Eternamente Temporário
Eternamente Temporário Rulebook
Table of Contents
Table of Contents
Contents
72 Cards of Feelings, from 1 to 12, in 3 suits (Sadness, Fear and Anger), 2 copies of each.
8 Player Aid Cards
8 Stress Cards
2 Archive Cards
6 Badge Cards
Game Overview
The goal is to be part of the team that goes out (for good) first by displaying your negative emotions throughout yet another exhausting workday under suffocating conditions and be punished with VP (Void Projection).
Once a team collectively reaches the maximum tolerable amount of VP, they are finally released from the experiment forever (winning the game). Meanwhile, the "efficient" team (the losers) must endure at least one more eternity of simulations next Sunday.
Game Setup
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Place the two teams' Archive Cards (Customer Service, gold, and Collections Agency, silver) on opposite sides at the sides of the table.
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During the first round, the two Humans who most recently saw the stars take Leader Badges 1 and 2. In subsequent rounds, the first Human to go out on the team that won the previous round takes Leader Badge 1. Leader Badge 2 goes to the other Human on that team in a 2-Human team, or to the second Human to go out in a 3-Human team.
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Shuffle the Stress Cards and reveal one fewer card than the number of Humans playing (3/4/5 for 4/5/6 Humans). Discard the remaining Stress Cards.
Follow the appropriate setup instructions below according to the number of Humans:
4 Humans
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Place one Badge from each department in the center of the table.
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Deal 15 cards to each Human.
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Using the 12 remaining cards, create two columns of 3 cards in each team's Archive.
5 humanos
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Place both Customer Service Badges and one Collections Agency Badge in the center of the table.
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Deal 15 cards to the Human holding Leader Badge 2 (Collections Agency), and 12 cards to each other Human. Place 3 cards on the Collections Agency Badge in the center of the table.
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Using the 6 remaining cards, create two columns of 3 cards in the Collections Agency Archive.
6 humanos
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Place two Badges from each department in the center of the table.
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Deal 12 cards to each Human.
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There will be no cards left to form Archive columns.
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Each Human chooses 2 cards from their hand and places them face down in front of themselves. Each Leader chooses 1 additional card and places it face down underneath their team's Archive Card, leaving it partially visible. This card determines that team's wild rank. Reveal all chosen cards simultaneously.
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Each Leader places their two cards in their respective Archive, creating two new columns. Starting with the non-Leader Human who revealed the lowest card, each Human chooses one available Team Badge, (taking any cards on it as well) and one available Stress Card, placing it in one of the slots on their Badge. Place their 2 cards in their chosen team's Archive, creating two new columns. Break ties by comparing the Humans' second revealed cards. If there is still a tie, the tied Human sitting closest clockwise to the Customer Service Leader chooses first. Continue until everyone has chosen a Badge, forming the two teams: Customer Service vs. Collections Agency. Discard the remaining Stress Card.
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The Human who chose their team last is the first player.
Game Flow
Starting with the first Human and proceeding clockwise, each Human must either Play or Pass on their turn.
- Play: If there are no cards currently in play, the Human must lead one of the following combinations:
- Single card
- Set: up to 5 cards of the same rank.
- Run: up to 5 consecutive cards of the same suit.
If there is already a combination in play, the Human must play a higher combination of the same type and containing the same number of cards.
When creating a combination, a Human may use cards in any combination from:
- Their hand;
- Their Badge;
- Their team's Archive. Only the first available card in each column may be used, that is, a card that is not partially covered by another card. Whenever an Archive card is used, the card beneath it becomes immediately available, so a Human may use 2 or more cards from the same Archive column as part of a single combination.
Bombs: Bombs are special combinations consisting of either 6 cards of the same rank or a 6-card run of the same suit. A Bomb may be played over any other combination, regardless of its type or number of cards. A Bomb may also be led as the first play. A Bomb may be played over another Bomb if it is higher than the previous one, that is, if it contains at least one card whose rank is higher than the lowest-ranked card in the previous Bomb. Combinations containing more than 6 cards are not allowed.
Example: A 234567 Bomb can be beaten by a Bomb whose lowest card is higher than 2, such as 345678 or 333333.
Wild Cards: any card matching the rank chosen as the team's wild rank by team's leader may be used as any rank from 1 to 12, in any suit. Wild cards may also be used to form Bombs.
A Human who has previously passed may play when their turn comes around again (soft pass).
- Pass: if a Human cannot or does not want to play, they may pass. When passing, they may:
- take no additional action;
- add one card from their hand to an existing column in their team's Archive, partially covering (and therefore blocking) the card beneath it;
- take 1 available card from their team's Archive and place it on their Badge. A Badge may hold a maximum of 2 cards. Once a card has been moved to a Badge, it cannot be returned to the Archive.
When every Human has passed consecutively, except the last Human to play, they must discard all cards currently on the table, then lead a new combination.
Example of Play
The following example illustrates the game flow.
Human XN-79 leads a 3-4-5 run, using the 2 of Sadness as a 4 of Anger, since all 2s are wild cards for their team.
Human ST-02 plays a higher 5-6-7 run, using the 7 of Fear from their team's Archive.
Human MY-80 passes and adds a 9 of Fear from their hand to one of their team's Archive columns.
Human GR-14 then plays a 9-10-11 run, using the 9 of Fear from their team's Archive and the 10 from their Badge.
Stress Cards
Stress Cards modify the actions described above, replacing them completely or adding additional steps before or after leading, playing or passing.
Stress Cards can never be used as part of a Bomb.
In rare situations, a Human may find themselves completely unable to play their Stress Card. If this happens, their team immediately loses the round.
The icons in the lower-right corner of each Stress Card indicate when that card may be used.
- Use when Leading
- Use when Playing
- Use when Passing
A complete description of all Stress Card effects can be found on the Player Aid Cards.
End of Round and Scoring
The round ends immediately when one team meets all three of the following conditions:
- its Archive is empty;
- all of its Badges are empty;
- only one Human on the team still has cards in hand.
Each Human on the winning team gains 20 VPs.
Each Human on the losing team who managed to go out (having no cards remaining in either their hand or on their Badge) gains 10 VPs.
Keep track of scoring individually! Remember: teams are temporary and may change each round. Set up a new round following the instructions under Game Setup.
End of Game
At the end of a round, check the combined VP of the Humans on the team that won that round. If they have collectively reached 100 VP on a 2-Human team, or 150 VP on a 3-Human team, all Humans on that team are deemed sufficiently weak and inefficient in the eyes of the extraterrestrials and permanently removed from the simulations. Their suffering finally comes to an end, and they win the game.
Example: Human ST-02 and Human MY-80 are on the team that won the last round. ST-02 has 70 VP and MY-80 has 40 VP. Together, they have 110 VP, exceeding the 100 VP required for a 2-Human team. They win the game. At last, they may rest in peace.