These rules are for general play. If there is conflict with any card, the card will take precedence. If there are any rules conflicts between these rules and the rules booklet distributed with Set 0, these rules will take precedence.
The object of this game is to retrieve as many Items from the Field as you can. If the Disasters retrieve more than half the Items, the deck wins. If the players retrieve half or more, the player with the most number of Items wins.
Attack Defense / Health Movement Charm Energy
Science Dimensional Planetary
Minor and Major Disaster Combat Global Effect Flash Effect Enhancement Equipment
In the bottom of the text box, most of the cards will have one or more Categories listed, which will appear between brackets and are separated by commas if there are more than one, i.e. « Category, Category ». When a card states that it affects a certain type of card (i.e. This card allows you to Scavenge any Hot Tub Location) look for the Category at the bottom of the card (in this case look for « Hot Tub » at the bottom of any Location card).
There are 3 card types that do not have symbols in the upper left corner of the card. They are:
Purple card with 5 attribute scores on the left side of the bottom half of the card and 2 text boxes. The top text box lists the skills the Character possesses. The bottom text box had body text with information about the card. Most will also have the male or female symbol in the bottom right corner.
Green card with a circular picture box and a single text box. In the top of the text box will be the skills necessary to Scavenge that Location. Below that will be any additional information about the Location. These cards cannot be discarded and may only be destroyed by a card that specifically states that it can destroy a Location. If a Location is destroyed, turn it over and leave it where it is. It still counts for movement for Characters (Disasters ignore destroyed Locations) but Characters cannot stop on a destroyed Location.
These brown cards have the name of the Item running up the left side of the card. The single text box has any information about the card.
There are 7 other types of cards that are distinguished by the symbols in the upper left corner of the card. Each of these cards has a single text box that will contain the card description. They are:
These cards are played during either Charm or Physical Combat. When you play the card in one direction, it will give the Charm modifier. When played the other way, it will give the Physical Combat modifier. These cards are played for both your Characters and Disasters. Combat cards are meant to create a random element to the Combat system. You will play Power cards for actual enhancements to your Charm, Attack and Defense scores.
There are 2 types of Disasters, Minor Disasters and Major Disasters. These cards may have any combination of ability scores or none at all. The difference between Major and Minor Disasters is their persistence, not their nastiness. Also, Disasters that have Damage and Defense scores are what we call 'Combat Disasters'. As a general rule, only Combat Disasters actually pick up Items and try to carry them off the Field.
If there is a button with an ability symbol and number in the bottom left corner of the picture, that is the cost to use the card each time. The card may state that a Character must have certain skills to use the card. These will be listed at the top of the card's text box. Also, a card may have a limit to its uses. This will be stated directly below the requirements. All Energy that a Character expends to use these cards are restored at the end of the player's turn or Combat round.
If there are buttons on the left of the text box with numbers preceded by a mathematical symbol, your ability score is modified by that number. If there is no symbol, the ability score is replaced with that number.
These cards will give Characters special skills or abilities. Once played on a Character, they are only removed when the Character or Killed or Bonked or by a special cards that specifically removes an Enhancement.
These cards will have any combination of ability symbols and modifiers as well as skill enhancements. In the text box there may be skills that this card will bestow upon the Character at long as it carries the Equipment.
A vehicle card cannot carry another vehicle card. If a vehicle has Attack and Defense scores, it may be used in Combat. If a Vehicle is in Combat with an opponent, no other Character may attack that opponent until that vehicle ceases Combat.
When you play a Global, play it on the side off the Field. It affects all of your Characters that are on the Field.
These cards can be played at any time during the game except during your reload phase.
This consists of all the Locations except Havens.
All cards that in any way affect the Field. Disasters that play "Off the Field" still affect cards on the Field and therefore are in play. Bonked Characters don't affect anything on the Field and therefore are not IN PLAY until they are again played into the Haven. Cards in a player's hand are not IN PLAY until they are laid down.
When a Character gets bonked (See Combat), it means he has taken damage and must stay out of play for 1 complete turn of the owning player. No one cant attack a Character once it has been Bonked until it enters play again. You will place bonked Characters on the side of the Field and, after they have been out of play for one of your turns, you may place it back in your hand during the Reload phase. Once the Character gets back into your hand, it is healed completely.
Some Disasters will state that they they steal an Item from Characters, and some Power cards will let you steal an Item from Disasters and/or other Characters. What this means is that when the 'stealer' is at the same Location as the individual with an Item, the 'stealer' may take that Item and get 1 full movement before anyone can attack. Example: a Disaster, steals an Item according to its body text, has a move of 4, and is 3 or 4 Locations away from you. During its next Maintenance phase, it moves through or lands on your Location. If you have an Item, it gets to take a random Item from you and then move 4 more Locations before the end of its Maintenance phase. You may then pursue it and take the Item back, if you can defeat it. If it already had an Item, the first Item is dropped under the Location where it stole the Item from your Character and it takes the Character's Item. Characters that are stealing and Item from one of your Characters work the same way. That Character takes the Item and get a full move before anyone can attack it except Disasters. On its Move phase, it passes through your Location, plays a card that allows it to steal a random Item from you (you don't have to reveal what Items you have) and then gets its full move again before you can pursue and fight for it. If, in the process of stealing an Item, you move into a Location that has a Combat Disaster, the Disaster will try to take the Item from you as normal play (See Maintenance phase). On the other hand, you may steal an Item from a Disaster the same way. If you move into a Location where there is a Disaster that has an Item and you don't have any Item, you may try to steal the Item from the Disaster. If you have an Item, it will automatically attack you (See Maintenance phase).
Refers to removing a card from play and placing it in the owning player's Discard pile.
This term refers to removing a card from play for the remainder of the game.
A turn refers to the time it takes for a player to go through all his phases.
A round refers to Combat, where the Characters and Disasters each get one attack. There is no limit to the number of rounds there can be each turn.
A cycle refers to the amount of time it takes for a Disaster to make its way from where it starts on the Field to the bottom Location of the left most column as you see it.
As a general rule, you are limited to 3 of any particular card in your deck unless otherwise stated below.
1 player game = 9 Locations; 2 player game = 7 Locations; 3 or 4 player game = 5 Locations; 5 or more player game = 4 Locations. You may not have duplicate Locations.
You will be playing with one Item per Location.
You can have any number of Combat cards in your Combat pile, with no limit to duplicate Combat cards.
You can have any number of Character cards in your deck but there can only be one of each Character. You can only have 6 Characters on the playing field at one time.
You can have any number of Power cards (Enhancement, Equipment, Flash Effect, and Global Effect) in your deck.
You will be playing with a total number of Disasters equal to half the total number of Power cards, Havens and Characters you start with minus 2 Disasters per player in the game. Then add 2 for each Location you are playing with. Example: you are in a 3 player game. You have 36 Power cards, 1 Haven and 6 Character cards. You would start out with 16 Disaster cards for your Draw pile. 36 plus 1 plus 6 equals 43, divided by 2 is 22 (always round up). Subtract 6 (2 per player). That leaves 16 Disasters for your draw pile. Add 2 for each of your Locations (5 Locations for a 3 player game) for a total of 26 Disasters in all. One third of ALL your Disasters must be Major Disasters (9 in this case, again rounding up). Also, half of ALL your Disasters must be Combat Disasters (have Damage and Defense scores), in this case 11. Again, we always round up if there is a fraction.
Shuffle and set aside your Combat cards.
Shuffle your Location cards. Each player in turn will draw a Location card and place it on the Field face up. The first Location may be placed anywhere on the Field.
The next card can be placed on the Field in any of eight positions around the first card. The rest are placed anywhere next to any card on the Field.
Place your Haven adjacent to any Location after all Locations are placed on the Field. That is where you start your beginning Characters and bring other Characters into play. A Haven is considered "off the Field" for rules purposes. We suggest that you keep your Haven on the outer edge of the Field so it is easier for the other players to keep track of, since Characters cannot enter or cross over another player's Haven without the owners permission. If you do not have a Haven, you can use an extra Location card, but you get no extra benefit from it. Turn it upside down so that everyone remembers that it is your Haven. If you are using an extra Location for a Haven, forget the skill set on it and treat it like any other Haven, as per the rules book. In this version of the setup, you MUST have a Haven.
An example of laying out the Field would be: (= represents a card that is already on the Field. * represents where you can place the next card) So, this would be where you could place the second card:
* * * * = * * * *
And this is where you could place the next card if you placed the second one to the bottom-right of the first:
* * * * = * * * * = * * * *
and so on. That is how you would get a layout that looks something like this in a 3 player game:
= = = = = = = = = = = = = = =
Shuffle your Items. Place one under each of your Locations, face down. No peeking.
Shuffle your Disaster cards. Place 2 of them under each Location face down. Again no peeking.
Take up to 4 Characters and place them in your Haven.
Take the rest of your Characters and all of your Power cards (Equipment, Enhancement, Global, and Flash Effect cards) and Shuffle them. Draw 7. This is your beginning hand.
Shuffle the rest of your Disasters with your Power cards. This is now your Draw pile.
You may now discard any cards in your hand or any Characters in your Haven.
Draw 1 card at a time from your Draw pile until you have 7 cards in your hand or you draw a Disaster. If you draw a Disaster, move to the Maintenance phase.
Disaster capable of movement are moved the number of Locations equal to their movement score. If you draw a Disaster from your draw pile, it will enter the Field at the top Location of the column to your right. It will move down that column counting 1 Location per movement point. When it gets to the bottom, it will go straight to the top of the next column to the left. It will then move down that column one card at a time and so on. When it gets to the bottom Location in the column to your left, the next place it moves is "Off the Field." This is the end of its cycle. Minor Disasters stop there. The Items they carry are Destroyed and that is that. Major Disasters drop the Item (it is Destroyed) and come back onto the Field at the top of the column to your right and start all over again. If you pull a Disaster from under a Location, it moves the same way, it just starts at the Location where you drew it. When it gets to the bottom left column, it is at the end of its "cycle" and, if a Minor Disaster, is gone. If it is a Major Disaster, it starts again at the top-right as above. Think of the movement as the way the Japanese read. Disasters with movement will move their full movement capability each Maintenance phase.
Only Combat Disasters will pick up Items. At the first Location the Disaster moves to that has an Item, it will pick the Item up and try to take it off the Field. If it completes its cycle, the Item is removed from play, and can't be retrieved. If a Combat Disaster encounters a Character with any Items, it will drop its Item under the Location and automatically attack, trying to take the Item away from the Character (See COMBAT). If the Character doesn't have any Items, it may opt to "hide" from the Disaster and the the Disaster pass ot attack the Disaster and try to defeat it. Disasters may only carry one Item at a time.
Disasters with no movement score move until they reach Character(s) based on the movement of the layout. They then affect the Characters according to the text.
If a Disaster card state that it moves only once, it moves when it is drawn from a Draw pile the number of Locations equal to its movement ability and stays there to block the Location. If it started out under a Location, it doesn't move at all.
When a Non-Combat Disaster completes the action described in the text box, it is discarded.
You may play any Characters into your Haven that you have in your hand. You may play 1 Enhancement on any Character in play and 1 Equipment on any Character that is in your Haven. You may also play 1 Global Effect card. Global Effect cards play on the side of the Field and affect all of your Characters. You can have any number of Characters in your Havens but may only have 6 Characters on the Field at any one time. This is also the phase in which you would place an extra Haven (See rules booklet).
Your Characters enter the playing field at any Location adjacent to your Haven. You may move up to the number of cards equal to your Movement score in any direction. A group of Characters is limited to the Movement of the slowest Character. You may only leave the field to go into your Haven, Moving into and out of your Haven costs the same as moving into or out of any other Location.
If you Character or group has the skills listed on the Location they currently occupy, you can attempt to "Scavenge" the Location. To do so, pull 1 of the Disasters from under the Location. Go to the Combat description if necessary. If you wish to continue, pull the next Disaster from under the Location. Again, go to the Combat description if need be. If you make it past all Disasters, you get to retrieve all other cards at the Location (Items and/or Equipment). Divvy them up between your Characters. If you decide not to continue after any particular Combat, just declare your turn is done for that Character or group. Once you stop attempting to "Scavenge" a Location, you will need the skills listed on the Location to start "Scavenging" it again.
You can play any Flash Effect card at any time during the game except during your "Reload" phase. You may also play these cards on any Character or Disaster on the field. If a Flash Effect has a cost, a Character at the Location the Flash takes effect must be able and willing to bear the cost.
If you run into or draw a Combat Disaster, you may engage it in Combat. All Attacks and Defenses are simultaneous. The Disaster will attack a random Character carrying an Item each Combat turn. If no Characters have Items, the Disaster will attack a random Character each Combat turn. Draw 1 Combat card from your Combat pile and give it to the Character who the Disaster is attacking and draw another Combat card from your Combat pile for the Disaster. This is just to make Combat random, but keep the odds even, so to speak. The Power cards are what give you advantages in Combat. Up to 3 Characters can attack a Minor Disaster and 4 Characters can attack a Major Disaster at any one time. One of the Characters must be the one the Disaster is attacking. Add all the attackers total damage, subtract the defenders total defense, anything left is damage the Defender takes to its Health. The damage is cumulative only for each Combat. Once you take damage equal to your basic Defense score (Health), you are bonked. See Basic Terms. If a Character takes 2 times its Health, it is Killed and put in your Discard pile. Combat continues until the Characters are all gone, the Disaster is defeated or one side or the other runs away. If you want to Run Away from a Combat, just state that you are doing so and Combat stops, after the other Character or Disaster gets one last Attack on you (you are turning your back to run away, after all). If a Disaster Runs Away (stated on the card), Characters do not get an extra attack on it. At the end of Combat, all Health is restored to full for all Characters or Disasters that remain on the Field.
You can enter Charm Combat with any one of your Characters against any other Character. Charm Combat will only last 1 Combat round. If the Charming Character has a higher total (including the Characters personal Charm score, Items, Charm Combat cards and any Power cards) than the target, the Charming Character can make the target perform 1 legal action (i.e. move to a specific Location within its move capability on its next Move phase, attack for 1 Combat round, not move on its next Move phase, give the Charming Character an Item, etc.) and anyone at the Location with the target cannot attack the Charming Character in the player's next turn. If the Charming Character loses, nothing happens. If the Charming Character loses by a number equal to its own base Charm ability, the action backfires and the target gets to make the Charming Character perform 1 legal action. You can only initiate Charm Combat if you are within a number of Locations equal to your Move score away from your target. A Character cannot attempt to charm another Character 2 turns in a row.
If you enter Combat with a Disaster that has a Charm score, it will automatically engage in Charm Combat first. This would be considered the "first round of Combat." If you win against a Minor Disaster, you get to make it perform 1 legal action. Examples of this would be one of the following: hand over an Item, take a movement (up to its max. move) in any direction, do not defend for 1 round, do not attack for 1 round, attack a particular Character or another Disaster for 1 round, etc. If you win against a Major Disaster, it will ignore that Character until that Character attacks the Disaster. If you lose, the Charming Character may not attack the Disaster until it attacks that Character. Each person at the location may engage in a Charm Combat with a Major Disaster if the player wishes. That Disaster will then discontinue Combat and leave with the Item as soon as it can if the Characters do not attack it.
Addendum update as of December 7, 1996.
Mars, 2046: The first robots were gadgets. The "Seconds" were more sophisticated, with faces of young girls, the bodies of fully developed women and convenient "off" switches on their heads. Now it looks as though there are new kids in town. "Thirds," are stronger, sexier even more sophisticated, but wired with something most don't want in a slave or sex toy: a brain and heart. They were supposed to be a secret, until they began showing up dead, murdered by a hate-spewing lunatic who could set all Mars on a course for self-destruction.
On the case are a reluctant Detective Ross Sylibus, a transfer from Chicago and his new, young, Martian-born partner Armitage, a dream and a nightmare wrapped in a leather halter. She has a body to die for, the face of a young girl and a secret that if discovered, could get her killed. But this doll is no toy - she is both the hunted and the hunter.
Meet the staff of Phantom Quest Corp., the most powerful cadre of cabalists the world does not quite see. PQC's beautiful President and CEO, Ayaka Kisagi, has rounded up the most talented file of freelance psychics, sorcerers and supernaturals around, turning a penchant for late nights into the cottage industry opportunity of an after-lifetime.
The Series unleashes Phantom Quest Corp.'s fascinating specialists, each unique and each the best there is. And if it sometimes seems easier for Ayaka to round up troublesome spirits than to put corporate chains on her own freewheeling habits, remember that beneath the silk frocks and killer figure are a heart and will of steel. So no matter what terrors the night can bring, Ayaka will make sure they get a kiss goodnight from Phantom Quest.
Earth - The not-too-distant-future… A city miraculously reborn just sixteen years after being completely destroyed by a giant meteor. Out story begins in the prestigious Graviton High School for Girls as the teacher, Miss Ayumi, introduces two new students- A-ko and her ditzy sidekick C-ko. A-ko is a lively seventeen year-old, no different from any other…except that within her diminutive frame lies superhuman strength. The trouble begins when B-ko, the spoiled, brilliant daughter of a business tycoon, decides she wants C-ko for herself. And what B-ko wants, B-ko gets. Unless A-ko is standing in the way. B-ko becomes the irresistible force and A-ko the immovable object as the action explodes across this unsuspecting city. B-ko goes up against the invincible A-ko with her special arsenal of powered robot-suits, including the most powerful of all, "Akagiyama 23."
Meanwhile, a monstrous alien spaceship plies it's way towards Earth, in search of…?
What is the connection between the girls and the alien ship? Who is the mysterious "D"? What is the secret behind A-ko's power? What dark past fuels B-ko's rage? Why is C-ko such a space case?
In the year 2010, the Earth has been encircled by a toxic cloud so noxious as to require humans to wear gas-masks. Human morals have fared no better - a violent crime occurs every 36 seconds! Leading the attack on society are the Cat sisters, Annapuna and Unipuma. Sexy but ruthless, these bio-engineered commandos ally with grotesque half-human, half-cyborg gang leader Bauku in ceaseless, naked aggression.
Enter the Tank Police. Led by "Mr. Squad Commander" Britain, this space-age law and order patrol welcomes its newest member, Leona, during a round of "grenade golf" which puts terror back into their "interrogation" of a suspect. However, these extreme tactics are necessary against the notorious Bauku gang.
Don't miss the action-packed tale of a girl and her tank fighting the forces of futuristic terrorism.
Created by AnimeCafe, Inc. The twisted minds at AnimeCafe are Jon Healy, Keith Pinster, & Josh Ritter.
Produced by Tod Harrick for Panime.
Art Direction by Jon Healy.
Package designed by Jeff "Biff" Buttle & John Chambers of Mind Meld, Inc.
Manufactured by The Upper Deck Co. (Carlsbad, CA)
If you have other questions, you may contact P Anime by writing us at:
Ani-Mayhem
c/o Pioneer Entertainment
2265 E. 220th Street
Long Beach, CA 90810
or calling out toll-free customer service # at: 1-800-421-1621
or e-mailing us at: panime @ primenet.com.
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