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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.