Card Game based on the RPG Gamma World by TSR.
GW is a trademarked property. This merely a fan site.
You are a leader of a Gamma World Enclave.
Recruit and equip your followers.
Send your followers to capture ruins that will aid your cause.
Players share a common deck.
The game ends when all cards have been drawn from the deck.
The player controlling the most location cards wins.
Players take turns.
Each turn has 2 Phases:
A player gets a base 2 Action Points (APs) on his turn.
An AP can be used to do one of the following:
1. Recruit one Follower.
2. Draw one card from the deck.
3. Play an Item card.
4. Attack a Location.
Some cards will provide additional APs.
RECRUIT A FOLLOWER
Use a token to represent the Follower.
You may attach any number of Mutation cards to the token just played.
If no cards are attached the follower is considered to be a Pure Strain Human (PSH).
If cards are attached, designate the follower as either a Mutant Human or Animal.
The follower has a base Force = 1 and Hits = 2.
Mutations increase Force and Hits totals.
You may have a maximum of 6 Followers in play at one time.
DRAW ONE CARD FROM THE DECK
You may have a maximum of 5 cards in your hand.
Discard excess cards.
PLAY AN ITEM CARD
Attach equipment, weapon, armor, steed, and vehicle cards to your followers.
A Follower can only have one vehicle or steed and one armor at a time.
ATTACK A LOCATION
Play a Location card.
All of your followers attack.
Any one of your opponents may play a Foe card.
Roll the indicated dice to determine the Starting Threat of the Foe.
The Player rolls 1D6 for every point of force his followers have.
Every roll of 1 reduces the Threat by one point.
Simultaneously roll 1D6 for every point of opposing threat.
For every roll of 1 by the threat one of your followers loses 1 Hit.
Roll 1D6 for each hit to see which of your followers takes the damage.
The Steed of a Follower takes damage first.
Keep track of hits by putting damage counters on the followers and Threat card.
Followers & Steeds reduced to 0 Hits are killed.
Repeat this process until the followers retreat or one side is killed off.
If the Threat is eliminated the Followers gain control of the location.
It becomes part of the players growing post-apocalyptic empire.
Note that Armor cards provide Hits.
Armor reduced to 0 Hits is destroyed.
Armor always loses hits before followers.
If the followers retreat or are destroyed discard the location and the threat.
All your followers (not Armor) remove one damage counter each.
Cards with the heal property allow you to remove an extra 1D6 counters.
Roll 1D6 for every time a weapon, equipment, or vehicle is used.
On a roll of 6+ that item is discarded (used up, broken, out of power, ammo).
Grenades get +1 to this roll.
WEAPON CARD LIST
Card Name: Force Notes:
Vibro Dagger +1
Vibro Blade +1
Energy Mace +1
Stun Whip +1
Needler +2 No effect on Robots/Androids
Slug Thrower +2
Stun Ray Pistol +2
Stun Ray Rifle +2
Laser Pistol +2
Laser Rifle +2
Gas Grenades +2 No effect on Robots/Androids
Energy Grenades +3
Frag Grenades +3
Photon Grenades +4
Mk V Blaster +3
Mk VII Blaster Rifle +3
Micro Missile +3
Small Damage Pack +3 One Use Only
Torc Grenades +5
Fusion Rifle +4
Mini Missile +4
Matter Bomb +6 One Use only
Black Ray Pistol +5 No effect on Robots/Androids
ARMOR CARD LIST
Card Name: Hits Force
Sheath Armor 3 -
Plastic Armor 3 -
Inertia Armor 4 -
Energized Armor 4 -
Powered Plate Armor 5 -
Powered Scout Armor 5 +1
Powered Battle Armor 6 +1
Powered Attack Armor 6 +1
Powered Assault Armor 7 +2
VEHICLE CARD LIST
Card Name: AP
Turbine Car +1
Hover Car +1
Flit Car +1
Environmental Car +1
Bubble Car +1
Anti-Gravity Sled +1
Vehicles give you one extra AP every turn.
Card Name: Hits Force AP
Centisteed 3 - +1
Podog 2 - +1
Brutorz 3 +2 +1
Hopper 3 - +1
EQUIPMENT CARD LIST
Card Name: Notes:
Rejuv Chamber Heal
Life Ray Heal
Mind Booster AP +1 once per turn
Stim Dose Force +1 and Hits +1
Solar Energy Cells Discard to negate a Breakdown result
Atomic Energy Cells Discard to negate a Breakdown result
Card Name: Notes:
Archivists* Put item card from discard into your hand
Seekers* Destroy Target Item
Brotherhood of Thought* Discard target Follower (controller may keep items)
De-Evolution Destroy Target Mutation
Precognition Look at next 2D6 cards in deck
Telepathy Look at opponents hand
Latent Mutation Attach a mutation card to one of your followers
Radiation Attach a mutation card to one of your followers
Encroach Attack an opponents location. He may defend with his followers
Repairs Put item card from discard into your hand
Gene Pool Put mutation card from discard into your hand
Wasteland Opponent must discard 1D6 cards.
Yexil Trader Put a equipment or weapon card from the discard into your hand
Event cards are used once and are then discarded.
* = Cryptic Alliance
MUTATION CARD LIST
Card Name: Force Notes
Heat Generation +2
Increased Speed +2
Light Generation +2
Radiated Eyes +2
Sonic Attack +2
Molecular Disruption +2
Illusion Generation +2
Light Wave Manipulation +2
Electrical Generation +1 +4 vs Robots & Androids
Magnetic Control +1 +4 vs Robots & Androids
Mental Blast +4 +0 vs Robots & Androids
Mental Control +4 +0 vs Robots & Androids
Life Leech +4 +0 vs Robots & Androids
Gas Generation +4 +0 vs Robots & Androids
Chameleon Power +1 Hits +2
Heightened Senses +1 Hits +2
Density Control +1 Hits +2
Multiple Body Parts +1 Hits +2
New Body Parts +1 Hits +2
Quills/Spines +1 Hits +2
Absorption - Hits +4
Total Carapace - Hits +4
Repulsion Field - Hits +4
Physical Reflection - Hits +4
Force Field Generation - Hits +4
Regeneration - Heal
Teleportation - +1 AP once per turn
Time Field Manipulation - +1 AP once per turn
Genius Capability - +1 AP once per turn
Defect –2 Attach to opponents follower when recruited
FOE CARD LIST
Card Name: Threat Notes:
Security Robotoids 2D6 Robots
Defense/Attack Borg 3D6 Robots
Warbot 4D6 Robots
Death Machine 5D6 Robot
Gamma Knight 4D6 Power Suit
Blight 2D6 Swarm of Carnivorous Winged Worms
Narl Ep 2D6 Enormous White Mutated Tree
Hissers 2D6 Half Man-Half Snake
Obb 2D6 Intelligent Flying Radioactive Fungus
Orlen 2D6 Dual Brain 4-armed Humanoids
Hoops 2D6 Mass Mind Bunnies with Guns
Serf Brigade 4D6 Militant Psychic Mutants
Badders 2D6 Mutant Medieval Badgers
Sep 2D6 Powerful Burrowing Land Shark
Zarn 2D6 Teleporting Poisonous Beetles
Arks 2D6 Telekinetic Life-leeching Dog-men
Cyborgs 2D6 Robot-Men hybrids
Knights of Genetic Purity* 3D6 Pure Strain Human Supremacists
Restorationists* 3D6 Technologists
Zoopremists* 4D6 Mutant Animal Supremacists
Ranks of the Fit* 4D6 Napoleonic Mutant Animals
Entropists (Red Death)* 3D6 Anarchists
Followers of the Voice* 2D6 Computer Worshipers
Radioactivists* 2D6 Worship Radiation
The Created* 5D6 Android Supremacists
The Iron Society* 4D6 Mutant Supremacists
* = Cryptic Alliance
LOCATION CARD LIST
Card Name: Notes:
Think Tank AP (Action Points) +1 to draw cards only
Communications Facility Hand size +1
Military Installation Search deck for 3 Weapon cards & PTIYH
Agri-Dome Maximum number of Followers +1
Aqua-Base Maximum number of Followers +1
Food-Processing-Plant Maximum number of Followers +1
Hydroponics Farm Maximum number of Followers +1
Biomorphic Biosphere AP +1 to recruit followers only
Residential Megastructure AP +1 to recruit followers only
Recreation Sportsplex AP +1 to recruit followers only
Missile Silo Launch Neutron Missile: Destroy target location
Mining Operation Hand size +1
Nuclear Power Plant Hand Size +1
Space Port AP +1 to Attack Locations only
Medical Center Heal
Bunker System Search deck for 3 Weapon cards & PTIYH
Weapons Lab AP +1 to play Weapon cards only
Armory AP +1 to play Armor cards only
Industrial Complex AP +1 to play Vehicle cards only
Research Laboratories Search deck for 3 Equipment cards & PTIYH
Robotics Factory AP +1 to play Equipment cards only
Note: Deploying (Playing) cards immediately is a one time event.
The Neutron Missile can be used only once.
PTIYH = Put them in your hand
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