NEO-COMBAT
the cybervaran fierce card game
gaming environment
contents
game idea
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.
terms
varan cards
speed
health
extra attibutes
action cards
type
effect
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 pile.
game rules
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 game turn.
game turn
- draw phase
- movement phase
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.
- combat phase
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.
- repair phase
In addition, all sideways turned varans are turned back to indicate that they can fire or do other action normally next turn.
- discard 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.
killed varans
end of game
extended game
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.