(66% Luck / 34% Skill) This is the style to play when your looking for a fast-paced, easy-peasy way to have a good time at parties where loud music, drugs, alcohol, and less intelligent people gather to laugh, talk shit, and have a good time playing a fucked up card game.
1. If challenged, you must play a card.
2. Reveal your card face up.
3. If throwing down a Level 6 (silver) defense card or higher, follow the card instructions.
1. Both players reveal their cards face up.
2. If the cards tie (Basic Standoff):
3. All played cards go to a discard pile.
4. If you run out of cards, you are eliminated. You lose. You’re done.
**Even in team play, teammates must eventually fight until only one survives.
(31% Luck / 69% Strategy) This is the truest way to play, but requires more skill, strategy, thought, observation, and planning because it uses the element of card wagering and bluffing to build your hand and cause more damage to your opponents.
1. The Deck
2. Dealing
3. Starting the Game
1. The card dealer always starts as the first Challenger.
2. After each round, the next player to the right becomes the new challenger.
3. The Challenger can:
— or —
1. Wagering is 100% optional.
2. Only a Targeted Player can initiate a wager.
Basic Standoff
Special Standoff
Fatal Standoff
(77% Skill + Strategy / 23% Luck) This variation involves combining card levels to take cards from your opponent(s) by strategically using defense and attack cards.
Each player starts with:
5 attack cards (face-up)
5 defense cards (face-down)
Before the first round begins, players may swap up to 2 cards between attack and defense to adjust their strategy.
The ultimate goal is to collect as many cards as you can by overpowering your opponent(s) and taking their cards.
Double tap or verbally call out the card (and person if more than 2 players) that you are targeting.
Example: “Johnny, I’m taking that Level 4.” Then, use a higher-level attack card (a level 5+ in this example) to take the card that you want.
The Target can retaliate by fortifying (increasing their card level) with additional cards only from their defense to stop you from taking their card.
(Ex: They add a level 2 card from their defense, increasing the Level 4 to a Level 6 to fight the level 5 attack card.)
The Challenger can use up to 2 more attack cards (a total of 3 attack cards) to overpower their target and take their card(s).
The chosen attack card(s) must be played one at a time, allowing the Challenger to decide if they need to add more cards after seeing the Target’s response.
The combined card level of the attack must be higher than the single targeted card and remain higher than each defense card used in retaliation.
Once cards are used, they go to your collected pile and cannot be reused.
The Target (challenged player) has two choices:
Defend: Use up to 2 of your defense cards to add to the card level of your targeted card. The combined card level must exceed your challenger’s total attack card level to succeed.
Surrender: Let the attacker take the targeted card and any other thrown cards.
Once each side has thrown their maximum amount of cards (Challenger – up to 3 attack cards / Target – 1 targeted card + up to 2 defense cards), the player with the higher total card level wins that round and collects all the cards thrown.
After each match:
Assuming cards remain in the Shared Armory, the Challenger and Targeted player can replenish up to 2 cards from the Shared Armory. They can use the cards to replenish their offense or defense, or use 1 card for each, keeping a maximum of 10 cards.
During this time, Defense cards can also be flipped into attack cards.
After replenishment, the next player in rotation becomes the new challenger.
If the attack and defense levels are tied after both sides have used their maximum combinations:
The Coin of Fate is flipped to determine the winner of that round.
The winner takes all cards thrown during the round and places them in their collected win pile. These cards cannot be reused.
Specialty cards (Level 6+) retain their card level but lose their unique abilities (e.g., winning the round and getting extra cards).
Specialty cards can only be used once per game and are also placed in the collected win pile after use.
Specialty cards can be combined with up to 2 other cards in attacks or defenses, the same as any other card.
Replenishment is limited to 2 cards per player after each round, regardless of whether you win or lose. Even if you use 3 cards, you can only replenish 2.
Priority for replenishment always goes to the player with the fewest cards.
If the Shared Armory is empty, players must make do with their remaining cards.
Cards won during a round go into your win pile and cannot be reused.
The goal is to collect a majority of the cards.
If players end up with the same number of cards, the Coin of Fate determines the final winner.
(65% Skill + Strategy / 35% Luck) The goal of this playing style is to be the first to create a hand consisting of only 3 Level 6 cards.
In the event of a stand-off, both players in the round continue to throw down until one player wins the round. Remember that the lower card will take the higher card that was thrown down, even if it is a specialty card. So winning does not necessarily mean that you are winning.
If both players throw down all 3 of their cards and all cards are equal, Fatal Stand Off rules apply. The Coin of Fate must eliminate one of the players.
Be the first to collect 3 – Level 6 Specialty Cards.
(40% Skill / 60% Luck) This is a faster-paced game play that involves betting money and/or additional cards. Like your sex life, it is brutal and fast and not very complicated.
In the case of a standoff, both players continue to flip an additional card from their hand until a winner is determined.
Specialty cards are only used for their numeric power level but do not grant any of their special privileges, such as collecting extra cards or automatically winning the round.
Flip The Coin of Fate.
The result of the coin flip determines the outcome of the round:
Life: The challenger wins, and the opponent is eliminated.
Death: The opponent wins, and the challenger is eliminated.
Be the last surviving player after all opponents have been eliminated through coin flips.
There are no cards involved in this play style. Victory depends entirely on luck and what you have sacrificed to the Murderville Gods.
For added drama, all players should chant “Coin of Fate! Coin of Fate!” until the coin is flipped.