[01-B] SOLOVERSE - CRAZY 8โ€™s [DEFINITIONS RULEBOOK]

๐Ÿ‘ฅ Ages 7+, 3-10 Players โ€ข v14.0.0

ANCIENT INVERSION [x2]:

Cataclysm Expansion | Trap Class | Dual Group Targeting
  • When Revealed, remove from the Deck Temporarily.
  1. The Revealer of this Card MUST Collect all Ancient Stone Class Chaos Cards in play, Shuffle and Re-Deal them according to Their Setup Rules but MUST maintain Turn Order.
  2. Continue to Draw if required.
NOTE:
  • Previous Unrestriction Stone Users CANNOT be Included in the Re-Deal, but CAN use Ancient Inversionโ€™s Effect otherwise.
  • Shuffle Ancient Inversion back into the Deck.

ANCIENT WAR [x2]:

Cataclysm Expansion | Trap Class | Dual Group Targeting
  • When Revealed, remove from the Deck Temporarily.
  1. When Revealed:
    1. User: As quickly as You can, Steal any Ancient Stone owned by another Player who has NOT yet Slapped the table.
    2. All other Players: If You possess an Ancient Stone, You MUST respond by Slapping the Table to protect Yourself.
  2. Continue to Draw if required.
  • CAN only be Countered by Its Own Effect.
  • Shuffle Ancient War back into the Deck.
NOTE:
  • Previous Unrestriction Stone users CANNOT use this Trap Class Chaos Cardโ€™s effect.
RESTRICTION:
  • You CAN only Steal 1 Ancient Stone Class Chaos Card.

ANTI-FUN [x3]:

Core Game | Counter Class [Lv1]
  • Activate on Another Player's Turn.
  1. On another Playerโ€™s Turn, when they place Their last Card to win, play this Card to Counter That Player's Win and force them to Deal 5 New Cards; ending Their Turn.
  • Play Order Continues Normally.
  • Choose a Colour to Continue.
TIP:
  • โ€œThere might be other, unofficial ways around itโ€ฆโ€

ANTIBIOTIC YELLOW [x1]:

Containment Expansion | Normal Class | Group Targeting
  • Play to the Side of the Discards.
  • User Goes Last.
  1. In Play Order, all Players Discard 1 Card of Their choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBIOTIC RED [x1]:

Containment Expansion | Normal Class | Group Targeting
  • Play to the Side of the Discards.
  • User Goes Last.
  1. In Play Order, all Players Discard 2 Cards of Their choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBIOTIC PURPLE [x1]:

Containment Expansion | Normal Class | Group Targeting
  • Play to the Side of the Discards.
  • User Goes Last.
  1. In Play Order, all Players Discard 3 Cards of Their choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBIOTIC ORANGE [x1]:

Containment Expansion | Normal Class | Group Targeting
  • Play to the Side of the Discards.
  • User Goes Last.
  1. In Play Order, all Players Discard 4 Cards of Their choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBIOTIC GREEN [x1]:

Containment Expansion | Normal Class | Group Targeting
  • Play to the Side of the Discards.
  • User Goes Last.
  1. In Play Order, all Players Discard 5 Cards of Their choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBIOTIC BLUE [x1]:

Containment Expansion | Normal Class | Group Targeting
  • Play to the Side of the Discards.
  • User Goes Last.
  1. MIASMA:
    1. USER: Discards 4 Cards of Their choice.
    2. EITHER SIDE OF THEM: Discards 3 Cards of Their choice.
    3. BESIDE THOSE: Discards 2 Cards of Their choice.
    4. BESIDE THOSE: Discards 1 Card of Their choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBODY YELLOW [x1]:

Containment Expansion | Normal Class | Self Targeting
  • Play to the Side of the Discards.
  1. Discard 1 Card of Your choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBODY RED [x1]:

Containment Expansion | Normal Class | Self Targeting
  • Play to the Side of the Discards.
  1. Discard 2 Cards of Your choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBODY PURPLE [x1]:

Containment Expansion | Normal Class | Self Targeting
  • Play to the Side of the Discards.
  1. Discard 3 Cards of Your choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBODY ORANGE [x1]:

Containment Expansion | Normal Class | Self Targeting
  • Play to the Side of the Discards.
  1. Discard 4 Cards of Your choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBODY GREEN [x1]:

Containment Expansion | Normal Class | Self Targeting
  • Play to the Side of the Discards.
  1. Discard 5 Cards of Your choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ANTIBODY BLLUE [x1]:

Containment Expansion | Normal Class | Self Targeting
  • Play to the Side of the Discards.
  1. MIASMA:
    1. USER: Discards 3 Cards of Their choice.
    2. EITHER SIDE OF THEM: Discards 2 Cards of Their choice.
    3. BESIDE THOSE: Discards 1 Card of Their Choice.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

ARCHITECTURAL GLITCH [x1]:

The Architect of the Soloverse Expansion | Architect Class | Conceptual Targeting

ASSASSIN [x3]:

Doomsday Expansion | Trap Class| Instant | Self Targeting
  1. When Revealed, You are Assassinated and Removed from the Game [โ€œYou lose! But there is hope...โ€].
NOTE:
  • Should all but one Player be Removed From the Game, they Win.
2 PLAYER GAME NOTE:
  • Certain Chaos Cards have Their own 2 Player Game Note, and these MUST be followed while only 2 Players are left due to being Removed from the Game [Example: Reverse, Chaos Draw +4 Skip, Slap, etc].
  • CAN only be Countered by Bodyguardโ€™s Effect.
  1. Only if You Countered it, continue to Draw if required.
  • Shuffle Assassin back into the Deck.

BADGE COLLECTOR [x3]:

Core Extension | Normal Class | Self Targeting
  • Play to the Side of the Discards.
  1. Discard a Minimum of 3 Differently Coloured Cards, no Maximum [one for any of the Coloured Sets].
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

BLACK HOLE [x2]:

Core Extension | Normal Class | Group Targeting
  • Play to the Side of the Discards.
  • User Goes Last.
  1. All Players in Play Order Discard all Their Hand Cards.
  • Then place this Card on top of the Discards.
  • Choose a Colour to Continue.

BLACK KNIGHT [x1]:

Oblivion Expansion | Royal Knight Class | Specific Targeting
ACTIVATION NTOES
  • To use the Card, place it Face-Up on the table in front of You [as proof of ownership], resolve the Effects and then return it to Your Hand.
  • Activate before You Start a Playable Turn.
  1. Choose any 2 Players to Swap Hands with [including Yourself].
NOTE:
  • The User maintains ownership of Black Knight.
  1. Then continue Your Turn as normal.
LIMITATION NOTES:
  • CANNOT be Your last Card.
  • CANNOT be Countered.
  • CAN also be played as a Pure Chaos Card when chosen.
UNIQUE RESTRICTION:
  • This Effect CANNOT affect the same Players two Activations in a row; regardless of who is the User and who is the Target.
CLASS RESTRICTIONS:
  • You CAN only use one Royal Knight Effect per Turn, and it CAN only be used once each Turn; however, You CAN use it on additional Turns afterwards.
  • You CANNOT use another Chaos Card on the same Turn You activate a Royal Knight Class Chaos Card; and vice versa.
  • You CANNOT Go Out with this Card Effect.
2 PLAYER GAME NOTES:
  • Black Knight CAN only Target the other Player every second Turn.

BODYGUARD [x3]:

Doomsday Expansion | Counter Class [Lv1]
  1. Choose one:
    1. When You are Self Targeted by an Assassin, play this Card to save Yourself.
    2. If another Player is Self Targeted by an Assassin on Their Turn [before they are Removed From the Game], You can:
      1. Offer Bodyguard as a private 1:1 trade to save Their life [if they have something to pay You withโ€ฆ].
      2. Be a hero and give it to them for free!
      3. Or simply ignore the situation.
      4. The choice is Yoursโ€ฆ
    3. Instead of playing a Card on Your Turn, You CAN choose to Shuffle Bodyguard back into the Deck on Your Turn.
  • Play continues from the previous Card played.
COMPATIBILITY NOTE:
  • If You Draw Bodyguard and reveal an Assassin Trap Class Chaos Card in doing so, You may immediately Play it. This is a rare exception to the Pick Up/Put Down Rule for Chaos Cards [see: Universal Game Notes: How To Play: Rule 3].

CALL OF THE SOLOVERSE [x1]:

Singularity Expansion | Trap Class | Group Targeting
  1. When this Card is revealed, all Unification Class Chaos Cards in Playerโ€™s Hands MUST be revealed to the group.
  2. Optionally, if all 3 Unification Class Chaos Cards are NOT revealed, You CAN choose to search the Deck for any Unification Class Chaos Card that is there and give it to any Player with the least amount of Unification Class Chaos Cards in Their Hand [including Yourself].
NOTE:
  • There are 3 Unification Class Chaos Cards in the Deck at the Start of the game. If the Deck does NOT contain the correct amount of Unification Class Chaos Cards when compared to the amount revealed, someone has played Theirs incorrectly โ€“ either by Discarding or NOT Revealing it [compare: PENALTY NOTE].
  1. Continue to Draw if required.
  • Shuffle Call of the Soloverse back into the Deck.
  1. Play continues from the last Card on the Discards.

CHAOS DRAW 2 [x3]:

Apocalypse Expansion | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Draw +2 & Pure Chaos.
  1. The Next Player MUST Draw 2 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTE:
  • CAN be Stacked with any Coloured or Chaos Draw +2 or Chaos Draw +3.
NOTES:
  • These Cards DO NOT follow the Chaos Draw +4 Restriction and Challenge Notes regarding when You CAN legally play them; and therefore, CAN be played anytime.
  • CANNOT be used as a Pure Chaos Card.

CHAOS DRAW 2 REVERSE [x3]:

Apocalypse Expansion | Normal & Offensive Class | Group Targeting | Stackable
  • Acts as Reverse, Draw +2 & Pure Chaos.
  1. The Direction of Play Reverses, and the Previous Player MUST Draw 2 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Coloured or Chaos Draw +2 or Chaos Draw +3.
  • Also Compatible with Reverse Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • These Cards DO NOT follow the Chaos Draw +4 Restriction and Challenge Notes regarding when You CAN legally play them; and therefore, CAN be played anytime.
  • CANNOT be used as a Pure Chaos Card.

CHAOS DRAW 2 SKIP [x3]:

Apocalypse Expansion | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Skip, Draw +2 & Pure Chaos.
  1. The Next Player is Skipped and the Following Player MUST Draw 2 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Coloured or Chaos Draw +2 or Chaos Draw +3.
  • Also Compatible with Skip Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • These Cards DO NOT follow the Chaos Draw +4 Restriction and Challenge Notes regarding when You CAN legally play them; and therefore, CAN be played anytime.
  • CANNOT be used as a Pure Chaos Card.

CHAOS DRAW 2 SPECIFIC TARGETED [x3]:

Warzone Expansion | Normal & Offensive Class | Specific & Group Targeting | Stackable
  • Acts as Draw +2 & Pure Chaos.
  1. Target Any Player at the Table and They MUST Draw 2 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Coloured or Chaos Draw +2 or Chaos Draw +3.
  • CAN Also be Stacked with any other Specific Targeted Chaos Draw Card.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +2 Specific Targeted.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +2 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 1 Card on top of the 1 Card originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 3 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 3 Cards.

CHAOS DRAW 3 [x3]:

Apocalypse Expansion | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Draw +3 & Pure Chaos.
  1. The Next Player MUST Draw 3 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Coloured or Chaos Draw +2, Chaos Draw +3 or Chaos Draw +4.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +3.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +3 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 1 Card on top of the 3 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 4 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 4 Cards.

CHAOS DRAW 3 REVERSE [x3]:

Apocalypse Expansion | Normal & Offensive Class | Group Targeting | Stackable
  • Acts as Reverse, Draw +3 & Pure Chaos.
  1. The Direction of Play Reverses, and the Previous Player MUST Draw 3 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Coloured or Chaos Draw +2, Chaos Draw +3 or Chaos Draw +4.
  • Also Compatible with Reverse Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +3.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +3 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 1 Card on top of the 3 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 4 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 4 Cards.

CHAOS DRAW 3 SKIP [x3]:

Apocalypse Expansion | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Skip, Draw +3 & Pure Chaos.
  1. The Next Player is Skipped and the Following Player MUST Draw 2 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTE:
  • CAN be Stacked with any Coloured or Chaos Draw +2, Chaos Draw +3 or Chaos Draw +4.
  • Also Compatible with Skip Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +3.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +3 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 1 Card on top of the 3 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 4 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 4 Cards.

CHAOS DRAW 3 SPECIFIC TARGETED [x3]:

Warzone Expansion | Normal & Offensive Class | Specific & Group Targeting | Stackable
  • Acts as Draw +3 & Pure Chaos.
  1. Target Any Player at the Table and They MUST Draw 3 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Coloured or Chaos Draw +2, Chaos Draw +3 or Chaos Draw +4.
  • CAN Also be Stacked with any other Specific Targeted Chaos Draw Card.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +3.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +3 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 2 Cards on top of the 3 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 5 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 5 Cards.

CHAOS DRAW 4 [x3]:

Core Gme | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Draw +4 & Pure Chaos.
  1. The Next Player MUST Draw 4 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Chaos Draw +3, Chaos Draw +4 or Chaos Draw +5.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +4.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +4 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 2 Cards on top of the 4 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 6 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 6 Cards.

CHAOS DRAW 4 REVERSE [x3]:

Core Game | Normal & Offensive Class | Group Targeting | Stackable
  • Acts as Reverse, Draw +4 & Pure Chaos.
  1. The Direction of Play Reverses, and the Previous Player MUST Draw 4 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Chaos Draw +3, Chaos Draw +4 or Chaos Draw +5.
  • Also Compatible with Reverse Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +4.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +4 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 2 Cards on top of the 4 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 6 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 6 Cards.

CHAOS DRAW 4 SKIP [x3]:

Core Game | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Skip, Draw +4 & Pure Chaos.
  1. The Next Player is Skipped and the Following Player MUST Draw 4 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTE:
  • CAN be Stacked with any Chaos Draw +3, Chaos Draw +4 or Chaos Draw +5.
  • Also Compatible with Skip Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +4.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +4 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 2 Cards on top of the 4 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 6 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 6 Cards.

CHAOS DRAW 4 SPECIFIC TARGETED [x3]:

Warzone Expansion | Normal & Offensive Class | Specific & Group Targeting | Stackable
  • Acts as Draw +4 & Pure Chaos.
  1. Target Any Player at the Table and They MUST Draw 4 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Chaos Draw +3, Chaos Draw +4 or Chaos Draw +5.
  • CAN Also be Stacked with any other Specific Targeted Chaos Draw Card.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +4.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +4 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 3 Cards on top of the 4 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 7 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 7 Cards.

CHAOS DRAW 5 [x3]:

Devastation Expansion | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Draw +5 & Pure Chaos.
  1. The Next Player MUST Draw 5 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Chaos Draw +4 or Chaos Draw +5.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +5.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +5 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 3 Cards on top of the 5 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 8 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 8 Cards.

CHAOS DRAW 5 REVERSE [x3]:

Devastation Expansion | Normal & Offensive Class | Group Targeting | Stackable
  • Acts as Reverse, Draw +5 & Pure Chaos.
  1. The Direction of Play Reverses, and the Previous Player MUST Draw 5 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Chaos Draw +4 or Chaos Draw +5.
  • Also Compatible with Reverse Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +5.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +5 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 3 Cards on top of the 5 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 8 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 8 Cards.

CHAOS DRAW 5 SKIP [x3]:

Devastation Expansion | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Skip, Draw +5 & Pure Chaos.
  1. The Next Player is Skipped and the Following Player MUST Draw 5 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTE:
  • CAN be Stacked with any Chaos Draw +4 or Chaos Draw +5.
  • Also Compatible with Skip Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +5.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +5 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 3 Cards on top of the 5 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 8 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 8 Cards.

CHAOS DRAW 5 SPECIFIC TARGETED [x3]:

Catastrophe Expansion | Normal & Offensive Class | Specific & Group Targeting | Stackable
  • Acts as Draw +5 & Pure Chaos.
  1. Target Any Player at the Table and They MUST Draw 5 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Chaos Draw +4 or Chaos Draw +5.
  • CAN Also be Stacked with any other Specific Targeted Chaos Draw Card.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +5.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +5 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 4 Cards on top of the 5 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 9 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 9 Cards.

CHAOS DRAW 10 [x1]:

Devastation Expansion | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Draw +10 & Pure Chaos.
  1. The Next Player MUST Draw 10 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN ONLY be Stacked with any Chaos Draw +10.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +10.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +10 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 5 Cards on top of the 10 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 15 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 15 Cards.

CHAOS DRAW 10 REVERSE [x1]:

Devastation Expansion | Normal & Offensive Class | Group Targeting | Stackable
  • Acts as Reverse, Draw +10 & Pure Chaos.
  1. The Direction of Play Reverses, and the Previous Player MUST Draw 10 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN ONLY be Stacked with any Chaos Draw +10.
  • Also Compatible with Reverse Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +10.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +10 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 5 Cards on top of the 10 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 15 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 15 Cards.

CHAOS DRAW 10 SKIP [x1]:

Devastation Expansion | Normal & Offensive Class | Next & Group Targeting | Stackable
  • Acts as Skip, Draw +10 & Pure Chaos.
  1. The Next Player is Skipped and the Following Player MUST Draw 10 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTE:
  • CAN ONLY be Stacked with any Chaos Draw +10.
  • Also Compatible with Skip Action Class Cards after the Draw Effect is Resolved.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +10.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +10 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 5 Cards on top of the 10 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 15 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 15 Cards.

CHAOS DRAW 10 SPECIFIC TARGETED [x1]:

Catastrophe Expansion | Normal & Offensive Class | Specific & Group Targeting | Stackable
  • Acts as Draw +10 & Pure Chaos.
  1. Target Any Player at the Table and They MUST Draw 10 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
  • Choose a Colour to continue.
COMPATIBILITY NOTES:
  • CAN be Stacked with any Chaos Draw +10.
  • CAN Also be Stacked with any other Specific Targeted Chaos Draw Card.
NOTES:
  • CANNOT be used as a Pure Chaos Card.
RESTRICTION:
  • You CAN only play this Card legally if You do NOT have a playable Coloured Card that matches what's in play, or by Responding in Kind.
EXAMPLE:
  • The Card in Play is a Blue 2. The User CANNOT possess any Blue or any Coloured 2 to legally play a Chaos Draw +10.
CHALLENGE NOTES:
  1. You may Challenge a Player when You think they have charged You Draw +10 while having a matching Coloured Card [excluding Responding in Kind].
NOTE:
  • You CAN only Challenge or Respond in Kindโ€ฆ NOT both.
  1. The Challenged Player MUST now show You Their entire Hand privately.
  2. Once a Challenge is issued, the Player in the wrong will be charged an additional 6 Cards on top of the 10 Cards originally needed to be Drawn:
    1. If the User was guilty [i.e.: they played it while possessing a matching Coloured Card], they MUST Draw a total of 16 Cards instead of the Challenger.
    2. If the User was innocent [i.e.: they played it without possessing a matching Coloured Card], the Challenger MUST Draw a total of 16 Cards.

CLONE [x3]:

Core Game | Normal Class | Unknown Targeting | Stackable
  1. When played, it Copies the Previous Card played [be that a Chaos Draw +4, another Chaos Card or simply a Coloured Number or Action Class Card] as well as any Effects that Card might have.
  2. Follow the rules for the previous Card.
  • CANNOT be used as a Pure Chaos Card [unless it is Cloned].
COMPATIBILITY NOTE:
  • When copying another Clone Chaos Card, redirect to the first non-Clone Chaos Card on the Discards. CAN even copy the Genetic Manipulation and Steal Turn Chaos Cards.

COLOURED DRAW +2 [x2 Per Colour]:

Core Game, Core Extension & Coloured Extensions | Action & Offensive Class | Next Targeting | Stackable
  • Acts as Draw +2.
  1. The Next Player MUST Draw 2 Cards and Skip Their Turn or Respond in Kind [passing Stacked Effects onto the next Player].
COMPATIBILITY NOTE:
  • CAN be Stacked with any Coloured or Chaos Draw +2 or Chaos Draw +3.

CONTAGION [x1]:

Pandemic Expansion | Trap Class | Group Targeting | User Goes Last
  1. When Revealed, in Turn Order:
    1. ALL OTHERS: Draws 2 Cards.
    2. USER: Draws 5 Cards.
  • Shuffle Contagion back into the Deck.

CRISIS [x?]:

Crisis Expansion | Crisis Class & Trap Class| Self Targeting
  1. When revealed, place in front of You.
  2. Continue to Draw if required.
NOTES:
  • They CANNOT be Reshuffled back into the Deck.
  • They CANNOT be Swapped, Traded or Discarded.
  • They do NOT count towards Your Hand Cards or Draw Effect Amount.
  • They are Permanent for that game.
  • They do NOT have any Effects except the Special Victory Conditions.

CYCLONE [x2]:

Core Extension | Normal Class | Group Targeting | User Goes First, then Last
  1. The User Presents Their Hand Face-Down to the next Player in Play Order, who Chooses 1 Random Card from it and adds it to Their Hand.
TIP:
  • Shuffling Your Hand before presenting it Face-Down [without looking at it Yourself] will stop Your Opponents from guessing which Card/s You want to keep.
  1. That Player now Presents Their Hand to the next Player, Who Does the Same.
  2. Continue until the User has Drawn a Card from the previous Player.
  • Choose a Colour to continue.
LIMITATION NOTES:
  • CANNOT be Countered.
  • CANNOT be used as a Pure Chaos Card.
  • CANNOT be Your last Card.

CURE [x3]:

Containment Expansion | Counter Class [Lv1] | Self Targeting
  1. Choose one:
    1. Cancel the Activation of any Contagion Expansion Trap Class Chaos Card and Remove it from the Game.
    2. Negate the Draw Effect charged against You [Stacked or otherwise].
    3. On any Playable Turn, You may surrender Cure by Shuffling it into the Deck instead of playing a Card.
NOTE:
  • Cure is always Shuffled back into the Deck and CANNOT be Removed from the Game.

DEFRAGMENTED REALITY [x1]:

The Architect of the Soloverse Expansion | Architect Class | Conceptual Targeting

DISCARD ACID [x1]:

Contingency I Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Acid [Orange] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Acid back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD AMETHYST [x1]:

Contingency II Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Amethyst [Light Purple] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Amethyst back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD COLOUR [x3]:

Core Game | Normal Class | Group Targeting | User Goes Last
  • Play to the side of the Discards.
  1. Name a Colour used in the game; all Players in Play Order Discard every Card in Their Hand they have of that Colour.
  • Then place this Card on top of the Discards.
  • Choose a Colour to continue.

DISCARD CHAOS CARDS [x3]:

Core Game | Normal Class | Group Targeting | User Goes Last
  • Play to the side of the Discards.
  1. All Players in Turn Order Discard every Chaos Card in Their Hand.
  • Then place this Card on top of the Discards.
  • Choose a Colour to continue.

DISCARD DIAMOND [x1]:

Contingency II Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Diamond [Light Blue] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Diamond back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD EMERALD [x1]:

Contingency II Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Emerald [Light Green] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Emerald back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD OAK [x1]:

Contingency II Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Oak [Light Brown] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Oak back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD POISON [x1]:

Contingency I Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Poison [Dark Purple] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Poison back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD REDWOOD [x1]:

Contingency II Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Redwood [Dark Brown] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Redwood back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD ROSE [x1]:

Contingency II Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Rose [Light Red Pink] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Rose back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD PLAGUE [x1]:

Contingency I Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Plague [Dark Blue] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Plague back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD STINGER [x1]:

Contingency I Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Stinger [Yellow] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Stinger back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD STONE [x1]:

Contingency II Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Stone [Grey] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Stone back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD TOXIN [x1]:

Contingency I Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Toxin [Dark Green] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Toxin back into the Deck.
  1. Play continues from the last Card Discarded by User.

DISCARD VENOM [x1]:

Contingency I Expansion | Trap Class | Group Targeting | User Goes Last
  • Remove from the Deck Temporarily.
  1. All Players in Turn Order Discard all Venom [Red] Cards.
  2. Continue to Draw if required.
  • Shuffle Discard Venom back into the Deck.
  1. Play continues from the last Card Discarded by User.

DOUBLE EDGED [x2]:

Core Extension | Normal Class | Self & Specific Targeting
  1. Steal any Card in a Playerโ€™s Hand. Set it aside.
  2. Then They Steal any Card in Your Hand and add it to Their Hand.
  3. Add the Card You Stole to Your Hand.
  4. Choose a Colour to continue.
  • CANNOT be used as a Pure Chaos Card.

DOUBLE UNDER [x2]:

Core Extension | Normal Class | Self Targeting
  1. Return Your entire Hand to the Deck, Shuffle it and Deal the same number of Cards to Yourself.
  2. Choose a Colour to continue.

DUPLICATION STONE [x1]:

Cataclysm Expansion | Offensive Class & Ancient Stone Class | Next & Specific Targeting
ACTIVATION NOTES:
  • To use an Ancient Stone Class Chaos Card, Turn it Sideways.
  • Each Ancient Stone Class Chaos Cardโ€™s Effect CAN only be used Once Each Turn; however, You CAN use it on additional Turns afterwards.
  • Use of Ancient Stone Class Chaos Card Effects do NOT count towards Your one Chaos Card per Turn Restriction.
  • Activate when playing a Draw Effect Card.
  1. On any Turn You charge another Player a Drawing or Dealing Effect by any means [and NOT just Chaos Cards], Double the Amount.
NOTE:
  • If responding with a Counter Class Chaos Card [i.e.: Nou], double the immediately previous Drawing or Dealing Effect Card instead.
LIMITATION NOTES:
  • All Ancient Stone Class Chaos Card Effects CANNOT be Countered, Including Their Special Victory Condition.
UNIQUE RESTRICTION:
  • If Responding in Kind, by Stacking the Drawing Effect, double only Your Cardโ€™s Effect.
CLASS RESTRICTIONS:
  • Only 1 Ancient Stone Class Chaos Card CAN be used each Turn [compare BULK POSSESSION NOTES].
  • All Ancient Stone Class Chaos Card Effects CANNOT affect the same Players two Activations in a row, regardless of who is the User and who is the Target.
EXAMPLE:
  • If someone uses the Teleportation Stone to take control of Your seat and Ancient Stone Class Chaos Cards, the Teleportation Stone CANNOT reclaim them. You MUST use the Teleportation Stone to Target another Player.
2 PLAYER GAME NOTE:
  • Individual Ancient Stone Class Chaos Cards CAN only Target the other Player every second Turn.
COMPATIBILITY NOTES:
  • Ancient Stone Class Chaos Cards may NOT count towards Your Handโ€™s Card count [so You CAN still win with no Cards even if You possess one], but they CAN still be stolen via card Swapping means; however, if doing this, You CAN only Swap Hand Cards or Ancient Stone Class Chaos Cards.
EXAMPLE:
  • If chosen, Paradigm Shiftโ€™s Group Targeting Swap Effect CAN target all Playerโ€™s Ancient Stone Class Chaos Cards instead of Their Hand Cards [the Swap includes All Players Except Previous Unrestriction Stone Users, regardless of whether they currently own an Ancient Stone Class Chaos Card or not].
COMPATIBILITY NOTES:
  • Furthermore, Hand Discarding Effects affect both Hand and Ancient Stone Class Chaos Cards. However, Ancient Stone Class Chaos Cards are collected, Shuffled and Re-Dealt according to Their Setup Rules.
EXAMPLE:
  • Card Effects like Black Hole.
BULK POSSESSION NOTES:
  • 2 ANCIENT STONE CLASS CHAOS CARDS: You CAN choose to have a second Turn every Turn You possess a total of 3 Ancient Stone Class Chaos Cards. This Turn DOES NOT include the ability to play Another Chaos Card or Ancient Stone.
  • 3 ANCIENT STONE CLASS CHAOS CARDS: You CAN choose to have a second Turn every Turn You possess a total of 4 Ancient Stone Class Chaos Cards. This Turn DOES include the ability to play another Chaos Card but DOES NOT include the ability to play another Ancient Stone.
  • 4 ANCIENT STONE CLASS CHAOS CARDS: You CAN choose to have a second Turn every Turn You possess a total of 5 Ancient Stone Class Chaos Cards. This Turn DOES include the ability to play another Chaos Card AND another Ancient Stone Class Chaos Card.
  • 5 ANCIENT STONE CLASS CHAOS CARDS:
    • User:
      1. At any point during another Playerโ€™s Turn, Attempt to take possession of the last Ancient Stone Class Chaos Card. This MUST be Attempted Once, and only Once, between Your Playable Turns.
      2. Failure to Attempt to do so or being prevented from doing so will result in all Your Ancient Stone Class Chaos Cards being Collected and Re-Dealt according to Their Setup Rules.
    • The Last Ancient Stone Class Chaos Card Holder:
      1. IF the User attempts to take possession of Your Ancient Stone Class Chaos Card, Slap the Table to Defend Yourself.
      2. IF You Slap the Table and the User did NOT attempt to take possession of Your Ancient Stone Class Chaos Card, You Forfeit it to them.
SPECICAL VICTORY CONDITION NOTE:
  • 6 ANCIENT STONE CLASS CHAOS CARDS: Possessing All 6 Ancient Stone Class Chaos Cards at once instantly Wins You the game [regardless of the number of Cards You possess; or whose Turn it actually is].
NOTES:
  • NOTE: Any time a Player is Removed from or Restored to the Game by any means, Collect all Ancient Stone Class Chaos Cards, Shuffle and Re-Deal them to all Players still currently In the Game. But You MUST maintain Play Order [as in the Player that caused this Removal/Restoration Effect (either directly or indirectly) MUST perform the above Shuffle & Re-Deal of the Ancient Stones; and as the Dealer, they are last to receive one].
2 PLAYER GAME NOTE:
  • This Special Victory Condition now Activates with by possessing all 4 Ancient Stone Class Chaos Cards in Play.

ELEGANT GENEROUSITY [x3]:

Core Game | Normal Class | Self Targeting
  • Play to the side of the Discards.
  1. Discard Half Your remaining Cards [round up the Cards You keep] from Your Hand.
  • Then place this Card on top of the Discards.
  1. Choose a Colour to continue.

ELIMINATOR [x2]:

Core Extension | Trap Class | Group Targeting | Stackable | User Goes Last
  1. Choose a Number from 0-9.
  2. In Play Order, all Players Discard all Coloured Cards that match that Number.
  3. Continue to Draw if required.
  • Shuffle Eliminator back into the Deck.
  1. Play continues from the last Card Discarded by User.

ELIXIR [x2]:

Containment Expansion | Trap Class | Group Targeting | User Goes Last
  1. All Players with more than 3 cards in Their Hand now Discard until they have 3 cards in Their Hand.
  2. All Players with Less Than 3 Cards in Their Hand now Deal to themselves until they have 3 Cards in Their Hand.
  3. Continue to Draw if required.
  • Shuffle Elixir back into the Deck.
  1. Play continues from the last Card Discarded by User.

EPIDEMIC [x1]:

Pandemic Expansion | Trap Class | Group Targeting | Stackable | User Goes Last
  1. In Turn Order all Players Draw 3 Cards.
  2. Continue to Draw if required.
  • Shuffle Epidemic back into the Deck.

FIELD OF ADDITION [x1]:

Field Deck Expansion | Field Class | Group Targeting
  1. Every Number Card Played must be Equal to or Higher than the Previous one Played.
EXAMPLE:
  • 0, 1, 1, 4, 9โ€ฆ
  1. Any Action or Chaos Card Played are resolved as normal [e.g.: Choose a Colour to Continue after Resolving a Chaos Card], however it also Resets the Number Played, allowing any to be Played.

FIELD OF DECEPTION [x1]:

Field Deck Expansion | Field Class | Group Targeting
  1. On your turn, You place Your Cards Face-Down instead, calling out what Cards you placed and how many there were, mimicking Soloverse [Cheat]โ€™s Rules.
NOTE:
  • You do not have to tell the truth about the number of cards or their value.
  1. Cheating is allowed. But you will be penalised for getting caught.
  2. At any point, any other Player can call โ€œDeception!โ€ At which point the last Player who put down must reveal their cards.
    1. If the Player was in fact Cheating, They must now pick up the entire Discards.
    2. If the Player was indeed telling the truth, the Challenging Player must pick up the entire Discards instead!

FIELD OF ESCALATION [x1]:

Field Deck Expansion | Field Class | Group Targeting
  1. Every Number Card Played must be Sequentially Higher than the Previous one Played.
EXAMPLE:
  • 0, 1, 2, 3, 4โ€ฆ
  1. Any Action or Chaos Card Played are resolved as normal [e.g.: Choose a Colour to Continue after Resolving a Chaos Card], however it also Resets the Number Played, allowing any to be Played.

FIELD OF NORMALISATION [x1]:

Field Deck Expansion | Field Class | Group Targeting
  1. Follow all Rules for [01-A] Soloverse [Crazy 8โ€™s].

FIELD OF REDUCTION [x1]:

Field Deck Expansion | Field Class | Group Targeting
  1. Every Number Card Played must be Sequentially Lower than the Previous one Played.
EXAMPLE:
  • 9, 8, 7, 6โ€ฆ
  1. Any Action or Chaos Card Played are resolved as normal [e.g.: Choose a Colour to Continue after Resolving a Chaos Card], however it also Resets the Number Played, allowing any to be Played.

FIELD OF REPLICAATION [x1]:

Field Deck Expansion | Field Class | Group Targeting
  1. Multiple Copies of Number Cards can be Played if they are of Equal Value.
EXAMPLE:
  • 9, 9, 9, 9, 9โ€ฆ
  1. Any Action or Chaos Card Played are resolved as normal [e.g.: Choose a Colour to Continue after Resolving a Chaos Card], however it also Resets the Number Played, allowing any to be Played.

FIELD OF SUBTRACTION [x1]:

Field Deck Expansion | Field Class | Group Targeting
  1. Every Number Card Played must be Equal to or Lower than the Previous one Played.
EXAMPLE:
  • 9, 9, 5, 4, 4โ€ฆ
  1. Any Action or Chaos Card Played are resolved as normal [e.g.: Choose a Colour to Continue after Resolving a Chaos Card], however it also Resets the Number Played, allowing any to be Played.

FIELD OF SUCCESSION [x1]:

Field Deck Expansion | Field Class | Group Targeting
  1. Every Number Card Played must be Sequentially Higher or Lower than the Previous one Played.
EXAMPLE:
  • 5, 4, 5, 6, 7, 6โ€ฆ
  1. Any Action or Chaos Card Played are resolved as normal [e.g.: Choose a Colour to Continue after Resolving a Chaos Card], however it also Resets the Number Played, allowing any to be Played.

FIELD TRANSFORMATION [x3]:

Field Deck Expansion | Field Class & Trap Class | Group Targeting
  1. When Revealed, Flip the Top Card of the Field Deck over and Follow the New Rules.
NOTE:
  • If the Field Deck is Empty, Shuffle the Field Discards and form a new Field Deck.
  1. Continue to Draw if required.

FORESIGHT [x2]:

Core Extension | Trap Class | Group Targeting | User Goes Last
  1. All Players in Play Order MUST guess the Colour of the next Face-Down Card [e.g.: any of the Coloured Sets in the Game such as Steel, Poison, Venom, Carbon, Stinger, Toxin or even Chaos].
    1. If anyone guesses correctly, they CAN now Discard 1 Card.
    2. If anyone guesses incorrectly, they MUST Draw 1 Card.
  2. Continue to Draw if required
  • Shuffle Foresight & the revealed top Card [Face-Down] back into the Deck.

GENETIC MANIPULATION [x2]:

Core Extension | Normal Class | Unknown Targeting | Stackable
  1. Before activating Genetic Manipulation, Deal X amount of Cards to Yourself, depending on the relevant Game Expansion:
    • 1 Card: Core Game or Core Extension.
    • 2 Cards: Apocalypse Expansion [Chaos Draw +2 & +3].
    • 3 Cards: Warzone Expansion [Chaos Draw +2, +3 & +4 Specific Targeted].
    • 4 Cards: Devastation Expansion [Chaos draw +5 & +10].
    • 5 Cards: Catastrophe Expansion [Chaos Draw +5 & +10 Specific Targeted].
  2. Following the Chaos Card Definitions that are outlined in this Soloverse Rulebook, Genetic Manipulation becomes the Chaos Card You named, for this Turn only.
NOTE:
  • This Effect excludes all Trap Class Chaos Cards & Chaos Cards from all other Expansions.
  1. Follow the rules for the named Chaos Card.
  2. Choose a Colour to continue.
COMPATIBILITY NOTE:
  • Genetic Manipulationโ€™s Effect CAN be copied with Clone.
  • CANNOT be used as a Pure Chaos Card [unless by it's own Effect].

ILLUMINATION STONE [x1]:

Cataclysm Expansion | Offensive Class & Ancient Stone Class | Group Targeting
ACTIVATION NOTES:
  • To use an Ancient Stone Class Chaos Card, Turn it Sideways.
  • Each Ancient Stone Class Chaos Cardโ€™s Effect CAN only be used Once Each Turn; however, You CAN use it on additional Turns afterwards.
  • Use of Ancient Stone Class Chaos Card Effects do NOT count towards Your one Chaos Card per Turn Restriction.
  • Activate before You start a Playable Turn.
LIMITATION NOTES:
  • All Ancient Stone Class Chaos Card Effects CANNOT be Countered, Including Their Special Victory Condition.
  1. Deal 1 Card to Yourself.
  2. Force all Players to set Their Hand Cards Face-Up on the table in front of them.
NOTE:
  • Everyone CAN keep 1 Card secret.
  1. This Effect lasts until the start of Your next Playable Turn.
TIP:
  • While You CAN keep 1 Card Secret, it doesnโ€™t have to be Your best Card; in effect You could bluff the other Players into thinking You have something better.
  • There is nothing wrong in using Chaos Cards with a Card Swapping Effect to take another Playerโ€™s Secret Card in exchange for any Card of Your own.
UNIQUE RESTRICTION:
  • You MUST show Your own Hand as well.
RESTRICTIONS:
  • Only 1 Ancient Stone Class Chaos Card CAN be used each Turn [compare BULK POSSESSION NOTES].
  • All Ancient Stone Class Chaos Card Effects CANNOT affect the same Players two Activations in a row, regardless of who is the User and who is the Target.
EXAMPLE:
  • If someone uses the Teleportation Stone to take control of Your seat and Ancient Stone Class Chaos Cards, the Teleportation Stone CANNOT reclaim them. You MUST use the Teleportation Stone to Target another Player.
2 PLAYER GAME NOTE:
  • Individual Ancient Stone Class Chaos Cards CAN only Target the other Player every second Turn.
COMPATIBILITY NOTES:
  • Ancient Stone Class Chaos Cards may NOT count towards Your Handโ€™s Card count [so You CAN still win with no Cards even if You possess one], but they CAN still be stolen via card Swapping means; however, if doing this, You CAN only Swap Hand Cards or Ancient Stone Class Chaos Cards.
EXAMPLE:
  • If chosen, Paradigm Shiftโ€™s Group Targeting Swap Effect CAN target all Playerโ€™s Ancient Stone Class Chaos Cards instead of Their Hand Cards [the Swap includes All Players Except Previous Unrestriction Stone Users, regardless of whether they currently own an Ancient Stone Class Chaos Card or not].
COMPATIBILITY NOTES:
  • Furthermore, Hand Discarding Effects affect both Hand and Ancient Stone Class Chaos Cards. However, Ancient Stone Class Chaos Cards are collected, Shuffled and Re-Dealt according to Their Setup Rules.
EXAMPLE:
  • Card Effects like Black Hole.
BULK POSSESSION NOTES:
  • 2 ANCIENT STONE CLASS CHAOS CARDS: You CAN choose to have a second Turn every Turn You possess a total of 3 Ancient Stone Class Chaos Cards. This Turn DOES NOT include the ability to play Another Chaos Card or Ancient Stone.
  • 3 ANCIENT STONE CLASS CHAOS CARDS: You CAN choose to have a second Turn every Turn You possess a total of 4 Ancient Stone Class Chaos Cards. This Turn DOES include the ability to play another Chaos Card but DOES NOT include the ability to play another Ancient Stone.
  • 4 ANCIENT STONE CLASS CHAOS CARDS: You CAN choose to have a second Turn every Turn You possess a total of 5 Ancient Stone Class Chaos Cards. This Turn DOES include the ability to play another Chaos Card AND another Ancient Stone Class Chaos Card.
  • 5 ANCIENT STONE CLASS CHAOS CARDS:
    • User:
      1. At any point during another Playerโ€™s Turn, Attempt to take possession of the last Ancient Stone Class Chaos Card. This MUST be Attempted Once, and only Once, between Your Playable Turns.
      2. Failure to Attempt to do so or being prevented from doing so will result in all Your Ancient Stone Class Chaos Cards being Collected and Re-Dealt according to Their Setup Rules.
    • The Last Ancient Stone Class Chaos Card Holder:
      1. IF the User attempts to take possession of Your Ancient Stone Class Chaos Card, Slap the Table to Defend Yourself.
      2. IF You Slap the Table and the User did NOT attempt to take possession of Your Ancient Stone Class Chaos Card, You Forfeit it to them.
SPECICAL VICTORY CONDITION NOTE:
  • 6 ANCIENT STONE CLASS CHAOS CARDS: Possessing All 6 Ancient Stone Class Chaos Cards at once instantly Wins You the game [regardless of the number of Cards You possess; or whose Turn it actually is].
NOTES:
  • NOTE: Any time a Player is Removed from or Restored to the Game by any means, Collect all Ancient Stone Class Chaos Cards, Shuffle and Re-Deal them to all Players still currently In the Game. But You MUST maintain Play Order [as in the Player that caused this Removal/Restoration Effect (either directly or indirectly) MUST perform the above Shuffle & Re-Deal of the Ancient Stones; and as the Dealer, they are last to receive one].
2 PLAYER GAME NOTE:
  • This Special Victory Condition now Activates with by possessing all 4 Ancient Stone Class Chaos Cards in Play.

JACK'S KNIGHT [x1]:

Oblivion Expansion | Royal Knight Class | Self Targeting
ACTIVATION NTOES
  • To use the Card, place it Face-Up on the table in front of You [as proof of ownership], resolve the Effects and then return it to Your Hand.
  • Activate before You Start a Playable Turn.
  1. Play up to 3 playable Coloured Cards this Turn, one after the other [all Cards MUST follow the Rules set out in this Soloverse Rulebook].
UNIQUE RESTRICTION:
  • Action Class Cards CAN only be Your last Card UNLESS Youโ€™re Responding in Kind to Stackable Effects, in which case You CAN Stack all Playable Cards.
EXAMPLES:
  • The Previous Player plays a Blue 4, so You Reveal Jackโ€™s Knight to Play a Red 4, then a Red Reverse.
  • You are charged Draw +2, You reveal Jackโ€™s Knight to play 2 additional Draw +2s.
  • The previous Player received a Skip, now Your Turn, You CAN reveal Jackโ€™s Knight to play 3 additional Skips forcing the next 3 Players to Skip Their Turns.
CLASS RESTRICTIONS:
  • You CAN only use one Royal Knight Effect per Turn, and it CAN only be used once each Turn; however, You CAN use it on additional Turns afterwards.
  • You CANNOT use another Chaos Card on the same Turn You activate a Royal Knight Class Chaos Card; and vice versa.
  • You CANNOT Go Out with this Card Effect.

KING'S KNIGHT [x1]:

Oblivion Expansion | Counter Lv4 Class & Royal Knight Class
ACTIVATION NOTES
  • To use the Card, place it Face-Up on the table in front of You [as proof of ownership], resolve the Effects and then return it to Your Hand.
  • Activate before You start a Playable Turn while facing a Stackable Draw or Counter Effect.
  1. Choose one:
    1. SINGLE, SPECIFIC OR COUNTER TARGETED: Reflect the Effects of the Chaos Card back at said User, while Reversing Play from them at the same time.
    2. GROUP TARGETED: You are shielded from the Effects.
COMPATIBILITY NOTE:
  • CAN be used against all Draw Effect Cards, regardless of if itโ€™s an Action Class Card [e.g.: Draw +2] or Chaos Card [e.g.: Slap, United We Fall].
NOTES:
  • Being the Highest-Level Counter Class Chaos Card [Lv4], the next Player CANNOT use another Counter Class Chaos Card [such as Nou] against Kingโ€™s Knight.
  • However, the next Player CAN still Respond in Kind by continuing to Stack the Draw Effect.
UNIQUE RESTRICTION:
  • Kingโ€™s Knight CANNOT Counter Deal Effects.
  • You CAN only use Kingโ€™s Knightโ€™s Diplomatic Immunity Effect once per Drawing Stack.
  • Kingโ€™s Knightโ€™s Diplomatic Immunity Effect is a โ€œLast Resort Measureโ€. Once Youโ€™ve used it You CANNOT Respond in Kind or Counter again for the current Draw Stack.
EXCEPTION:
  • You may still Play Queen's Knight's Effect if You have not yet done so.
CLASS RESTRICTIONS:
  • You CAN only use one Royal Knight Effect per Turn, and it CAN only be used once each Turn; however, You CAN use it on additional Turns afterwards.
  • You CANNOT use another Chaos Card on the same Turn You activate a Royal Knight Class Chaos Card; and vice versa.
  • You CANNOT Go Out with this Card Effect.

MERCY [x2]:

Core Game | Trap Class | Self Targeting | Instant
  1. When revealed, Stop Drawing Cards immediately [regardless of how many You were required to Draw].
  • Shuffle Mercy back into the Deck.

NOT ME [x3]:

Core Extension | Counter Class [Lv3]
  1. When Targeted by a Player with a Chaos Card:
    1. SINGLE, SPECIFIC OR COUNTER TARGETED: Reflect the Effects of the Chaos Card back at said User, while Reversing Play from them at the same time.
    2. GROUP TARGETED: You are shielded from the Effects.
  2. Choose a Colour to continue.
  • Reverse play from the Chaos Cardโ€™s User.
COMPATIBILITY NOTE:
  • CANNOT Counter Anti-Fun if played as Your Last Card.
  • CAN Counter Nou.
RESTRICTION:
  • NOT compatible with Action Class Cards [such as Draw +2s].

NOU [x3]:

Core Game | Counter Class [Lv2]
  1. When Targeted by a Player with a Chaos Card:
    1. SINGLE, SPECIFIC OR COUNTER TARGETED: Reflect the Effects of the Chaos Card back at said User, while Reversing Play from them at the same time.
    2. GROUP TARGETED: You are shielded from the Effects.
  2. Choose a Colour to continue.
  • Reverse play from the Chaos Cardโ€™s User.
COMPATIBILITY NOTE:
  • CAN Counter Anti-Fun if played as Your Last Card.
  • CANNOT Counter Not Me.
RESTRICTION:
  • NOT compatible with Action Class Cards [such as Draw +2s].

PARADIGM SHIFT [x2]:

Core Extension | Normal Class | Group Targeting | User Goes First, Then Last
  1. All Players in Play Order pass Their Cards to the Player next to Them [according to the current Direction of Play], starting with the User and continuing until the User has received Cards from the previous Player.
  2. Choose a Colour to continue.
LIMITATION NOTES:
  • CANNOT be Countered.
  • CANNOT be used as a Pure Chaos Card.
  • CANNOT be Your last Card.

PATHOGEN [x1]:

Pandemic Expansion | Trap Class | Group Targeting | Stackable | User Goes Last
  1. In Turn Order all Players Draw 2 Cards.
  2. Continue to Draw if required.
  • Shuffle Pathogen back into the Deck.

POISON [x2]:

Core Game | Trap Class | Self Targeting | Stackable
  1. Draw 3 Cards.
  2. Continue to Draw if required.
  • Shuffle Poison back into the Deck.

POISON [x1]:

Bio-Hazard Expansion | Trap Class | Self Targeting | Stackable
  1. Draw 3 Cards.
  2. Continue to Draw if required.
  • Shuffle Poison back into the Deck.

POISON [x1]:

Patient Zero Expansion | Trap Class | Specific Targeting | Stackable
  1. Choose a Player to Draw 3 Cards.
  2. Continue to Draw if required.
  • Shuffle Poison back into the Deck.

PROJECT INSIGHT [x2]:

Core Extension | Normal Class | Group Targeting
  1. Name a Chaos Card. All other Players MUST give You all copies They have of it in Their Hands.
  2. Choose a Colour to continue.

PURE CHAOS [x3]:

Core Game | Normal Class | Group Targeting
  1. When played You get to choose the Colour that continues play

PURE CHAOS REVERSE [x3]:

Core Game | Normal Class | Group Targeting
  • Acts as Pure Chaos & Reverse.
  1. The Direction of Play Reverses.
  2. Choose a Colour to continue.
  • MUST use Reverse Effect.
2 PLAYER GAME NOTE:
  • The Reverseโ€™s Effect no longer works; however, You CAN still match its Symbol.

PURE CHAOS SKIP [x3]:

Core Game | Normal Class | Next & Group Targeting
  • Acts as Pure Chaos & Skip.
  1. The next Playerโ€™s Turn is Skipped.
  2. Choose a Colour to continue.
  • MUST use Skip Effect.

PURE CHAOS SHUFFLE HANDS [x2]:

Core Game | Normal Class | Group Targeting
  • Acts as Pure Chaos & Shuffle Hands.
  1. The User collects all Playerโ€™s Cards.
  2. Then Shuffles and Re-Deals them equally to all Players as possible, regardless of how many they had previously.
  3. Choose a Colour to continue.
  • MUST use Shuffle Hands Effect.

QUEEN'S KNIGHT [x1]:

Oblivion Expansion | Offenseive Class & Royal Knight Class | Unknown Targeting
ACTIVATION NTOES
  • Activate before You start a Playable Turn while facing a Stackable Draw Effect.
  1. Choose one:
    1. DEATH:
      1. Discard any Chaos Card in Your Hand.
      2. That Card now becomes a โ€œLegally Stackableโ€ Chaos Draw +10 Specific Targeted Card, continuing the Draw Stack in Play.
      3. Follow the Rules for the Chaos Draw +10 Specific Targeted Card..
    2. TAXES:
      1. Discard any Coloured Card in Your Hand.
      2. That Card now becomes the Previous Draw Effect Card on the Discards.
      3. Follow the Rules for the Previous Card.
2 PLAYER GAME NOTE:
  • Queenโ€™s Knight CAN only Target the other Player every second Turn.
UNIQUE RESTRICTION:
  • You CAN only use either of Queenโ€™s Knightโ€™s Death or Taxes Effects once per Drawing Stack [regardless of which was used].
  • Queenโ€™s Knightโ€™s Death & Taxes Effect is a โ€œLast Resort Measureโ€. Once Youโ€™ve used it You CANNOT Respond in Kind or Counter again for the current Draw Stack.
EXCEPTION:
  • You may still Play King's Knight's Effect if You have not yet done so.
CLASS RESTRICTIONS:
  • You CAN only use one Royal Knight Effect per Turn, and it CAN only be used once each Turn; however, You CAN use it on additional Turns afterwards.
  • You CANNOT use another Chaos Card on the same Turn You activate a Royal Knight Class Chaos Card; and vice versa.
  • You CANNOT Go Out with this Card Effect.

RECYCLE [x1]:

Core Extension | Normal Class | Self Targeting
  • Place Next to the Deck and Discards Face-Up During Setup.
  1. On any Playable Turn, a Player CAN choose to Activate the Recycle Chaos Card by Flipping it Face-Down.
  2. When they do so, they MUST take the top half of the Discards [โ€œNo need to be exact, rough enough is good enoughโ€] and Shuffle it back into the Deck and proceeds with Their Turn as normal.
LIMITATION NOTES:
  • CANNOT be Countered.
NOTES:
  • This CAN only be done once per Game [as indicated by Turning the Recycle Chaos Card Face-Down. The Scavenger Chaos Card from the Core Game CAN give You Options here].
  • If an Action Class or Chaos Card is revealed, they have no Effect [however all Chaos Cards allow the user of Recycle to Choose a Colour to Continue].

RESURRECTION [x3]:

Doomsday Expansion | Counter Class [Lv1] & Trap Class | Group Targeting | Instant
  1. When Revealed, all Players currently Removed from the Game [by any means] are Restored to it and CAN continue playing once again.
  2. If no Players are currently Removed from the Game, this Card has no Effect.
  • Continue to Draw if required.
  • Shuffle Mercy back into the Deck.
LIMITATION NOTE:
  • CANNOT be Countered.

REVERSE [x2 per Colour]:

Core Game, Core Extension & Colour Extensions | Action Class | Group Targeting
  1. When played, the Direction of Play Reverses.
COMPATIBILITY NOTE:
  • Compatible with all Reverse Symbol Cards [e.g.: the Pure Chaos Reverse or Chaos Draw +4 Reverse].
2 PLAYER GAME NOTE:
  • Reverseโ€™s Effect no longer works; however, You CAN still match its Symbol.

REVERSE STUN [x3]:

Core Game | Normal Class | Specific & Group Targeting
  • Play in front of the Player You are Targeting.
  1. Target any Player. When Their next Playable Turn arrives, this Card deactivates, and the Direction of Play will instantly Reverse, returning to the previous Player.
  • After the Targeted Playerโ€™s Turn has been Skipped due to this Cardโ€™s Effect, place this Card on top of the Discards.
  1. The Targeted Player chooses a Colour to continue.
LIMITATION NOTE:
  • CANNOT be used as a Pure Chaos Card.
  • Targeted Players CAN still Respond in Kind [passing Stacked Effects onto the next Player] to Draw Effects by continuing the Stack, but CANNOT use Counter Class Chaos Cards.
COMPATIBILITY NOTE:
  • Not only does Reverse Stun Stack with itself, but it also Stacks with Stun and other Card Effects that prevent Playable Turns. When this happens, the last Card played MUST be finalised before the previous one CAN be [see: Universal Game Notes: Important Notes: Rule 3].
TIP:
  • When Stacking Chaos Cards Like Reverse Stun, Stun and Steal Turn, literally Stack them on top of each other in front of the Targeted Player.
2 PLAYER GAME NOTE:
  • Skips Their Turn instead.

ROULETTE [x2]:

Core Extension | Normal Class | Group Targeting
  1. All Players Place 1 Coloured Card [Any] and 1 Chaos Card [Any] in a Pile.
  2. The Pile is Shuffled and Dealt back to all Players one Card at a time.
  3. Choose a Colour to continue.
LIMITATION NOTES:
  • CANNOT be Countered.
  • CANNOT be used as a Pure Chaos Card.
  • CANNOT be Your last Card.

ROYAL KNIGHTS - CALL TO ARMS [x1]:

Oblivion Expansion | Trap Class | Unknown Targeting
  1. When this Card is revealed, any Royal Knight Class Chaos Cards in Playerโ€™s Hands MUST be revealed to the group.
  2. Optionally, if all four Royal Knight Class Chaos Cards are NOT revealed, the User CAN choose to search the Deck or Discards for any Royal Knight Class Chaos Card that may be there, choose one and give it to any Player with the least number of Royal Knight Class Chaos Cards in Their Hand [including themselves if possible].
NOTE:
  • If there is no Royal Knight Class Chaos Card in the Location You searched, You CANNOT make another choice.
  1. Continue to Draw if required.
  • Shuffle Royal Knights โ€“ Call To Arms back into the Deck.

SCAVENGER [x3]:

Core Game | Normal Class | Self Targeting
  • Play to the Side of the Discards.
  1. Choose one:
    1. Recover any Chaos Card from the Discards.
    2. Alternatively, โ€œReviveโ€ the Recycle Chaos Card.
  2. Choose a Colour to continue.

SLAP [x3]:

Core Game | Normal Class | Group Targeting | User Goes First
  • NOTE THE SPELLING โ€“ BEST USED WITH 5 PLAYERS OR MORE
  1. Physically Slap the table and Urge Everyone to do so! [Just as You would do for the Snap Chaos Card].
IMPORTANT:
  • Urging others to Slap the Table is required to make the Snap Chaos Card work effectively.
  1. The last Player to do so Draws 2 Cards.
  2. Choose a Colour to continue.
LIMITATION NOTES:
  • CANNOT be Countered.
  • CANNOT be used as a Pure Chaos Card.

SNAP [x3]:

Core Game | Normal Class | Group Targeting | User Goes First
  • NOTE THE SPELLING โ€“ BEST USED WITH 5 PLAYERS OR MORE
  1. Physically Slap the table and Urge Everyone to do so! [Just as You would do for the Slap Chaos Card].
IMPORTANT:
  • Urging others to Slap the Table is required to make the Slap Chaos Card work effectively.
  1. Physically Slap the Table and Urge Everyone to do so! [Just as You would for the Slap Chaos Card].
    1. If ANY other Player Slaps the table as well, they MUST Draw 2 Cards each.
    2. If ALL other Players Slap the table, they MUST Draw 3 Cards each instead.
    3. If NO other Player Slaps the table, the user MUST Draw 2 Cards.
  2. Choose a Colour to continue.
LIMITATION NOTES:
  • CANNOT be Countered.
  • CANNOT be used as a Pure Chaos Card.

SOLOVERSAL ENGINE OVERDRIVE [x1]:

The Architect of the Soloverse Expansion | Architect Class | Conceptual Targeting

SOLOVERSAL SINGULARITY [x1]:

The Architect of the Soloverse Expansion | Architect Class | Conceptual Targeting

SOLOVERSAL DESTRUCTION [x1]:

Doomsday Expansion | Trap Class| Instant | Group Targeting | Instant
LIMITATION NOTE:
  • CAN only be Countered by Its Own Effect.
  • If You Countered it, Shuffle Reality Bomb back into the Deck.

SOLOVERSE 1 OF 3: SOL [x1]:

Singularity Expansion | Unification Class | Self & Specific Targeting
ACTIVATION NOTES
  • To use one of these Cardโ€™s Effects, Place it on the Table in front of You [as proof of ownership], resolve its Effect and Then Return it to Your Hand [if required].
SHARED EFFECT: UNIFICATION:
  • Activate before You start a Playable Turn.
  1. Choose 1 of the following Effects:
    1. Swap 1 Card in Your Hand for 1 random Card from any other Player [in order to collect all the Unification Class Chaos Cards to win].
    2. Swap this Face-Up Unification Card for 1 random Card from any other Player [in order to win via normal means].
  2. Then continue Your Turn as normal.
OPTIONAL ADVANCED UNIQUE EFFECT NOTES:
  • As a group, You may choose whether to use the Unique Effects listed on each individual Unification Class Chaos Card.
  • Using these Unique Effects CAN become complicated and is intended to add increased Difficulty for those up for the Challenge!
OPTIONAL ADVANCED UNIQUE EFFECT: REPARATION:
  1. If You Lose this Card to another Player by any means, You MUST Draw 1 Card.
  2. Furthermore, if You gain this Card from another Player by any means [not including Drawing it from the Deck], You CAN Discard 1 Card.
LIMITATION NOTES
  • All Unification Class Card Effects CANNOT be Countered, Including Their Special Victory Condition.
  • They CANNOT be played as a Pure Chaos Card. They CANNOT even be Discarded, by any means [e.g.: Black Hole].
  • They CANNOT leave Playerโ€™s Hands, except by Card Swapping Effects [e.g.: A Unification Class Chaos Card Effect, Paradigm Shift, Double Under, etcโ€ฆ].
RESTRICTION NOTES:
  • You CAN only use 1 Unification Effect per Turn, and it CAN only be used Once each Turn; however, You CAN use it on additional Turns afterwards.
  • You CANNOT use another Chaos Card on the Same Turn You activate a Unification Class Chaos Card; and vice versa.
  • All Unification Class Chaos Cards CANNOT affect the same Players two Activations in a row; regardless of who is the User and who is the Target.
2 PLAYER GAME NOTE:
  • All Unification Class Chaos Cards CAN only Target the other Player every second Turn.
SPECIAL VICTORY CONDITION:
  • Possessing all three Unification Class Chaos Cards at once Instantly Wins You the game [regardless of the number of Cards You possess; or whose Turn it actually is].
PENALTY NOTE:
  • If someone is found to have either Illegally Discarded [e.g.: Black Hole, Discard Chaos Cards] or NOT Revealed Their Unification Class Chaos Card [during the Effect of the Call of the Soloverse Trap Class Chaos Card], they MUST Forfeit Their next 5 Playable Turns [see: Universal Game Notes: Important Notes: Rule 4].

SOLOVERSE 2 OF 3: OVE [x1]:

Singularity Expansion | Unification Class | Self & Specific Targeting
ACTIVATION NOTES
  • To use one of these Cardโ€™s Effects, Place it on the Table in front of You [as proof of ownership], resolve its Effect and Then Return it to Your Hand [if required].
SHARED EFFECT: UNIFICATION:
  • Activate before You start a Playable Turn.
  1. Choose 1 of the following Effects:
    1. Swap 1 Card in Your Hand for 1 random Card from any other Player [in order to collect all the Unification Class Chaos Cards to win].
    2. Swap this Face-Up Unification Card for 1 random Card from any other Player [in order to win via normal means].
  2. Then continue Your Turn as normal.
OPTIONAL ADVANCED UNIQUE EFFECT NOTES:
  • As a group, You may choose whether to use the Unique Effects listed on each individual Unification Class Chaos Card.
  • Using these Unique Effects CAN become complicated and is intended to add increased Difficulty for those up for the Challenge!
OPTIONAL ADVANCED UNIQUE EFFECT: RETRIBUTION:
  1. 1. If You gain this Card from another Player by any means [not including Drawing it from the Deck], You MUST Draw 3 Cards.
LIMITATION NOTES
  • All Unification Class Card Effects CANNOT be Countered, Including Their Special Victory Condition.
  • They CANNOT be played as a Pure Chaos Card. They CANNOT even be Discarded, by any means [e.g.: Black Hole].
  • They CANNOT leave Playerโ€™s Hands, except by Card Swapping Effects [e.g.: A Unification Class Chaos Card Effect, Paradigm Shift, Double Under, etcโ€ฆ].
RESTRICTION NOTES:
  • You CAN only use 1 Unification Effect per Turn, and it CAN only be used Once each Turn; however, You CAN use it on additional Turns afterwards.
  • You CANNOT use another Chaos Card on the Same Turn You activate a Unification Class Chaos Card; and vice versa.
  • All Unification Class Chaos Cards CANNOT affect the same Players two Activations in a row; regardless of who is the User and who is the Target.
2 PLAYER GAME NOTE:
  • All Unification Class Chaos Cards CAN only Target the other Player every second Turn.
SPECIAL VICTORY CONDITION:
  • Possessing all three Unification Class Chaos Cards at once Instantly Wins You the game [regardless of the number of Cards You possess; or whose Turn it actually is].
PENALTY NOTE:
  • If someone is found to have either Illegally Discarded [e.g.: Black Hole, Discard Chaos Cards] or NOT Revealed Their Unification Class Chaos Card [during the Effect of the Call of the Soloverse Trap Class Chaos Card], they MUST Forfeit Their next 5 Playable Turns [see: Universal Game Notes: Important Notes: Rule 4].

SOLOVERSE 3 OF 3: RSE [x1]:

Singularity Expansion | Unification Class | Self & Specific Targeting
ACTIVATION NOTES
  • To use one of these Cardโ€™s Effects, Place it on the Table in front of You [as proof of ownership], resolve its Effect and Then Return it to Your Hand [if required].
SHARED EFFECT: UNIFICATION:
  • Activate before You start a Playable Turn.
  1. Choose 1 of the following Effects:
    1. Swap 1 Card in Your Hand for 1 random Card from any other Player [in order to collect all the Unification Class Chaos Cards to win].
    2. Swap this Face-Up Unification Card for 1 random Card from any other Player [in order to win via normal means].
  2. Then continue Your Turn as normal.
OPTIONAL ADVANCED UNIQUE EFFECT NOTES:
  • As a group, You may choose whether to use the Unique Effects listed on each individual Unification Class Chaos Card.
  • Using these Unique Effects CAN become complicated and is intended to add increased Difficulty for those up for the Challenge!
OPTIONAL ADVANCED UNIQUE EFFECT: RECLAMATION:
  1. If You gain this Card from another Player by any means [not including Drawing it from the Deck], all Players MUST:
    1. Discard 1 Chaos Card [if able].
    2. Deal 1 Card to themselves [regardless of whether they Discarded a Chaos Card or not].
LIMITATION NOTES
  • All Unification Class Card Effects CANNOT be Countered, Including Their Special Victory Condition.
  • They CANNOT be played as a Pure Chaos Card. They CANNOT even be Discarded, by any means [e.g.: Black Hole].
  • They CANNOT leave Playerโ€™s Hands, except by Card Swapping Effects [e.g.: A Unification Class Chaos Card Effect, Paradigm Shift, Double Under, etcโ€ฆ].
RESTRICTION NOTES:
  • You CAN only use 1 Unification Effect per Turn, and it CAN only be used Once each Turn; however, You CAN use it on additional Turns afterwards.
  • You CANNOT use another Chaos Card on the Same Turn You activate a Unification Class Chaos Card; and vice versa.
  • All Unification Class Chaos Cards CANNOT affect the same Players two Activations in a row; regardless of who is the User and who is the Target.
2 PLAYER GAME NOTE:
  • All Unification Class Chaos Cards CAN only Target the other Player every second Turn.
SPECIAL VICTORY CONDITION:
  • Possessing all three Unification Class Chaos Cards at once Instantly Wins You the game [regardless of the number of Cards You possess; or whose Turn it actually is].
PENALTY NOTE:
  • If someone is found to have either Illegally Discarded [e.g.: Black Hole, Discard Chaos Cards] or NOT Revealed Their Unification Class Chaos Card [during the Effect of the Call of the Soloverse Trap Class Chaos Card], they MUST Forfeit Their next 5 Playable Turns [see: Universal Game Notes: Important Notes: Rule 4].

STATE OF FLUX [x2]:

Core Extension | Normal Class | Group Targeting
  1. If they have one, all Players MUST place 1 Chaos Card of Their choice from Their Hand in a pile which is then Shuffled and Dealt back to all participating Players.
NOTE:
  • If a Player does NOT have a Chaos Card, they do NOT participate. If they do, they MUST.
  1. Choose a Colour to continue.
LIMITATION NOTES:
  • CANNOT be Countered.
  • CANNOT be used as a Pure Chaos Card.
  • CANNOT be Your last Card.

STINGER [x1]:

Bio-Hazard Expansion | Trap Class | Self Targeting | Stackable
  1. Draw 1 Card.
  2. Continue to Draw if required.
  • Shuffle Stinger back into the Deck.

STINGER SPECIFIC TARGETED [x1]:

Patient Zero Expansion | Trap Class | Specific Targeting | Stackable
  1. Choose a Player to Draw 1 Card.
  2. Continue to Draw if required.
  • Shuffle Stinger back into the Deck.

STEAL TURN [x3]:

Core Game | Offensive Class & Normal Class | Specific Targeting
  • Play in front of the Player You are Targeting.
  1. Target any Player. When Their next Playable Turn arrives, this Card deactivates, and You Steal Their Turn.
  • After the Targeted Playerโ€™s Turn has been Stolen due to this Cardโ€™s Effect, place this Card on top of the Discards.
  1. The Targeted Player chooses a Colour to continue.
  2. Take Your Turn as normal.
LIMITATION NOTE:
  • CANNOT be Countered.
  • CANNOT be used as a Pure Chaos Card.
  • Targeted Players CAN still Respond in Kind [passing Stacked Effects onto the next Player] to Draw Effects by continuing the Stack, but CANNOT use Counter Class Chaos Cards.
COMPATIBILITY NOTE:
  • Not only does Steal Turn Stack with itself, but it also Stacks with Reverse Stun, Stun and other Card Effects that prevent Playable Turns. When this happens, the last Card played MUST be finalised before the previous one CAN be [see: Universal Game Notes: Important Notes: Rule 3].
TIP:
  • When Stacking Chaos Cards Like Reverse Stun, Stun and Steal Turn, literally Stack them on top of each other in front of the Targeted Player.
  • If the Targeted Player has a Skip or Draw Effect Card used on them before Stun CAN deactivate, they will Skip an Additional Turn per Card Effect.