CYBERIAD: EXPLOITS OF THE CONSTRUCTORS







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











Return to Warpspawn Mainpage