[01-A] SOLOVERSE - CRAZY 8’s

[GAME RULEBOOK] • 👥 Ages 7+, 3-10 Players • v14.0.0

OBJECT

SETUP

  1. As a group choose whether to use the Core Game Extension and any Optional Expansion or Coloured Extension Packs [compare Universal Game Notes: First Play Recommendations].
    NOTE: If you have added any optional Expansions, check if they have any Additional Setup Rules.
  2. Choose who Deals first [alternate the Dealer clockwise after each game].
  3. As a group, help Shuffle the Deck, then the Dealer Deals Each Player 7 Cards Face-Down [watch out for the Face-Up Trap Class Chaos Cards – return them randomly to the Deck before continuing to Deal].
  4. Place the remainder of the Cards Face-Down as a Deck.
  5. Place the Direction Of Play [Blue/Clockwise Side] and the Play To The Side Of The Discards Chaos Cards Face-Up on either side of the Discards, where everyone can see them [Remember to Flip the Direction Of Play Chaos Card it every time a Reverse Effect Activates].
  6. If using the Core Extension, place Recycle Chaos Card Face-Up next to the Deck and Discards, where all Players can reach it.
  7. Flip the top Card of the Deck over to begin the Discards:
    1. If any Action Class Cards are turned over at this stage, follow their rules.
    2. If any Chaos Card is turned over [including if a Trap Class Chaos Card is revealed in doing so], return it randomly to the Deck and Flip another Card.
Soloverse Deck-Builder Game Setup Grid Diagram
Figure 1: Grid configuration for the 4 Trade Rows, 4 Tiered Decks, and Chaos Level Stacks.

HOW TO PLAY

  1. Play starts clockwise from the Dealer.
  2. On your turn, you must play a minimum of 1 Card from your Hand by matching it to the Card on top of Discards either by Colour or Symbol, or by playing a Chaos Card [if able].
    NOTE: Chaos Cards can affect how many Cards you can play on your turn.
  3. If you don’t have a playable Card, as outlined above, you must Draw a Card from the Deck.
    PICK-UP/PUT-DOWN RULE: If the Card you picked up is a playable Coloured Card, feel free to play it now. Otherwise, play moves on to the next person.
    RESTRICTION: Chaos Cards cannot be played via the Pick-Up/Put-Down Rule [Some exceptions apply, such as the Steal Turn Chaos Card].
  4. You may also choose not to play a playable Card from your Hand [such as keeping a Chaos Card up your sleeve for later]. If so, you must Draw a Card from the Deck. The Pick-Up/Put-Down Rule applies here as well; however, you may not play any other Card from your Hand after Drawing.

VICTORY CONDITIONS

  1. While placing your second last card, choose whether to indicate that you have one card left to the group or not by stating “Solo!”
    • While it is common courtesy to announce your last Card, I am not forcing a Rule to do so. Therefore, you are encouraged to use the tactic of hiding this information.
    • However, if you do not and another Player notices before the next Player plays or Draws a Card, they can still call you out on it by saying “Solo!”. If they do, you must Draw 2 Cards to yourself.
  2. Possessing no cards at the end of your turn.
    • If at the end of your turn you still have no Cards, the game ends and you win!
    • Points can be scored if desired [see: Scoring], and play can restart if desired.
  3. If the last card played in a round has a Draw or Deal Effect, continue play until someone is forced to Draw cards.
    • Someone must Draw from the last Draw or Deal Effect Card. Until that happens, your Win is not guaranteed...
    • If you play a Draw or Deal Effect Card as your last Card and a Player/s Respond in Kind, and in doing so, brings the Draw or Deal Effect back to you, with nothing to defend yourself with you must bear the consequences of the Draw or Deal Effect you initiated, cancelling your Win.
    NOTE: There is also the possibility of the Drawer obtaining Anti-Fun for example, that can still be used to negate your Win. It is also a possibility that while Drawing with certain Expansions that a Group Targeting Draw Effect Chaos Card could charge everyone, including you, Card/s that would also cancel your win.
  4. Special Victory Conditions.
    • Some Expansions have Special Victory Conditions that exceed the normal means of Winning. For example:
      1. The Singularity Expansion allows You to collect all 3 Unification Class Chaos Cards.
      2. While the Crisis Expansion Crisis Class Chaos Cards allow for many different Special Victory Conditions.
      3. Finally, the Cataclysm Expansion allows You to collect all 6 Ancient Stone Class Chaos Cards.
    • In any of these situations, doing so automatically, and instantly, Wins You the game!
  5. The game ends Without a Clear Winner.
    1. As stated in Universal Game Notes: Important Notes: Rule 1, the Deck could run out of Drawable Cards.
    2. The Doomsday Expansion has the Soloversal Destruction Chaos Card that can cause Everyone to lose.
    3. In any situation without a clear Winner:
      • The Player with the least number of Cards Wins. If Scoring, do so normally [but do not count your own Cards].
      • If more than one Player has equal Cards to Win, They Draw. If Scoring, count the other winning Player’s Cards as well [but not your own].

TEAM GAMEPLAY

  1. Make Teams with an even number of Members.
  2. Choose the Turn Order for Teams & Members [alternating Teams/Members between turns (e.g.: Team 1: Member 1, Team 2: Member 1, Team 1: Member 2, Team 2: Member 2, etc) ].
  3. Reorganise Seating arrangements to Match Team & Member Turns.
  4. Next, choose which Victory Condition to use before beginning play:
    OPTION 1: Relaxed:
    • The First Member to get rid of all their Cards wins for their Team.
    NOTE: If Scoring, do not count your Team Member’s Cards.
    OPTION 2: Competitive:
    • The first Team with All Members to get rid of all their Cards Wins.
    NOTES: Team Members with no Cards left can only be Group Targeted [e.g.: United We Fall]; this includes Group Targeting Trap Class Chaos Cards [e.g.: Epidemic from the Contagion Expansion]. Otherwise, Team Members with no Cards are Removed from the Game and have their Turns Automatically Skipped. If they receive Cards again, they are Re-added to the Game.
  5. Follow all other Game Rules.

TEAM TRADING

  1. 2 Team Members can Trade Cards [a free Card Swapping Effect] at a 1:1 Ratio on their Member Turn, by saying “Team Trade Requested.” However, this can only do so a minimum of once every 2 Team Turns, regardless of which Team Member took said Team Turns.
  2. All Card Types are allowed to be Traded during a Team Trade. This includes Trading for a Counter Class Chaos Card when facing Draw Effects [Stacked or otherwise].
  3. If there are more than 2 Players in a Team, the initiating Trader must designate which Team Member will participate.
  4. Discussion of which Cards are wanted to be received or be given in return is Forbidden. You must trust your Team Member to help however they can.
  5. Once a Team Trade is Requested, that 1:1 Trade Must be done [regardless of if the Traded Card would end up being helpful or not].
  6. Finally, a Team Member does not have to use the Card that was Traded to them on that Member’s Turn if they do not want to.

TEAM SPECIAL VICTORY CONDITIONS CHANGES

SCORING

Card TypePoint Value
Number [0-9]10 Points
Action Class Cards20 Points
Standard Chaos Cards & Chaos Draw +4’s50 Points
Core Game & Core Game Extension Chaos Cards100 Points
Expansion Chaos Cards150 Points
Singularity Expansion Chaos Cards200 Points

SCORING – WINNING THE GAME

NOTE: The number of Chaos Cards will speed up Points collection.
OPTION 1: Standard Game: The winner is the first Player to reach 3,000 points.
  • The more Players you have the longer the game takes, but the more points you’ll earn for winning. So, keeping a set Score Target allows for faster “Scoring Wins” the more Players you have, speeding up total play time.
OPTION 2: Extended Game: The winner is the first Player to reach 3,000-7,000 points depending on the number of Players].
  • Starting at 3,000 for 3 Players, increase the Victory Points required by 500 for every additional player [e.g.: 4 Players will be 3,500, 5 Players will be 4,000, 6 Players will be 4,500, etc... but keep a Maximum of 7,000 even if playing with more than the recommended maximum of 10 Players].
  • The more Players you have the longer the game takes, but the more points you’ll earn for winning. However, for a serious game, increasing the Score Target allows for incrementally slower “Scoring Wins” the more Players you have, extending total play time.
OPTION 3: Last Player Standing: There is no winner for Rounds. As play continues and Players Go Out, they are permanently exited from the game [as opposed to Remove from Game Effects of Expansion Chaos Cards (e.g. : Assassin from the Doomsday Expansion) ] until the last Player is left.
  • A Point is given for every Player left in the game when you go out.
  • The Last Player Standing has Points deducted based on the Number of other Players in the Game.
NOTE: Players cannot obtain a Negative Score.
  • Play continues until a Player Scores the Required Total [the recommendation is 3 x the Number of Players in the game].
TOURNAMENT: The first Player to reach one of the above Point requirements earns 1 Credit. Rounds progress until one Player earns a total of 3 Credits [for the truly devoted, you could always agree to a larger figure ahead of playing].