You are on page 1of 4

8-Bit Invaders Solitaire Game even Odd even Odd even Odd

Components: even Odd even Odd even Odd

54 cards (6 sheets of 9 cards each)


35 Alien Invaders
Rapid Fire: Rapid Fire: Rapid Fire:
Discard prior to Discard prior to Discard prior to
1 2 1 3 1 4 attacking to add an attacking to add an attacking to add an
extra die to the extra die to the extra die to the
attack. attack. attack.

3 Shields Alien Shield Countdown Bonus


7 Countdown cards Time Slip:
Discard after rolling
Time Slip:
Discard after rolling
Smart Bomb:
Discard after rolling
1 5 1 6 2 3
9 Bonus cards. an attack to re-roll
any number of dice.
an attack to re-roll
any number of dice.
an attack to flip one
die to its opposite
face.

1 small board for organizing decks; includes Alien Movement track.


You will need to provide: 2 4 2 5 2 6
Smart Bomb:
Discard after rolling
an attack to flip one
Extra Life:
Discard to avoid
dying from alien fire.
Rocket Fuel:
Discard to only roll
one die for enemy

9 six-sided dice
die to its opposite Cannot prevent movement this turn.
face. death by landing. You still subtract 1.

2 counters for the Alien Movement track =8 =9 =10

(tens and ones) 9 4


Movement
9 4 Movement

30 8 3 1 2 1 3
=8 30 1 84
=9 3 =10 1 2
=8 1 3
=9 =11
1 4
=10 =12 =13

Set-Up 20 7 2 20 7 2
9 4
Shuffle the deck of alien cards and deal them
10 6 out
1 1
Movement

5 1 6
10 2 63 1 =11 =12 =13 1 5
=11 1 6
=12 2 3 =14
=13 =15

into formation---five rows of seven cards each.


00 5 0
=8 =9 30 18 2 3 1 31 2 1
=10

00 5 =8 0
41

=9
=83 1

=10
=94 1
=10 2
=8 1 3
=9 1 4
=10

Then place the shield cards under the second, 9 4


20 7 2
=14 =15 2 4 2 5
=14 2 6
=15

fourth, and sixth columns of aliens. Place 30


the8 3
Movement 2 4 2 5 2 6
=11 =12
10 1
=13
6 5 11 61 5 2 31 =116 2 =123 1
=13 5
=11 1 6
=12 2 3
=13

=8 1
=9 2 1
=10 3 1 4 1 2
=8 1 13
=9 2 1 14
=10 3 1 4
=11 =12 =13

play mat near the alien formation. Shuffle 20the7 2 00 5 0 =8 =9 =10

9 4 9 4
bonus cards and place them face down on10the 6 1
=14 2
=15
Movement
4 2 52 4 2 62
Movement
5 2 =146 2
=15 4 2 5
=14 2 6
=15

30 83 31 30 1
8 5
31 16 2 13

Bonus Card draw deck space. Stack the 00 5 0


=11 1
=12 5 1
=13 6 2 3
=14 =15 =11 =12 5 =13 6 2 3
1 2 1 3 1 1 4 =8
2 1 =9 4
=10 =8 =9 =10 =11 =12 =13

=8 =9 =10

20 7 2 20 7 2
countdown cards in ascending order on the count 4 9
10 1 6 12 2 10 6 12
down space. (in your first game, the 7 should be
Movement
2 4 2 =14
5 =15
6 2 4 25
=14
4 2 6
=15
2 5 2 6
1 5 1 6 2 1 3 5 6 =11 =12 3
=13 =11 =12 =13 =14 =15

1 2 1 3 30 1 84
=11
3 =8 1
=9 2 1
=10 3 1 1 4 2 1 1 3 2 1 1 4 3 1 4
=12 =13

on top). Place counters at both the 00 and the 0 20 7 2


00 5 0
even Odd even Odd
00
even even Odd
5
Odd
0
even Odd even even Odd Odd even Odd even Odd

spaces of the Alien Movement track. You are 2 4 2 5


10
2 2 6 4
63 1
2 5
=14 2 6
=15 =14 =15

2 1 3 5 1 1 6 5 2 1 3 6 2 3

now ready to begin.


1 5 1 6 2 =14 =15 =11 1
=12 5 1
=13 6

00 5 0
Initial Alien Formation
Victory Conditions 2 4 2 5 2 6 =14
2 4 =15
2 5 2 2 6 4 2 2 5 4 2 2 6 5 2 6

Each turn, the aliens approach the planet’s


surface. If you can destroy them all before they
land, you win. If they land, or can concentrate =8 =9 =10

their fire in counterattack, you lose. 9 4


Movement Movement
9 4

30 8 3 1 2 1 3
=8 30 1 84
=9 3 =10 1 2
=8 1 3
=9 =11
1 4
=10 =12 =13

Gameplay 20 7 2
9 4
20 7 2

Each turn of the game follows the same 10 6 1


Movement

1 5 1 6
10 2 63 1 =11 =12 =13 1 5
=11 1 6
=12 2 3 =14
=13 =15

=8 =9 30 18 2 3 1 31 2 1
=10 41 =83 1 =94 1
=10 2
=8 1 3
=9 1 4
=10

sequence. First you attack the aliens; then00 they


5 0
20 7 2
00 5 =8 0 =9 =10

counterattack and move closer to the planet’s 2 4 2 5 2 =14


6 =15 2 4 2 5
=14 2 6
=15

10 6 11
surface.
=11 =12 1
=13 5 61 5 2 31 =116 2 =123 1
=13 5
=11 1 6
=12 2 3
=13

=8 1
=9 2 1
=10 3 1 4 1 2 1 3 1 4
=11 =12 =13

00 5 0
The turn sequence in more detail: 9 4 9 4
A. Player actions. The player does the
Movement Movement
=14 2
=15 4 2 52 4 2 62 5 2 =146 2
=15 4 2 5
=14 2 6
=15

=11
1
1
=12
2 30
5
1
1
=13
83 6 31 2 4
3
=14
=830 1
=15
8
=9
5
31 =10
6 2 3

following in sequence: =8 =9
20
=10

7 2 20 7 2
1. Optionally discard one shield to =14
2 104 =15
2 66 5 12 2 6 10 2
6 4
12 5 2 6
1 5 1 3

immediately draw a bonus card.


=11 =12 =13

1 2 1 3
=11
1 4 1 2 1 3 1 1 4 2 1 3 1 4
=12 =13
00 5 0 00 5 0
2. Roll the attack. Gather 6 dice and roll even Odd even Odd even even Odd Odd even Odd even Odd

them. 1 5 1 6 2
2

3
=14
4 2

=15
5 2 6

1 5 1
=14

6
=15

2 1 3 5 1 6 2 3

3. Allocate the attack. Place one or


more dice on attacking aliens. 2 4 2 5 2 6
Legal Initial Placements 2 4 2 5 2 2 6 4 2 5 2 6
Placement must follow these rules:
- The first placement must be on an alien that is at the bottom of its column.
The column must not be blocked by a shield.
- Subsequent placements must be adjacent to a previously placed die.
- Vertically, this can be any alien above an alien with a die as long there
are no aliens between the two without dice placed on them. You may
skip any amount of space above an alien on which you placed a die.
- Horizontally, the die must be in an adjacent column: you cannot “skip
=8 =9 =10 =8 =9 =10

Movement
9 4 Movement
9 4 Movement
9 4 Movement
9 4

30 8 3 1 2 1 3
=8 30 1 84 =9 3 =10 1 2
=8 1 3
=9 =11
1 4
=10 =12 =13
30 8 3 1 2
β 1 3
=8 30 1 84
=9 3 =10 1 2
=8 1 3
=9 =11
1 4
=10 =12 =13

20 7 2 20 7 2 20 7 2 20 7 2
Movement
9 4 Movement
9 4
10 6 1 10 2 63 1 10 6 1 10 2 63 1
2 3 D c
1 5 1 6 =11 =12 =13 1 5
=11 1 6
=12 2 3 =14
=13 =15 1 5 1 6 =11 =12 =13 1 5
=11 1 6
=12 2 3 =14
=13 =15

=8 =9 30 18 2 3 1 31 2 1
=10 41 =83 1 =94 1
=10 2
=8 1 3
=9 1 4
=10 =8 =9 30 18 2 3 1 31 2 1
=10 41 =83 1 =94 1
=10 2
=8 1 3
=9 1 4
=10

00 5 0 00 5=8 0 =9 =10 00 5 0 00 5 =8 0 =9 =10

20 7 2 20 7 2
2 4 2 5 2 =14
6 =15 2 4 2 5
=14 2 6
=15
2 4 2 5 2 =14
6 =15 2 4 2 5
=14 2 6
=15

10 6 11 10 6 11
=11 =12

=8

00
1
=13

5
1
=9
5

0
B C 1
=10
61

3
=11
5 2
1
31

4
=12
=116 2 =123

=13
1 2 1
1
=13

3
5
=11

1
1

4
6
=12 2 3
=13 =11 =12

=8

00
1
=13

5
1
=9
5

02 3 4 1
=10
61

3
=11
5 2
1
31

4
=12
=116 2 =123

=13
1 2 1
1
=13

3
5
=11

1
1

4
6
=12 2 3
=13

Movement
9 4 Movement
9 4 Movement
9 4 Movement
9 4
3b 30 A8 43 3 5 3
=14 2
=15 4 2 52 4 2 62 5 2 =146 2
=15 4 2 5
=14 2 6
=15 =14 2
=15 4 2 52 4 2 62 5 2 =146 2
=15 4 2 5
=14 2 6
=15

30
A 83 31 30 8 3 30
B 8 31
=11 1
=12 5 1
=13 6 2 3
=14 1
=15 5 1 6 2 3 =11 1
=12 5 1
=13 6 2 3
=14 1
=15 5 6 2 3
1 2 1 4 =8 =9 =10 1 2 1 3 1 4 =8 =9 =10

=8 =9 =10 =8 =9 =10

20 7 2 20 7 2 20 7 2 20 7 2
10 66 5 12 2 10 6 12 10 66 5 12 2 10 6 12
α
=14
2 4 =15
2 6 2 4 5 2 6 =14
2 4 =15
2 6 2 4 5 2 6
1 5 1 3 =11 =12 =13 1 5 1 3 =11 =12 =13

1 2 1 3
=11

1
1 4
=12
00
=13
5 0
1
00
2

even
1
5
Odd
3
0
even
1 1 4 2

Odd even even


1

Odd
3

Odd
1

even
4

Odd even Odd


1 2 1 3
=11
1 4
=12
00
=13
5 0
1
00
2

even
1
5
Odd
3
0
even
1 1 4 2

Odd even even


1

Odd
3

Odd
1

even
4

Odd even Odd

2 4 2 5 2 6 =14 =15 2 4 2 5 2 6 =14 =15

1 5 1 6 2 3
=14 =15 1 5 1 6 2 1 3 5 1 6 2 3 1 5 1 6 2 3
=14 =15 1 5 1 6 2 1 3 5 1 6 2 3

2 4 2 5 2
Two Legal Sequences of
6 2 4 2 5 2 2 6 4 2 5 2 6 2 4 2 5 2
Four Illegal Placements
6 2 4 2 5 2 2 6 4 2 5 2 6

Placement (1-2-3,A-B-C-D) (A-B, A-2-3-4, A-b-c, α-β)


From Circled Initial Placement From Circled Initial Placement

over” empty spaces. Nor can you pace adjacent to an empty space
you skipped vertically.
- Further, all horizontal placements 4 must be5 in columns adjacent
4 6to the 5
initial placement.
- It is expressly allowed to place dice that will not kill the alien they are on.
- Every placed die must be on an Alien card; however, you are never
obligated to placed dice. Feel free to scatter laser fire into the vastness of
space at your whim.
4. Kill aliens. If the dice placed on an alien match the
dice necessary to kill it, the alien is removed to the
“Dead Aliens” pile.
3 4 3 5 3
- Aliens come in the following types:
- Some aliens show two numbers on them. Killed by a 3 and a 5
They are killed with 2 dice; one showing
each number. ? ? ? ? = = ? =
- Some aliens show two question marks
separated by an equal sign. They are killed Killed by any pair
by any pair.
- Some aliens show an equal sign and a =8 =9
number. They are killed by any collection of
dice which exactly sums to that number. Thus Killed by exactly 8
4 5 4 6 5
a 5, a 2 and a 1 could be used to kill an alien marked “=8”.
- If the number of aliens in the “Dead Aliens” pile equals or exceeds the
current value of the countdown, move all aliens from the “Dead Aliens” pile
to the alien discard pile and immediately draw a bonus card.
- If you kill the last remaining alien, you win.
=8 =9 =10

B. Alien Actions. The aliens do the following 9 4 9 4


in sequence. Movement Movement

30 8 3 1 2 1 3 30 1 84 3 1 2 1 3 1 4

1. Counterattack. All aliens which are at


=8 =9 =10 =8 =9 =11 =10 =12 =13

20 7 2 20 7 2
the bottom of their column now Movement
9 4
10 6 1 10 2 63 1
counterattack. It is possible that this 1 5 1 6
30 18 2 3 1 31 2 1
=11 =12 =13 1 5
=11 1 6
=12 2 3 =14
=13 =15

X
=8 =9 =10 41 =83 1 =94 1
=10 2
=8 1 3
=9 1 4
=10

00 5 0 00 5 =8 0
attack will be blocked by your shields. If 20 7 2
=9 =10

there are 3 or more aliens of the same =11


2
=12
4
10
2
1
=13
6
5
5 11
2 =14
6
61 5 2
=15

31 =116
2

2 =123
4 2

1
=13
5
=14

5
=11
2

1
6
=15

6
=12 2 3
=13

type (picture) at the bottom of their 00 5 0


=11 =12 =13
1 2 1 3 1 4

columns which are not protected by =14 2


=15
Movement
4 2
9
52
4
4 2 62
Movement
5
9
2 =146
4
2
=15 4 2 5
=14 2 6
=15

shields, they can coordinate their fire and 1 2 30 1 83 31 4


=14
30 1
=15
8 5
31 6 2 3

destroy your ship. You lose. 20 7 2 20 X 7 2 X


1. If there are 4 or fewer columns, the 1 5 10 1 66 12 3 10 6
2 4
12 5 2 6

bottom 2 aliens in each column fire. 1 2 1 3 1 4


00 5 0 00 5 0
As before, if these include three (or
even Odd even Odd even even Odd Odd even Odd even Odd

2 4 2 5 2 6

more) unshielded aliens of the same 1 5 1 6 2 3

type, you lose.


You survive because shields
2. If there are 2 or fewer columns, the 2 4 2 5 2 6

are blocking two aliens. If the


bottom 3 aliens in each column
shields move to the right, you
counterattack. If these include three
must kill one or perish.
or more unshielded aliens of the
same type, you lose.

Movement
9 4 Movement
9 4
30 84 3 30 8 3
X
1 2 1 3 1 1 2
=8 1 3
=9 1 4
=10

20 7 2 20 7 2

1 5 1 6
10 2
63 1 1 5
=11 1 6
=12 2 3
=13
10 6 1

X X
1 2 1 31 2 1 41 =83 1 =94 1
=10 2 1 3 1 4 1 2 1 3 1 4

00 5 =8 0 =9 =10 00 5 =8 0 =9 =10

2 4 2 5 2 6 2 4 2 5
=14 2 6
=15

1 5 1 61 5 2 31 =116 2 =123 1
=13 5 1 6 2 3 1 5 1 6 2 3

1 2 1 3 1 4
=11 =12 =13 =11 =12 =13

Movement
9 4 Movement
9 4 Movement
9 4 Movement
9 4
2 4 2 52 4 2 62 5 2 =146 2
=15 4 2 5 2 6 2 4 2 5 2 6

1 2 30 1 83 31 4
=14
30 1
=15
8 5
3 1 6 2 3
30 8 3 =14
30 8
=15
3
20 X 7 2 20 7 2 20 7 2 20 X 7 2 X
1 5 10 1 66 12 3 10 6
2 4
1 2 5 2 6
10 6 1 10 6 1
00 5 0 00 5 0 00 5 0 00 5 0
even Odd even Odd even even Odd Odd even Odd even Odd even Odd even Odd even Odd

2 4 2 5 2 6

You lose. Your shield protects you


=8 =9 =10

2. Bombers. The four aliens numbered


“=12” “=13” “=14” and “=15” are heavy
bombers. If one of them is the bottom-
most alien in a column that is
immediately above a shield, that shield is Alien Heavy Bomber
destroyed. =11 =12 =13
3. Alien movement. Roll two six-sided
dice, and subtract one from each. Add them together, and advance the alien
movement track by that amount.
1. If the current value of the alien movement track equals or exceeds the
number of aliens remaining in formation, remove the top card from the
countdown then reset the alien movement track to 0. The aliens are one
step closer to landing.
2. If the countdown reaches 0, the aliens =14have landed.
=15You lose.
3. Now determine whether the sum of the dice is even or odd.
1. If the roll was even, move all shields one column to the left. Do not
move the shields if this would cause the leftmost shield to move past
the leftmost column of aliens.
2. If the roll was odd, move all shields one column to the right. Do not
move the shields if this would cause the rightmost shield to move past
the rightmost column of aliens.
3. Note: a “missing” column of aliens between two other columns of
aliens still takes up space; however a missing column at one end is
treated as if it did not exist.
C. Next Turn. Collect any remaining dice from the alien formation. Now start the
next turn with player actions.

Bonus Cards
Each bonus card provides a one-time benefit. If you need to draw a Bonus card and the
draw pile is empty, shuffle the discard pile to form a new draw pile. If the discard pile is
also empty, do not draw a bonus card.

Difficulty Adjustments
The game as described above is the “easiest” setting. For a slightly harder game, start
the countdown at 6 instead of 7. To make the game more difficult still, only roll 5 dice
for your attack. You can mix-and-match these settings.

You might also like