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Here are the rules of SolarCards:
1. Each player must build a deck of 25 cards, which has to consist on:
1 Star Card
5 Planet Cards
3 Dwarf Planet Cards
12 Moon Cards
4 Anomaly Cards
Choose the best or most strategic cards you have available.
2. Everyone draws 5 cards from their own decks. After playing a turn, players must always draw cards to have 5 in total.
3. The first player to summon a Star card wins the game. However, Stars can only be summoned by sacrificing 3 Planets, and each Planet can only be summoned by sacrificing 3 Moons or 1 Dwarf Planets. Finally, the cost of summoning a Dwarf Planet is 1 Moon. Moons can be summoned for free. This is the main economy of the game.
4. During their turn, players can do the following, and in this order:
A) ANOMALY (optional): Using Anomaly Cards allows players to do crazy things, like placing cards for free, bypassing enemy’s defenses, etc. Once you use your card, send it to the card graveyard. Anomaly cards can also be summoned for free, but only at the beginning of a player’s turn.
B) ACTION: Do ONE of these actions:
Summon: Place a card from your hand onto the table.
Sacrifice: Send cards from the table into the graveyard in order to summon more powerful cards (for example, 3 moons for 1 planet.)
Attack: Select one of your cards and use it to attack an enemy card. If the radius is bigger, the enemy card will be sent to the graveyard.
C) MOVE CARDS (optional): As your turn comes to an end, you can choose to move your cards around to better protect some cards or to have others be in an offensive position. Cards can be in two positions:
Attack: Your card is vertically placed with no card in front of it. These cards can attack enemy cards, but of course, are vulnerable to receiving attacks.
Defense: Your card is horizontally placed in front of a card in the Attack position. These cards will take hits for the card that it’s defending. However, both defending and defended cards become NEUTRAL: they can’t be used for attacking. So keep this in mind when you defend your powerful cards!
If you want to have a more professional game, you should only be allowed to move ONE card in this stage of your turn.
D) DRAW CARDS: Draw enough cards so you have 5 in total in your hand.
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Now you know how to play! However, let’s quickly review a few special rules that are important to keep in mind:
Any card can attack another card as long as it has a higher radius. For example, Ganymede (a moon) has a higher radius than Mercury (a planet), so it can defeat it even if it’s a moon.- A card MUST have a higher radius in order to defeat an enemy card. If the radius is equal, then the enemy card can’t be attacked.
Using an anomaly doesn’t take away from your action! If your anomaly says to summon a planet for free, do so, and THEN do your action! This is why Anomaly Card are VERY powerful!
If you can’t do any action during your turn, you must send one of your cards to the graveyard and draw a card from your deck. If you still can’t do an action, then you must finish your turn (or move cards and then finish your turn).
Players CANNOT attack two turns in a row. After attacking, your next turn you must remain neutral.
Remember that you CANNOT attack with a card that is being defended by another card. And since cards can only be moved at the end of your turn, you must move the defending card away so you can attack with the card you want during your next turn. In short: think ahead!
You can’t have the same celestial body twice in your deck, even if it has a different edition. For example, if you have Jupiter and Jupiter God edition, you have to choose which one you want to bring to your deck. We don’t want a game where everyone has an army of Jupiters, do we?
This also counts for cards with double categories, like Pluto and Triton. Pluto has a planet and dwarf planet edition, while Triton has a moon and dwarf planet edition. You can’t have both editions in your deck.
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These are the main rules for playing SolarCards! Now go have fun!