F.A.R.T.
Rules
As the commander of the Frontline Alien Resistance Team, you must resist wave after wave of invading aliens. You have a squad of disposable elite soldiers under your command.
Setup
Separate the black cards (defender deck) from the red cards (alien
deck) and shuffle each. Place the defender deck face down on the
table, and deal six cards face up (defenders). The position of the
defenders on the table don't matter. Hold the alien deck face down
in your hand. Leave space for a discard pile.
In F.A.R.T., Aces have value 1, while Jack, Queen, and King are 11, 12,
and 13 respectively.
Gameplay
The game is played over a series of turns. Each turn, you reveal
three new aliens, then defeat or avoid these aliens one at a time.
Flip the top three cards of the alien deck (or as many as are left)
face-up in your hand. Be careful to maintain the order. The top
face-up card is the current attacker, and you should also be able to
see the next two attackers coming in.
One at a time, in order, you must choose to engage the current
attacker via either a dual attack, a single attack, or a sacrifice.
Dual Attack: Choose two defenders whose sum adds up exactly to
the attacker’s value. Discard the attacker, while leaving both
defenders in place. While one soldier suppresses, the other strikes
with a clean flank attack. No casualties.
Single Attack: Choose a defender with a greater value and
opposite color from the attacker. Discard your defender and
replace it with the attacker. Your soldier was hurt in the fight; it now
has a lower value. Note that the color swap means it can’t be used
for another single attack again - at least during this first wave.
Sacrifice: If you cannot or do not want to defeat the invader via an
attack, choose a defender and discard it. Then move the current
attacker to the back of the alien deck face down. You order a soldier
to break formation and distract the alien temporarily. Both of you
know this is suicide.
If after any attack or sacrifice you end up with less than six
defenders on the table, immediately draw cards from the defender
deck to replace them. If you run out of cards in the defender deck,
you stop drawing and must make do with the forces on the board
for the rest of the game.
Once you've handled all three attackers in order, flip the next three
alien cards face up and repeat.
Second Wave
Once you’ve defeated all cards in the alien deck, shuffle the discard
pile and start a second wave of attack using these cards. Remember
that all cards are discarded to the same pile, including defenders!
The second wave should thus have a greater number of aliens, now
with a mixed force of black and red cards.
In the second wave, the aliens are deadlier: Whenever you perform
a dual attack, you now also discard any defender used in that
attack whose color matches the alien’s color.
Game End
If you run out of defenders on the board, you lose the game. Your
score is negative of the number of cards left in the alien deck,
including all face-up attackers. Subtract 50 from your score if
you’re somehow still on the first wave.
If you successfully destroy all the attackers of the second wave,
you win the game! Your score is the number of cards remaining in
the defender deck (if any) plus the number of defenders on the
table.
Story
Reddit user efofecks designed ten modern solo games which can all be
played with just a standard card deck and
shared
them with the community in the attached PDF.
This page implements one of these games, F.A.R.T..
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