Snowball Fight. Components:

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1 Snwball Fight Snwball Fight is a micr deckbuilding and deductin game fr tw players that nly cntains 18 cards (a 3+ player variant is pssible with additinal decks see the end f the rules). In the game players g head-t-head with their arsenal f snwballs in an attempt t be the ruler f the Blizzard Realm! In Snwball Fight each card has tw pssible actins, ne n each half f the card (tp and bttm). The actin a player takes each turn depends n the directin they play the card. The game is played in tw phases, a quick Drafting phase where players build their initial arsenal and then the Snw Assault phase where there is all ut war! Play is simultaneus and players try t attack each ther with an arsenal f snwballs, slushballs, and the dreaded iceballs and snw cvered rcks while als trying t ddge attacks and build up their weapnry! Cmpnents: There are three levels f cards in Snwball Fight: Basic, Advanced, and Extreme cards. There are six Basic cards that make up players starting decks (three each). There are eight Advanced cards that will be used in a draft at the start f the game s that each player starts with tw and the remaining fur can be acquired during the game. There are fur Extreme cards that can be acquired during the game. - 6x Basic Cards 2 each f 3 different cards. 4 different abilities distributed amng the 6 sides - 8x Advanced Cards 5 different cards, 2 each f 3 cards and 1 each f 2 cards. 4 different abilities distributed amng the 16 sides - 4x Extreme Cards 1 each f 4 different cards. 8 different abilities distributed amng the 8 sides - 3x Alternate Extreme Cards 1 each f 3 different cards. 6 different abilities distributed amng the 6 sides. Use ne r tw f these at a time t replace ne r tw f the standard Extreme cards. - 2x N Effect Cards used in 3+ player variants Each card has tw sides. Mst cards have ne Attack side, designated by a pine tree and range backgrund behind the card title, and ne Defense side, designated by a snw cvered fence and green backgrund behind the card title. Sme cards have tw Defense sides.

2 Card Anatmy: Attack Title Attacks cards have an range backgrund and green pine tree backgrund. Attack Flavr Text Attack Effect Type f Card Basic, Advanced, r Extreme indicated by label and clr f scarf and backgrund. Card Pints The number f pints the card is wrth at the end f the game. Defense Effect Defense Flavr Text Defense Title Defense cards have a green backgrund and different backgrund scenery. Effect Types: There are fur types f effects n cards that ccur during different situatins: - Hit Effect This is an effect that takes place nly if the attack was successful, i.e. nt ddged r avided. - Ddge Effect This is an effect that takes place nly if an attack was successfully ddged. If the ppnent did nt attack then a Ddge Effect des nt ccur. - Def. Effect This is a defensive effect that can nly happen if n attack ccurred. If the ppnent attacked then a Def. Effect des nt ccur. - Effect This is an effect that always ccurs regardless f the situatin. Definitins: - Abandn sme actins result in a player having t Abandn a card. This means the card is ut f the game. Sme cards can let Abandned cards return t the game, but generally if the card is Abandned it ll be gne fr gd. - Arsenal the tw central piles are called the Arsenal. They will be used t upgrade each players persnal supply f cards. - Attack when yu thrw ne f varius types f snwballs at yur ppnent it is an Attack. Attacks usually result in the ppnent drawing fewer cards r Abandning cards if the Attack was nt Ddged. Attack cards have an range backgrund behind the card title. Mst defensive cards (like upgrades) can nly be used if the player was nt hit by an Attack. - Ddge Ddge is a defensive actin. When taken, a Ddge avids an Attack by the ppnent. Standard Ddges allw players t use the ability n the ppsite side f the card if the Ddge successfully avided an Attack. Sme Ddges n Extreme cards let the player Ddge while als cmpleting anther actin. - Hit If an Attack is successful, i.e. nt Ddged, it is called a Hit and the effects f the Attack take place. Sme defensive cards have abilities that take place nly if the player was nt Hit by an attack. - Upgrade an upgrade lets players add t their persnal supply f cards. Upgrades are usually frm the central Arsenal piles, but can ccasinally be frm the Abandned pile.

3 Setup: Separate the cards int the Basic, Advanced, and Extreme sets. Give each player ne f each f the three Basic cards. Set aside the N Effect cards they will nly be used with the 3+ player variant. Shuffle the eight Advanced cards and deal fur t each player. Alternately, fr a quicker start, deal three Advanced cards t each player, they keep tw and return ne, then skip t Step 2 f Phase 1, Create Arsenal Decks. Place the fur Extreme cards face-dwn in the middle f the table. These will be used after the Drafting phase t create tw Arsenal decks. Keep a space available t the side fr Abandned cards. These cards are remved frm the game by certain actins, althugh they may cme back int the game ccasinally. Phase 1 Deck Creatin: Step 1, Draft Advanced Cards: Snwball Fight begins with a very quick drafting phase where players get t chse tw Advanced cards t start the game with. NOTE: See Setup fr an alternate quicker setup that skips this drafting phase. Each player takes the fur Advanced cards they were dealt and selects ne t keep. Then they pass the remaining three cards t the ther player. They then select ne card frm thse three and pass the remaining tw cards back t the ther player. Frm the final tw cards the player can chse t swap ne r bth f the cards they kept fr either r bth f the tw cards they were passed, i.e. they can keep tw f the fur Advanced cards they have after tw runds f drafting. Once they decide which tw cards t keep they return the thers t the middle f the table. Step 2, Create Arsenal Decks: Once bth players have returned the remaining Advanced cards t the middle f the table, shuffle all eight remaining cards (fur remaining Advanced cards and fur Extreme cards) and deal ut tw face-dwn piles f fur cards t the center f the table, ne nearer t each player. Flip the tp card f the tw small decks face-up. These are the Arsenal decks. Players shuld shuffle their tw chsen Advanced cards with their three starting Basic cards and place them facedwn in a persnal draw pile. Yu are nw ready t begin Phase 2 Snw Assault! Setup Diagram Player 1 Draw Pile Arsenal Decks Player 2 Draw Pile Abandn Pile Area

4 Phase 2 Snw Assault! This is the meat f the game, where winners are separated frm lsers in an all-ut snw war! The Snw Assault phase is played in a series f simultaneus turns as players try t battle each ther and becme the rules f the Blizzard Realm! - Each player draws the tp tw cards frm their draw pile. If there are nt enugh cards in the draw pile players shuld shuffle their persnal discard pile and it will becme their new draw pile. - Players take a mment t chse ne card t play. That card may nly have ne side played. The side facing their ppnent (with the text right-side-up and readable by themselves) is the active side. - Once a player has decided n a card t play they shuld place the ther card face-dwn in a persnal discard pile. - When bth players have chsen a card t play they reveal them simultaneusly and reslve the text n them. - Discard the played card and repeat! Game End: The game ends when ne f the fllwing cnditins is met: - One player is unable t draw enugh cards at the beginning f a turn. In this case the game ends immediately. - Bth Arsenal decks are depleted. In this case bth players immediately shuffle their entire draw and discard piles. These becme the new draw piles fr each player and play cntinues until ne player cannt draw enugh cards t start a turn. Players d nt shuffle their discard pile during this final rund f turns. Scring: Once the game ends players tally up the pints they have earned n the cards remaining in their draw deck and discard pile. The winner is the player with the mst pints. Ntes: A few details fr specific scenaris: - If bth players chse t Upgrade, the higher level card chses first (i.e. Advanced cards upgrade befre Basic cards). If bth cards are the same level, each player takes nly the upgrade card frm the Arsenal Pile nearest them. New cards are nt revealed until after bth players have reslved their upgrades. - Ultra Upgrade may chse first, befre any ther cards. New Arsenal cards are nt revealed until after bth players have reslved their upgrades. - Barrage takes effect befre the ppnent s attack is reslved. A successful Barrage may allw a player t use a Ddge n the secnd card t successfully avid an ppnent s attack. - If bth Offensive Ddge and Ddge are played Offensive Ddge is reslved first, then the Ddge. Thus the Ddge can avid Offensive Ddge s snwball and then use the ppsite side f the card. If the ppsite side f the Ddge is an attack, that attack cannt be avided since Offensive Ddge has already been reslved. - The card just played is included in discards fr all effects. If yu have t Abandn the card yu just played yu may reslve it befre Abandning it, if applicable.

5 Cards: Basic Cards (1pt): Abilities: Cards: - Snwball Attack Thrw a snwball at yur ppnent. If yu hit them they may nly draw ne card n their next turn. - Ddge Avid being hit by an attack. If yu successfully ddge an attack yu may take the actin n the ppsite side f this card. - Upgrade If yu were nt hit by a snwball, take the face-up card frm ne f the Arsenal piles. Flip the next card in that pile face-up. - Restck Shuffle Restck and ne ther discard int yur draw pile if yu were nt hit by a snwball. - Snwball Attack / Ddge - Ddge / Restck - Snwball Attack / Upgrade Advanced Cards (2pts): Abilities: Cards: - Slushball Attack Thrw a slushball at yur ppnent. If yu hit them yu may steal ne randm card frm their discard pile. - Sneak Attack Unless a Ddge is played, the ppnent must chse a card frm their discard pile t Abandn (remve frm the game). - Ddge Avid being hit by an attack. If yu successfully ddge an attack yu may take the actin n the ppsite side f this card. - Upgrade If yu were nt hit by a snwball, take the face-up card frm ne f the Arsenal piles. - 1x Slushball Attack / Ddge - 2x Slushball Attack / Upgrade - 2x Sneak Attack / Ddge - 1x Sneak Attack / Upgrade - 2x Ddge / Upgrade Extreme Cards (3pts): Abilities: Iceball Attack - Thrw an iceball at yur ppnent. If yu hit them they must immediately chse a card frm their discard pile t Abandn. They may nly draw ne card n the next turn. Snw Frt Whatever card yur ppnent played this turn is entirely ineffective. This cancels any Effect, Hit Effect, r Def. Effect n the ppnent s card. Offensive Ddge Ddge an attack while als thrwing a snwball. Yu avid being hit and if yu hit yur ppnent they may nly draw ne card n the next turn. If yu successfully avid an attack frm yur ppnent yu may als use the Ultra Upgrade side f this card. Ultra Upgrade If yu are nt hit by an Attack yu may chse ne card frm the Arsenal decks r Abandned pile. Ultra Upgrade has pririty ver ther upgrades.

6 Barrage Thrw a snwball at yur ppnent. If yu hit them they may nly draw ne card next turn and yu may play yur secnd card als, if yu have ne. Barrage has Attack pririty and is reslved befre an ppnent s attack. Snatch and Run Avid any attack and exchange ne card frm yur discard pile with ne already Abandned card. Thrwing Rcks Yu re thrwing snw-cvered rcks. If yu hit yur ppnent they must Abandn the card they played this turn, hwever yu may nly draw ne card n yur next turn. Whitewash Can t be ddged! On yur ppnent s next turn they must shw yu the cards they draw befre yu each decide what t play. Cards: - Iceball Attack / Snw Frt - Offensive Ddge / Ultra Upgrade - Barrage / Snatch and Run - Thrwing Rcks / Whitewash Alternate Extreme Cards: There are three alternate Extreme cards. These may be used t replace ne f the standard Extreme cards during play. It is nt recmmended t replace mre than tw f the standard Extreme cards. - Alternate Extreme Card 1 Upgrade Ddge Ddge any attack and chse an upgrade frm the Arsenal. If yu successfully ddge an attack yu may chse t upgrade frm the Abandned cards instead f the Arsenal. Dud The attack yur ppnent played is ineffective and the card must be Abandned this turn. - Alternate Extreme Card 2 Weapns Cache If yu are nt hit, yu may place ne card frm yur Discard pile int a Weapns Cache. Yu d nt have t shuffle these back int a new draw deck the next time yur draw deck is depleted. Weapns Cache cards may be used as a third card ptin during any hand, after which it is returned t the nrmal discard pile. Backfire If yur ppnent played an attack, the attack affects yur ppnent instead f yu. - Alternate Extreme Card 3 Raid If yu are nt hit, steal either the card yur ppnent played this turn r an Abandned card. Refined Upgrade Chse ne f the Arsenal piles and chse an Upgrade frm the tp tw cards. Return the ther card t the tp f the Arsenal pile it came frm. 3+ Player Variant: Snwball Fight can be played with mre than tw players with additinal decks. Each deck supprts an additinal tw players and games can be as large as yu desire! Additinal Cmpnents: - 1x N Effect card per player (tw are included with each deck). Additinal Setup: Give each player ne N Effect card. This will sit t the side and will nt be part f their regular draw deck. Use ne cmplete deck f cards fr every ne r tw additinal players. In a 3 r 4 player game, use tw decks. In a 5 r 6 player game, use three decks, etc. If an dd number f peple are playing set aside ne set f three Basic cards.

7 Shuffle the Advanced cards frm all decks tgether. If yu chse t use the drafting phase, deal ut fur Advanced cards t each player and set any remainders (if there is an dd number f players) aside. When drafting cards, each player will select ne card and pass the rest t the left. Cntinue this until each player has selected fur cards (three chsen cards plus the last card frm the persn t their right). Each player chses tw f these drafted cards and returns the ther tw t be used in the creatin f the Arsenal Decks. Shuffle all the remaining Advanced cards and the Extreme cards tgether and create a number f Arsenal Decks equal t the number f players, dealing ne deck ut in frnt f each player. The Arsenal Decks shuld be created with 4 cards each. If there is an dd number f players any remaining Advanced r Extreme cards will create a separate Arsenal Deck in the middle f the playing area (this will be a deck f 6 cards in all games except 3 and 5 player games 3 player games will nt have a central Arsenal Deck and 5 player games will nly have a single remaining card). Gameplay Changes: Gameplay is nearly the same. Players will simultaneusly draw tw cards frm their draw piles. Hwever, instead f playing nly ne card, they will play bth cards. One card tward the player n their left, and ne card tward the player n their right. NOTE: Effects are reslved simultaneusly, althugh fr simplicity individual battles may be reslved sequentially t avid cnfusin. Bth cards played still cunt as available discards, hwever their effects still happen, even if stlen r abandned as the result f anther battle. N Effect Cards: When a player is attacked and frced t draw nly ne card n their next turn they will still nly draw ne card. Hwever they will als add a N Effect card t their hand. The drawn card can be played either t the left r right and will be reslved nrmally. The N Effect card is played t the ppsite side and has n effect at all. This means it des nt blck any attacks and des nt prevent a player frm upgrading, hwever it des nt allw an ppnent t trigger any Ddge effects. N Effect cards are nt discarded int a discard pile, they are just set aside. N Effect cards cannt be abandned. Players always get t draw at least ne card. If bth ppnents play cards that cause a player t draw nly ne card, these effects are nt cumulative and the player will still get t draw ne card and use ne N Effect card. Game End: A multiplayer game ends immediately when either ne player is eliminated r when all Arsenal piles are depleted. There is n final rund in a multiplayer game except t break ties. The winner is the player with the mst pints in cards. If there is a tie all tied players shuffle their entire deck and discard pile and play ne final rund until ne player can n lnger draw cards. Discard piles are nt shuffled back int draw decks unless a Restck card is played. If there is still a tie after this final rund players may chse t play anther final rund with just the tied players, r decide t share the victry. Other Cards: A few ther cards are affected by multiple players als. Barrage If yu successfully hit yur ppnent when playing Barrage yu may als use ne side f the card yu played against yur ther ppnent. Thrwing Rcks If Thrwing Rcks is played against a player that played a N Effect card n card is Abandned. The player wh used Thrwing Rcks must still nly draw ne card n their next turn.

8 Team Play Variant: There is als the pssibility f playing Snwball Fight in teams f tw r mre players. This wrks best with an even number f players. Split up int tw even teams with each team n ppsite sides f a table. Each team shuld designate a team leader that will be respnsible fr managing the team s draw deck. Each player shuld pair ff with an ppnent frm the ther team sitting acrss frm them. Setup & Cmpnent Changes: Setup fr Team Play is the same as setup fr 3+ Players with the fllwing adjustments: Drafting is cmpleted by passing t a player n the ppsing team and receiving frm anther ppnent. There will be multiple Arsenal Decks, set up as in a 3+ Player game Gameplay Changes: Each player will begin the game with a persnal draw deck. Turns are again simultaneus, hwever each player n a team must target the ppnent acrss the table frm them. Each team member will initially draw tw cards frm their persnal draw deck, chsing ne t play and ne t discard, hwever each team has a cmmn discard pile. Once a player s initial draw deck is empty the cmmn discard pile shuld be shuffled and used t create a cmmn draw deck fr the team. A designated team leader will draw ne card per player, plus tw. Players may then discuss amngst their team wh shuld get each card, with tw cards being discarded t a team discard pile. Players then play ne side f their card against their designated ppnent. Effects are reslved simultaneusly, as usual. NOTE: If a player still has cards remaining in their persnal draw deck when the team discard pile is shuffled and cnverted t a team draw deck that player will draw ne card frm the persnal draw deck in additin t the cards drawn by the team leader. This will cntinue until all persnal draw decks are depleted. N Effect Cards: Fr each player that can nly draw ne card n their turn, a N Effect card is used instead f drawing frm the team draw deck. N Effect cards have the same attributes as in the 3+ Player game. Game End: The game ends as sn as all Arsenal Decks are depleted r when ne team cannt draw enugh cards t cntinue. Scres are then ttaled fr each team. N final rund is played in team play. Other Cards: Team play affects hw a few ther cards are reslved. Barrage If yu successfully hit yur ppnent when playing Barrage yu may als use ne side f ne f the cards yur team discarded. Thrwing Rcks If Thrwing Rcks is played against a player that played a N Effect card, n card is Abandned. The player wh used Thrwing Rcks must still nly draw ne card n their next turn. Credits: Game design by: Gerge Jars Special Thanks: Julie Zabrac, Mike Jars, Sam Jars, Tny Kafka, Steve Daskal Artwrk by: Gerge Jars Gerge J Jars Games

9 Playtesting by: Julie Zabrac, Mike Jars, Tny Kafka, Andrew Hansn, Pawel Kwalczyk, Heather Newtn, Will Newtn, Gary Dicksn, Vicki Dicksn, Rick Frd, Tim Blackburn. Cpyright This wrk is licensed under the Creative Cmmns Attributin-NnCmmercial- ShareAlike 4.0 Internatinal License. T view a cpy f this license, visit

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