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| Start Phase - Each player takes a character card and takes out 1 Plasma Cutter Card 1 Small Med Kit Card and 1 Basic Ammunition Card. | | Start Phase - Each player takes a character card and takes out 1 Plasma Cutter Card 1 Small Med Kit Card and 1 Basic Ammunition Card. |
| Draw Phase - Each player draws one card from the action deck and one from the resource deck. (You must play any necessary actions immediatly, for example "The player cannot draw a resource card this turn" | | Draw Phase - Each player draws one card from the action deck and one from the resource deck. (You must play any necessary actions immediatly, for example "The player cannot draw a resource card this turn" |
| Resource Phase - Each player chooses what to do with thier resource
| | Player Phase - after all the resources have been gathered each player takes it in turns deciding what they're going to do (for example shot another player) after everyone has finished the draw phase begins again. (You can choose to not do anything if you wish) |
| Action Phase - Each player chooses what to do with thier action
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| Attack Phase - Every weapon does 1 damage unless stated otherwise. 1 Damage = 1 Wound. Actions which avoid attacks can be played immediatly after an attack is made.
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| No player can have more than 3 resources and 2 action cards in thier hand at any 1 time. | | No player can have more than 3 resources and 2 action cards in thier hand at any 1 time. |
A card game based on the popular game "Dead Space"
Special Rules
Deck
Extra cards for the Necromorph deck if there are 4+ survivors.
54 Resource cards for the Necromorph resource pile.
15 Action cards for the Necromorph action pile.
I added this deck to help the necromorph player fight a lot of people at once. The necromorphs on this add-on split when killed spawning more to help with numbers, they are also slightly tougher than those in the main deck.
Rules
Every player takes it in turns around the table
Start Phase - Each player takes a character card and takes out 1 Plasma Cutter Card 1 Small Med Kit Card and 1 Basic Ammunition Card.
Draw Phase - Each player draws one card from the action deck and one from the resource deck. (You must play any necessary actions immediatly, for example "The player cannot draw a resource card this turn"
Player Phase - after all the resources have been gathered each player takes it in turns deciding what they're going to do (for example shot another player) after everyone has finished the draw phase begins again. (You can choose to not do anything if you wish)
No player can have more than 3 resources and 2 action cards in thier hand at any 1 time.
They can only play 1 action a turn.
They can play any number of resources.
Objective cards will be placed in the resource pile.
Armour can be equipped but you can only wear one at a time.
Weapons can be equipped but you can only use one at a time.
A weapon must have a form of ammo attached for you to use it.
You will lose if you all die. You will win if you complete the objective.
Necromorph Rules
Each turn the necromorph player draws 3 resource cards and 2 necromorph action cards. They can play any number of resource cards but only 1 action card per turn. At the end of the necromorph players turn they must discard every action card in thier hand, but they can keep up to 10 resource cards.
The main objective of the necromorph player is to kill the survivors off.
Card List
Rabid
Mutation
Mutate the selected necromorph (causes double damage)
Rabid
Mutation
Mutate the selected necromorph (causes double damage)
Rabid
Mutation
Mutate the selected necromorph (causes double damage)
Rabid
Mutation
Mutate the selected necromorph (causes double damage)
Talons
Mutation
Mutate the selected necromorph (+ 2 damage)
Talons
Mutation
Mutate the selected necromorph (+ 2 damage)
Talons
Mutation
Mutate the selected necromorph (+ 2 damage)
Toxins
Mutation
Mutate the selected necromorph (+ 3 damage)
Toxins
Mutation
Mutate the selected necromorph (+ 3 damage)
Toxins
Mutation
Mutate the selected necromorph (+ 3 damage)
Iron Hide
Mutation
Mutate the selected necromorph (+ 2 Wounds)
Iron Hide
Mutation
Mutate the selected necromorph (+ 2 Wounds)
Iron Hide
Mutation
Mutate the selected necromorph (+ 2 Wounds)
Iron Hide
Mutation
Mutate the selected necromorph (+ 2 Wounds)
Steel Hide
Mutation
Mutate the selected necromorph (+ 3 Wounds)
Steel Hide
Mutation
Mutate the selected necromorph (+ 3 Wounds)
Steel Hide
Mutation
Mutate the selected necromorph (+ 3 Wounds)
Impenetrable Hide
Mutation
Mutate the selected necromorph (+ 4 Wounds)
Berzerk
Mutation
Mutate the selected necromorph (causes 3x damage but kills the necromorph after it attacks)
Berzerk
Mutation
Mutate the selected necromorph (causes 3x damage but kills the necromorph after it attacks)
Plasma Immune
Mutation
Mutate the selected necromorph (Plasma Cutter causes no damage)
Fireproof
Mutation
Mutate the selected necromorph (Flamethrower/Reaver causes no damage)
Indestructable
Mutation
Mutate the selected necromorph (Contact Beam causes no damage)
Grim Ripper
Mutation
Mutate the selected necromorph (Ripper causes no damage)
Pregnant
Necromorph
Best to make it a quick, clean kill. (4 wounds)
Pregnant
Necromorph
Best to make it a quick, clean kill. (4 wounds)
Pregnant
Necromorph
Best to make it a quick, clean kill. (4 wounds)
Splitting Pregnant
Necromorph
Best to make it a quick, clean kill. (Special, bursts creating 2 "Swarms" (2 wounds)
Splitting Pregnant
Necromorph
Best to make it a quick, clean kill. (Special, bursts creating 2 "Swarms" (2 wounds)
Splitting Pregnant
Necromorph
Best to make it a quick, clean kill. (Special, bursts creating 2 "Swarms" (2 wounds)
Splitting Pregnant
Necromorph
Best to make it a quick, clean kill. (Special, bursts creating 2 "Swarms" (2 wounds)
Swarm
Necromorph
(Special, Causes 1 damage per wound left on Swarm) (Cannot be mutated) (4 Wounds)
Swarm
Necromorph
(Special, Causes 1 damage per wound left on Swarm) (Cannot be mutated) (4 Wounds)
Swarm
Necromorph
(Special, Causes 1 damage per wound left on Swarm) (Cannot be mutated) (4 Wounds)
Swarm
Necromorph
(Special, Causes 1 damage per wound left on Swarm) (Cannot be mutated) (4 Wounds)
Swarm
Necromorph
(Special, Causes 1 damage per wound left on Swarm) (Cannot be mutated) (4 Wounds)
Swarm
Necromorph
(Special, Causes 1 damage per wound left on Swarm) (Cannot be mutated) (4 Wounds)
Swarm
Necromorph
(Special, Causes 1 damage per wound left on Swarm) (Cannot be mutated) (4 Wounds)
Lurker
Necromorph
Often found in the medical wing. (Special, attach to player causing 1 damage per turn until killed. (2 wounds)
Lurker
Necromorph
Often found in the medical wing. (Special, attach to player causing 1 damage per turn until killed. (2 wounds)
Lurker
Necromorph
Often found in the medical wing. (Special, attach to player causing 1 damage per turn until killed. (2 wounds)
Lurker
Necromorph
Often found in the medical wing. (Special, attach to player causing 1 damage per turn until killed. (2 wounds)
Lurker
Necromorph
Often found in the medical wing. (Special, attach to player causing 1 damage per turn until killed. (2 wounds)
Lurker
Necromorph
Often found in the medical wing. (Special, attach to player causing 1 damage per turn until killed. (2 wounds)
Divider
Necromorph
Strong and agile. (Special, when killed put 3 "Appendages" into play) (6 wounds)
Divider
Necromorph
Strong and agile. (Special, when killed put 3 "Appendages" into play) (6 wounds)
Appendage
Necromorph
Weak and slow, but strong in numbers (Special if 4 "Appendages" are in play they merge creating a "Divider") (1 Wound)
Appendage
Necromorph
Weak and slow, but strong in numbers (Special if 4 "Appendages" are in play they merge creating a "Divider") (1 Wound)
Appendage
Necromorph
Weak and slow, but strong in numbers (Special if 4 "Appendages" are in play they merge creating a "Divider") (1 Wound)
Appendage
Necromorph
Weak and slow, but strong in numbers (Special if 4 "Appendages" are in play they merge creating a "Divider") (1 Wound)
Appendage
Necromorph
Weak and slow, but strong in numbers (Special if 4 "Appendages" are in play they merge creating a "Divider") (1 Wound)
Appendage
Necromorph
Weak and slow, but strong in numbers (Special if 4 "Appendages" are in play they merge creating a "Divider") (1 Wound)
Appendage
Necromorph
Weak and slow, but strong in numbers (Special if 4 "Appendages" are in play they merge creating a "Divider") (1 Wound)
Appendage
Necromorph
Weak and slow, but strong in numbers (Special if 4 "Appendages" are in play they merge creating a "Divider") (1 Wound)
Errupt
Action
Requires "Pregnant" Instantly burst the pregnant releasing 2 "Swarms"
Errupt
Action
Requires "Pregnant" Instantly burst the pregnant releasing 2 "Swarms"
Errupt
Action
Requires "Pregnant" Instantly burst the pregnant releasing 2 "Swarms"
Don't Wake The Baby
Action
Put 2 "Lurker" into play
Don't Wake The Baby
Action
Put 2 "Lurker" into play
Don't Wake The Baby
Action
Put 2 "Lurker" into play
Horrific
Action
Put a "Divider" into play
Warped
Action
Attach an "Appendage" to any necromorph to (+ 1 damage and + 1 wound)
Warped
Action
Attach an "Appendage" to any necromorph to (+ 1 damage and + 1 wound)
Warped
Action
Attach an "Appendage" to any necromorph to (+ 1 damage and + 1 wound)
Warped
Action
Attach an "Appendage" to any necromorph to (+ 1 damage and + 1 wound)
SWARM!
Action
Replenish all wounds to all "Swarm" in play
SWARM!
Action
Replenish all wounds to all "Swarm" in play
SWARM!
Action
Replenish all wounds to all "Swarm" in play
SWARM!
Action
Replenish all wounds to all "Swarm" in play