Last Stand (5 Color Combo)
Last Stand (5 Color Combo) Rulebook
Table of Contents
Table of Contents
How to Win
Get rid of everyone else's cards on their boards and be the last one standing!
Game Setup
- Pull out the four player ability cards, shuffle them, and give one to each player playing. This decides which ability each player will sit in front of. Then give each player their deck.
- Each player shuffles their deck and removes 7 random cards. They won't be used this game, so you can set them out of the way.
- Look at the 18 cards you have left and arrange them on your board face up in stacks of three for each column.
- Everyone rolls a die and the highest goes first. Take turns in clockwise order.
How the Game Works
Everyone starts out with 0 cards at the beginning of the game. Players roll dice to attack their opponents' cards. As you get attacked, your cards go into your hand to be used!
You can have as many cards in your hand as you can hold, until the end of your turn, so use them well (see Step 5). If you have zero cards on your board, you lose!
The Cards
Cards can be played for yourself or against your opponents.
For example, if you have one card left in a column and an opponent attacks, you can use MOVE ONE CARD after to get a card out of the way, and then you don't need to pick it up.
MOVE ONE CARD — Move the top card of a column left or right one column.
Card Titles Shown on the Sheet
The sheet illustrates the following card titles and text. Only these cards are shown on the rules sheet; the sheet does not print a full list of all card types.
Card titles on the garage-sale example board, by column (the three card titles in each column are the stack shown):
- Column 1: LOSE ONE DIE, NOPE, REVIVE — REVIVE: "On your turn, put a non-revive card from your discard pile onto one of your columns."
- Column 2: REROLL ONE DIE, NOPE, ONE REMOVES TWO — ONE REMOVES TWO: "Remove two cards for an assigned die."
- Column 3: REROLL ONE DIE, REORDER, NOPE — NOPE: "Cancel the effect of another card."
- Column 4: LOSE ONE DIE, ADD ONE DIE, ADD TWO DICE — ADD TWO DICE: "Start the turn with two additional dice."
- Column 5: REROLL ONE DIE, REVIVE, ONE REMOVES TWO
- Column 6: REROLL ALL DICE, LOSE TWO DICE, ADD ONE DIE — ADD ONE DIE: "Start the turn with one additional die."
Other cards named on the sheet:
- ADD ONE DIE — "Start the turn with one additional die."
- ADD TWO DICE — "Start the turn with two additional dice."
- LOSE ONE DIE — "Start the turn with one less die."
- LOSE TWO DICE — "Start the turn with two less dice."
- REROLL ONE DIE — "Choose one die and reroll one."
- ONE REMOVES TWO — "Remove two cards for an assigned die."
- NOPE — "Cancel the effect of another card."
- REVIVE — "On your turn, put a non-revive card from your discard pile onto one of your columns."
- NO ODDS — "Odd numbered dice don't count."
- NO EVENS — "Even numbered dice don't count."
- EXTRA TURN, COMBINE TWO, REORDER, REROLL ALL DICE, MOVE ONE CARD — named on the sheet's example cards; their full text is not printed on the sheet.
Turn Structure
Step 1: Anyone Plays Cards
You can play add die cards and your opponents can play lose die cards. This will change how many dice you have on your turn. Use a NOPE if you want!
Step 2: Roll & Reroll
Roll 3 dice. Pick up any number of those dice and reroll them once if you want to.
Example: You first roll a 1, 5, and 6. You decided to reroll two of them and ended up with a 1, 2, and 4.
Step 3: Assign Dice
Put each of those dice on other players' columns. You can split the dice up however you want.
Step 4: More Cards
Anyone can play cards after the dice are assigned to change the outcome of what happens.
Examples:
- Move a card out of a column to avoid an attack.
- Make one of the assigned dice remove two opponent cards.
Step 5: Pick Up & Your Card Limit
Each player picks up the top card of each column attacked by dice. If a column was attacked by two dice, pick up two cards.
To end your turn, if you have more than four cards, discard cards until you have four left.
Board Abilities
Each player has an ability. If you roll doubles and assign the dice, you can use the ability! It can only be used once a turn.
Example: if you have the Alternate Reality board and you end up having two 3's, you pick up a card from the pile of unused cards and put it in your hand before anyone plays any cards.
Player ability cards on the sheet:
- ALTERNATE REALITY (printed "xZ") — Add a random card from the unused pile to your hand.
- IT'S TWINS! (printed "xZ") — Roll two additional dice once.
- GARAGE SALE (printed "xZ") — Swap up to two cards from your hand with any card from your board.
- TELEPORT (printed "xZ") — Move card on your board to the top of any column on your board.
Note: the sheet prints the ability multiplier glyph as "xZ" on each card; it is transcribed as printed.
Other Rules
Other details that can affect the game:
- The max number of dice that can be used is six.
- There's no limit to how many cards can be in a column.
- When a card is played, it happens right away. A NOPE is the only thing that can stop it.
Special Scenarios
How to handle special scenarios:
- Even if you didn't use your free reroll, if you've assigned your dice, you can't use it.
- If someone uses REROLL ONE DIE against you, you can attack anyone after with it.
- If someone uses ONE REMOVES TWO on a die, then you use a REROLL ONE DIE on it, they reroll that die but it will still remove 2 cards.
End of Game
If you run out of cards on the board, you're out of the game and can't play cards anymore. If you're the last one with cards on your board, then you win. Congratulations!
Multiple Games
If you play more than one game, shuffle the player ability cards again and roll to see who goes first, just like in the first game!