Professional Documents
Culture Documents
Page 1
Khan Sweetman
Gat 210 - Spring 2014
Instructor: Jeremy Holcomb
Khan Sweetman
Page 2
Khan Sweetman
Page 5
Khan Sweetman
Page 6
Khan Sweetman
Khan Sweetman
Page 7
Khan Sweetman
Page 8
Page 9
Khan Sweetman
Page 12
Example Card:
Khan Sweetman
Page 14
Khan Sweetman
Page 15
Khan Sweetman
Page 16
Khan Sweetman
Page 18
Example Card:
Khan Sweetman
Page 19
Khan Sweetman
Page 20
Khan Sweetman
Khan Sweetman
Page 21
Page 22
Page 23
Khan Sweetman
Page 25
Example Card:
Khan Sweetman
Page 26
Khan Sweetman
Page 27
Khan Sweetman
Page 28
Khan Sweetman
Page 29
Khan Sweetman
Page 31
Example Card:
Khan Sweetman
Page 32
Khan Sweetman
Page 33
Khan Sweetman
Page 34
Khan Sweetman
Page 35
Other Rules:
Factory cards generate one Construction Point each turn. Unspent Construction Points
cannot be carried over from previous turns. Factories do not generate Construction
Points on the turn they are constructed.
After using a Single Use card, that card goes into the players discard pile.
There is no limit to how many cards the players can have in their hand at a time.
Cards with the Instant type can be played at any time by any player, unless otherwise
stated.
Technology cards that are equipped must be equipped on the turn they are constructed.
Equipped cards are destroyed when the Robot they are equipped to is destroyed.
When calculating damages that can change from turn to turn(ex: dealing damage based
on a die roll), the attacker must declare their target before damages are calculated.
Khan Sweetman
Page 36
Example Card:
Khan Sweetman
Page 37
Khan Sweetman
Page 38
Khan Sweetman
Page 41
Khan Sweetman
Page 43
Example Card:
Khan Sweetman
Page 44
Khan Sweetman
Page 45
Player Life:
30
25
20
15
10
5
Khan Sweetman
29
24
19
14
9
4
28
23
18
13
8
3
27 26
22 21
17 16
12 11
7
6
2
1
Page 46
*If cards appear in the deck but never in this document, it is because they are the same as a
card mentioned in this document, but with name or picture that has been changed for copyright
reasons.
Khan Sweetman
Page 47
Khan Sweetman
Page 48
Page 49
choose to move his Robots out of the way of attacking Robots and
take the damage directly.
Robots attack in the order that the attacker desires. Robots can only
attack one at a time.
Each Robot has a health stat. If the total damage that the attacking
Robot deals through abilities and other card effects is equal to or higher
than the defending Robots health stat, then the defending Robot is
destroyed. Players do not take damage from their Robots being
destroyed.
The health of every Robot card is reset every turn. In other words, if a card
isnt destroyed in one turn, its as if they took no damage at all
Other Rules:
Factory cards generate one Construction Point each turn. Unspent Construction
Points cannot be carried over from previous turns. Factories do not generate
Construction Points on the turn they are constructed.
After using a Single Use card, that card goes into the players discard pile.
There is no limit to how many cards the players can have in their hand at a time.
Cards with the Instant type can be played at any time, unless otherwise stated.
Technology cards that are equipped must be equipped on the turn they are
constructed. Equipped cards are destroyed when the Robot they are equipped to
is destroyed.
A Robots Special Ability can be always be used in applicable situations, even if
other cards are preventing the Robot from performing any actions.
Key Terms and Other Clarifications:
Token: These are Robots that can be generated by Technology cards of other
Robots. They behave in exactly the same ways as other Robots. Use tokens from
the components bag to represent them if they come into play.
Special Ability: Passive abilities that do not take up actions when they are used.
Special Abilities are the italicized text at the bottom of some Robot cards. (See
p.3 for an example).
Actions: Robots all have either 1 or two different Actions. Robots can only
perform 1 action per turn, even if they have 2 different Actions. If text is
separated into different sections, they are different Actions. Otherwise, they are
part of the same Action. (See p.3 for an example).
Khan Sweetman
Page 50
Example Card:
Khan Sweetman
Page 51
Khan Sweetman
Page 52
Player Life:
30
25
20
15
10
5
Khan Sweetman
29
24
19
14
9
4
28
23
18
13
8
3
27 26
22 21
17 16
12 11
7
6
2
1
Page 53
Khan Sweetman