[05-A] SOLOVERSE - BATTLE SOLITAIRE

[GAME RULEBOOK] • 👥 Ages 7+, 2-10 Players • v4.0.0

OBJECT

SETUP

  1. As a group choose whether to use the Core Game Extension and any Optional Expansion or Coloured Extension Packs [compare Universal Game Notes: First Play Recommendations].
    NOTE: If you have added any optional Expansions, check if they have any Additional Setup Rules.
  2. Choose who Deals first [alternate the Dealer clockwise after each game].
  3. Shuffle the Deck and Place it to one side of the Table, leaving room for the Discards [for Action and Chaos Card use] to go beside it, as well as the Battle Grid Stacks to go in the middle of the Table with the Top Stacks to go above the Battle Grid.
  4. Deal 6 Cards Face-Up Cards in the centre of the Table to form the Battle Grid Stacks [if any “Action Class” or Chaos Cards show up, return them randomly to the Deck and replace them].
  5. Then Deal 15 Cards to each Player to form Their Player Decks.
    IMPORTANT: Players never look at Their Decks, and only Pick Up the Top Card, one at a time, on Their Turn.
  6. 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].
  7. If using the Core Extension, place Recycle Chaos Card Face-Up next to the Deck and Discards, where all Players can reach it.
Soloverse Deck-Builder Game Setup Grid Diagram
Figure 1: Battle Solitaire Setup.

HOW TO PLAY

  1. Players take turns to Pick Up the Top Card from their Player Deck and Play it according to the following Order of Importance, continuing to do so until they feel They CANNOT continue to Play:
    1. Place Cards on the Top Stacks.
      1. 0 Cards Start each Top Stack.
      2. One Top Stack per Colour.
      3. Stack the Numbered Cards from 0-9, then back down from 9-0 numerically.
    2. Place Cards on the Battle Grid Stacks in the middle just like in Solitaire:
      1. Every Card placed on a Battle Grid Stack must be a different Colour from the previous Card.
        RESTRICTION: Each Battle Grid Stack has a Maximum Limit of 2 Colours in it. The Colours They use may Change when New Cards are used to Restart Them.
        NOTE: Unlike Solitaire, any Numbered Card can Restart a Battle Grid Stack.
      2. Every Card Placed must also be Sequentially Lower than the Previous.
    3. You may also Move Cards in Existing Battle Grid Stacks as Needed, freely, to Separate those Stacks into a New Stack or Merge them with another existing Stack.
    4. You may use an “Action Class“ Card by Playing it to the Discards and resolve its Effects.
    5. You may use a Chaos Card by Playing it to the Discards [or to the Side of the Discards as is needed] and resolve its Effects.
    6. You can Attack a Player by placing any Card on top of your Opponent’s Discards that is:
      1. A sequentially Higher or Lower Numbered Card of the same Colour.
      2. Or, a Equally Valued Numbered Card from any Colour.
  2. If a Player feels They CANNOT continue to Play Cards according to the Special Rules below, They must place Their Player Deck's latest Top Card in Their Player Discards.

SPECIAL RULES

RULE 1: If You can play a Card to the Top Stacks, You Must.
RULE 2: If You can play a Card to your Opponent's Discards, You Must.
EXEMPTION: If the option to place on a Top Stack is available.
NOTE: You must do this before [but not limited to] Revealing Your Player Deck’s Top Card at the beginning of your turn.
RULE 3: If you can make a move in the Game, You must.
RULE 4: Being caught failing to comply with these Rules will result in a Penalty Card being added to Your Player Discards from the Top of the next Player’s Deck at the beginning of Their Turn.

WINNING THE GAME

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. In any situation without a clear Winner:
      • The Player with the least number of Cards Wins. If Scoring, do so normally [but do not count your own Cards].
      • If more than one Player has equal Cards to Win, They Draw. If Scoring, count the other winning Player’s Cards as well [but not your own].

TEAM GAMEPLAY

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

TEAM TRADING

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

TEAM SPECIAL VICTORY CONDITIONS CHANGES

SCORING

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

SCORING – WINNING THE GAME

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