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Clinton	
  Huish	
  
	
  
Intro	
  
	
  
The	
  name	
  of	
  this	
  game	
  is	
  Apocalypse	
  Survival:	
  The	
  card	
  game.	
  The	
  wonderful	
  theme	
  
that	
  this	
  game	
  stirred	
  from	
  is	
  approaching.	
  As	
  for	
  a	
  description	
  of	
  my	
  game	
  it	
  is	
  a	
  
survival	
  strategy.	
  This	
  survival	
  strategy	
  is	
  based	
  of	
  the	
  very	
  popular	
  topic	
  of	
  the	
  
approaching	
  end	
  of	
  days.	
  This	
  game	
  is	
  a	
  fun	
  way	
  to	
  see	
  who	
  would	
  be	
  the	
  best	
  post	
  
apocalyptic	
  survivalist,	
  in	
  the	
  safeness	
  of	
  your	
  own	
  home.	
  
	
  
Rules	
  
	
  
Set	
  up:	
  
	
  
1.First	
  three	
  players	
  or	
  more	
  find	
  a	
  place	
  to	
  play.	
  
	
  
2.Players	
  pick	
  from	
  fortress	
  cards	
  to	
  make	
  their	
  fort.	
  	
  
	
  
3.Each	
  player	
  gets	
  seven	
  cards,	
  3	
  Armory	
  cards,	
  3	
  construction	
  cards,	
  and	
  1	
  main	
  
base	
  card.	
  
	
  
4.Next	
  each	
  player	
  gets	
  five-­‐resource	
  card,	
  one	
  of	
  every	
  type.	
  
	
  
5.A	
  random	
  apocalypse	
  card	
  is	
  pulled	
  from	
  the	
  deck.	
  
	
  
6.Assess	
  the	
  damage	
  to	
  the	
  base,	
  construction,	
  and	
  armory	
  cards	
  based	
  on	
  disaster	
  
type.	
  
	
  
7.Remove	
  all	
  damaged	
  cards.	
  
	
  
Game:	
  
	
  
1.On	
  a	
  player’s	
  turn	
  they	
  gather	
  resources	
  there	
  base	
  has	
  made	
  (see	
  base,	
  extension,	
  
and	
  fortification	
  cards	
  for	
  details.).	
  
	
  
2.Next	
  a	
  player	
  uses	
  one	
  resource	
  card	
  to	
  collect	
  a	
  card	
  from	
  a	
  location	
  of	
  their	
  
choosing	
  (choose	
  a	
  card	
  from	
  one	
  of	
  seven	
  piles).	
  
	
  
3.Next	
  a	
  player	
  can	
  choose	
  to	
  trade	
  with,	
  raid,	
  or	
  leave	
  the	
  other	
  players	
  alone.	
  
	
  
4.If	
  a	
  players	
  trades	
  him	
  and	
  the	
  other	
  player	
  must	
  agree	
  on	
  the	
  exchange	
  of	
  the	
  
resources.	
  
	
  
5.If	
  players	
  raid	
  then	
  the	
  raiding	
  party	
  must	
  compare	
  their	
  armory	
  (attack)	
  cards	
  to	
  
their	
  opponents	
  armory	
  cards.	
  	
  
	
  
6.	
  Mercy	
  rule	
  applies	
  if	
  player	
  has	
  no	
  armory	
  card.	
  If	
  this	
  is	
  the	
  case	
  player	
  cannot	
  be	
  
attacked.	
  
	
  
7.	
  If	
  raid	
  is	
  won	
  raiders	
  chose	
  two	
  cards	
  to	
  take	
  or	
  destroy.	
  
	
  
8.	
  If	
  raid	
  is	
  lost,	
  player	
  losses	
  two	
  cards	
  or	
  gets	
  two	
  cards	
  destroyed.	
  
	
  
9.	
  If	
  player	
  only	
  has	
  one	
  then	
  just	
  one	
  is	
  taken	
  for	
  raid.	
  
	
  
	
  
10.Extension	
  and	
  main	
  bases	
  cannot	
  be	
  taken	
  during	
  a	
  raid.	
  However,	
  if	
  no	
  
resources	
  More	
  resources	
  available	
  they	
  can	
  be	
  destroyed.	
  
	
  
11.If	
  a	
  player	
  runs	
  out	
  of	
  resource	
  cards	
  and	
  has	
  been	
  out	
  for	
  three	
  turns	
  he	
  can	
  ask	
  
to	
  join	
  another	
  players	
  team.	
  This	
  allows	
  this	
  team	
  to	
  gather	
  an	
  extra	
  card	
  but	
  
requires	
  them	
  to	
  use	
  an	
  extra	
  card	
  as	
  well.	
  
	
  
12.After	
  five	
  turns	
  another	
  apocalypse	
  card	
  is	
  drawn.	
  
	
  
13.This	
  continues	
  until	
  only	
  one	
  player/team	
  remains.	
  
	
  
Cards:	
  
	
  
Armory	
  –	
  These	
  cards	
  are	
  what	
  a	
  player	
  depends	
  on	
  for	
  raids.	
  Each	
  armory	
  card	
  
states	
  whether	
  it	
  can	
  damage,	
  defend,	
  and	
  what	
  it	
  is	
  weak	
  to.	
  You	
  can	
  gather	
  this	
  
card	
  when	
  you	
  turn	
  in	
  a	
  metal	
  resource.	
  
	
  
Construction	
  –	
  These	
  cards	
  help	
  you	
  gather	
  extra	
  resources,	
  protect	
  resources,	
  or	
  
protect	
  against	
  apocalypse	
  cards.	
  You	
  can	
  get	
  a	
  construction	
  card	
  when	
  you	
  turn	
  in	
  a	
  
wood.	
  
	
  
Resource	
  –	
  These	
  cards	
  are	
  used	
  to	
  get	
  other	
  cards.	
  There	
  are	
  five	
  types	
  money,	
  
wood,	
  food,	
  metal,	
  and	
  gas.	
  Food	
  is	
  used	
  to	
  gather	
  from	
  a	
  pile	
  where	
  you	
  can	
  receive	
  
either	
  wood	
  or	
  metal.	
  Gas	
  allows	
  you	
  to	
  gather	
  from	
  a	
  pile	
  where	
  you	
  can	
  get	
  money.	
  
Money	
  allows	
  you	
  to	
  draw	
  from	
  a	
  pile	
  to	
  receive	
  gas	
  or	
  food.	
  (Keep	
  in	
  mind	
  for	
  the	
  
sake	
  of	
  the	
  game	
  money	
  is	
  precious	
  gems	
  and	
  or	
  metals.)	
  
	
  
Main	
  base	
  –	
  These	
  card	
  protect	
  your	
  resources	
  from	
  an	
  apocalypse,	
  this	
  dose	
  not	
  
always	
  work	
  because	
  bases	
  are	
  weak	
  to	
  different	
  kinds	
  of	
  apocalypses.	
  Bases	
  also	
  
provided	
  different	
  abilities.	
  These	
  include	
  abilities	
  that	
  improve	
  you	
  raiding,	
  
gathering	
  or	
  defending	
  abilities.	
  
	
  
Apocalypses	
  –	
  Theses	
  cards	
  have	
  plausible	
  ways	
  the	
  world	
  could	
  end.	
  Based	
  on	
  that	
  
they	
  damage	
  your	
  cards	
  based	
  on	
  your	
  cards	
  weaknesses.	
  
	
  
Goals:	
  
 
The	
  over	
  all	
  goals	
  are	
  to	
  be	
  the	
  last	
  man/team	
  standing.	
  
	
  
Conclusion:	
  
	
  
Being	
  the	
  only	
  team/player	
  left	
  standing.	
  
	
  
	
  
Meaningful	
  Action	
  Analysis	
  	
  
	
  
Players	
  choose	
  their	
  seven	
  base	
  cards;	
  three	
  armory,	
  three	
  construction,	
  and	
  one	
  
main	
  base	
  card.	
  After	
  which	
  each	
  player	
  receives	
  five	
  cards,	
  one	
  for	
  each	
  resource.	
  	
  
These	
  resources	
  are,	
  food,	
  gas,	
  money,	
  metal,	
  and	
  wood.	
  Next	
  one	
  of	
  the	
  players	
  
chooses	
  one	
  apocalypse	
  card.	
  After	
  the	
  player	
  chooses	
  an	
  apocalypse	
  card	
  the	
  
damage	
  is	
  assessed.	
  Now	
  the	
  game	
  begins.	
  The	
  first	
  player	
  gathers	
  the	
  resource	
  
cards	
  that	
  his	
  base	
  provides.	
  Next	
  he	
  uses	
  one	
  of	
  his	
  resource	
  cards	
  to	
  gather	
  one	
  
from	
  a	
  location	
  or	
  pile	
  of	
  his	
  choosing.	
  This	
  is	
  based	
  on	
  what	
  card	
  is	
  discarded.	
  Next	
  
the	
  player	
  chooses	
  to	
  either	
  raid,	
  trade	
  or	
  leave	
  the	
  other	
  players	
  alone.	
  If	
  the	
  
player	
  raids	
  he	
  compares	
  his	
  armory	
  cards	
  to	
  his	
  opponents	
  armory	
  cards.	
  If	
  the	
  
raid	
  is	
  won	
  the	
  player	
  gets	
  to	
  take	
  two	
  resources	
  or	
  two	
  armory	
  cards.	
  If	
  there	
  are	
  
no	
  resource	
  or	
  armory	
  cards	
  then	
  players	
  can	
  destroy	
  up	
  to	
  two	
  construction	
  cards.	
  
If	
  the	
  raid	
  is	
  lost	
  then	
  the	
  player	
  must	
  give	
  two	
  armory	
  or	
  resource	
  cards	
  to	
  the	
  
person	
  he	
  raided.	
  If	
  a	
  player	
  wants	
  to	
  trade	
  then	
  both	
  players	
  must	
  agree	
  on	
  the	
  
items	
  being	
  traded.	
  This	
  would	
  conclude	
  a	
  player’s	
  turn.	
  After	
  five	
  rounds	
  an	
  
apocalypse	
  card	
  is	
  drawn	
  and	
  the	
  damage	
  is	
  assessed.	
  This	
  continues	
  until	
  all	
  but	
  
one	
  player/team	
  is	
  left	
  standing.	
  A	
  player	
  is	
  considered	
  out	
  when	
  he	
  runs	
  out	
  of	
  
resources	
  and	
  has	
  been	
  out	
  for	
  three	
  turns.	
  However,	
  a	
  player	
  can	
  still	
  join	
  another	
  
player’s	
  team	
  if	
  they	
  agree	
  on	
  it,	
  while	
  they	
  get	
  two	
  turns	
  they	
  must	
  also	
  use	
  twice	
  
the	
  resources.	
  
	
  
Explicit	
  Actions:	
  	
  
	
  
1.	
  Choose	
  	
  
2.	
  Receives	
  	
  
3.	
  Assessed	
  	
  
4.	
  Begins	
  	
  
5.	
  Gather	
  
6.	
  Use	
  
7.	
  Raid	
  
8.	
  Trade	
  
9.	
  Leave	
  
10.	
  Compares	
  
11.	
  Take	
  
12.	
  Destroys	
  
13.	
  Give	
  
14.	
  Agree	
  
15.	
  Join	
  
	
  
Implied	
  Actions:	
  
	
  
1.	
  Draw	
  
2.	
  Strategize	
  
3.	
  Talk	
  
4.Attack	
  
5.Deffend	
  
	
  
Analysis	
  
	
  
1.	
  Choose	
  –	
  What	
  players	
  do	
  when	
  picking	
  their	
  cards,	
  card	
  piles,	
  or	
  how	
  to	
  interact	
  
with	
  other	
  players.	
  	
  This	
  is	
  an	
  important	
  action	
  because	
  each	
  choice	
  you	
  make	
  can	
  
change	
  the	
  game.	
  
	
  
2.	
  Receives	
  –	
  When	
  a	
  player	
  is	
  given	
  cards.	
  This	
  is	
  not	
  important	
  nor	
  a	
  decision,	
  it	
  
was	
  also	
  done	
  during	
  set	
  up.	
  
	
  
3.	
  Assessed	
  –	
  Used	
  during	
  after	
  apocalypse	
  cards	
  to	
  figure	
  out	
  what	
  cards	
  can	
  and	
  
cannot	
  be	
  kept.	
  Used	
  through	
  out	
  game	
  to	
  figure	
  out	
  what	
  to	
  do	
  in	
  a	
  situation.	
  
Assessing	
  a	
  situation	
  is	
  not	
  a	
  decision	
  what	
  you	
  do	
  after	
  is	
  an	
  important	
  decision	
  
though.	
  
	
  
4.	
  Begins	
  –	
  This	
  is	
  the	
  start	
  of	
  the	
  actual	
  game.	
  Not	
  a	
  decision.	
  
	
  
5.	
  Gather	
  –	
  Is	
  the	
  collecting	
  of	
  cards.	
  Not	
  a	
  decision	
  nor	
  is	
  it	
  important.	
  
	
  
6.	
  Use	
  –	
  When	
  a	
  player	
  gets	
  rid	
  of	
  a	
  card	
  to	
  complete	
  an	
  action.	
  Using	
  is	
  not	
  a	
  
decision,	
  but	
  what	
  you	
  decide	
  to	
  use	
  is	
  important.	
  
	
  
7.	
  Raid	
  –	
  The	
  action	
  of	
  trying	
  to	
  take	
  another	
  players	
  supplies.	
  Raiding	
  is	
  important,	
  
as	
  well	
  as	
  whom	
  you	
  chooses	
  to	
  raid.	
  
	
  
8.	
  Trade	
  –	
  The	
  exchanging	
  of	
  resources	
  between	
  two	
  players.	
  The	
  action	
  it	
  self	
  is	
  not	
  
important,	
  but	
  whom	
  it	
  is	
  done	
  with	
  and	
  what	
  is	
  being	
  traded	
  is.	
  
	
  
9.	
  Leave	
  –	
  The	
  action	
  to	
  not	
  interact	
  with	
  another	
  player.	
  Whether	
  or	
  not	
  this	
  is	
  
what	
  you	
  are	
  going	
  to	
  do	
  is	
  important.	
  	
  	
  
	
  
10.	
  Compare	
  –	
  Looking	
  at	
  the	
  difference	
  between	
  to	
  players	
  set	
  of	
  cards.	
  This	
  action	
  
is	
  not	
  important.	
  
	
  
11.	
  Take	
  –	
  Receiving	
  items	
  either	
  from	
  a	
  trade	
  or	
  raid.	
  This	
  action	
  is	
  not	
  important.	
  
However,	
  what	
  is	
  taken	
  is	
  important	
  because	
  it	
  can	
  mean	
  the	
  difference	
  between	
  
victory	
  and	
  failure.	
  
 
12.	
  Destroy	
  –	
  Discarding	
  a	
  card	
  that	
  can	
  no	
  longer	
  be	
  used	
  because	
  a	
  raid	
  was	
  lost.	
  
This	
  action	
  is	
  not	
  meaningful,	
  what	
  the	
  player	
  chooses	
  to	
  destroy	
  is.	
  
	
  
13.	
  Give	
  –	
  To	
  have	
  another	
  player	
  take	
  your	
  cards	
  because	
  of	
  a	
  failed	
  raid.	
  This	
  
action	
  is	
  not	
  important.	
  
	
  
14.	
  Agree	
  –	
  When	
  two-­‐player	
  trade	
  Items	
  successfully	
  or	
  join	
  teams.	
  This	
  action	
  is	
  
an	
  important	
  one	
  because	
  it	
  can	
  change	
  the	
  way	
  you	
  play	
  and	
  whether	
  or	
  not	
  you	
  
win.	
  
	
  
15.	
  Join	
  –	
  When	
  two	
  player	
  share	
  resources	
  because	
  one	
  is	
  out.	
  This	
  action	
  is	
  an	
  
important	
  one	
  because	
  it	
  can	
  change	
  the	
  way	
  you	
  play	
  and	
  whether	
  or	
  not	
  you	
  win.	
  
	
  
16.	
  Draw	
  –	
  Taking	
  cards	
  from	
  a	
  deck.	
  This	
  action	
  is	
  not	
  important,	
  but	
  what	
  deck	
  
you	
  take	
  from	
  is.	
  
	
  
17.	
  Strategize	
  –	
  Thinking	
  a	
  head	
  and	
  planning	
  your	
  next	
  move	
  based	
  on	
  what	
  the	
  
other	
  players	
  are	
  doing.	
  This	
  is	
  an	
  important	
  action.	
  
	
  
18.	
  Talk	
  –	
  How	
  players	
  communicate.	
  While	
  the	
  action	
  is	
  not	
  important	
  what	
  you	
  
say	
  is.	
  
	
  
19.	
  Attack-­‐	
  The	
  action	
  to	
  raid	
  another	
  player.	
  This	
  action	
  is	
  meaningful	
  and	
  
important,	
  because	
  how	
  you	
  attack	
  depends	
  on	
  if	
  you	
  win	
  or	
  lose.	
  
	
  
20.	
  Defend-­‐	
  the	
  action	
  to	
  defend	
  against	
  a	
  raid.	
  This	
  action	
  is	
  meaningful	
  and	
  
important,	
  because	
  how	
  you	
  defend	
  depends	
  on	
  if	
  you	
  win	
  or	
  lose.	
  
	
  
GRATIS	
  
	
  
Goals (G)
• Gather all of the resources.
• Eliminate all other Players/Teams.
• Have everyone join your team.
• Survive the longest
Rules (R)
	
  
• First	
  three	
  players	
  or	
  more	
  find	
  a	
  place	
  to	
  play.	
  
	
  
• Players	
  pick	
  from	
  fortress	
  cards	
  to	
  make	
  their	
  fort.	
  	
  
	
  
• Each	
  player	
  gets	
  seven	
  cards,	
  3	
  Armory	
  cards,	
  3	
  construction	
  cards,	
  and	
  1	
  
main	
  base	
  card.	
  
	
  
• Next	
  each	
  player	
  gets	
  five-­‐resource	
  card,	
  one	
  of	
  every	
  type.	
  
	
  
• A	
  random	
  apocalypse	
  card	
  is	
  pulled	
  from	
  the	
  deck.	
  
	
  
• Assess	
  the	
  damage	
  to	
  the	
  base,	
  construction,	
  and	
  armory	
  cards	
  based	
  on	
  
disaster	
  type.	
  
	
  
• Remove	
  all	
  damaged	
  cards.	
  
	
  
• On	
  a	
  player’s	
  turn	
  they	
  gather	
  resources	
  there	
  base	
  has	
  made	
  (see	
  base,	
  
extension,	
  and	
  fortification	
  cards	
  for	
  details.).	
  
	
  
• Next	
  a	
  player	
  uses	
  one	
  resource	
  card	
  to	
  collect	
  a	
  card	
  from	
  a	
  location	
  of	
  their	
  
choosing	
  (choose	
  a	
  card	
  from	
  one	
  of	
  seven	
  piles).	
  
	
  
• Next	
  a	
  player	
  can	
  choose	
  to	
  trade	
  with,	
  raid,	
  or	
  leave	
  the	
  other	
  players	
  alone.	
  
	
  
• If	
  a	
  players	
  trades	
  him	
  and	
  the	
  other	
  player	
  must	
  agree	
  on	
  the	
  exchange	
  of	
  
the	
  resources.	
  
	
  
• If	
  players	
  raid	
  then	
  the	
  raiding	
  party	
  must	
  compare	
  their	
  armory	
  (attack)	
  
cards	
  to	
  their	
  opponents	
  armory	
  cards.	
  	
  
	
  
• Mercy	
  rule	
  applies	
  if	
  player	
  has	
  no	
  armory	
  card.	
  If	
  this	
  is	
  the	
  case	
  player	
  
cannot	
  be	
  attacked.	
  
	
  
• If	
  raid	
  is	
  won	
  raiders	
  chose	
  two	
  cards	
  to	
  take	
  or	
  destroy.	
  
	
  
• If	
  raid	
  is	
  lost,	
  player	
  losses	
  two	
  cards	
  or	
  gets	
  two	
  cards	
  destroyed.	
  
	
  
• If	
  player	
  only	
  has	
  one	
  then	
  just	
  one	
  is	
  taken	
  for	
  raid.	
  
	
  
• Extension	
  and	
  main	
  bases	
  cannot	
  be	
  taken	
  during	
  a	
  raid.	
  However,	
  if	
  no	
  
resources	
  More	
  resources	
  available	
  they	
  can	
  be	
  destroyed.	
  
	
  
• If	
  a	
  player	
  runs	
  out	
  of	
  resource	
  cards	
  and	
  has	
  been	
  out	
  for	
  three	
  turns	
  he	
  can	
  
ask	
  to	
  join	
  another	
  players	
  team.	
  This	
  allows	
  this	
  team	
  to	
  gather	
  an	
  extra	
  
card	
  but	
  requires	
  them	
  to	
  use	
  an	
  extra	
  card	
  as	
  well.	
  
	
  
• After	
  five	
  turns	
  another	
  apocalypse	
  card	
  is	
  drawn.	
  
	
  
• This	
  continues	
  until	
  only	
  one	
  player/team	
  remains.	
  
 
• Armory	
  –	
  These	
  cards	
  are	
  what	
  a	
  player	
  depends	
  on	
  for	
  raids.	
  Each	
  armory	
  
card	
  states	
  whether	
  it	
  can	
  damage,	
  defend,	
  and	
  what	
  it	
  is	
  weak	
  to.	
  You	
  can	
  
gather	
  this	
  card	
  when	
  you	
  turn	
  in	
  a	
  metal	
  resource.	
  
	
  
• Construction	
  –	
  These	
  cards	
  help	
  you	
  gather	
  extra	
  resources,	
  protect	
  
resources,	
  or	
  protect	
  against	
  apocalypse	
  cards.	
  You	
  can	
  get	
  a	
  construction	
  
card	
  when	
  you	
  turn	
  in	
  a	
  wood.	
  
	
  
• Resource	
  –	
  These	
  cards	
  are	
  used	
  to	
  get	
  other	
  cards.	
  There	
  are	
  five	
  types	
  
money,	
  wood,	
  food,	
  metal,	
  and	
  gas.	
  Food	
  is	
  used	
  to	
  gather	
  from	
  a	
  pile	
  where	
  
you	
  can	
  receive	
  either	
  wood	
  or	
  metal.	
  Gas	
  allows	
  you	
  to	
  gather	
  from	
  a	
  pile	
  
where	
  you	
  can	
  get	
  money.	
  Money	
  allows	
  you	
  to	
  draw	
  from	
  a	
  pile	
  to	
  receive	
  
gas	
  or	
  food.	
  (Keep	
  in	
  mind	
  for	
  the	
  sake	
  of	
  the	
  game	
  money	
  is	
  precious	
  gems	
  and	
  
or	
  metals.)	
  
	
  
• Main	
  base	
  –	
  These	
  card	
  protect	
  your	
  resources	
  from	
  an	
  apocalypse,	
  this	
  dose	
  
not	
  always	
  work	
  because	
  bases	
  are	
  weak	
  to	
  different	
  kinds	
  of	
  apocalypses.	
  
Bases	
  also	
  provided	
  different	
  abilities.	
  These	
  include	
  abilities	
  that	
  improve	
  
you	
  raiding,	
  gathering	
  or	
  defending	
  abilities.	
  
	
  
• Apocalypses	
  –	
  Theses	
  cards	
  have	
  plausible	
  ways	
  the	
  world	
  could	
  end.	
  Based	
  
on	
  that	
  they	
  damage	
  your	
  cards	
  based	
  on	
  your	
  cards	
  weaknesses.	
  
	
  
Actions (A)
• Choose	
  	
  
• Receives	
  	
  
• Assessed	
  	
  
• Begins	
  	
  
• Gather	
  
• Use	
  
• Raid	
  
• Trade	
  
• Leave	
  
• Compares	
  
• Take	
  
• Destroys	
  
• Give	
  
• Agree	
  
• Join	
  
• Draw	
  
• Strategize	
  
• Talk	
  
• Attack	
  
• Deffend	
  
Transitions (T)
• Set up is complete. Game starts.
• Three rounds complete, gather resources from cards that give that ability.
• Five rounds complete, draw another apocalypse card.
• Player is out of resources. Joins someone else or sits out.
• All but one player is out of resources. Game over.
Items (I)
• Cards
o 60 resource cards
o 60 out of resource cards
o 40 construction cards
o 40 armory cards
o 20 fail building cards
o 20 main base cards
o 10 apocalypse
• 3 – 4 Players or 3 – 4 teams
• A space to play
• Round counter
Setup (S)
• Players	
  pick	
  from	
  fortress	
  cards	
  to	
  make	
  their	
  fort.	
  Each	
  player	
  gets	
  seven	
  
cards,	
  3	
  armory	
  cards,	
  3	
  construction	
  cards,	
  and	
  1	
  main	
  base	
  card.	
  
	
  
• Each	
  player	
  gets	
  five-­‐resource	
  card,	
  one	
  of	
  every	
  type.	
  
	
  
• A	
  random	
  apocalypse	
  card	
  is	
  pulled	
  from	
  the	
  deck.	
  
	
  
• Assess	
  the	
  damage	
  to	
  the	
  armory,	
  construction,	
  and	
  main	
  base	
  cards	
  based	
  
on	
  disaster	
  type	
  and	
  remove	
  all	
  damaged	
  cards.	
  

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Apocalypse Survival: The Card Game

  • 1. Clinton  Huish     Intro     The  name  of  this  game  is  Apocalypse  Survival:  The  card  game.  The  wonderful  theme   that  this  game  stirred  from  is  approaching.  As  for  a  description  of  my  game  it  is  a   survival  strategy.  This  survival  strategy  is  based  of  the  very  popular  topic  of  the   approaching  end  of  days.  This  game  is  a  fun  way  to  see  who  would  be  the  best  post   apocalyptic  survivalist,  in  the  safeness  of  your  own  home.     Rules     Set  up:     1.First  three  players  or  more  find  a  place  to  play.     2.Players  pick  from  fortress  cards  to  make  their  fort.       3.Each  player  gets  seven  cards,  3  Armory  cards,  3  construction  cards,  and  1  main   base  card.     4.Next  each  player  gets  five-­‐resource  card,  one  of  every  type.     5.A  random  apocalypse  card  is  pulled  from  the  deck.     6.Assess  the  damage  to  the  base,  construction,  and  armory  cards  based  on  disaster   type.     7.Remove  all  damaged  cards.     Game:     1.On  a  player’s  turn  they  gather  resources  there  base  has  made  (see  base,  extension,   and  fortification  cards  for  details.).     2.Next  a  player  uses  one  resource  card  to  collect  a  card  from  a  location  of  their   choosing  (choose  a  card  from  one  of  seven  piles).     3.Next  a  player  can  choose  to  trade  with,  raid,  or  leave  the  other  players  alone.     4.If  a  players  trades  him  and  the  other  player  must  agree  on  the  exchange  of  the   resources.     5.If  players  raid  then  the  raiding  party  must  compare  their  armory  (attack)  cards  to   their  opponents  armory  cards.      
  • 2. 6.  Mercy  rule  applies  if  player  has  no  armory  card.  If  this  is  the  case  player  cannot  be   attacked.     7.  If  raid  is  won  raiders  chose  two  cards  to  take  or  destroy.     8.  If  raid  is  lost,  player  losses  two  cards  or  gets  two  cards  destroyed.     9.  If  player  only  has  one  then  just  one  is  taken  for  raid.       10.Extension  and  main  bases  cannot  be  taken  during  a  raid.  However,  if  no   resources  More  resources  available  they  can  be  destroyed.     11.If  a  player  runs  out  of  resource  cards  and  has  been  out  for  three  turns  he  can  ask   to  join  another  players  team.  This  allows  this  team  to  gather  an  extra  card  but   requires  them  to  use  an  extra  card  as  well.     12.After  five  turns  another  apocalypse  card  is  drawn.     13.This  continues  until  only  one  player/team  remains.     Cards:     Armory  –  These  cards  are  what  a  player  depends  on  for  raids.  Each  armory  card   states  whether  it  can  damage,  defend,  and  what  it  is  weak  to.  You  can  gather  this   card  when  you  turn  in  a  metal  resource.     Construction  –  These  cards  help  you  gather  extra  resources,  protect  resources,  or   protect  against  apocalypse  cards.  You  can  get  a  construction  card  when  you  turn  in  a   wood.     Resource  –  These  cards  are  used  to  get  other  cards.  There  are  five  types  money,   wood,  food,  metal,  and  gas.  Food  is  used  to  gather  from  a  pile  where  you  can  receive   either  wood  or  metal.  Gas  allows  you  to  gather  from  a  pile  where  you  can  get  money.   Money  allows  you  to  draw  from  a  pile  to  receive  gas  or  food.  (Keep  in  mind  for  the   sake  of  the  game  money  is  precious  gems  and  or  metals.)     Main  base  –  These  card  protect  your  resources  from  an  apocalypse,  this  dose  not   always  work  because  bases  are  weak  to  different  kinds  of  apocalypses.  Bases  also   provided  different  abilities.  These  include  abilities  that  improve  you  raiding,   gathering  or  defending  abilities.     Apocalypses  –  Theses  cards  have  plausible  ways  the  world  could  end.  Based  on  that   they  damage  your  cards  based  on  your  cards  weaknesses.     Goals:  
  • 3.   The  over  all  goals  are  to  be  the  last  man/team  standing.     Conclusion:     Being  the  only  team/player  left  standing.       Meaningful  Action  Analysis       Players  choose  their  seven  base  cards;  three  armory,  three  construction,  and  one   main  base  card.  After  which  each  player  receives  five  cards,  one  for  each  resource.     These  resources  are,  food,  gas,  money,  metal,  and  wood.  Next  one  of  the  players   chooses  one  apocalypse  card.  After  the  player  chooses  an  apocalypse  card  the   damage  is  assessed.  Now  the  game  begins.  The  first  player  gathers  the  resource   cards  that  his  base  provides.  Next  he  uses  one  of  his  resource  cards  to  gather  one   from  a  location  or  pile  of  his  choosing.  This  is  based  on  what  card  is  discarded.  Next   the  player  chooses  to  either  raid,  trade  or  leave  the  other  players  alone.  If  the   player  raids  he  compares  his  armory  cards  to  his  opponents  armory  cards.  If  the   raid  is  won  the  player  gets  to  take  two  resources  or  two  armory  cards.  If  there  are   no  resource  or  armory  cards  then  players  can  destroy  up  to  two  construction  cards.   If  the  raid  is  lost  then  the  player  must  give  two  armory  or  resource  cards  to  the   person  he  raided.  If  a  player  wants  to  trade  then  both  players  must  agree  on  the   items  being  traded.  This  would  conclude  a  player’s  turn.  After  five  rounds  an   apocalypse  card  is  drawn  and  the  damage  is  assessed.  This  continues  until  all  but   one  player/team  is  left  standing.  A  player  is  considered  out  when  he  runs  out  of   resources  and  has  been  out  for  three  turns.  However,  a  player  can  still  join  another   player’s  team  if  they  agree  on  it,  while  they  get  two  turns  they  must  also  use  twice   the  resources.     Explicit  Actions:       1.  Choose     2.  Receives     3.  Assessed     4.  Begins     5.  Gather   6.  Use   7.  Raid   8.  Trade   9.  Leave   10.  Compares   11.  Take   12.  Destroys   13.  Give   14.  Agree  
  • 4. 15.  Join     Implied  Actions:     1.  Draw   2.  Strategize   3.  Talk   4.Attack   5.Deffend     Analysis     1.  Choose  –  What  players  do  when  picking  their  cards,  card  piles,  or  how  to  interact   with  other  players.    This  is  an  important  action  because  each  choice  you  make  can   change  the  game.     2.  Receives  –  When  a  player  is  given  cards.  This  is  not  important  nor  a  decision,  it   was  also  done  during  set  up.     3.  Assessed  –  Used  during  after  apocalypse  cards  to  figure  out  what  cards  can  and   cannot  be  kept.  Used  through  out  game  to  figure  out  what  to  do  in  a  situation.   Assessing  a  situation  is  not  a  decision  what  you  do  after  is  an  important  decision   though.     4.  Begins  –  This  is  the  start  of  the  actual  game.  Not  a  decision.     5.  Gather  –  Is  the  collecting  of  cards.  Not  a  decision  nor  is  it  important.     6.  Use  –  When  a  player  gets  rid  of  a  card  to  complete  an  action.  Using  is  not  a   decision,  but  what  you  decide  to  use  is  important.     7.  Raid  –  The  action  of  trying  to  take  another  players  supplies.  Raiding  is  important,   as  well  as  whom  you  chooses  to  raid.     8.  Trade  –  The  exchanging  of  resources  between  two  players.  The  action  it  self  is  not   important,  but  whom  it  is  done  with  and  what  is  being  traded  is.     9.  Leave  –  The  action  to  not  interact  with  another  player.  Whether  or  not  this  is   what  you  are  going  to  do  is  important.         10.  Compare  –  Looking  at  the  difference  between  to  players  set  of  cards.  This  action   is  not  important.     11.  Take  –  Receiving  items  either  from  a  trade  or  raid.  This  action  is  not  important.   However,  what  is  taken  is  important  because  it  can  mean  the  difference  between   victory  and  failure.  
  • 5.   12.  Destroy  –  Discarding  a  card  that  can  no  longer  be  used  because  a  raid  was  lost.   This  action  is  not  meaningful,  what  the  player  chooses  to  destroy  is.     13.  Give  –  To  have  another  player  take  your  cards  because  of  a  failed  raid.  This   action  is  not  important.     14.  Agree  –  When  two-­‐player  trade  Items  successfully  or  join  teams.  This  action  is   an  important  one  because  it  can  change  the  way  you  play  and  whether  or  not  you   win.     15.  Join  –  When  two  player  share  resources  because  one  is  out.  This  action  is  an   important  one  because  it  can  change  the  way  you  play  and  whether  or  not  you  win.     16.  Draw  –  Taking  cards  from  a  deck.  This  action  is  not  important,  but  what  deck   you  take  from  is.     17.  Strategize  –  Thinking  a  head  and  planning  your  next  move  based  on  what  the   other  players  are  doing.  This  is  an  important  action.     18.  Talk  –  How  players  communicate.  While  the  action  is  not  important  what  you   say  is.     19.  Attack-­‐  The  action  to  raid  another  player.  This  action  is  meaningful  and   important,  because  how  you  attack  depends  on  if  you  win  or  lose.     20.  Defend-­‐  the  action  to  defend  against  a  raid.  This  action  is  meaningful  and   important,  because  how  you  defend  depends  on  if  you  win  or  lose.     GRATIS     Goals (G) • Gather all of the resources. • Eliminate all other Players/Teams. • Have everyone join your team. • Survive the longest Rules (R)   • First  three  players  or  more  find  a  place  to  play.     • Players  pick  from  fortress  cards  to  make  their  fort.      
  • 6. • Each  player  gets  seven  cards,  3  Armory  cards,  3  construction  cards,  and  1   main  base  card.     • Next  each  player  gets  five-­‐resource  card,  one  of  every  type.     • A  random  apocalypse  card  is  pulled  from  the  deck.     • Assess  the  damage  to  the  base,  construction,  and  armory  cards  based  on   disaster  type.     • Remove  all  damaged  cards.     • On  a  player’s  turn  they  gather  resources  there  base  has  made  (see  base,   extension,  and  fortification  cards  for  details.).     • Next  a  player  uses  one  resource  card  to  collect  a  card  from  a  location  of  their   choosing  (choose  a  card  from  one  of  seven  piles).     • Next  a  player  can  choose  to  trade  with,  raid,  or  leave  the  other  players  alone.     • If  a  players  trades  him  and  the  other  player  must  agree  on  the  exchange  of   the  resources.     • If  players  raid  then  the  raiding  party  must  compare  their  armory  (attack)   cards  to  their  opponents  armory  cards.       • Mercy  rule  applies  if  player  has  no  armory  card.  If  this  is  the  case  player   cannot  be  attacked.     • If  raid  is  won  raiders  chose  two  cards  to  take  or  destroy.     • If  raid  is  lost,  player  losses  two  cards  or  gets  two  cards  destroyed.     • If  player  only  has  one  then  just  one  is  taken  for  raid.     • Extension  and  main  bases  cannot  be  taken  during  a  raid.  However,  if  no   resources  More  resources  available  they  can  be  destroyed.     • If  a  player  runs  out  of  resource  cards  and  has  been  out  for  three  turns  he  can   ask  to  join  another  players  team.  This  allows  this  team  to  gather  an  extra   card  but  requires  them  to  use  an  extra  card  as  well.     • After  five  turns  another  apocalypse  card  is  drawn.     • This  continues  until  only  one  player/team  remains.  
  • 7.   • Armory  –  These  cards  are  what  a  player  depends  on  for  raids.  Each  armory   card  states  whether  it  can  damage,  defend,  and  what  it  is  weak  to.  You  can   gather  this  card  when  you  turn  in  a  metal  resource.     • Construction  –  These  cards  help  you  gather  extra  resources,  protect   resources,  or  protect  against  apocalypse  cards.  You  can  get  a  construction   card  when  you  turn  in  a  wood.     • Resource  –  These  cards  are  used  to  get  other  cards.  There  are  five  types   money,  wood,  food,  metal,  and  gas.  Food  is  used  to  gather  from  a  pile  where   you  can  receive  either  wood  or  metal.  Gas  allows  you  to  gather  from  a  pile   where  you  can  get  money.  Money  allows  you  to  draw  from  a  pile  to  receive   gas  or  food.  (Keep  in  mind  for  the  sake  of  the  game  money  is  precious  gems  and   or  metals.)     • Main  base  –  These  card  protect  your  resources  from  an  apocalypse,  this  dose   not  always  work  because  bases  are  weak  to  different  kinds  of  apocalypses.   Bases  also  provided  different  abilities.  These  include  abilities  that  improve   you  raiding,  gathering  or  defending  abilities.     • Apocalypses  –  Theses  cards  have  plausible  ways  the  world  could  end.  Based   on  that  they  damage  your  cards  based  on  your  cards  weaknesses.     Actions (A) • Choose     • Receives     • Assessed     • Begins     • Gather   • Use   • Raid   • Trade   • Leave   • Compares   • Take   • Destroys   • Give   • Agree   • Join   • Draw   • Strategize   • Talk  
  • 8. • Attack   • Deffend   Transitions (T) • Set up is complete. Game starts. • Three rounds complete, gather resources from cards that give that ability. • Five rounds complete, draw another apocalypse card. • Player is out of resources. Joins someone else or sits out. • All but one player is out of resources. Game over. Items (I) • Cards o 60 resource cards o 60 out of resource cards o 40 construction cards o 40 armory cards o 20 fail building cards o 20 main base cards o 10 apocalypse • 3 – 4 Players or 3 – 4 teams • A space to play • Round counter Setup (S) • Players  pick  from  fortress  cards  to  make  their  fort.  Each  player  gets  seven   cards,  3  armory  cards,  3  construction  cards,  and  1  main  base  card.     • Each  player  gets  five-­‐resource  card,  one  of  every  type.     • A  random  apocalypse  card  is  pulled  from  the  deck.     • Assess  the  damage  to  the  armory,  construction,  and  main  base  cards  based   on  disaster  type  and  remove  all  damaged  cards.