๐ฆ Core Extension [1 x Colour & Moderate Chaos Cards]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
๐ Core Booster Pack [Extra Copy of Most Core/Extension Chaos Cards]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
๐ฅ Apocalypse Expansion [Chaos Draw +2 & +3]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
โ๏ธ Warzone Expansion [Chaos Draw +2/+3/+4 Specific Targeted]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
๐ Devastation Expansion [Chaos Draw +5/+10]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
๐ฏ Catastrophe Expansion [Chaos Draw +5/+10 Specific Targeted]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
๐ก๏ธ Oblivion Expansion [Royal Knights]
ADDITIONAL SETUP RULES: Choose whether to include the Revealing Trap Class Chaos Card, then just add to the Deck before initial Shuffling and Dealing.
๐ Singularity Expansion [SOL / OVE / RSE]
ADDITIONAL SETUP RULES: Choose whether to include the Revealing Trap Class Chaos Card. Then just add to the Deck before initial Shuffling and Dealing.
TIP:
Shuffle the 3 SOL/OVE/RSE cards into the Deck separately to each other to avoid Drawing more than 1 of them in succession.
โ ๏ธ Crisis Expansion [Crisis]
ADDITIONAL SETUP RULES:
Add 1 x Crisis Trap Class Chaos Card for each Player + 1 extra to the Deck before initial Shuffling and Dealing. Then choose a Special Victory Condition before starting.
Choose a Special Victory Condition before starting.
โฃ๏ธ Contagion Expansion [Super Poison]
ADDITIONAL SETUP RULES: Remove both Poison Trap Class Chaos Cards from the Core Game [and the one from the Core Booster Pack if You have it], as it has been re-released with a new design in this Expansion Pack.
๐๏ธ Containment Expansion [Super Mercy]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
๐จ Coloured Extensions [7 x Colour Sets]
ADDITIONAL SETUP RULES: As a Group, decide Which Base Colours and/or Colour Extensions You will use and add them to the Deck before initial Shuffling and Dealing.
๐๏ธ Contingency I & II Expansions [Discard Specific Colour]
ADDITIONAL SETUP RULES: As a Group, decide Which Base Colours and/or Colour Extensions You will use and add the corresponding Trap Class Chaos Cards for those Colours from the Contingency I & II Expansions to the Deck before initial Shuffling and Dealing.
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
Add all Bodyguard Counter Class Chaos Cards to the Deck before initial Shuffling and Dealing.
Once all Hands are Dealt:
Cut the Deck into 8 equal piles.
Place a Doomsday Trap Class Chaos Card onto all but one pile.
Reassemble the Deck by Stacking the piles on top of each other, in the following order, starting with:
The Soloversal Destruction pile.
Then a Resurrection pile.
Then an Assassin pile.
Then a Resurrection pile.
Then another Assassin pile.
Then the last Resurrection pile.
Then the last Assassin pile.
Then the last remaining pile.
NOTE:
Assembling the Deck this way [with Soloversal Destructionโs pile on the very bottom of the Deck and Assassin and Resurrection piles placed alternatingly] will space these Trap Class Chaos Cards out to prevent any immediate Activations [except after Re-Shuffling the Deck due to other Chaos Card Effects].
๐ Cataclysm Expansion [Ancient Stones]
ADDITIONAL SETUP RULES:
Add all Trap Class Chaos Cards to the Deck before initial Shuffling and Dealing.
Shuffle the Cataclysm Side Deck and Deal all 6 Ancient Stone Class Chaos Cards, one at a time, Face-Up in front of all Players.
NOTE:
Ignore if some miss out or if some have more than one [everyone should have a chance over the game].
2 PLAYER GAME NOTE:
Remove the Unrestriction Stone and Deal 2 Ancient Stone Class Chaos Cards to both Players.
๐๏ธ Field Deck [Rule Changes]
ADDITIONAL SETUP RULES:
Take all Field Class Chaos Cards and form the Field Deck by Shuffling it.
Flip the Top Card of the Field Deck over to form the Field Discards before starting Play.
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.
Choose who Deals first [alternate the Dealer clockwise after each game].
Shuffle the Deck and Deal 15 Cards to all Players.
Then place the Deck in the middle of the Table, leaving room for the Discards to go beside it.
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].
If using the Core Extension, place Recycle Chaos Card Face-Up next to the Deck and Discards, where all Players can reach it.
The value of each set of declared Coloured Number Cards Played must be equal to, or sequentially higher than the last [i.e.: three 0โs, three 0โs, one 1โs, five 2โs, two 3โs].
Cheating is allowed. But you will be penalised for getting caught.
You do not have to tell the truth about Your Cards or Their Value.
On your turn, place Face-Down on the Discards [or beside them as the need arises] any of the following:
One or more Same Valued Coloured Number Cards; then call out Their value and how many.
Or an Action Class Card.
Reverse.
Skip.
Draw +2.
Or a Powerful Chaos Card [according to its Entry in the Definitions Rulebook].
At any point, You can Challenge another Player by calling out โCheat!โ At which point that Player who put down must reveal their Card/s:
If the Challenged Player was in fact Cheating, They must now pick up the entire Discards.
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.
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 โ Winning The Game], and Play can restart if desired.
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.
Special Victory Conditions.
Some Expansions have Special Victory Conditions that exceed the normal means of Winning. For example:
The Singularity Expansion allows You to collect all 3 Unification Class Chaos Cards.
While the Crisis Expansion Crisis Class Chaos Cards allow for many different Special Victory Conditions.
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!
The game ends Without a Clear Winner.
As stated in Universal Game Notes: Important Notes: Rule 1, the Deck could run out of Drawable Cards.
The Doomsday Expansion has the Soloversal Destruction Chaos Card that can cause Everyone to lose.
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 Playerโs Cards as well [but not your own].
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) ].
Reorganise Seating arrangements to Match Team & Member Turns.
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 Memberโs 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.
2 Team Members can Trade Cards [a free Card Swapping Effect] at a 1:1 Ratio on their Member Turn, by saying โTeam Trade Requested.โ However, this can only do so a minimum of once every 2 Team Turns, regardless of which Team Member took said Team Turns.
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].
If there are more than 2 Players in a Team, the initiating Trader must designate which Team Member will participate.
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.
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].
Finally, a Team Member does not have to use the Card that was Traded to them on that Memberโs Turn if they do not want to.
A Team wins if they possess all 3 Unification Class Chaos Cards between any of their Team Members.
Crisis Expansion:
Crisis Trap Class Chaos Cards are totalled for the Team.
Cataclysm Expansion:
The Bulk Possession Notes and Special Victory Condition are not shared across Team Members. However, on any Team Memberโs Playable Turn, 1 Ancient Stone CAN be given to any other Team Member if all Team Members agree to Deal 5 Cards to themselves each [in play order]. Discussion of which Ancient Stone is given and who gets it is allowed by Team Members if it is kept brief.
If You feel up to it, mix things up by tracking Your progress by accumulating Your score as rounds progress.
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.
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].