This new Rulebook allows you to convert your Soloverse Game into a Deck-Builder Style Game.
For the uninitiated, Deck-Builders have Players:
Start the Game with identical copies of a Personal Deck of usually around 10 Cards, comprising of Currency and either Attack or Victory Point Cards [depending on the Deck-Building Game’s winning condition].
You then use your Personal Deck to upgrade it by buying higher grade Currency and Attack/Victory Point Cards.
This is a 2-6 Player Game Mode, where You will each Setup a Level-Up Deck [comprised of Chaos Draw Cards] and take a Personal Deck made from a unique Coloured Half-Deck.
Then each Player Builds Their Decks by purchasing from 4 communal Trade Rows!
And then the Race begings, with each Player striving to reach one of 2 Goals, either:
The Chaos Draw +5 [Level 5].
or Optionally,
The Chaos Draw +10 Specific Targeted [Level 7].
Do so and Win!!
As such this Game Mode is for those wanting even more of a challenge from Soloverse, with an extended Game Setup…
To begin with, Decide on the Victory Condition, either:
SHORTER GAME: The First to reach Their Random Chaos Draw +5.
LONGER GAME: Or the First to reach the Chaos Draw +10 Specific Targeted.
Then choose which Optional Expansions will be used in the Game [compare Universal Game Notes: First Play Recommendations].
NOTE: If you have added any Optional Expansions, check if they have any Additional Setup Rules.
As a group, help separate from the Deck:
Each Coloured Set of Cards [separately from each other].
All Chaos Draw Effect Cards, further separating them into Their values [+2, +3, +4 and +5], combining all versions of said values together [Normal, Skip, Reverse and Specific Targeted].
All other Chaos Cards.
Now Shuffle each Pile of Chaos Draw Effect Value Cards individually, and setup each Player’s Level Up Deck, Dealing these Cards Face-Down to all Players:
Deal a Random Chaos Draw +5 Chaos Card.
On top of that Card, Deal a Random Chaos Draw +4 Chaos Card.
On top of that Card, Deal a Random Chaos Draw +3 Chaos Card.
On top of that Card, Deal a Random Chaos Draw +2 Chaos Card.
NOTE: This Deck will be accessed in order from top to bottom as You Gain Them and Level Up Your Deck.
Now each Player chooses a Colour for themselves, and further separates it into 2 Coloured Half-Decks [so 2 Piles with 1 copy of each Coloured Card (0-9, Reverse, Skip and Draw +2) ]:
One Pile becomes the Player’s Personal Deck.
Separate and keep the Coloured Draw +2 and place it Face-Down to start Your Personal Deck.
Then Shuffle the rest of Your Personal Deck and place it Face-Down on top of the Coloured Draw +2.
Now leave room for 3 Piles in front of You:
Your Level Up Deck.
Your Personal Deck.
Your Discards [to be added].
To finish Setting Up Your Play Area, flip over the top Card on Your Level Up Deck.
NOTES:
You CAN only flip over the Top Card of Your Level Up Deck.
Every time You Level Up [by Gaining the current Face-Up Top Card of Your Level Up Deck to Your Discards] flip the next Card Face-Up.
Now take Your Spare Coloured Half-Deck and Remove the following Action Class Cards: Draw +2, Reverse and Skip, and add the Numbered Cards left [0-9] to the Tier 1 Trade Deck together with all the other Players’ spare Coloured Half-Decks and Shuffle it thoroughly; placing it at the bottom Right of the Play Area.
From the Remaining Colours in Your Game Box, add 1 spare Coloured Half-Deck’s Number Cards [0-9] to the remaining Chaos Cards left and form a Deck.
Shuffle this Deck, then Separate it into 3 Piles [as equally sized as possible], creating 3 separate Tiered Trade Decks; and place each Deck in a column above the Tier 1 Trade Deck.
Now the Trade Decks will be Tiered 1-4 from the Bottom to the Top of the column.
These Tiered Trade Decks will have Randomised Contents, but Their Costs will be Preset [for better or worse!].
Reveal 4 Cards from each Trade Deck from Tiers 2-4 to create 3 Trade Rows, one above each other on the Left of each Tiered Trade Deck.
Shuffle and place the 3 Random Chaos Draw +10’s Face-Down separately on the Right of the 1-3 Tiered Trade Decks. And finally, on the Right of the Tier 4 Trade Deck, place the Chaos Draw +10 Specific Targeted Face-Up.
Figure 1: Grid configuration for the 4 Trade Rows, 4 Tiered Decks, and Chaos Level Stacks.
HOW TO PLAY
Determine who goes First, then each Player Draws 5 Cards.
Next, reveal 1 Card from the Tier 1 Trade Deck for each Player in the Game, forming the last, Tier 1 Trade Row.
NOTE: Now from Left to Right-Top to Bottom, Your setup should have a Grid of 4 Trade Rows, then 4 Tiered Trade Decks, then the Chaos Draw +10ST Face-Up with the 3 Random Chaos Draw +10’s Face-Down underneath it.
On Your Turn, play Cards from your Hand in front of you. Once this is done, you cannot put it back in your Hand.
0-9 Coloured Number Cards [XP] allows you to Buy Cards in the various Tiered Trade Rows based on the following Costs:
Tier 1: A minimum XP of the Face Value of the Numbered Card shown.
ADVANCED NOTE: Use just one of these or both for an increased challenge.
Tier 1 Trade Row XP Cards that match Your chosen Personal Deck’s Colour are 2XP cheaper for Yourself.
Tier 1 Trade Row XP Cards that do NOT match Your chosen Personal Deck’s Colour are 2XP more expensive for Yourself.
Tier 2: 3XP.
Tier 3: 5XP + Discard Any 1 Chaos Card.
Tier 4: 7XP + Discard Any 2 Chaos Cards.
NOTES:
Unless otherwise stated, any Cards Purchased [including if Purchased for Free], must be placed in your Discards.
If, after Purchasing a Card from Tier 1-3 Trade Decks, you reveal a Trap Class Chaos Card, resolve its Effects then Scrap it.
IMPORTANT: There are no Refunds. Once an XP Card is used to Buy a Card from any Trade Row, that Card can no longer be used that Turn.
EXAMPLE: You Play 3 and 4 XP Cards and buy a Card worth 5 XP. Those XP Cards are now considered Used and Cannot be used towards other Purchases.
0 XP Card: Allows you to Scrap any Card in Your Discards. Potentially Strengthening Your Personal Deck, making it easier to Draw the Cards You need.
Reverse Action Class Card: Reverses Play. Then Forces all other Players to Discard 1 Card [Hand and/or Table] immediately.
NOTE: Reverse and similar Effects always activate before Effects similar to Skip.
Skip Action Class Card: Skips the next Player’s Turn. They Discard Their Hand and Redraw. Then allows You to Draw 1 Card and set it aside until the Start of Your next Turn.
NOTE: If playing more than 1 Skip Effect, They do not Stack on that Target but continues to Skip each subsequent Player instead.
EXAMPLE: You Play 2 Skip Effect Cards, Skipping the next 2 Players’ Turns.
Draw +2 Action Class Card: Allows you to Draw 2 Cards this Turn.
Chaos Cards: Follow their Effects based on the (09-A) Soloverse - Deck-Builder (Definitions Rulebook).
You will also need to Level Up Your Personal Deck to Win:
LV1: You Start on LV1 with your Coloured Draw +2.
LV2: On any Turn You have in Your Hand:
Your Coloured Draw +2 to Play.
A minimum of 4XP to Play.
Plus, any 1 Chaos Card to Discard.
You may Purchase Your Random Chaos Draw +2 and add it to Your Discards.
LV3: On any Turn You have in Your Hand:
Your Random Draw +2 to Play.
A minimum of 6XP to Play.
Plus, any 1 Chaos Card to Discard.
You may Purchase Your Random Chaos Draw +3 and add it to Your Discards.
LV4: On any Turn You have in Your Hand:
Your Random Draw +3 to Play.
A minimum of 8XP to Play.
Plus, any 1 Chaos Card to Discard.
You may Purchase Your Random Chaos Draw +4 and add it to Your Discards.
LV5: On any Turn You have in Your Hand:
Your Random Draw +4 to Play.
A minimum of 10XP to Play.
Plus, any 1 Chaos Card to Discard.
You may Purchase Your Random Chaos Draw +5 and add it to Your Discards.
VICTORY CONDITION NOTE: This CAN Win You the Game if this Victory Condition was chosen at the Start of the Game. If NOT, Continue with the following:
LV6: On any Turn You have in Your Hand:
Your Random Draw +5 to Play.
A minimum of 20XP to Play.
Plus, any 1 Chaos Card to Discard.
You may Purchase a Random Chaos Draw +10 from the Table and add it to Your Discards.
NOTE: If Playing with more than 3 Players, once the last Random Chaos Draw +10 is Gained, all other Players instantly Lose.
LV7: On any Turn You have in Your Hand:
Your Random Draw +10 to Play.
A minimum of 20XP to Play.
Plus, any 2 Chaos Cards to Discard.
You may Purchase the Winning Chaos Draw +10 Specific Targeted and add it to Your Discards.
Once any chosen Cards have been Played and their Effects finalised, placed any Cards left in your Hand and those you Played into your Discards and Draw 5 more Cards
When You need to continue Drawing and Your Personal Deck is empty, Shuffle Your Discards to re-form your Personal Deck.
Obtaining either the Chaos Draw +5 or the Chaos Draw +10 Specific Targeted [depending on Your choice at the Start of the Game] Wins You the Game!
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.
In any of these situations, doing so automatically, and instantly, Wins You the game!
The game ends Without a Clear Winner.
The game ends Without a Clear Winner [such as all Tiered Trade Rows run out of Gainable Cards]. In any situation without a clear Winner:
The Player with the Highest Levelled Personal Deck Wins.
If Players have an Equal Personal Deck Level, the Player with the Highest Total of Chaos Cards in Their Personal Deck Wins.
If Players have an Equal amount of Chaos Cards in Their Personal Deck, the Player with the Highest Total XP in Their Personal Deck Wins.
If Players have an Equal Total XP left in Their Personal Decks, Congrats! It must have been a Great Game!! All remaining Players separate Their Level Up Deck [Coloured Draw +2 to Random Chaos Draw +5], Shuffle them and reveal the Top Card at the same time. The Player with the Highest Value Draw Card Wins!
If that’s still not enough, repeat the process until you find a Winner [I mean, at this point, you must be desperate].