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Entropy is a competitive game of risk and deception for 2 to 4 players.

Four parallel worlds have collided, forming a Nexus where time and space is folded unto itself. You
play as one of four characters jettisoned from your world and into the Nexus. You must find
fragments from your reality and be the first to piece them back together in order to return home.

GAME COMPONENTS

ENDING 16 MARCH 2014

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REALITIES
Entropy consists of 4 separate realities. Each of the four characters in the game come from a
different reality. Each character also has their own unique ability.

Advaranau
Crystal World

Cenec
Abandoned World

Jessup
Futuristic World

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Kintriel
Utopian World

GAME SETUP
First, shuffle reality fragments suitable for the number of players.

For a 2-player game, select 2 complete realities and a single Wild Fragment. For a 3-player game,
choose three 3 realities and add two Wild Fragment cards. 4-player games use all 4 realities and all
three Wild Fragment cards.

Place the shuffled Fragment cards in a stack face-down in the middle of the table. This forms the
Nexus deck. Reveal the top Fragment from the Nexus and place it next to the Nexus. This forms the
Fragment discard. Fragments in the discard must always remain revealed.

Place the Anchor Token card nearby.

Next, deal each player their 4 player actions. The action cards are numbered “1”
through “4”.

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For games with 3 or more players, include the unique character abilities as well. Character ability
cards have a symbol to the bottom right that corresponds to a each character’s reality.

Finally, deal a single shrouded Fragment to each player and you are ready to play.

OVERVIEW
The aim of Entropy is to find and reveal all four fragments from your character’s reality.

A game is played in rounds. Each round consists of a number of turns followed by a reset phase
before a new round begins. The number of turns per round is always 1 less than the number of
action cards. For example, in a two player game there are 3 turns per round, whereas a 4 player
game has 4 turns per round.

At the start of a turn, every player selects an action in secret. Once all players have done this, they
simultaneously reveal their selected card.

Each action card has an initiative value in the upper right corner. Character abilities always resolve
first, followed by the other actions in order of initiative starting with a value of 1.

Used action cards are placed face-up in front of the player.

Should two or more players select the same action, this causes a Temporal Clash and neither
player gets to resolve their action (see, “Temporal Clash” and “Anchor Token”).

After the round has been completed, all cards in the discard pile and any cards left
in the Nexus are collected. Hand the Nexus to any players that have caused a Fracture event (see,
“Fracture Event”). Then, shuffle the remaining cards and place it face-down in a pile to form the
new Nexus deck. Lastly, reveal the top Fragment and place it in the discard.

All players may then collect their played action cards into their hand and a new round begins.

ACTIONS EXPLAINED
Each player has 4 identical action cards. They represent the core skills each character can use to try
and piece their reality back together.

Before delving into each of the action cards, there are several important keywords that are used in
the game.

Shrouded — A Fragment that is face-down is considered shrouded.

Revealed — A Fragment is turned face-up when it is revealed. A revealed card that belongs to a
player’s reality, i.e. fragments that are placed to the right side of a character card, are considered
“locked-in”. They cannot be swapped or discarded.

Search — Whenever an action performs a “search” in the Nexus, the player performing the action
must always shuffle the Nexus deck after the searched card is drawn.

Blocked — A “blocked” action is one that was part of a Temporal Clash.

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STATE OF FRAGMENTS
When determining if a Fragment should be shrouded or revealed, adhere to the following rules:

• Fragments taken from the Nexus stay shrouded.


• Any fragments placed or taken from the discard become revealed.
• Revealed Fragments that are swapped by Telekinesis become shrouded.

Any fragments that are revealed during play, which belong to your own reality, should be placed on
the right side of your character card. These are considered to be “locked-in”. Any shrouded
fragments (see, “Actions Explained”), Wild Fragments or Fragments not of your own reality, should
be kept to the left.

PLAYER ACTIONS

(1) Beacon - Reveal all your fragments; or reveal one of another player's
fragments.

1 Reveal all your fragments; or reveal one of


another player’s fragment.

(2) Eye of the Storm - Draw two fragments from the Nexus and discard
one; or take any Fragment from the discard.

2 Draw two fragments from Nexus and discard


Fragments taken from the Nexus must remain shrouded and Fragments
one; or take any fragment from the discard.
taken from the discard must remain revealed.

(3) Telekinesis - Swap a Fragment you own with another player; or


discard a player's Fragment.

3 Swap a fragment you own with another player;


Swapped fragments become shrouded.
or discard a player’s fragment.

(4) Phase Shift - Take the Anchor.

4 Take the Anchor.

TEMPORAL CLASH
When two or more players reveal the same action card during a turn, they cause a Temporal Clash.
Their actions do not resolve unless they posses the Anchor.

Following a Temporal Clash, turn the action card so it is rotated 90 degrees.

Place it in front of you as you would with other actions (See example below).

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1
another player’s fragment.
Reveal all your fragments; or reveal one of
Take all fragments belonging to your reality
2 4
Draw two fragments from Nexus and discard
Take the Anchor.
from the discard. one; or take any fragment from the discard.

FRACTURE EVENT

Should a player clash three turns in a round (does not have to be in succession), the player is
considered to have caused a Fracture Event.

During the reset phase, players in a Fracture Event may search the Nexus for a Fragment from their
own reality and place it in front of them shrouded.

ANCHOR TOKEN
The Anchor Token is the only way to protect yourself from a
Temporal Clash.

When there is a Temporal Clash, and you posses the Anchor Token,
you must immediately discard the Anchor Token back to the Nexus.

Your action resolves as normal. All other players actions involved in


the Temporal Clash do not.

Note: The Anchor Token is not discard at the end of a round and
can be taken from other players when resolving the Phase Shift
action.

CHARACTER ABILITIES
Each character also has a unique ability card. These abilities reflect the the type of reality they come
from.

Character ability cards can be selected instead of a standard


action card. They always resolve first (notice there is no initiative
value), however if two or more players play their reality abilities
during the same turn, this triggers a Temporal Clash just like a
normal action would (see, “Temporal Clash” and “Anchor
Token”).

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Deceptive — Choose an action card you have played. Resolve its effect as if it was played this turn.

Militant — If another character ability is played this round, you may draw a Fragment from the
Nexus.

This has a persistent effect for the remainder of the round. Militant’s effect is resolved anytime a
Character Ability is played during the rest of the round. It does not matter if the Character Ability
resolves, only that it was played. If multiple Character Abilities are played when Militant is in effect,
it only triggers once.

Persuasive — Choose an action. All other players must discard this action from their hand if able.

Persuasive cannot discard actions revealed that turn, only unplayed actions in players hands.

Discarded actions are not considered played and should not be placed among other played
actions. We recommend sliding the card underneath your character card while ensuring the
initiative value shows through.

Resourceful — Take all Fragments belonging to your reality from the discard.

Wild Fragments do not belong to any reality in particular. They cannot be taken with Resourceful.

WILD FRAGMENTS
These are counted towards completing a players reality despite not belonging to any particular
reality. However, they are never considered Locked-In. Instead, they can always be swapped or
discarded regardless of whether they are shrouded or revealed.

For the benefit of tracking each player’s progress, place revealed Wild Fragments among your
Locked-in Fragments (i.e. to the right of the character card).

WINNING

The aim of Entropy is to be the first player to piece their reality back together and find a way home.

The first player to have revealed all four fragments from their reality is declared the winner.

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ENTROPY TEAM

• Mikhail Yakovlev — Artist

• Alistair Kearney — Design & Production

• Allen Chang — Design & Graphics

• Leith Vance — Story Author

• Tristan Matthias — Music

CREATED BY
Allen Chang & Alistair Kearney

PUBLISHED BY
Rule & Make (http://ruleandmake.com)

Version 1.1 (22 Feb 2015)

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