[07-A] SOLOVERSE - NOMINATIONS

[GAME RULEBOOK] • 👥 Ages 7+, 3-12 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. Go through the Deck and separate the Coloured Cards, then give each Player their Own “Coloured Deck” to further separate into a “Coloured Half-Deck” by removing all duplicate copies of all Cards.
    IMPORTANT: This leaves just 1 Copy of every Coloured Card.
  4. Then Combine each “Coloured Half-Deck” per Player and the chosen Expansions and Shuffle the Deck.
  5. Place the Deck in the middle of the Table, leaving room for the Discards to go beside it.
  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: Grid configuration for the 4 Trade Rows, 4 Tiered Decks, and Chaos Level Stacks.

VALUE OF THE CARDS

  1. In this Game Variant the Action Class Cards have no Effect and represent the Highest Valued Coloured Cards.
  2. Furthermore, 0 is considered the Very Highest Valued Coloured Card with Pure Chaos, Pure Chaos Reverse, Pure Chaos Skip then Anti-Fun at the very top.
  3. Therefore, the Order of Value of Coloured Cards from Lowest to Highest is:
    • 1 up to 9, then Reverse, Skip, Draw +2, then 0 with Pure Chaos, Pure Chaos Reverse, Pure Chaos Skip then Anti-Fun at the very top.
      NOTE: In the case of multiple instances of Pure Chaos Variants and Anti-Fun, the last one placed beats all others.
  4. Finally, the Colours themselves have no bearing on the Game, except for the Colour being Led and the Super-Colour.

HOW TO PLAY

  1. First, Deal Cards to all Players according to the Round you are up to, one Card at a time to form Player’s Hands.
    NOTES:
    • When playing the minimum and maximum number of Points to be played, those Rounds are Played without a Super-Colour or "No Super-Colours".
    DEFINITION: ROUND: The game consists of a series of Rounds. The first Round is played with just 1 Card dealt to each Player. Then each successive Round is played with 1 Card more, up to the maximum amount [usually 10 although this can be changed as needed], then back down again to just 1.
    DEFINITION: SUPER-COLOUR: The Super-Colour designates the Highest Valued Colour that beats all others for that Round and will change throughout the Game.
  2. THE CHAOS PHASE: During this Section of the Game, Players in Turn Order, starting Clockwise from the Dealer’s Left, can use any Chaos Card and resolve it. The CHAOS PHASE Continues until all Players have exhausted all Chaos Cards [Skipping Player’s Turns who do not have one]. This means the MAIN PHASE will be Played with Only Coloured Cards.
  3. THE BALANCE PHASE: After Chaos Card use, if any Players have more than the amount of Cards in the Round, They must Discard back down to the appropriate amount. They CAN, however, choose which Cards to Discard. Any Players with less than the amount of Cards in the Round, They must, in Turn Order, Draw until they have the appropriate amount.
    NOTE: All Chaos Cards Drawn during this phase are Discarded, Face-Down, and replaced. All Trap Class Chaos Card Effects are ignored.
  4. THE MAIN PHASE:
    1. The Top Card on the Deck is now Flipped over into the Discards until a Coloured Card is Revealed. The Colour of this Card becomes the Super-Colour for that Round.
    2. The Bidding in each Round now begins with the Player to the left of the Dealer, then continues clockwise, back around to the Dealer; who Bids last.
      DEFINITION: BID: How many Points Players hope to Win based on the Cards They have to Play the Round with.
      DEFINITION: POINT: The Highest Card Played that Round Wins all Cards Played. These are collected into a Pile called a Point.
      IMPORTANT NOTES:
      1. Everyone must Bid, it is not possible to pass.
      2. You can Bid zero, in which case your object is to lose every Point.
      3. A Bid may only be changed only if the next Player has not yet Bid.
    3. Play now begins with the Player to the Dealer's left, who leads the first Card. The lead Card may be any Colour [including the Super-Colour if wanted].
    4. Each Player in Turn Order now chooses and Plays 1 Card from Their Hand.
      IMPORTANT NOTES:
      1. Each Player MUST follow the Colour led, if they CAN. Only if they CANNOT, may They Play any other card in their Hand, including the Super-Colour or Anti-Fun.
      2. The only Colours that can Win the Point being Played are the Colour Led or the Super-Colour or Anti-Fun.
    5. Once Everyone has Played 1 Card, the Player who Played the Highest Valued Card of the Colour led [or highest Super-Colour or the last Anti-Fun, if Played] Wins the Point and the Cards are collected into a Pile for the Winner, who then Leads the next Round with a Card of Their choice.
    6. Continue until all Points have been Won for that Round.
    7. Then Continue to the next Round.

VICTORY CONDITIONS

  1. POINT SYSTEM:
    • Each Point you earn during Gameplay will be added to Your Total at the End of the Round.
    • If you earn the Exact number of Points you Bided at the start of the Round, You win earn 10 Bonus Points.
    • The Player with the Highest number of Points at the end of the Game, Wins!
  2. 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.
    • In any of these situations, doing so automatically, and instantly, Wins You the game!
  3. 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:
      • Everyone Loses the Round. No Points are Scored for that Round. Start the next Round.

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. Follow all other Game Rules.

TEAM SPECIAL VICTORY CONDITIONS CHANGES

SCORING

SCORING – WINNING THE GAME