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Potato Pirates 3: Battlechips

Potato Pirates 3: Battlechips Rulebook

Table of Contents

Table of Contents

  • Video
  • Contents
  • Icons
  • Ways To Win
  • Setting Up
  • Playing A Round
    • Build Phase
    • Power Phase
    • Run Phase
  • Before Starting The Next Round
    • End Of Round Effects
    • New Starting Player
    • Player Elimination
    • When The Deck Runs Out
  • Captain Cards
  • Captain Cards (Stretch Goals)
  • Battlechips Cards Overview
  • Battlechips Cards - Action
    • Absorb
    • Dig
    • Carbonize
    • Energize
    • Steal
    • Mimic
    • Zap
    • Upgrade
    • Recurse
  • Battlechips Card - Control
    • For 2 Times
    • If cards on all ships = 3, Else
    • If target crew ≥ 12 AND target crew ≤ 20
    • If cards in target's hand ≤ 6 OR target's energy ≥ 15
    • Try-Catch
    • While my crew ≤ 12
    • While target crew ≥ 16
  • Power Cards
    • Switch
    • Captain
    • Supply
    • Hijack
    • Search
    • Break
    • Jumpstart
    • Throw
    • Deny
    • Hack
  • Spudnet Cards
    • Art of Potato War
    • Decryption Key
    • Spudnet+
    • Ransomware
    • Dual Slot
    • Kraken
    • Great White Spud
    • Magic Hammer
    • Parrot The Carrot
    • Auto-Carbonizer
    • Spudtechular Sunglasses
    • Death Bomb
    • Super Vacuum
  • Glossary

Video

Ahoy there! Are you a lazy spud who ain't too fond of reading? Good thing we read your mind, you landlubber! Scan the QR code and watch the instructional videos instead.

https://www.potatopirates.game/battlechips

Contents

  • A. Captain Cards — 12 unique Captain cards
  • B. Ship Cards — 6 sets of 3 Ship cards
  • C. Power Cards — 6 sets of 10 Power cards
  • D. Resource Cards — 6 sets of 1 Energy and 1 Crew card
  • E. Battlechips Card Deck — 108 Action and Control Cards
  • F. Spudnet Card Deck — 22 Spudnet Cards
  • G. Starting Player Token — 1 single-side printed token
  • H. Crew Tokens — 30 x Large Crew Tokens, 70 x Small Crew Tokens
  • I. Energy Tokens — 30 x Large Energy Tokens, 70 x Small Energy Tokens
  • J. Upgrade Tokens — 36 single-side printed tokens
  • K. Instruction Booklet

Icons

Crew When your crew number reaches 0, you are eliminated from the game. You can only have a maximum of 30. Large token represents 5 potato crew. Small token represents 1 potato crew.

Energy Energy is equivalent to currency. It can be used for playing powers, gaining crew or special items to aid you. You can only have a maximum of 30. Large token represents 5 energy. Small token represents 1 energy.

Ships Ships are where you place your Battlechips cards and these cards run during the Run Phase. You can buy ships for 7 energy and have up to 3 ships.

Battlechips Cards These cards are placed under Ships, they enable you to make plays and execute strategies; sequence of cards definitely matters. There are 2 main types of Battlechips Cards — Control and Action cards.

Cards On Ship The number of cards on each ship can vary. Each ship can hold a maximum of 3 Battlechips cards.

Cards In Hand You can have a maximum 8 cards in your hand at the end of the Build Phase, you have to discard the extra cards before the start of the Power Phase.

Upgrade Token Upgrade tokens are attached to ships. Each token gives a +1 bonus value to Action cards placed under that corresponding ship.

Ways To Win

There are 4 ways to win the game. Achieve one of the following to win:

  1. Obtain the Art of Potato War and the Decryption key. Possess these two NFTs and survive till the end of the Run phase.
  2. Be the first to be eliminated with Spudtechular Sunglasses in possession. Possessing the NFT Spudtechular Sunglasses allows you to sneakily win the game if you are the first to be eliminated.
  3. Have the most crew when the Battlechips deck runs out. When the deck of Battlechips cards are empty, the Captain with the most crew by the end of the run phase wins.
  4. Be the last potato standing. Eliminate all other players by bringing their crew to 0.

Setting Up

  1. Shuffle and randomly pick 1 captain card.
  2. Setup for each player
    • 4 Battlechips cards in hand: Upgrade, Zap, Energize, Dig
    • 1 set of 10 Power cards as per your Captain's color
    • 20 crew
    • 1 ship
  3. Setup the Spudnet deck. Shuffle and reveal the top 3 cards from the Spudnet deck.
  4. Deal 2 cards from the remaining Battlechips deck to each player.
  5. Choose a player to start. Pass the Starting Player token to the chosen starting player. If you can't decide, the player who last ate fries will start.

See Page 4 for the completed setup.

Playing A Round

There are no restrictions to the number of rounds played in this game. The game ends when a winner emerges through any of the 4 winning conditions stated in Page 6.

A round consist of 3 phases:

  1. Build Phase
  2. Power Phase
  3. Run Phase

Build Phase

Build Phase is not turn-based and happens concurrently, meaning players build at the same time.

  1. [Optional] Purchase new ships to play more cards. You can purchase new ships for 7 energy each. Ships are permanent assets that hold Battlechips cards. Each player can only have a maximum of 3 active ships.
  2. Place cards under your ships. Place a maximum of 3 cards under each of your ships to use them during the Run Phase. They are not discarded after use and can be freely rearranged at this time. Gather the cards in a pile and lay them face-down to keep the card type and quantity hidden from other players.
  3. Discard cards to ensure your hand has a maximum of 8 cards. At the end of the Build Phase, discard cards until you have 8 or fewer cards in your hand. Do not count the cards placed on your ships in Step 2.
  4. Wait for all players to be ready.

Power Phase

The Power Phase happens concurrently, players take the following actions at the same time.

  1. Reveal all the cards on all ships. Every player flips their cards under their ships.
  2. Take a look at other players' ships. See the cards below each player's ship(s) and strategize who to attack or sabotage.
  3. Place 1 power card face-down. Powers are abilities you get to use every round. Unless you possess Dual Slot (Page 27), you can only play 1 Power card per round. Some Powers cost Energy. Place your chosen Power face-down, in front of your ships, and pay the corresponding energy by discarding it. Remember to check the cost to ensure you can afford it (Page 22 - 25).
  4. Reveal and resolve powers. Reveal everyone's chosen Power card at the same time. Starting from the player with the Starting Player token and going clockwise, resolve each player's Power.

Run Phase

The Run Phase happens in turns. The player with the Starting Player token goes first.

  1. Run your ships on your turn. Each ship can only have 1 target in a round so if you were to have 2 Zap cards on a ship, both Zap cards will deal damage to the same player. Starting from your left-most ship, run and resolve the effects of the cards below your ships in sequence. Run the ships from left to right and resolve each ship's cards from top to bottom. (See example on Page 14.) Remember that actions can potentially fail due to failure conditions or Throw (Page 14-19). You can also choose not to run your ships during the Run Phase.
  2. (Optional) Purchase a NFT from the Spudnet. After running all of your ships, you may use your Energy to buy 1 NFT (Page 26-30) from the collection of revealed Spudnet cards. Each player can only have up to 2 NFTs. Players can discard 1 owned NFT to buy another. If none of the NFTs are to your liking, you can return 1 to the bottom of the Spudnet deck and reveal a new card. The first return in each round is free of charge, pay 1 energy for every subsequent return in that round. Place purchased NFTs at the front.

Before Starting The Next Round

End Of Round Effects

After every player has played their turn, resolve the effects of all Spudnet cards with the End of Round indicator (Page 26), starting from the cheapest NFT.

New Starting Player

Pass the Starting Player token to the player with the LEAST crew. If the current Starting Player has the least crew, it does not change hands. The player order will always follow suit in a clockwise fashion.

In the event of a tie in crew number, the tie breakers are as follows:

  1. Player with fewer Spudnet NFTs
  2. Player with fewer Energy

If there is still a tie, pass the starting player token clockwise from the current starting player. Lastly, return all the cards on your ships back to your hand.

Player Elimination

If you run out of potato crew, you are eliminated. Give all cards in your hand and your NFTs to the player who eliminated you. All cards on your ships and all your energy are discarded.

Alternate rule: Spudnet cards are shuffled back into the Spudnet deck.

When The Deck Runs Out

When the deck runs out, the next round will be the last. If no winner can be decided, the player with the MOST crew (Page 6) wins.

In the event of a tie, the player with more energy wins.

In the event of a further tie, the player who owns more NFT wins.

If it is still a tie, it's down to the good ol' rock, paper, scissors - every pirate's worst nightmare.

Captain Cards

Captain cards describe each Captain's unique power, the back of the cards show an overview of how to play a round. Place this card in front of your ships so that everyone can clearly see the Captain power.

  • Captain Redbeard — Power: Deal 3 damage to an enemy. That enemy also gains 3 energy.
  • Captain Carborossa — Power: All enemies have to salute and shout "Carbs" upon the reveal of this Power. Steal 1 card from each enemy except for the 1st to do so.
  • Captain Gravy Jones — Power: Gain 4 energy.
  • Captain Jennings — Power: Draw a card. If it's an Action card, gain 6 crew. If it's a Control card, lose 3 crew.
  • Captain Cassie May — Power: Gain 3 crew.
  • Captain Anne Bonny — Power: Draw 3 cards.

Captain Cards (Stretch Goals)

  • Captain Frites — Power: Discard an Action card to use its effects immediately.
  • Captain Liz — Power: Place 1 Upgrade token on one of your ships and 1 on another captain's ship.
  • Captain Cami Leon — Power: Give up 1 crew to use another captain's ability.
  • Captain Kidd — Power: Place 1 Battlechips card below your Captain card. For every card below, deal 2 damage to an enemy. Do not gain energy from this damage.
  • Captain Johnny Chip — Power: Pick any card from the discard pile and add it to one of your ships. This ship is allowed to hold 4 cards for this round.
  • Captain Nettalia — Power: Exchange any NFT you own with the first unrevealed card in the Spudnet deck or an NFT owned by another captain.

Battlechips Cards Overview

Action cards are actions you can carry out during the Run Phase.

Action cards can also fail if:

  • Its failure condition is met
  • The power Throw (Page 24) is used on that type of action. This event is called an exception.

Once an action fails, the ship sequence will stop running at that point. Actions below that card will not run.

Most action cards have underlined numbers. It indicates that the final value for the action can vary due to any applicable bonus/card effects, such as Mimic, Try-Catch, or Upgrade tokens on the ship.

E.g. Dig 2 will become Dig 4 if there are 2 Upgrade tokens on the ship that runs it.

Example of a player's run (Page 14)

  1. In order to run the Carbonize action, energy is required. However, the player does not have any at the moment. Hence, the order of the card placement is very important. Energize will give the player 4 energy, Mimic will copy Energize with -1 effect thus gaining 3 (4 - 1) energy, and the player will be able to use 3 energy for the Carbonize action. Net energy gain: 4, net crew gain: 3.
  2. Ship 2 has 2 Upgrade tokens, each adding 1 to the value of the card effects. The total damage dealt to the target from Zap is 4 (2 + 2) which also means 4 energy gained (Page 17). Absorb will allow the player to take 4 (2 + 2) energy from the target. Total damage: 4, net energy gained from this ship is 8.
  3. Because of the failure condition of Upgrade (Page 17), the action fails and stop. Any cards below it will not run.

Control cards boost action cards stacked below them.

For example: The control card For 2 times allows the cards stacked below to be executed twice. With the setup on the left, the player first Dig 2 which gains 2 cards, then For 2 times, Energize 3 so they gain 3 energy TWICE, yielding 6 energy. In total, the player would have gained 2 cards and 6 energy.

Control cards such as While (Page 21) have failure conditions known as infinite loop. If the condition stated is never met, a While loop could run infinitely. If this happens, the cards within the While loop will only run ONCE.

To ensure a While loop does not become an infinite loop, the value of the variable (e.g. crew) defined should reach and eventually exit the range stated in the While condition.

For example: For the control card While My Crew ≤ 12, a card that increases crew i.e. Carbonize is required for the loop to end eventually. The setup here would cause an infinite loop as the crew value will not hit 12 by stealing cards from enemies.

If / Else (Page 20) cards can be configured in 3 different ways: solely on the "If" side, solely on the "Else" side, or on both sides.

Battlechips Cards - Action

The printed copy counts are shown beside each card face.

Absorb

3 x Absorb 2 and 2 x Absorb 3.

Steal 2 or 3 energy from the targeted enemy.

This action will run successfully even if the player's energy is at maximum capacity of 30.

Failure: This action fails if the enemy has insufficient energy.

Dig

9 x Dig 2 and 2 x Dig 3.

Draw 2 or 3 cards from the Battlechips deck.

Failure: This action fails only if the Battlechips deck is empty, if the player plays Dig 3 when there is only 1 card left, the action runs successfully, the player will draw the last card.

Carbonize

7 x Carbonize 2 and 7 x Carbonize 3.

Expend 2 or 3 energy to gain 2 or 3 crew respectively.

Energy will still be expended in the case that the player's crew is at the maximum capacity of 30.

Failure: This action fails if the player does not have enough energy to expend.

Energize

9 x Energize 3 and 2 x Energize 4.

Gain 3 or 4 energy.

You will still be able to energize even if your crew is near or at the maximum capacity. The extra energy that exceeds the limit of 30 will simply not be collected.

Steal

2 x Steal 1 and 3 x Steal 2.

Steal 1 or 2 cards from the targeted enemy.

Failure: This action fails if the enemy has insufficient cards e.g. stealing 2 cards but enemy only has 1 card in hand. The action is successful even if the player's hand size is at maximum capacity.

Mimic

5 x Mimic.

Copy the effects of the action card before this but with a -1 effect.

If 2 consecutive Mimic cards are played, it will run as such:

  1. Energize 4
  2. 1st Mimic = Energize 3 (4 - 1)
  3. 2nd Mimic = Energize 2 (3 - 1)

Failure: This action fails if there is no action cards placed before this card.

Zap

10 x Zap 2 and 6 x Zap 3.

Deal 2 or 3 damage to the targeted enemy and gain 2 or 3 energy from the energy pool respectively.

If the total damage value is greater than enemy's crew size, (e.g. dealing 8 damage but enemy has 6 crew) the amount of energy you gain is equal to the number of crew the enemy loses (6 energy gained).

Upgrade

5 x Upgrade.

Place 1 Upgrade token of your choice on this ship.

Although you cannot equip more than 2 Upgrade tokens on each ship, the action does not fail in this case. You simply do not add the token to the ship.

Failure: This action fails if there is more than 1 card on the ship.

Recurse

5 x Recurse.

Remove an Upgrade token to run this ship again. Gain 1 energy per extra card ran.

Failure: No Upgrade token on this ship.

How to use Recurse

Recurse is a tricky card that has two parts. It first removes an Upgrade token to run the ship again. Then it gains 1 energy per extra card ran, a value that we won't be able to determine until the extra runs have concluded.

To better understand Recurse, think of it as creating another copy of the ship that runs immediately.

Using the example (Page 18), the run sequence goes as such.

  • A. Dig — Gain 4 cards, Dig 2 + 2 bonus from 2 Upgrade tokens.
  • B. Recurse — Remove 1 Upgrade token and run ship again.
  • C. Dig (Copy 1) — Gain 3 cards, Dig 2 + 1 bonus from 1 Upgrade token. Copy 1 of the ship runs immediately and concurrently with Zap in 3a.
  • D. Recurse (Copy 1) — Remove the last Upgrade token and run ship again. This would create Copy 2.
  • E. Dig (Copy 2) — Gain 2 cards as there are no Upgrade token present.
  • F. Recurse (Copy 2) — This action fails as there is no Upgrade token on the ship to be removed.

Zap in Copy 2 does not run as the entire sequence halts due to failure condition.

  • G. Zap (Copy 1) — Deal 3 damage, gain 3 energy as there's no Upgrade token after D.
  • H. Zap — Deal 3 + 1 damage to target, gain 3 + 1 energy (only 1 upgrade bonus as 2nd token is removed after B).

Number of extra action ran

As indicated by green labels 1, only 4 extra actions successfully ran after the original Recurse action in 2. As a result, the player will be able to receive the corresponding amount of 4 energy.

Total Resources Gained:

  • Cards (Steps A, C, E): 4 + 3 + 2 = 9 cards
  • Energy (Step G, H, Extra Cards Ran): 4 + 3 + 4 = 11 energy

As you can see, the more optimal play is to place Recurse as the last card so the last Zap in Copy 2 could run before the Recurse fails.

Battlechips Card - Control

The printed copy count is shown beside each card face; every Control card below is printed 4 x.

For 2 Times

4 x For 2 times.

This runs a loop. Run the cards below twice.

If cards on all ships = 3, Else

4 x.

This runs a loop. You can place cards solely on the "If" side, solely on the "Else" side, or on both sides (Page 15). Run the cards on the "If" side for all enemies who have exactly 3 cards on each of their ships. Else, run the cards on the "Else" side.

N.B. If this loop is broken, the actions will only run on the first eligible enemy - the Starting Player of that round.

If target crew ≥ 12 AND target crew ≤ 20

4 x.

This runs a loop. Run the cards below on all enemies who have between 12 and 20 crew (inclusive).

N.B. If this loop is broken, the actions will only run on the first eligible enemy - the Starting Player of that round.

If cards in target's hand ≤ 6 OR target's energy ≥ 15

4 x.

This runs a loop. Run the cards below on all enemies with 6 or fewer cards in their hand OR 15 or more energy.

N.B. If this loop is broken, the actions will only run on the first eligible enemy - the Starting Player of that round.

Try-Catch

4 x.

Try-Catch is not a loop. You have to place 1 card on the "Try" side and 1 card on the "Catch" side.

Run the card on the "Try" side. If the card fails to run, the card on the "Catch" side will run with +5 bonus effect.

Make use of certain cards with failure conditions to gain the +5 bonus. A card is required on each side to take effect.

While my crew ≤ 12

4 x.

This runs a loop. Run the cards below until you have greater than 12 crew.

Failure: This control sequence fails if this loop runs infinitely. Thus, a Carbonize card is required to increase player's crew size to more than 12. The action cards within the control sequence only run once in the case of an infinite loop.

While target crew ≥ 16

4 x.

This runs a loop. Run the cards below until the enemy has fewer than 16 crew.

Failure: This control sequence fails if this loop runs infinitely. Thus, a Zap card is required to reduce the target's crew size to fewer than 16 crew. The action cards within the control sequence only run once in the case of an infinite loop.

Source note: the Contents page lists 108 Action and Control cards; the per-card copy counts printed in the Action and Control sections add up to 105. Transcribed as printed.

Power Cards

Each player has a set of 10 power cards.

If you purchased Dual Slot from the Spudnet, you can use 2 Power cards for the Power Phase. However, keep in mind the cost of usage double as part of Dual Slot's effect.

By default, you can only use 1 Power per round. Powers are revealed at the same time during the Power Phase. Some Power cards cost energy to play.

Each Power card is tailored for a specific purpose. This could be:

  • Gaining resources
  • Disrupting your enemy's plans
  • Messing with the order system
  • Controlling your enemy's ships

Switch

Cost: 0 Energy

Different rewards will be awarded based on the number of Switch cards played by everyone in that round.

  • If only 1 is played, the player who plays it gains 4 cards, crew, and energy respectively.
  • If 2 are played, the 2 players gain 1 energy each.
  • No rewards for any other number played.

Captain

Cost: 0 Energy

Use your unique captain power. Refer to the power written on the Captain card.

Captain powers take effect immediately upon reveal.

Supply

Cost: 0 Energy

Gain 1 card, 1 crew, and 1 energy.

Hijack

Cost: 2 Energy

Steal 1 card from an enemy ship.

Search

Cost: 2 Energy

Discard as many cards as you wish. Then, draw until you have 6 cards in your hand.

Break

Cost: 5 Energy

Stop loops on all enemy ships from running, all actions will only execute once.

Jumpstart

Cost: 5 Energy

If you are the only one who played this power, run your ships first in this round.

Example: If the original player order is Red, Purple, Yellow, Orange ... and the Yellow player plays Jumpstart, the new order will be Yellow, Red, Purple, Orange.

If more than 1 player plays Jumpstart, the card takes no effect and there is no change in player order.

Throw

Cost: 5 Energy

Declare a type of action card, except Zap, to fail on all enemy ships.

Numbers do not matter, if Carbonize was declared, all Carbonize action fail, be it Carbonize 2 or Carbonize 3.

In this case, Energize will still run if Carbonize is declared to fail.

However, if Energize is declared to fail, both cards will not run as the entire sequence is disrupted.

Deny

Cost: 5 Energy

All Break, Throw, Hijack, and Hack take no effect on you.

Hack

Cost: 15 Energy

Run an enemy's ship immediately, as though it is yours. That ship does not run in the Run Phase.

You gain the resources obtained by the ship. The effects of other Powers in the round stay.

E.g. If Break was declared by a previous player on the ship that is 'hacked', the ship's loops will only run once.

Example for Hack: Hack is played on the Green ship, this would mean the Yellow player can run the ship immediately during the Power phase. Anyone, including the Green player, who has 6 or fewer cards in their hands or 15 and more energy will receive 6 damage. The Yellow player will receive the corresponding amount of energy for the total damage dealt.

However, the Green Player was the first to resolve his powers and he played Break, thus, the damage dealt by the Yellow player's ship will only be directed to the first eligible player (the one with the Starting Player token) and not the others because the If loop is broken.

Spudnet Cards

The Spudnet deck is made up of Non-fungible Tater-tokens (NFTs) which can be items that alter your plays or companions who carry out tasks for you.

NFTs cost energy. You may hold a maximum of 2 NFTs at any time. Their effects remain perpetually active until you discard them.

The cards with an End Of Round Sign indicate that the effects take place after the Run Phase in every round.

NFTs can be traded or auctioned before the start of every round, after End of Round effects are resolved. Players can bid for the NFTs using any mixture of resources e.g. crew, energy, cards.

Each NFT card shows its NFT cost, its NFT name, its effects, and an End of Round sign where applicable. If there are multiple Spudnet cards with End of Round effects, resolve the cheapest one first.

Art of Potato War

Cost: 26 Energy

If you have this NFT and the Decryption Key, you can eliminate every enemy and win the game after the Run Phase.

Rare NFT, ensure you have enough energy to purchase.

Decryption Key

Cost: 4 Energy

If you have this NFT and the Art of Potato War, you can eliminate every enemy and win the game at the end of the Run Phase.

Only 3 of them in the Spudnet.

Spudnet+

Cost: 5 Energy

This NFT does not count towards your NFT limit. All future Spudnet purchases cost 5 less energy.

You can hold 2 NFTs in addition to this card.

Ransomware

Cost: 7 Energy

Place this on an NFT owned by an enemy to lock it. The NFT cannot be used unless the owner expends 9 energy during the Build Phase to unlock it.

Best used on Art of Potato War or Decryption Key.

Dual Slot

Cost: 6 Energy

The costs of your Power cards are doubled but you may play 2 unique Powers each round.

Kraken

Cost: 8 Energy

Force all enemies to discard 1 card on each ship after every Run Phase.

Your enemies get to choose the card they wish to discard.

Great White Spud

Cost: 9 Energy

Deal 1 damage to all enemies after every Run Phase.

NB. Damage dealt through this hired companion does not give you energy.

Magic Hammer

Cost: 11 Energy

Place 1 Upgrade token on any of your ships after each Run Phase.

Parrot The Carrot

Cost: 10 Energy

Steal 1 crew from every enemy after every Run Phase.

Auto-Carbonizer

Cost: 10 Energy

Dealing damage gives you crew instead of energy.

Source note: the printed cost in the text above is 10 Energy; the card face artwork in the booklet shows a cost badge of 12. Transcribed as printed text; not corrected.

Spudtechular Sunglasses

Cost: 13 Energy

Win the game if you are the first to be eliminated. If any player is eliminated before this NFT is bought, this NFT has no effect.

Death Bomb

Cost: 1 Energy

Pass this card to an enemy after every Run Phase. At the Build Phase, the enemy draws 1 card from the Battlechips deck and takes 10 damage if it is a Control card.

Super Vacuum

Cost: 14 Energy

Steal (cards) and Absorb (energy) on your ships also steal crew equal to the amount of resources stolen.

Baby Kraken

Cost: 5 Energy

Return 1 card on any ship to the top of the deck after every Run Phase.

System Upgrade

Cost: 3 Energy

Gain 3 crew and 3 energy after every Run Phase. This cannot be discarded.

Energy Recycler

Cost: 8 Energy

You gain energy equal to the amount of damage you receive.

Zero Day Exploit

Cost: 15 Energy

Disable all System Upgrades. Then, deal 5 damage to all enemies with a System Upgrade after every Run Phase.

Energy Shield

Cost: 16 Energy

Any Zap played against you only deal 1 damage. Discard this if you gain crew in any way.

Source note: the Contents page lists 22 Spudnet cards; the booklet illustrates 18 NFT designs and does not print a per-design count (the Decryption Key is noted as "Only 3 of them in the Spudnet").

Glossary

  • For 2 times (For loops): A "For" loop is used to repeat code multiple times. For example, a "For 2" loop would run the code 2 times.
  • While target (While loops): A "While" loop is used to repeat code as long as the given condition is true. For example, a "While Their Crew > 11" would run the code until their crew is no longer more than 11. It is possible for the loop to run forever, which is what we call an infinite loop. Infinite loops result in errors and should be avoided.
  • If / Else (Conditional Statements): "If/Else" are conditional statements that allow you to run a certain block of code if the given condition is true or another block of code if the given condition is false. For example, "If All Their Cards on their Ships = 3" would run the code under the "If" section if the condition is true. Otherwise, the code under the "Else" would run instead.
  • If / and, If / or (Conditional Operators): "AND" and "OR" are logical operators that control the logical flow of code. For example, "If crew ≥ 12 AND crew ≤ 20" would mean both conditions must be true for the whole condition to evaluate as true. Conversely, "If hand size ≤ 6 OR energy ≥ 15" would mean either condition can be true for the whole condition to evaluate as true.
  • Try / Catch (Logic and Control Flow): Bad code results in errors, which causes programs to crash if errors are not handled properly. Try/Catch are statements that handle errors. The code written under "Try" is code that can possibly fail. If it does fail, the code under "Catch" runs to handle the error or to provide further debugging information.
  • Break (Logic and Control Flow): When a "Break" statement is encountered inside a loop, the loop is immediately terminated. For example, if you add a "Break" statement in a While loop, the sequence will only run once regardless of the condition still being true.
  • Throw (Logic and Control Flow): "Throw" refers to the behavior of code when it fails. When code fails, it usually throws what we call exceptions to the program. When those exceptions are not handled properly (see Try/Catch), the program can crash.
  • Baby Kraken
  • System Upgrade
  • Energy Recycler
  • Zero Day Exploit
  • Energy Shield
  • Switch (Conditional Statement): A "Switch" statement is a conditional statement, similar to If/Else, in which it allows a value (instead of a condition) to determine which code runs. For example, "Switch" in this game takes the value of the total number of Switch cards played. If it is 1, the code under "1" runs.
  • Ships (Functions): A function is a block of code that only runs when it is called. You can pass data, known as parameters, into a function. A function can return data as a result. Ships are functions because they compute and run the set of cards players "code" below that returns various values.
  • Recurse (Recursive Functions): "Recurse" refers to a recursive function, a function that calls upon itself until a certain condition is met. A simple way of analogy would be to imagine that you are in a queue. To understand how far you are into the queue, you ask the person in front for their position and add to it by 1. The person could also do the same thing and ask the person in front and this would repeat forever till it reaches the first person. The information is then passed down back to you.