOR. THE HIGHEST ROLL WINS INITIATIVE. SPECIAL DIE ROLLS DO NOT APPLY TO THE INITIATIVE ROLL.
PLACE CARDS:
THE PLAYER WHO LOST INITIATIVE PLACES THEIR CARDS FIRST. PLACE ANY FIVE CARDS IN YOUR HAND ON THE BATTLEFIELD, IN ANY ORDER YOU CHOOSE. THE PLAYER WHO WON INITIATIVE PLACES THEIR CARDS SECOND. PLACEMENT IS KEY BECAUSE ONCE THE ROUND BEGINS, CARDS CAN ONLY ATTACK DIRECTLY ADJACENT CARDS.
ATTACK ROUND:
AT THE BEGINNING OF THE ATTACK ROUND, THE ATTACKING PLAYER MUST REPLACE ANY MISSING CARD SPOTS WITH ANOTHER CARD, AND IS ALLOWED TO REPOSITION CARDS AND EVEN REPLACE WITH OTHER CARDS IN THEIR HAND. THE PLAYER WHO WON INITIATIVE ROLLS TO ATTACK WITH EACH OF THEIR CARDS FROM LEFT TO RIGHT. ON A SUCCESSFUL HIT, THE DEFENDING PLAYER IS IMMEDIATELY ALLOWED A DEFENSE ROLL. IF THE DEFENSE IS SUCCESSFUL, THE CARD REMAINS ON THE BATTLEFIELD. IF THE DEFENSE ROLL FAILS, THE CARD IS MOVED TO THE DISCARD PILE.
AT THE END OF THE ATTACK ROUND, THE ATTACKING PLAYER MUST REPLACE ANY MISSING CARD SPOTS WITH ANOTHER CARD, AND IS ALLOWED TO REPOSITION CARDS AND EVEN REPLACE WITH OTHER CARDS IN THEIR HAND. THE EXCEPTION IS CARDS WITH SPECIALS APPLIED BY THEIR OPPONENT. THESE CARDS MUST REMAIN ON THE BATTLEFILED UNTIL THE SPECIAL HAS TAKEN EFFECT. ANY SPECIALS THE ATTACKER WISHES TO USE MUST BE PLACED, AND THEN THEIR ATTACK ROUND DECLARED OVER.
COUNTERATTACK:
IT IS NOW THE DEFENDING PLAYER’S TURN TO ATTACK. FIRST, THE PLAYER REINFORCES THEIR RANKS WITH CARDS FROM THEIR HAND, IF ANY CARDS WERE LOST, AND IS ALLOWED TO REPOSITION CARDS AND EVEN REPLACE WITH OTHER CARDS IN THEIR HAND. UNLESS OF COURSE, THE PLAYER DOES NOT HAVE ENOUGH CARDS REMAINING IN THEIR HAND TO REINFORCE. THEN THE ATTACK ROUND BEGINS.
ROUND AND ROUND WE GO.
REPEAT WITH ATTACK AND COUNTERATTACK UNTIL ONE PLAYER RUNS OUT OF CARDS AND IS DEFEATED.
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