the cybervaran fierce card game
- The game of Neo-Combat is about cybervaran combat teams, which
have only one object: to kill as many other varans than possible. To
achieve this, they have to use their cloaking systems for full
potential and then launch a attack against enemy varans. The game is
suitable for two or more players.
The game is played in turns, in which all players do their
actions. Each player has 1 or more varans and tries to kill other
players' varans. The player with most kills when the first players
drops out (loses all his varans) is the winner. Alternatively, an
extended game for total termination can be played, when the last
player with any varans is the winner.
- Neo-Combat has following terms associated to it:
- Varan card: a card that represent a varan the player
controls. All players start with same number of varans, and their
object is to kill all varans of the other players.
- Action card: playing cards used to spot, shoot, hide and
otherwise control varans and situations of the game.
- Hand: number of action cards held by each player is his
hand. The number of cards is public knowledge, so do not hide them,
but the player does not need to reveal their type otherwise.
- Deck: the deck of unplayed (and unrevealed) action
cards. All players draw from the same deck. If the deck runs out of
cards, the discard pile is shuffled to form a new deck.
- Discard pile: a pile of used cards. Players are not allowed
to deliberately investigate the pile.
- First player: the player who starts each phase. The turn of
being the first player is advanced clockwise at the start of the each
- Cloaked varan: a varan which is currently cloaked and not
spotted by other varans. The general idea of the varan location is
still known to all players, as varan scanning systems detect faint
life signs of the cloaked varans. A cloaked varan is is indicated by
keeping the varan card upside down on the table. Any action cards
played on it are still kept with their faceside up (the wounded varan
leaves blood traces etc.)
- Revealed varan: a varan which has been spotted by other
varans or whose cloak is not working. The varan card is kept faceside
up, and other varans may now target it with gunshots and melee
attacks. Note that all other varans can now see the varan, even
those of other players!
- Varan action: a varan can do one action each turn, this
being usually a shot, a melee strike or a repair action. The varan is
turned sideways to indicate that it has done its action this turn.
- Sector: an area in gaming table, where there is one or more
varans. There is limitless number of sectors but all are accessable
from other sectors in one turn. Only one has a special meaning, and
that is the center battlefield.
All players have one or more varan cards. The other side is identical to all
cards, but is distinguishable from action cards. The other side has a picture
of the varan and all its attributes, which are explained below:
Varan card listing with any attributes can be found from Neo-Combat card list. Players may want to
distinguish their own varans via colored sleeves or markers so that
they do not get mixed up especially when cloaked.
- All varans have speed of 1-3, and are moved in that order (lowest
first) in the movement phase of the game turn. Any varan can fake a
lower speed than its real one, i.e. move earlier.
- The total health (hit points) of the varan, including some extra
from heavy armor. If the accumulated damage ever reaches this level or
exceeds it, the varan is immediately killed and removed from the
game. Any action cards played on it are returned to discard pile.
- In addition to basic attributes explained above, the varan may
have a number of extra attributes, which affect the gameplay. Any of
these powers can be used even when the varan is cloaked, but if the
player lies about them (uses attributes not available to the varan)
the player should be beaten to pulp. Or something.
- Sensors: when the varan uses
an appropriate action card, the player may draw a new card, as stated
in the action card. This attribute can be used only once per turn.
- Accurate, Tough, Fighter: as Sensors.
- Flamer: the varan has fire-based attacks and can use some
special action cards.
- Sniper: the varan may fire some shots as niper shots, not
- Berserk: the varan may attack twice in melee instead of
only one attack.
- Firepower: the varan has extra firepower and can fire twice
each combat turn.
Full action card listing can be found from Neo-Combat card list.
- Action cards are divided into following types:
No action cards can be played during draw or discard phase. Any damage
or continuous effect cards are left at target varan until it repairs
the damage or it is killed, when the cards are put to discard pile.
- Combat card is either a sensor, shot or strike card, and is
only used during combat phase, while it is the player's turn.
- Combat defense can only be played on own varan, in response
to use of combat card.
- Extra damage card is played immediately after a successful
damage is dealt to a varan. The card can be played by any player, and
any number of extra damage cards can be played after a successful shot
or strike. Duplicates of the same special damage represent more
- Repair card can only be used in repair phase, during
player's turn on his own varan
- Special card can be used as indicated in the card. Most are
limited to be played on own varan.
- The actual effect of the card depends on its type. Most cards have
their effect explained in the card, while shot and strike cards do
damage equal to power value of the card.
If the card has notation 'extra card: <attribute>' the
player playing the card may immediately draw a new card, if the varan
using the card has the appropriate attribute and has not yet used that
attribute to gain an extra card this turn.
Some cards (mainly defense cards) are marked as to be removed from the
game after being played. As varan armor gets battered, covers blown up
and varans become exhausted, it becomes harder to defend against
attacks. So, when some defense cards are played (not discarded), they
are immediately removed from the game and not returned to discard
This is the core rules of Neo-Combat. Everything needed should be
there, unless it is written to cards itself.
Each player takes 1 or more varans. The more the longer the game lasts
and there will be continual shuffling if there are many players.
The varans can either be selected
by some rules, or the varan cards can be shuffled and dealt to
players. Each player then places all his varans in front of him,
upside down. This represents their starting sector. Each varan team
starts from different sector and no one starts in the center
before the game
After that one player shuffles the entire action card deck and deals
to each player cards equal to number of varans per player plus
four (4) extra cards. So, with 4 varans per player the dealer deals
8 cards to each player.
Then the game is started. The dealer is the first player for the first
The Neo-Combat game turn is divided into following parts, which are
done in the prefixed order. After all phases a new turn is started.
In all phases a player turn is advanced clockwise.
- draw phase
All players draw cards 3 cards from the deck, with one extra card if
they have any varans in the center battle field (see below) up to
limit of 4 plus current number of varans of the player. So, with 3 varans,
the hand size is limited to 7 cards and if player already has 6 cards,
he only draws one more. If the deck runs out of cards, the discard pile is
shuffled to form a new deck.
Each player moves his revealed varans, starting from the slowest ones
and from the first player. The first player first moves all his
revealed speed 1 varans, then the player after him, and so on, until
all players have moved their revealed speed 1 varans. This is then
repeated with revealed speed 2 varans and then with revealed speed
After that, the same procedure is repeated with cloaked varans, again
starting from the first player. Note that no varan is obligated to
move and any varan can be moved before its actual turn, if the player
tries to hide its actual speed.
Varans move from sectors to others. There is no limit to sectors, so
that a varan can move to any already occupied sector or form a new
one. This is indicated by clear enough grouping of the varans. When
needed to, some kind of counters or markers can be used to distinguis
own varans. The only different and marking sector is the center
battlefield, which is, surprisingly, marked as grouping/moving the
varan into the center of the playing field. If a player has a varan in
the center battlefield at the start of the turn he gains an extra
card, as stated in the rules.
Although there is limitless number of sectors, any varan can move from
one sector to any other as one move. Varans cannot move 'out of range'
and all shooting can be done from any sector to any sector, there is
no range limits (but note that melee combat and some sensor cards are
limited to same sector)
If a varan is, for reason or another, turned sideways before it has
moved, it cannot mode this turn. This effect is done with some
special action cards.
Starting from the first player, each player in turns can either play
some combat action card or pass. If all players have passed consequtively,
the combat phase ends.
Main combat action cards are sensor, shot and
strike cards. Sensors are used to spot enemy varans so that
they can be shot or stroke, shots are used to fire at other varans and
strike is used to, well, strike other varans. Each varan can only fire
once or strike once, unless it has attribute firepower or
berserk, see below.
Sensors can be used against any cloaked varan in range, as defined in
the action card. Unless the player of the target varan uses some
defense card, the target varan is revealed. The varan doing the
spotting is not important, unless the player wants to use
sensors-attribute of some of his varans. (Note: you cannot re-spot
already revealed varans, in order to get that extra card with sensors)
Shot can be targeted against any revealed varan. Unless the
shot is a sniper shot (and the varan has appropriate attibute) the
varan firing the shot is revealed. If the firing varan has attribute
firepower, the varan can immediately fire a second shot after
the first one. The second shot is handled as the first one, and can be
targeted against a new target.
Strike can only be targeted against a revealed varan in the same
sector as the attacker. The attacking varan is not revealed. If
the attacking varan has attribute berserk, the varan can
immediately make a second strike after the first one. The target can
be a different one.
Any revealed varan is immediately turned faceside up. Any varan which
shot or stroke is turned sideways to indicate that it has already
done its action.
In addition to combat action cards, players can play all special
action cards as usual.
Starting from the first player, the player can use repair cards on his
damaged or wounded varans. In addition, all varans in sectors not occupied by
enemy varans are cloaked, and the varan card is turned upside down to
indicate this. Varans with damaged cloaking system or flame damage
(which is not repaired in this phase) cannot cloak in any
circumstances. Those in the same sector with enemy
varans (cloaked or not) cannot cloak, unless the player plays an
appropriate action card, which is not countered.
In addition, all sideways turned varans are turned back to indicate
that they can fire or do other action normally next turn.
At the end of turn, players may discard any extra cards they do not
wish to keep. No action cards can be played in this phase.
Finally, the First player turn is advanced one step clockwise, so the
new First player is the player in the left-hand side of the current one.
End of Game: If one or more players have dropped from the game
because they have no varans left, the game immediately ends, see
below. This does not apply during extended game.
Any varan which is dealt damage equal or exceed its health level is
considered as killed, destroyed or vaporized. Any action cards on it
are returned to discard pile and the varan card is removed from the
game. If the varan was the last varan of the player, the player drops
from the game. The player which fired or struck the lethal attack
gains the kill. Any played extra damage cards are not taken into
account, the player who initiated the attack gains the kill.
If a player kills his own varan, none gains the kill.
end of game
If one or more players have dropped from the game, the game ends in
the next discard phase. The game is won by the player with active
varans and most kills. In a case of tie, the number of surviving
varans is used as tie-breaker.
If players agree, they may play an extended total slaughter game,
in which the game continues even when a player drops from the game.
The game lasts until only one player has varans left. As this may
take some time, it is not recommended in social evenings.
If a dropped player was the First player, the first player indicator
is kept on his place and it moves onward to next player in the discard
phase as usual.