This Game Variant enhances Nominations’ Gameplay [also known as up to 10 and Back], therefore, each Player should aim to Bid the number of Points They think They can Win from each Round.
Players should also aim to Win exactly the number of Points They Bid as Bonus Points are up for grabs.
📦 Core Extension [1 x Colour & Moderate Chaos Cards]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
🚀 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.
đź’Ą Apocalypse Expansion [Chaos Draw +2 & +3]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
🌋 Devastation Expansion [Chaos Draw +5/+10]
ADDITIONAL SETUP RULES: None. Just add to the Deck before initial Shuffling and Dealing.
🛡️ 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.
🌀 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.
⚠️ 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.
🎨 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.
🔄️ 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.
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.
Choose who Deals first [alternate the Dealer clockwise after each game].
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.
Then Combine each “Coloured Half-Deck” per Player and the chosen Expansions and Shuffle the Deck.
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.
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.
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.
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.
THE MAIN PHASE:
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.
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.
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].
Each Player in Turn Order now chooses and Plays 1 Card from Their Hand.
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.
Continue until all Points have been Won for that Round.
Then Continue to the next Round.
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:
Everyone must Bid, it is not possible to pass.
You can Bid zero, in which case your object is to lose every Point.
A Bid may only be changed only if the next Player has not yet Bid.
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.
1 Point is given for each Point a player wins, plus a bonus of 10 Points if they win exactly the number of Points they Bided [This gives a player whose Bid fails a slight incentive to win as many Points as possible; including if that Player Bids 0 Points].
EXAMPLE:
A player who has Bid 2 would score 12 points for winning exactly 2 Points, but only 1 for 1 Point and 3 for 3 Points, and so on...