[03-A] SOLOVERSE - KARMA

[GAME RULEBOOK] • 👥 Ages 7+, 3-10 Players • v3.0.0

OBJECT

SETUP

  1. As a group choose whether to use the Core Extension and any Optional Expansion or Coloured Extension Packs [compare Soloverse 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. Shuffle the Deck and Deal one Card Face-Down to all Players, repeating until everyone has 6 Cards Face-Down in front of them.
  4. Then do so again but with Face-Up Cards and place them on top of Player’s Face-Down Cards.
    NOTE: Your Face-Up and Face-Down Cards now form Your “Table Cards”.
  5. Next, Deal 15 Cards to all Players, one Card at a time to form Player’s Hands.
  6. And finally, place the Deck in the middle of the Table, leaving room for the Discards to go beside it.
  7. 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].
  8. If using the Core Extension, place Recycle Chaos Card Face-Up next to the Deck and Discards, where all Players can reach it.

HOW TO PLAY

  1. The Player with the Lowest Valued Card goes first by Playing it to the Discards in the middle.
    • The Value of the Numbers from Highest to Lowest, naturally, is 9 to 0.
    • The Value of the Colours from Highest to Lowest goes from:
      • Dark Blue > Light Blue > Dark Green > Light Green > Yellow > Orange >
      • Dark Brown > Light Brown > Red > Pink > Dark Purple > Light Purple > Grey.
    NOTE: Colours no longer have any impact on the game.
  2. Then, clockwise, each Player Plays:
    1. One or more numbered cards of the same value that is Equal to or Higher than the previous Card Played, and places it on the Discards.
    2. Or an Action Class Card.
      1. Reverse.
      2. Skip.
      3. Draw +2.
    3. Or a Powerful Chaos Card [according to its Entry in the Definitions Rulebook].
    4. If a Player cannot Play an Equal or Higher Number Card, an Action Class Card or a Chaos Card, They must pick up the entire Discards [ending Their Turn].
    NOTES:
    • 4-of-a-Kind: Playing 4 of the same valued Numbered Cards over one or more turns will become a 4-of-a-Kind which will “Burn the Discards”.
    DEFINITION: BURN THE DISCARDS: Remove the entire Discards from the Game, creating the “Burn Deck”.
    • All Action Cards and most Chaos Cards will also “Reset the Discards” after Their Effects have been Finalised.
    DEFINITION: RESET THE DISCARDS: The next Player may Play any Numbered Valued Card They wish, no matter how Low [or High…]. But do NOT Remove the Discards from the Game.
    • Some Chaos Cards also allow You to Burn the Discards.
    • All Pure Chaos and Chaos Draw Cards further give You the CHOICE of either Burning or Resetting the Discards after Their other Effects have Finalised.
    • All Draw and Deal Effect Cards cause You to take Cards from the Deck.
    • If facing Draw or Chaos Card Effects while on Your Face-Down Table Cards, You may Play one at random; in the hopes You Play a Counter Class Card or even increasing the Stack. If Your Card’s Effects CANNOT be finalised, finalise the Draw or Chaos Card Effect You were facing, then Draw 2 Cards as a penalty, and finally, Pickup the entire Discards.

GOING OUT

  1. Once a Player has cleared Their Hand Cards, They must now work on Their Face-Up Table Cards.
    1. If one of these is Playable You may do so normally.
    2. If none of Your Cards are Playable, Pick Up the entire Discards. Once You have cleared out Your Hand Cards again, continue with Your Face-Up Table Cards.
  2. Once You have cleared out Your Face-Up Table Cards, You must now Play Your Face-Down Table Cards, Blindly!
    1. If Your Number Card is Higher than the previous Card [or a Chaos Card that CAN be finalised (NOT guaranteed) ], Play continues as normal.
    2. If Your Face-Down Number Card is not Higher [or a Chaos Card that CANNOT be Finalised], Draw 2 Cards as a penalty, and finally, Pickup the entire Discards.
    3. Once You have cleared out Your Hand again, continue with Your Face-Down Table Cards.
  3. Once You have Discarded all Your Hand, Face-Up and Face-Down Table Cards, You are Out of the Game, but CAN still be Targeted by Group Targeting Chaos Cards and the Fan Favourite: Anti-Fun.

FINISHING THE GAME

  1. Play continues until only 1 Player has Cards left.
  2. This Player is the only Loser with everyone else sharing Victory.
  3. For those wanting a more Decisive Victory, see: Scoring – Winning The Game.

VICTORY CONDITIONS

  1. Possessing no cards at the end of Your turn.
    • You are out of the Game but again, CAN still be Targeted by Group Targeting Chaos Cards.
  2. If the last card Played in a round has a Draw Effect, continue Play until someone is forced to Draw cards.
    • Someone must Draw from the last Draw 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.
  3. 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!
  4. 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 Pack 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 - WINNING THE GAME

LAST PLAYER STANDING: 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 the above Point requirement 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].