Story
School
at Everywhere High is going great and the school's newest club, Nerds Unite, is
the biggest thing anyone has seen. People from the sports department have
joined the club. Yes, some aren’t very happy but when everyone brings in their nerdy
collectibles and talks about the things, they have accomplished it is a great
time. Everyone wants to be the top nerd, but who will be the nerd to rule them
all? There will be challenges to overcome. At times, the actions of one nerd
will affect everyone. Someone may claim the title, but it be won’t until the
year ends that the top nerd will be revealed.
Overview
The goal of the game is to gain as many points (collectibles and monster cards) as
you can before the end of the school year (cards run out).
Basic
Rules
Each
player starts with three cards. Each turn involves drawing a card (or drawing
up to 3) and playing one card. Depending on the card played battle may take
place, cards gained or loss, the gaining or losing of a turn or nothing. Then
the game proceeds clockwise.
Once
the player draws a card, they can either play a collectible on the table before
them, play a phobia on another player, play an inspiration which removes the
appropriate numbers of their phobias, play an action card or begin a battle by
putting it in the discard pile.
Collectables
These
are how you get points to win the game. Add to your collection by playing the
collectible card vertically in front of you on your turn. You can’t add a
collectible to another player's collection unless an action tells you.
Collectables can be discarded but why would you.
Phobias
Phobia
cards can be discarded or played on another player. No player can have more
than 8 phobias. Phobia cards are laid horizontally beside the other player's
collectibles if they have any. When you have a phobia, you can’t add
collectibles to your collection. Phobias are defeated by an
inspiration card or by a role of 20 by anyone in battle.
Inspirations
Play
an inspiration card to remove phobias. Yes, they can be discarded but do it at
your own risk. NOTE: Some inspirations are more powerful than others removing 2
or more so look carefully.
Actions
When you play an action, it is
placed on the discard pile and then you must do what it says. If the action
card says play immediately it must be played immediately when drawn unless it
is one of the first three cards you are dealt. Some actions help, some cost you,
some are generally neutral, and some do nothing (Action? cards).
Battle
Actions (look
for the lightning bolt on the card)
These
can be played as a discard, but to be used in battle they must be played at the
beginning of your battle. However, if you have the card calling for all nerds
to unite it must be played before the first role of battle. As a courtesy, the
person beginning battle should give a moment for this card to be played. When
all nerds unite the player of the card receives the monster card when the nerds
are victorious (which you will be). In the event of a critical fail or the
monster wins everyone loses a collectible.
Battle
On
the day you and the other players are taking a collectible to school there is a
problem, someone wants to take them. Yes, this is a battle but let’s be honest,
you aren’t trying to kill anyone just defeat their horrible plan to take your
stuff. The resolve of the monster the players are trying to defeat is listed as
their HP. A battle begins when a monster card is laid on the discard pile. When
the monster is played the person playing it names the monster and the number of
HP, it has. The player who placed the monster now begins the battle. The first
player will play any 1 battle action card they want (I assume you understand
you can’t play a card that isn’t in your hand) by laying it next to the discard
pile in the battle action area (see table play 2). The player will
then roll a 20-sided dice once for himself and once for each collectible he/she
possesses. If the total of all the roles is greater than the monster’s HP then
that player collects the monster card and sets it beside their collectibles.
They have the bragging rights for defeating them. If the total is less than the
monster’s HP then the player loses a collectible (place the card beside the
discard pile until the battle is complete) and now the next player faces the
monster its HP reduced by the previous player's role. If a player
rolls a 20, victory is instantaneous, the player takes the monster card and
sets it aside and all phobias on the board by every player are defeated and
placed in the discard pile. If the player rolls a 1 it is a critical fail, the
monster wins, and everyone loses a collectible to the discard pile. The battle
continues until all players have tried to defeat the monster. The player who
defeats the monster begins regular play unless the monster is defeated by the
player who played the monster card. If no one defeats the monster all
collectibles and played action cards go into the discard pile and play begins
with the person who started the battle. Points for victories 2 points for each
gym coach, 1 point for each cheerleader, 1 point for every 2 jocks or pitchers,
and 1 point for every 3 bullies you defeat.
Ending
the Game
When
the last card is drawn the last round begins unless the players have decided to
shuffle the discard pile adding in the Badge of Honor card. When the last card
is played the player with the most points wins. On the chance that players have
the same victory points then a roll of the dice decides the victor. High role
wins (if after 10 tie rolls, one of you might consider buying a lottery
ticket because this is more than luck and please share the winnings with us).
Side
rules (feel
free to ignore these)
You
may choose to have the critical fail and critical hit bonus only affect the
person rolling.
Burgundy
is not red, no matter what my daughter says. Play the game you’ll see what I
mean (unless everyone agrees otherwise).
When
you roll for a battle be a good sport and show your rolls. Use paper or your
smartphone to keep track of HP points lost and the number of roles each player
takes. Of course, if your all super-geniuses then you can keep all of it in
your head.
Rules
are rules unless you decide otherwise, you bought it after all. Changes to the
rules made in the middle of the game are kind of cheating so try not to do
that.
Leave
positive reviews of the game on Amazon, every game store, and gaming site on
the internet.
Ideas
are always appreciated but sorry you won’t be financially reimbursed for them.
Not trying to be stingy but the legalities are a pain. Not to mention lawsuits
only make lawyers rich.
If
you like the game buy a copy for the president and most of Congress (your
equivalent outside the USA). Who knows maybe a good game night might lead to
better conversation and less stupid in politics?
This
game is to make people laugh. We don’t hate cheerleaders, jocks, pitchers, and
most gym coaches. If you’re offended, sorry, but we aren’t going to change the
game.
Table Play
Table Play 2
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