[04-A] SOLOVERSE - CHEAT

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

OBJECT

SETUP

  1. As a group choose whether to use the Core Game Extension and any Optional Expansion or Coloured Extension Packs [compare 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 15 Cards to all Players.
  4. Then place the Deck in the middle of the Table, leaving room for the Discards to go beside it.
  5. Place the Direction Of Play [Blue/Clockwise Side] and the Play To The Side Of The Discards Chaos Cards Face-Up on either side of the Discards, where everyone can see them [Remember to Flip the Direction Of Play Chaos Card it every time a Reverse Effect Activates].
  6. If using the Core Extension, place Recycle Chaos Card Face-Up next to the Deck and Discards, where all Players can reach it.

HOW TO PLAY

  1. On your turn, place Face-Down on the Discards [or beside them as the need arises] any of the following:
    NOTE: You do not have to tell the truth about Your Cards or Their Value.
    1. One or more Same Valued Coloured Number Cards; then call out Their value and how many.
      IMPORTANT: The value of each set of declared Coloured Number Cards Played must be equal to, or sequentially higher than the last [i.e.: three 0’s, three 0’s, one 1’s, five 2’s, two 3’s].
    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].
  2. At any point, You can Challenge another Player by calling out “Cheat!” At which point that Player who put down must reveal their Card/s:
    1. If the Challenged Player was in fact Cheating, They must now pick up the entire Discards.
    2. If the Challenged Player was indeed telling the truth, the Challenging Player must pick up the entire Discards instead!
    NOTE: If anyone Plays an Action Class Card or Chaos Card unchallenged, follow its Effects.
  3. Cheating is allowed. But you will be penalised for getting caught.

GOING OUT

  1. The first Player to get rid of all their Cards is the Winner!

VICTORY CONDITIONS

  1. Possessing no cards at the end of Your turn.
    • If at the end of Your turn You still have no Cards, the game ends and You are out of the Game.
    • Points can be scored if desired [see: Scoring – Winning The Game], and Play can restart if desired.
  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.
  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 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].