INTRODUCTION Card game based on the book The Cyberiad by Stanislaw Lem. Setting: A medieval universe populated by sentient robots. The constructors are prolific inventors with almost god-like powers. Each player takes the role of a Constructor, trying to gain the Most fame. VICTORY The player with the most Fame points at the end of the game wins. Any player that accumulates 50 or more Fame points automatically wins. Any player that accumulates 20 or more Trouble points automatically loses. GAME END The game ends when one player has claimed 7 Sally cards or the Deck is empty when a player starts his turn. TOKENS The term Tokens can be used interchangeably for points, counters, markers, Chits, coins, gems, tickets, parts, nuts, bolts, and screws. FAME POINTS Use Coins and Gems to Represent Fame points. Cards in play also serve as Fame points. Action cards that can, generate Fame tokens, and are then discarded. TROUBLE POINTS Use Tickets to Represent Trouble points. Cards in play also serve as Trouble points. Action cards that can, generate Trouble tokens, and are then discarded. GENIUS POINTS Use Nuts, Bolts, and Screws to Represent Genius points. Action cards that can, generate Genius tokens, and are then discarded. THE DECK Players share a common deck. The deck has 4 types of cards: 1. Sally cards 2. Machine cards 3. Action cards 4. Effect cards SETUP Each player picks one of the Constructors from the Constructor List. Each player is dealt 5 random cards. TURN SEQUENCE Players take turns. A Turn has 3 Phases: 1. Randomization Phase 2. Primary Action Phase 3. Terminal Phase RANDOMIZATION PHASE Draw 1 card from the deck. Gain 1 Genius Token. PRIMARY ACTION PHASE You may put either 1 Sally, 1 Machine, or 1 Effect card into play. The cost to play a Sally, Machine, or Effect is to discard a number of Cards equal to the cost of the card. Some Machines already in play can reduce costs. Sally, Effect and Machine cards remain in play face up in front of you. Action cards when played are discarded. Some Action cards can be used to reduce the cost of certain Machine or Sally cards. You cannot have more Effect cards in play than you have Sally or Machine cards. During Primary Phase, you may discard 5 Genius points to gain 1FP or To draw 1 card from the deck, or to remove 1 TP. TERMINAL PHASE Max hand size is 10 cards. Discard excess cards. CARD LIST NOTATION S = Sally card M = Machine card E = Effect A = Action card F/T = Fame points/Trouble points gained when card is played T/C = Type/Cost GP = Genius points FP = Fame points TP = Trouble points A> = This only occurs once when the card is put into play X> = You must do this once on your turn Y> = You may do this once on your turn if you want to Z> = You may do this as many times as you want on your turn FOH = From Opponent’s Hand CARD LIST Card Name: T/C F/T Notes: Nothing Machine M5 5/5 Y> Gain 5TP + discard 1 card in play Thinking Machine M4 2/1 Y> Remove 1 TP Order of the Great Parallax E2 X/0 X = 1 FP per Sally you have completed Diploma of Perpetual Omnipotence E2 X/0 X = 1 FP per 2 Machines you control A Good Shellacking A4 2/0 Target Opponent loses 2 FP Adding Machine M4 1/0 Y> Draw 1 card + Opponent gains 1 FP Gargantius Effect A1 1/0 Worth 3 cards to pay for Sally Poetry Writing Machine M6 4/1 X> Gain 1 FP and 1 TP on your turn Idiot Machine M2 1/2 A> Opponent discards 1 random card Wish Granting Machine M3 4/1 A> Opponent draws 1 card Polypolice Machine A2 2/0 Worth 3 cards to pay for Sally Dragons of Probability S5 5/0 A> Target Opponent gains 2 TP King Krool the Hunter S7 7/0 A> Target Opponent gains 2 TP Demon of the Second Kind A0 0/0 Worth 3 cards to pay for Sally Machine to Ask Questions M2 1/1 Z> Gain 1 TP and 2 GP Arrange the Stars E2 1/1 Y> Gain 1 TP and draw 1 card Disassemble A1 0/0 Put Machine back in owners hand Contact HPLD Civilization A0 1/2 Draw 4 cards Altruizine AX X/X X = Number of cards you discard Create Race of Happy Robots S3 3/3 X> Draw 1 card and gain 1 TP Magnificent Electroknight A4 3/5 Search deck for Sally and put it in play Gold Making Machine M2 2/2 Z> Discard 1 card to gain 1 FP The Pirate Pugg S4 4/0 A> Target Opponent gains 2 TP Baby Cannon M3 1/2 Sallies cost 1 less Master Builder A1 1/0 Worth 3 cards to pay for Machine One Number 5 Screw A0 0/0 Worth 3 cards to pay for Machine Invent it First A3 1/1 Steal a Machine card just played Femfatalatron M3 2/2 Y> Lose 1 FP to draw 1 card Spies A1 0/1 Look at Opponent’s hand & Steal 1 card Royal Workshops E4 1/0 Machines cost 1 Less Audience with the King A1 1/0 Draw 4 cards Sated with Glory A4 3/0 Must already have 10+ FP Probability Proof Shields M2 0/0 Opponent cannot make you lose cards Contraptions M1 0/0 Z> Discard 1 card to remove 1 TP Instruments M1 0/0 Y> Cost 1 GP: look at next 4 cards in deck Publish an Excellent Article E1 1/0 A> Gain 5 GP Auto-Destruct Mechanism A1 2/0 Discard a Machine you control Higher Mathematics Simulation E2 1/0 Y> Draw 5 cards and discard 5 Diabolical Algorithm A1 1/0 Worth 2 cards to pay for Machine or Sally Council of War A1 1/0 All players may fill their hands to 10 cards Kings Atrocitus and Ferocitus S6 6/0 A> Target Opponent gains 2 TP Sally to Nowhere S1 1/0 A> Target Opponent gains 1 TP Increasingly Elaborate Story E1 2/1 Z> Discard 4 GP to gain 1 FP Low and Underhanded Trick A2 1/1 Target Opponent gains 3 TP Bilateral Personality Transformer M2 0/1 Z> Gain 3 TP: Trade Hands with Opponent Imprisonment A1 0/0 Target player misses his next turn Steal the Cymberanide Dynasty Diadem S6 5/5 A> Target Opponent gains 2 TP Megalomechanism M5 4/1 Hand Size +1 Dream of a Machine A2 2/0 Worth 3 cards to pay for Machine The Thing that Would Not Leave S4 4/0 A> Target Opponent gains 3 TP Bureaucratic Solution A2 2/1 Worth 3 cards to pay for a Sally Journey to the Galactic Pole S6 5/3 Counts as 2 Sally cards to end game Negotiations AX 0/0 Remove X TP Aid the Steelypips S3 3/0 A> Opponent must discard 1 card from hand It’s a Fake! A2 0/0 Discard target Machine Solar Schooner M3 1/0 Y> Draw a card: If it is a Sally keep it Metainformationator M3 1/1 Z> Discard 4 GP to draw 1 card Harsh Justice of the Constructor A1 3/2 Only if you have 5+ Sallies in play Vanity of the Constructors A2 0/0 Opponent loses 4 FP and gains 2 TP New Kingdom in a Box M3 4/2 Also counts as a Sally Three Storytelling Machines M1 3/0 A> Draw 3 cards Matter of Remuneration A0 2/0 Draw 2 cards The Perfect Advisor M2 2/1 When drawing cards draw 2 & discard 1 Encounter the Multitudians S4 4/4 Opponent gains 3 TP Telepathitron M2 1/1 Z> Cost 1 GP: Look at opponents hand Juris Consulenta M3 1/1 Y> pay 5 GP: Steal 1 random card FOH Secret Experiments E3 0/1 A> Search deck for card: put it in your hand Revenge of the Constructor A5 3/3 Opponent loses 5 FP and gains 5 TP Atomic Resurrection A2 0/1 Search discard for card: put it in your hand The Hedophages of Ninnica S3 1/1 Opponent loses 2 FP Ion Mead and Mulled Electrolyte A0 0/1 Steal 1 random card FOH Cabinets that Dream M3 3/3 Z> pay 3 GP: Opponent gains 1 TP Black Box M2 2/2 Z> Draw 2 cards and discard 3 cards The Machine That Wasn’t M2 2/2 Gain 1 FP every time you play a Machine Great Labors E1 2/0 Y> Discard a card to gain 6 GP Cruel Obscurity A0 0/0 Opponent loses 3 FP Tales of the Hermetic Hermit A0 0/0 Draw 3 cards & Opponent gains 2 FP Gnostotron M6 5/4 Y> Gain 1 GP CONSTRUCTOR LIST Name: Notes: Turl the Constructor Once on your turn you may gain 1 TP to draw 1 card. Klapaucius the Constructor Discard 1 card to remove 1 TP. Harborizian Cybr Draw a card when you play an Effect card Cerebron of Umptor Discard 1 card to gain 1 FP. Basiliscus the Gorgonite Gain 1 GP on your turn. LINKS Wikipedia Review Comparative Analysis Humanistic Fiction

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