[00-A] SOLOVERSE [UNIVERSAL GAME NOTES]

Premium Core Expansion Rulebook Documentation • v3.0.0

📦 Core Game[5 x Colours & Basic Chaos Cards]
📦 Core Extension[1 x Colour & Moderate Chaos Cards]
🚀 Core Booster Pack[Extra Copy of Most Core/Extension Chaos Cards]
💥 Apocalypse Expansion[Chaos Draw +2 & +3]
⚔️ Warzone Expansion[Chaos Draw +2/+3/+4 Specific Targeted]
🌋 Devastation Expansion[Chaos Draw +5/+10]
🎯 Catastrophe Expansion[Chaos Draw +5/+10 Specific Targeted]
🛡️ Oblivion Expansion[Royal Knights]
🌀 Singularity Expansion[SOL / OVE / RSE]
⚠️ Crisis Expansion[Crisis]
☣️ Contagion Expansion[Super Poison]
🕊️ Containment Expansion[Super Mercy]
🔄️ Contingency I Expansion[Discard Specific Colour]
🎨 Coloured Extensions[7 x Colour Sets]
🔄 Contingency II Expansion[Discard New Specific Colours]
💀 Doomsday Expansion[Assassination & Regeneration]
📜 Cataclysm Expansion[Ancient Stones]
🏟️ Field Deck[Rule Changes]

FIRST PLAY RECOMMENDATIONS:

  1. For new Players only use the Core Game Cards for a best First Play Experience.
  2. Next, if you own the Core Extension, know that while it isn’t advised to use these Cards during someone’s First Play, the following Limited Selection of Cards could be added if desired:
    • All Orange Number & Action Class Cards. Some Chaos Card’s Icons [such as Discard Colour] can become confusing if a Colour is missing; so, while I would not recommend using these to start with, if this confusion does become an issue, feel free to add them in.
    • Some Chaos Cards from the Core Extension you might also consider using are: Badge Collector [x 2], Black Hole, Paradigm Shift, United We Fall, Vaccine & White Hole.
NOTE: These Chaos Cards are far simpler than most in the Core Extension, and therefore can be easier to use.
  1. It also isn’t advised to use any of the Optional Expansion Packs for your first few games.
    • For the most part, Expansions are more complicated than those included in the Core Game, excluding them keeps things simple while the new Players get the hang of things.
  2. Once everyone has got a feel for the game you may up the action with the complete Core Extension.
  3. Then the next step as you get accustomed to the game play is going all out with a couple of Expansions. Speaking of which, the first one I would especially recommend adding is the Fan Favourite: Apocalypse Expansion.

IMPORTANT NOTES:

  1. Never Re-Shuffle the Discards into the Deck as this has the potential for the game to not end.
    • If the Deck runs out of Drawable Cards, the Game Ends and everyone loses! [e.g.: (01-A) Soloverse (Crazy 8's) (Game Rulebook): Victory Conditions: Rule 5].
TIP: “The Recycle Chaos Card from the Core Extension can give you options here.”
  1. There is a difference between Deal Effects and Draw Effects:
    • All Deal Effects [including the initial Deal] ignore all Trap Effects [return them to the Deck if Revealed].
    • All Draw Effects follow Trap Effects.
  2. In some cases, Card Effects can Override and/or Delay others.
    • When this happens, the last Card Always takes Priority.
EXAMPLES:
  • If the Stun Chaos Card is in play and Vaccine is played, the Stun Chaos Card cannot Deactivate [and Stun its target’s turn] until Vaccine has finished.
  • If the Vaccine Chaos Card is in play and its User’s turn is Skipped, the Vaccine Chaos Card cannot Deactivate [allowing Chaos Cards to be played/activated again] due to its User not having a Playable Turn that round.
  1. Playable Turn Notes:
    • A Playable Turn describes a Turn that the Player can choose for themselves what Card to play.
    • A Playable Turn does not describe a Turn where a Player is facing Card Effects.
EXAMPLE: Such as having their Turn Skipped or needing to Respond in Kind to Stacked Draw Effects.
  1. Turn Order x Discard Timing:
    • It is important to follow the Turn Order when such events like Group Discarding occurs.
EXAMPLES:
  • Playing the Discard Chaos Cards Chaos Card when you only have Chaos Cards left and you expect to win. Technically, in most cases, the User is last to Discard. Meaning, another Player could Discard their Chaos Cards and beat you to the Win.
TIP: “Unless someone else who hasn’t had to Discard yet still has an Anti-Fun Chaos Card.”
  • Chaos Cards that force all Players to Group Discard 1 more Cards. Observing the Turn Order grants the last Player [in most cases the User] the advantage to choose the Card that continues play.
  1. Trap Class Chaos Card Notes:
    • All are Dual-Sided and therefore appear Face-Up in the Deck when Shuffled.
    • When revealed, remove it from the Deck temporarily and follow its Effects.
    • All are Reshuffled back into the Deck after all Effects have been resolved.
    • If any are revealed while Dealing [including during the initial Flip to form the Discards], return them randomly to the Deck.
    • Some have Instant Effects that can be actioned upon without removing it from the Deck first [e.g.: Mercy] and therefore prevent additional Trap Class Chaos Cards from being Activated.
    • All Trap Class Chaos Cards CANNOT be Countered, unless specified [including Trap Class Chaos Cards from Expansions].
  1. Multiple Trap Class Chaos Card Activations:
    • If multiple Trap Class Chaos Cards are triggered during Drawing, place the latest Trap Class Chaos Card on top of the previous and complete its Effects first.
    • Place each Trap Class Chaos Card in a separate “used pile” as their Effects are finalised before returning to the previous Trap Class Chaos Card.
    • Then Shuffle all Trap Class Chaos Cards back into the Deck once all Effects have been finalised.
  1. Some Cards have Secondary Effect Icons:
    • Their details will list these Effects First, in Order of Priority and Second, in the Order they Happen.
EXAMPLE: In the case of the Chaos Draw +4 Reverse Chaos Card, the Draw +4 Effect is the Primary Effect, while the Reverse Effect happens first.
  • After the Direction of Play Reverses, the previous Player must deal with the Primary Draw Effect by Drawing or Responding in Kind.
  • However, once the Primary Draw Effect has been resolved, the next Player can act upon the Secondary Reverse Effect.
EXAMPLE: Even if the Chaos Draw +4 Reverse was called Blue, the next Player can play any Coloured Reverse.
  1. Counter Class Chaos Card Levels:
    • Each Counter Class Chaos Card will have its own Level [e.g.: Lv1, Lv3, etc].
    • With some exceptions, any Counter Class Chaos Card CAN be Countered back at you, IF the Responding Counter Class Chaos Card is the Same Level or Higher.
EXAMPLE: Compare Nou [a Lv2 Counter Class Chaos Card from the Core Game] and Not Me [a Lv3 Counter Class Chaos Card from the Core Extension].
  • Not Me [Lv3] CAN Counter Itself & Nou [Lv2].
  • Whereas Nou [Lv2] CAN Counter Itself but CANNOT Counter Not Me [Lv3].
IMPORTANT: Keep in mind that there are Specifically Countered situations that contradict this Important Note.
EXAMPLE: Anti-Fun [a Level 1 Counter Class Chaos Card from the Core Game]. Despite all other Counter Class Chaos Cards having a higher Level, only Nou can Counter Anti-Fun if played as your last Card.

TURN OVERVIEW DEFINITIONS:

[“These Turn Overview Definitions will almost never be needed, but in instances where disputes arise, they will come in Handy”].

OPENING PHASE:

Definition:

Required For:

  1. Carry Over Effects:
    • Some Card Effects Carry Over between Player's Turns and Activate during the Opening Phase of the next Player’s Turn [“As in you face them before your turn actually starts”].
EXAMPLE: Draw +2 & Chaos Draw +4 from the Core Game.
  1. Activate Before Starting Your Turn:
    • Certain Chaos Cards activate in the Opening Phase if they state: Activate before you start a Playable Turn. Your turn’s Main Phase only starts after such Chaos Cards’ Effects are activated.
EXAMPLE: A lot of Expansion Chaos Cards use this Effect such as the Royal Knight Class Jack’s Knight from the Oblivion Expansion. It changes the rules for your Main Phase, allowing 2 playable Cards to be played instead of just 1.

MAIN PHASE:

Definition:

END PHASE:

Definition:

Required For:

  1. Effect Finalisation: The last step in your turn after playing a Card.
EXAMPLE: After activating a Chaos Card, you will usually need to Choose a Colour to Continue, and this designates the start of your End Phase.
  1. Victory Conditions: Victory Conditions are checked during this Phase.
END PHASE CONTINUED:
  1. Chaos Card Activation: “Most cards do not use this, but one does come to mind.”
EXAMPLE: That example is the Counter Class Chaos Card: Anti-Fun, from the Core Game. It is technically during your End Phase, in response to your Victory Condition of No Cards Left, that any Opponent can use it to force you to Deal 5 extra Cards to yourself. At this point, your Victory Condition checks for No Cards Left, finds Cards and cancels itself, completing your Turn’s End Phase.
  1. Carry Over Effects: Many Effects are forwarded onto the next Player’s Opening Phase [see: Opening Phase above].