Saturday, February 29, 2020

NERDS UNITE! card game





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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