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Weapon Wars

Weapon Wars Rulebook

Table of Contents

Table of Contents

  • Components
  • Before attacking let's prepare the game
  • Let the battle begin!
  • Did you loose a round?
  • Did the deck ran out of cards?
  • Heart collector mode
    • How do you collect hearts?
  • Example of a round
  • Parts of a weapon card
  • Parts of a power card
  • Special Cases
    • One Punch
    • Gun breaker
    • Rope + Spoon

Components

  • 83 Weapon Cards
  • 1 Energy Card
  • 1 Direction Card
  • 18 Hearts
  • This Manual

Before attacking let's prepare the game

Place the energy card in positive and the direction card in front of the players. These cards will mark the direction of the game and whether the numbering should go up or down. (The direction card is placed on the right side (Start); the energy card is placed on Positive.)

Shuffle and deal 5 cards and 3 hearts to each player, then place the deck at the center of the table within reach of everyone.

Let the battle begin!

The player who has finished a video game more recently starts the game.

The turn of each player consists of attacking his opponent from the side by throwing the weapons of his hand into the attack stack.

You always need to use a weapon card to start the round. After attacking your opponent, draw a card from the deck to keep 5 cards at all times. The next player has to put a weapon of equal or greater strength to survive and pass the attack to the next player, otherwise he looses a heart and starts a new round.

The player who survives wins the game!

The weapons are numbered from 1 to 18, but using the weapon with the largest number does not mean a certain victory, since there are powers that can change the direction of the game, reflect a shot or invert the numeration of the round making 18 the weakest weapon.

Did you loose a round?

Calm down! You have not been eliminated. Once you can't answer to your opponents weapon you only loose one heart. For the moment you can choose to keep or discard your entire hand and draw 5 new cards to shake off your fall. If you run out of hearts you get eliminated.

Did the deck ran out of cards?

Everybody goes into a Sudden death round!

The players only have available the cards on their hand and can't take any new cards until one of them looses a heart. After the sudden death round ends shuffle the deck and fill up your hand again.

Heart collector mode

Instead of players loosing their hearts, they battle to obtain them. The first player to collect 3 hearts wins the game!

How do you collect hearts?

It's very simple, everytime you kill a player with your cards you win a heart.

This game mode is fast and strategic. Think who you need to attack and when to use your most powerful weapons, prevent other players from earning hearts and winning the game by making aliances.

Example of a round

Steve starts the round playing a 1 and attacking the player on the right, Bob. He plays a 5 atacking Jen, Jen plays a 15 but Steve uses reverse to change the direction of the round. Finally Jen runs out of cards to respond an looses a heart.

(On Collector mode Steve would earn a heart.)

Parts of a weapon card

The weapon cards have a number in each corner that represents their power which goes from 1 to 18, 1 being the weakest and 18 being the strongest.

Card parts: card's power (number in the corner), name (e.g. Chainsaw gun), flavor text (e.g. "Splitting stuffed animals in half since 2006.").

Parts of a power card

Power cards are cards that can be played on your turn and have special abilities that are activated immediately.

You can't start a round with a power card. In case of having a hand full of powers, pass the turn to the next player.

Card parts: power card icon, name (e.g. Rope + Spoon), effect (e.g. "+1 or -1 to the last weapon (Depends on the energy card.)").

Special Cases

One Punch

  • One punch is infinite positive power.
  • You can only play this card when the energy card is positive, and you can only answer to it with another power card.
  • You will only be able to play a weapon card again when the charge of the round is switched back to negative since it's power will be lower to infinite.

Card text: "One Punch. Infinite power. (This card can only be played as positive, can only be answered with another power.)"

Gun breaker

  • Breaks the last weapon or power, the next player starts a new round playing a weapon card.
  • When Gun Breaker is used the energy and direction of the round are kept.
  • Breaks One punch.

Card text: "Gun breaker. Break the last weapon. (The next player starts a new round.)"

Rope + Spoon

  • Adds +1 or -1 power to the last weapon depending on the energy card.
  • If the charge is positive and the last player played an 18 or otherwise the charge is negative and he played a 1, spoon + rope changes the power of the card to 19 and cero respectively. (In the case of it being played again the power becomes 20 or minus 1.)
  • When this happens you can only answer with a power card, being that there aren't more powerfull weapons than 18 or 1. You will only be able to play a weapon card again when the charge of the round is inverted.

Card text: "Rope + Spoon. +1 or -1 to the last weapon. (Depends on the energy card.)"