Entropy: Worlds Collide
Entropy: Worlds Collide Rulebook
Table of Contents
Table of Contents
Game Overview
Entropy: Worlds Collide is a game for 2- to 5-players and plays in 10 to 20 minutes.
Card Text
Actions
- [1] Unleash: Resolve your Character Ability.
- [2] Expose: Reveal a Shard.
- [3] Fracture: Draw 2 Shards from the Nexus.
- [4] Telekinesis: Take a Shard.
- [5] Reset: Return played Actions to your hand.
- [6] Shift: Take the Anchor.
Character Abilities (Unleash)
- Persuasive: Immediately resolve an Action in your hand. All players must discard that Action if able.
- Militant: Reveal a Shard. If that Shard is not of your reality then discard it.
- Omniscient: Destroy 2 Shards from the Nexus if you have the Anchor. Otherwise, destroy 1 Shard.
- Deceptive: Choose an Action you have already played and resolve its effect.
- Resourceful: Take a Shard. Ignore the Shard limit when adding it to your area.
- Preemptive: Play and resolve an Action in order. Return the Unleash Action to your hand.
- Adaptive: Draw a Shard from the Nexus for each Action you have played.
Anchor
If you were in a Clash, resolve your action then return Anchor to the Nexus.
Setting Up the Game
- Deal a character card at random, face-up, to each player, returning any remaining character cards back to the box.
- Give each player the set of 6 actions cards that correspond to their character (the card backs have matching symbols and colours).
- For each character in play, gather the shards belonging to their reality.
- Gather an additional set of shards belonging to one of the characters that are not being played this game.
- Gather Wild Shards based on the number of players as indicated on each Wild Shard card.
- Shuffle the gathered shards and place them, face-down, somewhere easily reachable. This forms the Nexus deck.
- Place the Anchor near the Nexus deck.
- Deal 1 Shard from the Nexus deck, face-down, to each player. The Shard is placed to the left of their character card. Players may look at this card at any time.
Playing the Game
Entropy: Worlds Collide is played over several rounds. Each round starts with Action selection, followed by reveal and resolution before a new round begins. Play continues until a player has pieced their reality back together.
Actions
Actions represent the skills you have at your disposal to help piece shards of your reality back together.
Each player has an identical set of action cards. At the start of a turn, you, along with all other players, select an action from your hand in secret. Once everyone is ready, reveal the selected card at the same time by flipping it face-up.
Once an action has been played, place it in front of you with the Resolution Order clearly visible (to help other players identify which actions have already been played this round).
Initiative
Each action has an initiative value next to the name of the action. During the resolution phase, actions are resolved in ascending order.
Resolution
To resolve an action, you must carry out the instructions exactly as stated. You may choose not to resolve the action; however, it is still considered to have been played.
Clash
A clash occurs when 2 or more players reveal actions with the same initiative value during a turn. Their actions do not resolve unless one of them possesses the Anchor.
Anchor
The Anchor is the only way to protect yourself from a clash.
Normally, players involved in a Clash do not get to resolve their actions. However, should you possess the Anchor, you must immediately return it to the Nexus and resolve your action.
Shards
A reality is broken into 4 shards. Each shard has a symbol that represents the reality to which it belongs. Dots underneath each symbol denote the order in which shards can be placed to complete the panoramic scene.
Drawing, Taking and Discarding Shards
Some actions will have you draw, take or discard a shard. Shards can be in one of two states: shrouded (face-down) or revealed (face-up). As a general rule, the state of a Shard does not change when moving from one area to another.
Whenever shards are drawn from the Nexus deck, taken from a player, or taken from the discard, they do not change state. Shards that are placed into the discard always become revealed.
Shard Placement
Shards taken from another player or drawn from the Nexus always enter your play area from the left. Players can only hold 1 shard to the left of their character at any time.
Revealing Shards
When a shard of your reality in your play area becomes revealed, or when it enters your play area revealed, immediately move it to the right of your character. These shards are considered locked.
Wild Fragments
Wild fragments do not belong to any particular reality and do not have any symbol. They may only ever be locked in as the 4th, and final shard, of a reality and must otherwise remain to the left of a player's Character card.
Discard Pile
The discard pile is open information. Players may look through it at any time.
Nexus Deck
Whenever a player must draw or reveal a shard from the Nexus deck and it is empty, immediately shuffle the discard pile to form a new Nexus deck.
Take note not to reshuffle the discard the moment the Nexus deck is empty as certain actions are able to take shards from the discard.
Actions Explained
- Unleash — Use Unleash to play your Character's special action. When resolving unleash, follow the instructions on your Character's profile (see "Characters Actions Explained" below).
- Expose — A player may choose to reveal a Shard possessed by any player (including their own) or the top card from the Nexus deck, placing it into the Discard. Should you reveal a Shard that is of your reality, immediately take that Shard and lock it in. Be careful when revealing Shards controlled by an Opponent; if it's from their reality they will be able to lock it in.
- Fracture — Draw 2 Shards from the Nexus. If there are no cards, shuffle the discard pile to form a new Nexus Deck. You may only have 1 Shard in your play area that isn't locked. The rest are discarded.
- Telekinesis — You may take a shard from anywhere, except other players' locked areas including other players, the Nexus deck or the discard. The shard keeps its state.
- Reset — It is possible to clash when playing Reset, in which case you do not get to collect your actions and must play until you run out of actions before you can collect them.
- Shift — Take possession of the anchor. You may play Shift even when you already possess the Anchor in which case it . It will always resolve and you will always get the Anchor back.
Character Actions Explained
- Persuasive — Only actions in player's hands may be discarded. It does not affect Actions already selected for play this turn.
- Resourceful — Cenec's ability is the only time you can exceed the 1 Shard limit. However, using Telekinesis or Fracture will cause any Shards above the 1 Shard limit to be discarded when they resolve.
- Deceptive — When playing Deceptive, you may select any action you have already played this round. This includes both resolved and clashed actions. Immediately resolve the selected actions effect, ignoring its initiative value.
- Militant — Militant allows you to look for Shards of your reality without fear of accidentally locking in Shard from an opponent's reality. Just like Expose, lock in a shard revealed if it is of your reality. Should it belong to an Opponent's reality, immediately discard it regardless of where it is.
- Adaptive — Similarly to Fracture, you may only keep 1 of the Shards you draw. The rest must be placed, face-up, into the Discard. Note that Unleash does not count towards the number of Shards you draw.
- Preemptive — The normal rules apply when resolving your chosen Action. It must be resolved in order, and it can still be involved in a clash. If you clash with your newly selected Action, you still return Unleash to your hand.
- Omniscient — Destroying a Shard removes it from the game. They do not return to the Nexus or Discard.