--- title: On the Edge Tiny Rules date: 250107 author: robin (robin.escalation@ACM.org) url: http://www.execulink.com/~robin1/ga_ontetiny.txt category: ote --- Retrieved from archive.org, captured 2004-07-04. Original rules (c) 1994 Trident Inc. Object of the Game: You win a game by starting a turn with a sufficient amount of Influence, equal to 48 divided by the number of players (minimum of 10). Decks: Your deck should consist of 40 or more cards; multiple copies of a single card are permitted. Before play shuffle your deck and cut the deck of the player to your right. Then deal out 10 cards for your initial hand. Decide which player will take the first turn. Turns: Each player takes their turn, with play proceding clockwise. Place Resources and Secrets on the table in front of you, Characters in their rank and file. Types of Cards: RESOURCES provide Pull which can be used to put characters and other cards into play. WHAMMIES have no cost and thus may be played freely on your turn, after which they are discarded. Those designated "play any time" may be played on other players' turns. GEAR includes weapons, armor, and other devices which are played onto a character card. Any amount of Gear may be on a Character, but only one Weapon, one Armor, and one copy of other Gear can operate at a time. Gear need not be used at the player's discretion, and may be discarded at will. CONDITIONS are played on characters and may not be moved or discarded. ENVIRONMENTALS continually affect play. They are Unique. SECRETS provide special powers. Each player may have only a single copy of a given Secret in play at a time. CHARACTERS are Unique and remain in play until popped. Characters with a Pull value may be cranked for Pull; such Pull may be used to call cards or score Influence. Characters may be cranked to attack another character. Unless a Character says "crank any time," it may only be cranked on your turn. Cranking and Flipping: Most cards can be used just once per round for one function. Once the card is used, "crank" it by turning it sideways to indicate that it is no longer active. A Character may only be cranked in the middle of another Character's action if it directly affects that action. You cannot crank a Character just for the sake of doing so. Some Characters flip to have an effect; this is treated exactly like cranking. If a card is Flipped, place it face down outside your conspiracy. Calling Cards: To call a card into play you must crank cards with Pull equal to its Cost. Cards with 0 cost may be played without generating Pull, but only one 0 cost card may be played per turn. If the cost is marked with a bullet, the card cannot be called unless you have another in play sharing at least one trait. Cards may not be called on another player's turn unless they state "play any time". Turn Sequence: 1) Card-Tending Phase: perform the following in sequence a) Uncrank all cranked cards. b) Unflip all flipped cards, placing them in your conspiracy cranked. c) Discard any cards in your hand that you cannot call because of Uniqueness. d) Draw one card from your deck, plus one for every card you just discarded. If you cannot draw due to the fact that your deck is depleted, you are out of the game. You may have any number of cards in your hand. 2) Operations Phase: perform the following in any order * Call one 0-Cost card * Call any other cards whose Cost you pay in Pull * Play any number of Whammies * Launch attacks against other players (no more than one attack per opponent, including yourself) * Crank any of your Characters to use their special abilities or to generate Pull Points * Crank a Character to move it to a new location in your Conspiracy 3) End of Turn Phase: perform the following in sequence a) Influence is scored from unused Character Pull. b) Shift Gear from any Character to an adjacent Character. A given Gear cannot be moved more than once per turn. Rank and File: When a Character is called, place it in front of you adjacent to another Character, occupying a particular rank and file. A rank is a horizontal (left to right) row; a file is a vertical (near to far) column. You may have as many files as you wish but only up to three ranks. The rank furthest from you is the first or lowest rank. During play Characters may become isolated from each other when the Characters between them are eliminated or moved; this is OK. Attacks: During Operations phase, you may crank a Character to have it attack another, providing there is no active (uncranked) Character between them (in either your or your opponent's conspiracy). A Character in the same conspiracy can be attacked if it is in the same rank or file and is not blocked. Flipped Characters cannot be attacked, nor can they attack. To resolve the attack, compare the attacker's AP to the defender's DP. The Character with the lower number is popped. In case of a tie, both are popped. Whammies, Conditions, Gear, and Characters' special abilities can alter a Character's power and hence influence combat. Reducing a Character's DP to 0 or lower does not pop it. Characters may also be popped by means of special abilities or other effects, but these are not considered to be attacks and do not count against the attack limit. When a defending Character is popped due to combat and is not Saved, its player loses Influence equal to the Character's Pull. Influence may go negative by this method. Effects: An effect is any card ability other than combat which affects another card. Effects last only for the current turn unless they have some marker to indicate their presence. For example, Whammies last for one turn, but Conditions are a continual effect since the card itself acts as a marker. All players have a chance to respond to a given action by playing effects, but only those effects which directly pertain to the action are allowed. Ability Descriptions: AVOID COMBAT prevents the Character from being attacked. The attacker is cranked as usual; this attack still counts as the one allowed against the defending player. BULLDOZE allows an attacker to target multiple defenders in the same file and subsequent ranks. Each attack is resolved independently, with the attacker's AP reduced by the total DP of the Character(s) it has already attacked. BYPASS allows the attacker to ignore an active, enemy Character when determining legal targets. "CALL ANY" on a card means that the called card's Cost is irrelevant. A 0-Cost card called this way doesn't count against the limit of one per turn. CAN'T ATTACK takes precedence over any card or effect that would force the Character to attack. CONTROL means that your Character can force one active Character in another conspiracy to act as if you were controlling it. A controlled Character be cranked to attack, provide the Controller with Pull, etc. EXCLUDE means that the Character cannot be in the same Conspiracy as the specified Character. If this condition is forced, the Character is popped. GANG UP allows the Character to attack along with another Character who is already attacking. Use the combined AP of the attackers to determine whether the defender is popped. The defender can pop any attacker(s) with combined AP no higher than its DP (defender's choice). IMMUNE Characters are not affected by the stated ability or effect. They may still be attacked by characters possessing that trait. They may possess Conditions and Gear to which they are Immune, but they are not affected by it. FIRST/LAST RANK indicates that the Character must be in the specified rank. If this is ever untrue, the Character is immediately cranked and moved to a legal position. MARTYR allows the Character to crank and pop instead of another, at any time. A cranked Character cannot Martyr. SAVING a Character prevents it (and any cards on it) from being discarded when it is popped. Unless otherwise specified, the Saved Character is cranked. SURPRISE means that the Character may not be adversely affected by combat when attacking. Furthermore, the defender cannot use optional effects, only automatic effects (such as from Weapons and Armor). If the defender has multiple Weapons or Armors, the attacking player decides which apply. The defender cannot crank in response to being attacked. UNIQUE means that only one copy of this card can be in play at a time. All Characters and Environmentals are Unique unless otherwise specified; non-Characters are Unique only if specified.