Lucky's Misadventures: Episode 42 – Lost in Oddtopia
Lucky's Misadventures: Episode 42 – Lost in Oddtopia Rulebook
Table of Contents
Table of Contents
Game Overview
Lucky's Misadventures™ is a very "odd" deck building game set in a world unlike anything else. Some of its odder mechanics include:
- Simultaneous play
- Fate cards change the game conditions each round.
- Head to head challenges
- Build cool steampunk machines by playing Junk card combinations.
- There are three instant win conditions.
Objective
The objective of the game is to have fun and not take it too seriously….oh…and to either escape Oddtopia (by completing one of the 3 instant win conditions) or remain and become the Great and Powerful Witchard of Oddtopia (by building the highest victory point deck).
Game Components
- 24 Fate Cards (18 Minor and 6 Major Arcana)
- 4 Lucky Ally Cards
- 36 Sidekick Ally Cards (12 Tinman, 12 Lion, 12 Scarecrow)
- 24 Hireling Ally Cards (8 Clockmakers, 8 Winged Monkeys, 8 White Rabbits)
- 59 Maven Ally Cards (19 Tinkerers, 19 Wickeds, 21 Oddlings)
- 48 Junk Cards (16 Clockwork Gizmo, 12 Reactor Pump, 10 Analog Encryptor, 7 Luminous Aether, 3 Flux Capacitor)
- 37 Machine Cards (4 of each type except for the Time Machine)
- 1 Feed the Toad! Card
- 2 Machine Matrix/Turn Order Placards
- 1 Rulebook
General
Lucky's Misadventures™ is a deck building game. Each player has his or her own personal draw deck and discard stack. Each player may add new and more powerful cards to his or her deck by purchasing, winning challenges and card actions. When cards are added to a player's deck (i.e. acquired), they must be placed face-up in the player's discard stack (they are not placed in the player's hand or draw deck unless specifically stated). There are 3 types of cards which may be added to a players' personal deck: Ally, Junk and Machines.
When a player must draw a card from his or her draw deck and the draw deck is depleted, the player immediately re-shuffles his or her discard stack, creates a new draw deck and continues to draw the proper number of cards.
Draw decks are kept face-down and discard stacks are always kept face-up. A player may view his or her own discard stack, but cannot view an opponent's discard stack (except for the top card). When a player DISCARDS a card, he or she places that card face-up in his or her own discard stack. When a player TRASHES a card, it is removed from the game and placed face-up in the community trash stack (Machine cards are the only exception and are returned to the Machine deck when trashed).
Fate Cards and The Great Mechanical Toad
At the beginning of each round, the Great Mechanical Toad reveals 3 Fate cards (during the "Feed the Toad!" phase) to the inhabitants of Oddtopia. These 3 Fate cards affect the rules of the round. There are two basic types of Fate cards: minor arcana and major arcana. Fate cards have 3 primary effects on the current round:
- They determine which ally card actions may be invoked and which ally card actions cannot be invoked.
- They determine which player will be first in the turn order for the current round. Turn order can be important.
- They determine any special rule modifiers that may be in effect for the round.
IMPORTANT: Players can never view the Fate draw or discard stack during the game (unless the Fate deck needs to be re-shuffled).
Minor Arcana
There are 3 types of minor arcana cards: Cups (red), Swords (blue) and Wands (gold). Minor arcana cards determine which ally card actions may be invoked and which cannot be invoked in the current round.
For example, a card with the text action "Take a Junk card from your discard stack. Reveal it, then place it in-play or in your hand." has a trigger of a "Cups" Fate card (red). This means that there must be at least one "Cups" Fate card in-play or the text action CANNOT be invoked (i.e. it is not triggered). The card can be played even if the text effect does not trigger.
IMPORTANT: If there is more than one Cups Fate card in-play, the action may only be invoked once.
Each Minor Arcana card also carries a Fate Card Value (from 1 to 6) in its corner. These values or the total of these values affect some card actions (they are used in place of rolling a six sided die). Some Minor Arcana cards also carry a "Pass the Feed the Toad!" symbol — the Feed the Toad! card (first player card) is passed one player in the clockwise direction for each of these symbols that is in-play.
Major Arcana
There are 6 major arcana cards: Magician, Tower, Fool, Judgment, Fortune and Death. These cards modify the standard game rules for the current round. Major arcana do not trigger Ally card Actions. If any two major arcana card effects conflict in timing, always resolve the lower fate card value first.
Like Minor Arcana, each Major Arcana card carries a Fate Card Value (1 to 6) and may carry a "Pass the Feed the Toad!" symbol, in addition to its rule-modifying text. For example, the Fortune card (fate value 5) reads: "Add the Fate Value of the other two cards: 2-5: No Tinkerer phase. 6: No Wicked phase. 7-9: Must play 4 cards. 10-12: Machines do not function."
Ally Cards
Ally cards (with the exception of Lucky) represent the inhabitants of Oddtopia. Ally cards (when added to your personal deck) are willing to help you escape or build your power by scoring victory points. Each player starts the game with his or her own personal deck of 11 Ally cards. Each Ally card has a faction and a class:
- Faction: Tinkerer, Wicked or Oddling.
- Class: Sidekick, Hireling, or Maven.
Ally Faction
Each ally (except for Lucky) belongs to one of the 3 factions: Tinkerers, Wickeds or the Oddlings. Each ally card has a symbol in the upper left corner that indicates which faction it belongs.
Tinkerers: Tinkerers are trying to collect Junk cards in order to re-build the Ancients' fantastic steampunk machines. Tinkerers are indicated by a grey pressure gauge symbol in the upper left corner of the card. Each Tinkerer has a Tinkerer power that ranges from +1 to +3. In each round, the player that has the highest total combined Tinkerer power points from all Tinkerer cards played, wins the Tinkerer challenge and gains one free Junk card from the bank.
A Tinkerer card shows: 1) Tinkerer Power and Symbol — number of points you gain toward winning the Tinkerer challenge; 2) Name; 3) Cost — cost to buy the card in "Buy Points"; 4) Action Trigger — at least one Cups Fate card must be in-play for you to invoke the card action; 5) Card Action — this action may be invoked on your turn if the Action Trigger condition is met; 6) Victory Points — number of victory points this card is worth at the end of the game if no player escapes. For example, the Clockwork Angel has Tinkerer Power +2, costs 2 Buy Points, and its card action ("Take a Junk card from your discard stack. Reveal it, then place it in-play or in your hand.") is triggered by a Cups Fate card.
Wickeds: Wickeds are trying to control Oddtopia through arcane powers and coercion. Wickeds are indicated by a witch's hat symbol in the upper left corner of the card. Each Wicked has a Wicked power ranging from +1 to +3. In each round, the player that has the highest total combined Wicked power points from all Wicked cards played, wins the Wicked challenge and gains one free Maven class ally card from the bank. Note that in the example, Vanity has a Sister Pact Symbol which means that she is one of the "3 Sisters" (part of an instant win condition).
A Wicked card shows: 1) Wicked Power and Symbol — number of points you gain toward winning the Wicked challenge; 2) Name; 3) Cost — cost to buy the card in "Buy Points"; 4) Sister Pact Symbol — this card is one of the "3 Sisters"; 5) Action Trigger — at least one Swords Fate card must be in-play for you to invoke the card action; 6) Card Action — this action may be invoked on your turn if the Action Trigger condition is met; 7) Victory Points — number of victory points this card is worth at the end of the game if no player escapes. For example, Vanity has Wicked Power +2, costs 3 Buy Points, and her card action ("Target opponent must discard one in-play card (target chooses card).") is triggered by a Swords Fate card.
Oddlings: Oddlings live by the old laws of the Ancients. Oddlings are indicated by a green spider symbol in the upper left corner of the card. Oddlings do not challenge each other directly which was forbidden by the Ancients. Each Oddling has an Oddling power. This is the number of Buy Points that the Oddling card adds to a player's purchasing pool. A player may spend his or her Buy Points during the Action phase of his or her turn to purchase Junk, Hireling class ally and Maven class ally cards. A maximum of two cards may be purchased per turn per player.
An Oddling card shows: 1) Oddling Symbol; 2) Name; 3) Cost — cost to buy the card in "Buy Points"; 4) Oddling Power — number of "Buy Points" you add to your buying pool until the end of your Action Phase, usable to buy Junk, Hireling and Maven class cards; 5) Action Trigger — at least one Wands Fate card must be in-play for you to invoke the card action; 6) Card Action — this action may be invoked on your turn if the Action Trigger condition is met; 7) Victory Points — number of victory points this card is worth at the end of the game if no player escapes. For example, Winkie Woddler has Oddling Power +1, costs 3 Buy Points, and her card action ("Draw one card. Then you may play another card.") is triggered by a Wands Fate card.
IMPORTANT: When there is a "+" sign on a Buy Point symbol, it indicates the number of Buy Points that are added to a player's buying pool when the card is played. If a Buy Point symbol does NOT have a "+" sign, it always indicates the price to purchase the card. In the case of the Winkie Woddler, she adds +1 Buy Points to the player's buying pool when played and she costs 3 Buy Points to purchase from the bank.
Ally Class
Sidekicks: Sidekicks are the first inhabitants that you meet when you enter Oddtopia (they are part of each player's starting deck). There are 3 types of Sidekick cards: Scarecrow (Oddling), Tinman (Tinkerer), and Lion (Wicked). Each player starts the game with 3 Tinman, 3 Scarecrow and 3 Lion cards. Sidekicks are identified by green colored name boxes and light grey borders. Sidekicks are not worth any victory points at the end of the game. There are 3 types of Scarecrow cards. Each has a different Fate card trigger type (Wands, Swords or Cups). They each add +1 to a player's Buy Point pool and if the action of the Scarecrow is triggered by a Fate card, the Scarecrow adds an additional +1 bonus Buy Point.
Hirelings: There are 3 types of Hirelings: Winged Monkey (Wicked), Clockmakers (Tinkerer) and White Rabbit (Oddling). They have light grey name boxes. These allies can only be bought using Buy Points. Hirelings have a cost of 1 Buy Point and are worth 1 victory point at the end of the game. They are kept in a separate Hireling deck and only one is available at any time to purchase. Each player chooses one Hireling card to add to his or her personal deck at the start of the game. If the Hireling draw deck is depleted, do not replace it. White Rabbit cards have a static effect. When a player plays a White Rabbit, he or she gains +2 buy points. If the same player plays another White Rabbit, each additional White Rabbit only gives that player +1 buy points. In other words, if you play more than one White Rabbit, the extra White Rabbits are weaker.
Mavens: Mavens are the most powerful ally cards. They have black name boxes. Maven cards are acquired by either buying them with Buy Points or by winning the Wicked challenge phase. They are shuffled into a Maven draw deck and there are always 5 available to acquire in the Maven bank. If the Maven draw deck is depleted, do not re-shuffle and replace it. Each Maven has an Action which may be invoked during the Action phase of the round (if the proper Fate card is in-play to trigger the effect). Each Maven is worth 2 to 6 victory points at the end of the game.
Lucky
Lucky is a special card (and a special dog). Lucky is your faithful companion and is worth 10 victory points at the end of the game. Lucky is the only Ally card that does not have a class or a faction. Each player starts the game with a Lucky card. Lucky adds +1 Buy Points to your Buy Point pool (like an Oddling).
Lucky has a static effect. When a player has Lucky in-play, that player cannot be targeted by another player's card Action. Note: Lucky is not protected from Fate card effects and Lucky may be targeted if Lucky is in a player's draw deck, hand or discard stack (i.e. not in-play).
Feed the Toad! Card
The player that has the Feed the Toad! card is the first player in turn order. Many of the round phases are executed simultaneously, but turn order can be important during the Action phase of the round. At the beginning of each round, the Great Mechanical Toad (GMT) must be fed magic mushrooms by the inhabitants of Oddtopia or the world will be swallowed by the super massive dark void (the feeding occurs outside of game play). The GMT knows the future and tries to help by printing out 3 Fate cards on its ancient full color dot matrix printer. The player with the Feed the Toad! card, discards the 3 Fate cards from the previous round and draws 3 new Fate cards. For each Wands card or major arcana card drawn, the Feed the Toad! card is immediately passed one player in the clockwise direction.
Junk Cards
Junk cards represent the leftover bits and pieces of the now mythical and fantastic steampunk machines believed to be built and operated by the Ancients. They are sought after by the Tinkerers because they have learned to assemble them and recreate the steampunk machines. Junk cards are kept separate from Ally cards. They are shuffled into a Junk card draw deck and there are always 4 available to acquire in the Junk bank. If the Junk draw deck is depleted, do not re-shuffle and replace it.
During the Action phase of a player's turn, the player can trash two of his or her played Junk cards and build a Machine (if the Junk card combination is correct – See Machine Matrix).
A Junk card shows: 1) Junk Symbol; 2) Name; 3) Cost — cost to buy the card in "Buy Points"; 4) Victory Points — number of victory points this card is worth at the end of the game if no player escapes. For example, Clockwork Gizmo costs 3 Buy Points and is worth 1 victory point.
Machine Cards
Machine cards represent powerful steampunk machines. They are kept separate from all other cards in a Machine card deck that can be viewed by any player at anytime. Machine cards CANNOT be bought or won in a challenge. They can only be added to a player's personal deck by building them. They are built during the Action phase of a player's turn by trashing two played Junk cards. The card Actions of Machine cards do not require that a specific Fate card be in-play to invoke the Action i.e. they can be invoked no matter what.
In the example below, the player must play a Clockwork Gizmo and a Reactor Pump and then TRASH the two cards as an Action to build Tiny Tin (See: Machine Matrix below). The Tiny Tin card is taken from the machine deck and placed in-play for the player (IMPORTANT: The Action of Tiny Tin may be immediately invoked when it is built).
A Machine card shows: 1) Machine Symbol; 2) Name; 3) Junk Type — the two types of Junk cards that must be trashed to build this Machine; 4) Card Action — this action does not require a specific Fate card type to be in-play; 5) Victory Points — number of victory points this card is worth at the end of the game if no player escapes. For example, Tiny Tin requires a Clockwork Gizmo and a Reactor Pump to build, its Action is "Acquire the lowest cost Junk card from the Junk Bank," and it is worth 7 victory points.
Machine Matrix
The Machine Matrix shows the two Junk cards that must be trashed to build each Machine, and the Machine's victory point value:
| Machine | Junk Cards Required | Victory Points |
|---|---|---|
| Creepy Doll Bot | Clockwork Gizmo + Clockwork Gizmo | 6 |
| Steam Golem | Reactor Pump + Analog Encryptor | 7 |
| Tiny Tin | Clockwork Gizmo + Reactor Pump | 7 |
| Mech Dragon | Reactor Pump + Luminous Aether | 10 |
| Dirigible | Clockwork Gizmo + Analog Encryptor | 8 |
| Electro Brain | Analog Encryptor + Analog Encryptor | 9 |
| Plasma Cannon | Reactor Pump + Reactor Pump | 9 |
| Dark Energy Machine | Luminous Aether + Luminous Aether | 9 |
| Fate Clock | Clockwork Gizmo + Luminous Aether | 9 |
| Time Machine | Flux Capacitor + Flux Capacitor | 13 |
Game Set-up
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Feed the Toad! Card: Choose one random player to start with the Feed the Toad! card. You may also choose the last player that ate mushrooms or last player to walk through the woods.
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Personal Decks: Each player creates his or her own personal draw deck of 11 cards:
- 1 Lucky, 3 Tinman, 3 Lion and 3 Scarecrow cards. Note that each Scarecrow card should have a different Fate card trigger type – one Swords, one Wands, one Cups. Any unused Lucky, Tinman, Lion and Scarecrow cards should be returned to the game box.
- Each player must also choose one Hireling card (Winged Monkey, White Rabbit or Clockmaker) to add to his or her personal deck at the start of the game. All players must choose their Hireling simultaneously.
Each player shuffles his or her personal deck of 11 cards and creates a personal draw deck (face-down). Then, each player draws a hand of 5 cards from his or her personal draw deck.
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Maven Card Bank: Create a Maven Draw Deck by shuffling all of the Maven class ally cards and placing them in a face-down deck per the Table Layout. Maven class ally cards have blue, green and dark grey borders and all of their name boxes are black. Draw 5 of these cards and place them in a row of 5 cards (face-up). This row of 5 cards is called the Maven bank. Players can acquire these cards by buying, winning the Wicked challenge or by using a card text ability.
Helpful Hint: To aid in ease and speed of play, always arrange the Maven (and Junk) cards in their respective banks from lowest Buy Point cost to highest Buy Point cost. Re-arrange the banks in this order when cards are replaced with new cards.
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Hireling Deck: Create a Hireling deck by shuffling all of the Hireling cards (Winged Monkey, Clockmakers and White Rabbit) that were not chosen at the beginning of the game. Hireling cards have light grey borders and their name boxes are light grey. Place the deck face-down per the Table Layout. Draw the top Hireling card and place it face-up on top of the Hireling deck. The top Hireling card can only be acquired by buying the card during the Action phase of the round. When a Hireling card is trashed, it is placed face-up in the community trash stack.
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Junk Bank: Create a Junk Card Draw Deck by shuffling all of the Junk cards and placing them in a face-down draw deck per the Table Layout. Junk cards have the Junk symbol in the upper left corner of the card. Draw 4 of these cards and place them in a row of 4 cards (face-up and in order of lowest to highest Buy Point cost). This row of 4 cards is called the Junk bank. Junk cards can be acquired by buying, winning the Tinkerer challenge or by using a card text ability.
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Fate Cards: Shuffle the Fate cards and make a Fate card draw deck (face-down). IMPORTANT! Discard the top 3 Fate cards (without viewing) face-down into the Fate card discard stack. This prevents players from counting Fate cards during the game. Do not Feed the Toad! during game set-up (i.e. even though they are shown in the Table Layout, don't reveal 3 Fate cards until the beginning of the round sequence).
Table Layout
The table is arranged with, from back to front: the Fate Discard Stack (face-down) and Fate Draw Deck on one side, with the Community Trash Stack (face-up) nearby; the Hireling Deck (first card face up) next to the row of 5 face-up Maven bank cards and the Maven Draw Deck; and the Machine Deck (face-up) next to the row of 4 face-up Junk bank cards and the Junk Draw Deck.
Round Sequence
Lucky's Misadventures™ is played in a series of rounds (up to 14 total rounds). There are 5 phases in each round. At the beginning of each round, each player should have a hand of 5 cards. There is an example of how to play a full round at the end of this section.
1. Feed the Toad! Phase
This phase begins with all players chanting and pounding on the table "Feed the Toad!, Feed the Toad!, Feed the Toad!". The chanting continues until the player with the Feed the Toad! card draws and reveals 3 new Fate cards (after discarding the Fate cards from the previous round face down into the Fate card discard stack).
Fate cards determine turn order for the round! The Feed the Toad! card (or "first player" card) is immediately passed one player in the clockwise direction for each Fate card drawn that has a "Pass the Feed the Toad!" symbol. It is possible that the turn order does not change or that the Feed the Toad! card is passed around the table and it lands back at the same player.
2. Play and Reveal Phase
Each player MUST play 3 cards from his or her hand face down. AFTER ALL PLAYERS have played 3 cards FACE-DOWN, all players then reveal their played cards simultaneously. Note: Each player should have 2 un-played cards in his or her hand (under normal conditions). Keep these 2 cards separate from your draw deck or discard stack. The 3 played cards are no longer part of a player's hand (they are in-play).
Just for Fun: In our gaming group, if a player is taking too long to play his or her 3 cards, the rest of the players all silently point at a picture that is hanging on the wall to show our dissatisfaction with the slow player (I know it makes no sense, it's just something we've been doing for years – our silent protest of slow play).
3. Action Phase
Each player (beginning with the player with the Feed the Toad! card and proceeding in clockwise order) may perform all available Actions (before passing to the next player).
There are 4 types of actions that can be performed (in ANY order):
- Card Action (invoke the text Action of a card).
- Buy a Card (buy an Ally or Junk card from the bank or a Hireling using "Buy Points").
- Build a Machine (trash two in-play Junk cards).
- Escape Oddtopia (win the game by completing one of the 3 instant win conditions)
Card Action: Scarecrows, Maven class cards and Machine cards have card Actions. Actions are located in the Card Action box at the bottom of each card. All card Actions are optional. In order to invoke a Scarecrow or a Maven card Action, the proper minor arcana Fate cards needs to be in-play. The Fate card type that is required to be in-play (i.e. the Action Trigger) is located next to the Action box of the card. Machine card actions do not require that a specific Fate card be in-play. IMPORTANT: Each card Action can only be invoked once per turn (even if more than one of the proper minor arcana Fate cards is in-play).
Buy a Card: Buy Points (from Oddlings and Lucky) are combined into a purchasing pool that can be used to buy up to 2 cards per turn (all players are limited to a maximum of two purchased cards per turn). There are 3 areas where cards can be purchased from: Maven bank, Junk bank and the top card of the Hireling deck. Any card that is bought (a.k.a. acquired) is placed in the respective player's discard stack (face-up). It is immediately replaced in its respective Bank with a drawn card (of the proper type). When a Hireling card is purchased, it is immediately replaced by the next card in the Hireling draw deck.
Build a Machine: If a player has two Junk cards in-play, that player may TRASH the two played Junk cards (place in the community trash stack) and build a Machine (each Machine requires a unique pair of Junk cards per the Machine Matrix.). The proper Machine card (per the trashed Junk cards) is taken from the Machine card stack and is placed face-up in-play and the Action of the Machine is immediately resolved!!!! If a Machine card type is not available in the Machine deck, that Machine type cannot be built.
Escaping Oddtopia and the Instant Win: There are 3 ways to escape from Oddtopia (i.e. return home) and instantly win the game (the game ends immediately and no victory points are tallied). IMPORTANT: A player can only escape as an Action during his or her turn!!!
- Time Machine: If a player has a Time Machine and a Reactor Pump in-play, the player returns home to a time before that fateful night.
- Three Sisters (Greed, Despair and Vanity): If a player has all 3 sisters in-play, they cast a spell and send the player back home.
- Pumpkin Ted: Pumpkin Ted has discovered how to operate the Great Mechanical Toad to open portals to other worlds. Pumpkin Ted will open a portal and send a player back home under the following 3 conditions:
- The player has Pumpkin Ted in-play and his Action is triggered.
- The player must have a Clockmakers Hireling card in-play
- The player must have a Fate Clock Machine card in-play.
4. Challenge Phase
In the challenge phase, players compete against each other to acquire free cards from the bank to add to their personal decks. The Tinkerers are resolved first, then the Wickeds. Oddlings do not participate in the challenge phase.
Tinkerer Challenge: Each player adds up the total Tinkerer power from all of his or her in-play Tinkerer cards (the player gains the Tinkerer power whether the text action of the card is triggered or not). The player with the highest total Tinkerer power may acquire ONE free Junk card from the Junk parade. The value of the card that is acquired is determined by the margin of victory. The acquired card is placed in the respective player's discard stack face-up and is immediately replaced in the bank with a newly drawn card from the Junk draw deck.
- Tie: If two or more players are tied for the highest total Tinkerer power (must be greater than zero), each player that is tied for the highest total power MAY acquire one Junk card from the Junk bank. The card acquired in the case of a tie must be the lowest Buy Point cost Junk card in the bank. The cards are acquired in turn order (each acquired card is immediately replaced in the bank with a drawn Junk card before the next player acquires).
- Minor Victory: If a player wins by only 1 Tinkerer power point, he or she can only acquire a Junk card that can be bought for 5 or fewer Buy Points (or the cheapest Junk card in the bank if all cards cost more than 5 Buy Points).
- Crushed It: If a player wins by 2 or more Tinkerer power points, he or she can acquire any single Junk card from the Junk bank.
Wicked Challenge: The Wicked challenge is played exactly the same as the Tinkerer challenge except that each player adds up his or her total Wicked power from all of his or her in-play Wicked cards. The winner acquires a Maven ally card from the Maven bank (instead of Junk). The same margin of victory rules apply (i.e. Tie, Minor Victory and Crushed It) and determine the Buy Point cost of the Maven card that can be acquired.
5. Discard and Draw Phase
During this phase, each player must discard all played cards and may discard any number of un-played cards from his or her hand. This decision must be made prior to drawing any cards and prior to revealing the Fate cards for the next round.
Each player MUST then draw up to a hand size of 5 cards from his or her personal draw deck. If a player has more than 5 cards in his or her hand before drawing, the player does not draw any cards. When a player must draw a card from their draw deck and the draw deck is depleted, the player immediately re-shuffles their discard stack, creates a new draw deck and continues to draw the proper number of cards.
Just for Fun: In our gaming group, at anytime during a player's turn, the player can call for an RPSP (Rock, Paper, Scissors, Point). All players simultaneously perform Rock, Paper, Scissors and Point to the player they think is going to win the game.
Ending the Game
Each game lasts 14 rounds. Each game is divided into two halves. Each half is comprised of 7 rounds. The first half ends when the Fate draw deck is depleted. Once that occurs, the Fate cards are re-shuffled and a new Fate draw deck is formed (Important: Don't forget to discard the top 3 Fate cards by placing them face-down (unviewed) into the Fate card discard stack). The game ends when the fate deck is depleted a second time (assuming that no player escaped to instantly end the game).
Winning the Game
If no player escaped Oddtopia, the player that accumulated the most victory points in his or her personal deck becomes the Great and Powerful Witchard of Oddtopia and wins the game.
Tiebreakers:
- If you have a Lucky card.
- If you have the Pumpkin Ted card.
- If you have the Queen of Spades card.
- Most total victory points from Wicked cards.
- Most total victory points from ally cards.
- Last player to take a turn.
Example Round
The following is an example of a round in a two player game. Lewis and Carol each have a hand of 5 cards. The 3 In-Play Fate Cards for the round are the 4 of Cups, the 5 of Wands and Death (Death: "This card has no effect in the first two rounds of the game. You must trash your hand in the discard phase. Junk and Machines are discarded."). Carol has in-play a Scarecrow (Wands trigger), a Scarecrow (Swords trigger) and a Lion. Lewis has in-play Relic Hunter (+2 Buy Points; "Take an in-play Junk card from an opponent. Place it on top of your draw deck."), The Collector (+2 Buy Points; "Acquire one Wicked card that costs 3 or less from the Maven Bank.") and Stormbringer (+2 Buy Points; "Trash one card in your hand or discard stack.").
1. Feed the Toad!
Lewis and Carol each have a hand of 5 cards. Lewis has the Feed the Toad! card, so he discards the 3 Fate cards from the previous round and draws 3 new Fate cards. In this case, the 3 cards are the 4 of Cups, 5 of Wands and Death. There are two "Pass the Feed the Toad!" symbols, therefore, the Feed the Toad! card is passed two players to the left and thus back to Lewis.
2. Play and Reveal
Lewis and Carol MUST each play 3 cards FACE-DOWN (keeping two un-played cards in their hand). After both players have played 3 cards FACE-DOWN, all played cards are then revealed at the same time.
3. Action
Lewis completes his Actions first (because he has the Feed the Toad! card). He gains +2 Buy Points from Stormbringer that can be used to buy cards. He also has 2 card Actions that may be invoked: Stormbringer (because of the in-play Cups card) and the Collector (because of the in-play Wand card). The card action from Relic Hunter cannot be invoked because there are no Swords Fate cards in-play. Lewis invokes the Collector's Action and acquires a Wicked card from the Maven Bank that costs 3 or fewer Buy Points (not shown). The Wicked card is placed face-up in his discard stack. Then he uses his +2 buy power to buy the top Hireling card from the Hireling deck for 1 Buy Point and doesn't use his remaining Buy Point. Then, he invokes Stormbringer's Action text and trashes a card of his choice from his discard stack.
Carol then completes her Actions. She gains a total of +3 Buy Points from her two Scarecrows (One Scarecrow adds +1 Buy Point to her Buy Point pool and an additional +1 Buy Point because there is at least one Wands fate card in-play. The second Scarecrow only adds +1 Buy Points because there is no Swords fate card in-play to trigger the Scarecrow's action). Carol buys a Hireling card for 1 Buy Point and a Maven card that costs 2 Buy Points (not shown). These cards are placed face-up in her discard stack.
4. Challenge
Lewis has +2 total Tinkerer power from Relic Hunter. Carol does not have any Tinkerers in-play. Lewis "Crushed it" because he won by +2 or more total Tinkerer power points and thus he can acquire any single Junk card from the Junk bank for free. The Junk card is placed face-up in his discard stack.
Lewis has +2 Wicked power from the Collector. Carol has +1 Wicked power from her Lion. Lewis wins the Wicked challenge, but only by +1, therefore it is only a "Minor Victory". Lewis can only acquire a Maven card from the Maven bank that costs 5 or fewer Buy Points (or the cheapest Maven card).
5. Discard and Draw
Each player MUST discard their played cards into their personal discard stack (face-up). Under normal circumstances, each player can decide whether to discard any of the cards in their hand before drawing. In this special case, the Death fate card is in-play. That forces each player to "trash" all of the cards in his or her hand (they are all placed in the community trash stack and are out of the game). Note that Junk and Machine cards are discarded and not trashed.
Both players draw up to a hand size of 5 cards.
Credits
- Publisher: Great Northern Games
- Game Design: Jay Meyer
- Illustrations: Abigail Larson and Michael Clarke
- Graphic Design: Peter Wocken Design
- Play testers: Steve Smits, Rick Shurts, Theo Hughes, Marty Collins, Daniel Smits, Andrew Habermas, Marie Meyer, Jeannine Meyer, Brett Milbrandt
- Special Thanks To: Frank and Alicia Barevich, Ryan Dunaiski
For more info about this and other great games, please visit us at: www.GreatNorthernGames.com
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