Supervillain Rules of Play

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1 Supervillain Rules of Play Legal Disclaimers & Remarks Trademark & Copyright 2017, Lucky Cat Games, LLC. All rights reserved. Any resemblance of characters to persons living or dead is coincidental, although we did almost put Christopher Walken in the game; we love that guy! For current rules, errata, etc. please visit us at: Credits Game concept, design, and rules by Dan Rome. All illustrations and artwork by Theresa Johnson. Play-testers: Scott Jackson, Freek Gielis, Devon Johnson, Bart Lakerveld, Libby Rome, Sarah Rome, and Olivia Wai. Production Printed by ShuffledInk, Orlando, Florida, U.S.A. Dice made by Chessex in the U.K. UPC: SKU: LCG Version: 1.0 Contents Legal Disclaimers & Remarks... 1 Credits... 1 Production... 1 Game & Components Overview... 2 Premise... 2 Game Vitals... 2 Cards... 3 Card Types & Overview... 3 Card Elements... 3 Drawing Cards... 4 Playing Cards... 4 The Deck... 4 The Golden Rule (of custom card games)... 4 Duplicates... 4 Dice... 4 Rolling Dice... 4 Bonus Dice... 4

2 Play Area... 4 Play Set-Up... 5 Gameplay... 5 Phases Draw Phase Play Phase (any order) Caper Phase Combat Phase Plotting Revenge Phase Discard Phase... 7 Shenanigans... 7 How to Win... 7 Advanced Rules... 7 Deck Customization... 7 Mulligan rule... 7 Optional Rules... 8 Simplified Victory Conditions... 8 Play Variations... 8 Standard Play... 8 Single-deck Play... 8 Single-deck Play Set-up... 8 Glossary... 8 Game & Components Overview Premise Supervillain is a customizable, expandable card & dice game where players, branded as villains, compete to expose the corruption of the Establishment and claim the title of Supervillain! Players use their own decks for play, or 2-3 players may share a single deck. Game Vitals Ages: 12+: Contains dark humor, political concepts, and the disillusionment that may accompany adulthood; game mechanics playable by ages 8+ Players: min. playing time: You set the victory threshold Contents: o 54 cards o Rules booklet o 8, 6-sided dice

3 Cards Card Types & Overview Character Cards These are the Villains' servants, witting or otherwise They vary in power and skills and are used in Combat and to complete Capers Skill values are the number of dice you roll, when appropriate Each Character may carry one Item Item Cards Items are skill-boosting cards that attach to Characters Skill values are the number of dice you roll in addition to your Character s dice, when appropriate There is a 1 Item per Character limit Items may never be in play if not attached to a Character; if unattached after play, Destroy it Shenanigans Cards (for full rules, see Shenanigans, below) Shenanigans are cards that may be played at any time, even during an opponent's turn During any turn, yours or others', you may only play one Shenanigans card Announce Shenanigans, or Shenanigan, when you play it, or it doesn t count! Caper Cards (for full rules, see Caper Phase, below) Completing Caper cards is the focus of the game They are landscape-oriented and are played face-up The values represent the number of dice the Villain to your left will roll to set the difficulty Card Elements Card Title: This is the text at the top of the card Card Type: The text beneath the bottom right of the Card Title and the left side of the card Skills: Icons contained in the boxes on the left of the cards, from top to bottom, are: o When a skill is overlaid with a number, on a Character or Item card, this is the number of dice that a Character rolls towards completing Caper requirements or Combat

4 o For Caper cards, these numbers are the number of dice your opponent rolls to determine the minimum value of relevant skill points to complete that phase of the Caper; this is called Setting the Point Illustration: The graphical element in the center Flavor/Game Text: Located at the bottom of the card, this text describes a game effect (in the case of Shenanigans cards) or some text related to the card, but with no effect on play (e.g., a famous quote) Drawing Cards Villains draw two (2) cards from the Draw Pile If you can't DRAW AT LEAST ONE card during your Draw Phase, YOU LOSE Playing Cards A Villain may play one (1) Character AND one (1) Item during their turn Once a Villain is no longer touching a card, it is in play you can t change your mind and play a different card instead The Deck Standard play assumes that each Villain has their own deck, minimum 40 non-caper cards, and that more than one player is playing. For other variations, see Play Variations, below There is no maximum size Caper cards do not count towards the deck limit, but you must include at least three (3) The Golden Rule (of custom card games) Any rules text on cards overrules the default rules (e.g., an Item might allow a Character to carry more than one Item at a time). Duplicates A Villain may not play a duplicate of a card they already have in play, if they do then both are Destroyed Duplicates of opponents cards are allowed Dice Rolling Dice All dice should be rolled in plain view of all Villains Re-roll any dice landing outside of the play area or that do not rest flat Any dice disturbed by animals (e.g., batted by a cat) count once they come to a rest for at least 3 seconds even if outside of the play area Bonus Dice You may Destroy any number of your Items, one at a time, to add one die to any roll When an Item is Destroyed, it 1 st adds any relevant dice to the current roll You MAY NOT destroy an Item if it is targeted, or its Character is targeted, by Shenanigans Play Area The play area in front of each Villain is called their Scheming Zone and it is where they play their cards The area between the Scheming Zones is the Combat zone and is where Combat and attempting enemy Capers occur The Draw and Discard piles are outside of the play area

5 Play Set-Up Decide on which game variant you want to play: 1. For play where Villains share a single deck, see Play Variations, below 2. For Standard Play where each Villain uses their own deck: a. Villains agree on how many Capers each Villain will use b. If no agreement is reached, the Villains roll two (2) dice each until all ties are broken; the winner chooses c. Each Villain shuffles their Capers and randomly Discards the unused ones d. Each Villain places their remaining Capers, face-down, in their Scheming Zone e. Each Villain Draws their top Caper card and places it face-up, in their Scheming Zone where their opponent(s) may see it No matter what variant you play, the oldest, and therefore most cunning, Villain goes first -- life is unfair! Gameplay Phases Each Villain plays their turn in phases, in the following order: 1. Draw Phase Draw two cards from the Draw Pile Shuffle the discard pile to renew the draw deck once the last card is taken If a Villain cannot draw at least one (1) card then THEY LOSE 2. Play Phase (any order) Play one Character card to your Scheming Zone Play one Item card, attaching it to a Character, in your Scheming zone Announce a Shenanigans card by saying "Shenanigans" as you play the card; you may play only one during any Villain's turn Switch any number of your Item cards, already in play, between any number of Characters; Item limits still apply 3. Caper Phase Deploying to Capers You may SIMULTANEOUSLY deploy any number of Characters from your Scheming Zone, with Items attached, to Claim any number of Capers (yours or other Villains ) The MAXIMUM NUMBER OF CHARACTERS that may attempt a Caper is equal to the largest Skill requirement number on the Caper (e.g., A Caper with 3 skill challenges at 2, 4, and 4 could be attempted by up to 4 characters) A Character may attempt a Caper on the turn they are put into play You may deploy Characters to Capers they cannot complete A Character may not attempt more than one Caper per turn Attempting Your Own Capers An opposing Villain rolls dice equal to the topmost Skill requirement on the Caper; this is called Setting the Point The Villain attempting the Caper adds all numbers in the relevant Skill, on the Character and any attached Items; this is the number of dice rolled to equal or exceed the Point If a Character does not have ANY Skills relevant to the Caper, they may invoke the Halfsies rule, see below

6 Attempt the roll: o If the attempt fails, the Caper is over and all cards are returned to the Villain s Scheming Zone o If the attempt succeeds, repeat the process for the next number on the Caper If all rolls are successful, the Villain completes the Caper and claims it The completed Caper is replaced with the next one from the Caper pile Attempting Other Villains Capers A Villain may attempt to complete another Villain s Caper; this is likely, in fact The Defending Villain may choose to block the attempt, if they have at least one Character; this begins Combat, see below If you fail at another Villain s Caper: o You must Destroy one Item on a Character attempting that Caper (your choice) o If your Characters have no Items, then you must destroy a Character attempting that Caper (your choice) If you lost all Items and Characters attempting the Caper then nothing further happens If you succeed at another Villain s Caper, it is replaced with the top one from the Caper pile AT THE BEGINNING of the Defending Villain s next Draw Phase Halfsies A Character without any skills relevant to a Caper may take half of the total (Character and Item values are totaled 1st) of each non-relevant Skill and roll that many dice to attempt a skill on a Caper. For example, the Femme Fatale (3 Espionage) carries the Silencer Item (3 Espionage) for a total of 6 Espionage points. She attempts the Infiltrate the Corridors of Power Caper with values of 2, 2, and 1 (none of them are Espionage). She may now roll half of her total Skills [(3+3)/2 = 3 dice] on each skill attempt. Always round down (0 is possible). Note: If a Character receives any relevant Skills from a Shenanigans card, or any source, they are disqualified from the Halfsies rule (because they now have a relevant Skill and no longer qualify). 4. Combat Phase Combat occurs when a Villain attempts an opponent s Caper and that opponent chooses to block with their Characters: The attacking Villain declares the attempt on the Caper The defending Villain announces their intent to block The defending Villain chooses which Character blocks who (limit 1 defender per attacking Character) Combat is resolved in any order the attacking Villain chooses The defending Character adds all numbers from Skills and Items and rolls that many dice The blocked, attacking Character does the same and must BEAT the number rolled by the defender All ties go to the blocking Character o Each defeated Character destroys its attached Item and returns to its Villain s Scheming Zone o o If a defeated Character has no attached item(s) then it is destroyed Any surviving attackers MUST now attempt the Caper, as usual, but failure means destroying an Item or Character (it s the failing loser s choice) Note: Halfsies may not be used in Combat

7 5. Plotting Revenge Phase Villains may switch Items between their Characters freely before Discarding: Switch any number of your Item cards, already in play, to any number of Characters; Item limits still apply 6. Discard Phase Discard down to five (5) cards This ends the Villain s turn Play proceeds clockwise Shenanigans Shenanigans is when a Villain uses a Shenanigans card to interfere with another Villain (usually between phases of Combat, while attempting a Caper, or during another Villain s turn) or to help their own forces: They may be played at any time - you may play only one during any Villains' turn You announce Shenanigans, or Shenanigan, as you play the card Shenanigans must be played BEFORE THE ROLL, if adding or subtracting dice If you don t say Shenanigan(s) and you roll dice, initiate a new action (attempt a Caper), or end your turn, then the Shenanigans played is Destroyed and never happened! If you announce "Shenanigan(s)" you must play one or suffer a penalty, as if you lost Combat, but choose from amongst all your cards How to Win The player who has the most total Caper points wins Caper points are the total of the points, on one side, of completed Caper cards The game is scored when the agreed-upon number of Capers have been claimed or no cards can be drawn Once all Capers are completed, if the score is tied: o All Villains choose up to one Character, in play, as a Champion o The Champion may take any one Item, in play o The Villain who would have taken the next turn attacks the Champion to their left o Combat is resolved as usual o Each Villain attacks, in turn, until only one Character remains o Only Characters may break a tie; Items cannot win the game o If it is not possible to resolve the tie, as above, then the oldest Villain wins Advanced Rules Deck Customization Supervillain is a customizable card game, meaning that you can add or remove cards to emphasize a certain style of play. With the basic deck, you may remove up to five (5) non-caper cards and legally play (you need 40+, non-caper cards). Only four (4) copies of any card may be in a deck. Expansion packs are planned. Mulligan rule If you are dealt no Characters AFTER your Draw Phase, only on your first hand, you may discard your entire hand (you may not have played any cards yet) and draw five new cards. You skip your draw phase when taking a Mulligan.

8 Optional Rules Simplified Victory Conditions Villains may opt to score based solely on the number of Caper cards claimed, not their point totals, to simplify victory calculations. This should be agreed upon in advance of play. Play Variations Standard Play Standard play is where each Villain has their own customized deck of at least 40 non-caper cards and any number of Capers (to a minimum of 3). No more than four (4) copies of any card may be in a deck. Single-deck Play Players may share a single deck of Supervillain, rather than each player having their own deck: 2-player Variation o Per the standard rules of play, but the Draw and Discard piles are shared 3-player Variation o The Draw and Discard piles are shared o Villains may play one (1) Character OR one (1) Item per turn No more than four (4) copies of any card may be in a deck. Single-deck Play Set-up 1. Separate the Caper cards and shuffle them 2. Randomly deal a Caper card, face-up, in front of each Villain 3. Agree on how many additional Capers to play for 4. Randomly remove unwanted Capers and set the agreed-upon Capers aside, face-down; this is the Caper Pile 5. Shuffle the remaining cards and deal five (5) to each Villain 6. Place the un-dealt cards, face-down, near the play area; this is the Draw Pile 7. Next to the Draw Pile, make room for face-up, played cards; this is the Discard Pile 8. Both the Draw and Discard piles are shared Glossary Destroy Placing a card, from play, into the Discard pile Discard Placing a card, from a Villain s hand, into the Discard pile Halfsies Using a Character s skill point(s), halved and rounded down, to solve Capers for which they have no relevant skills. Halfsies are not used in Combat Supervillain the Villain who wins the game. All hail the Supervillain! Villain A player

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