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A card game by D.D.

O'Brien 
2 Player, 12 & up, 20+ min. 
48 Cards, 24 Meeples, 2 Trackers w/Markers, 1 Rules Sheet 
 
 
 

Over ten thousand years since the Earth’s first Industrial Revolution, Cybernetic Humans 
and Alien Invaders are in a desperate quest for steely sustenance, as they battle (‘Red 
Rover’ style) for the alloys they’re made of… the very Last Metal! 
 
One player is the Cyborgs and the other is the Overlords! 
 

Set Up​ Place your Metal Tracker closeby and set it to “1” by placing a marker on the 
corresponding spot. Take 6 of your own Meeples and set them next to your Metal Tracker, this area 
is your “Base”. Place all the remaining Meeples in a single pile within reach of both players- this 
the “General Supply”. Shuffle your deck and draw 6 cards. Choose 5 of those to place face-down, in 
front of you, forming a row. Discard the unchosen card, placing it face-up near your Base- this is 
your “Discard Pile”. Arrange the cards in your row as desired, keeping the faces hidden from the 
other player. Place your deck face-down next to your Discard Pile. 
 

 
 

First Player​ ​The last person that has l​ istened ​to Metal is the First Player to start the game. (You 
can also randomly choose the First Player.) 
 

Bolstering​ ​You may “Bolster” your face-down numbered cards with up to 3 Meeples from your 
Base. One Meeple equals 1 point and is added to that card when revealed. You cannot Bolster Tech 
or any face-up cards. 
 
 
 
When both players have finished Bolstering and arranging cards, the First Player (you, for 
example) begins the turn:​ You choose 1 card from the other player’s row by pointing at or 
touching it. That player (2nd Player) reveals that chosen card and now “Charges” at you by 
placing it face-down between two of your cards (along with any Blostered Meeples). The 
Charging player (2nd Player in this example) has a single chance to decrease 1 Metal to Bolster 
that card again (if able), only using a Meeple from its own Base. Next, you reveal your two 
cards, using any card abilities printed. 2nd Player then reveals the Charging card (by turning it 
face-up), using any effects granted by card abilities and then all points are compared. 
 

If your score is h
​ igher​, you will Block! F
​ or each point over, increase your Metal by that 
many*. Return your Bolstered Meeples to your Base and the 2nd Player’s Meeples to General 
Supply. Then send the Blocked card back to its original slot ​face-up​. 
 

*Instead of increasing any Metal, you may “Capture” the Blocked card placing it on your 
Base face-up. 
 

Discard all other cards, placing them next to your own deck face-up (this is your discard-pile).  
 
 

If the 2nd Player is ​equal or higher​, it will Breakthrough! F


​ or each point higher than you, the 
2nd Player will increase Metal by that many. Return your Meeples to General Supply and the 
2nd Player returns its Meeples to its Base. 
*Instead of increasing any Metal, the 2nd Player may “Capture” one of your revealed 
cards, placing it on your Base face-up. 

 
After both players have each taken a turn: 
 

1. Re-Up​ Re-draw from your Deck to fill any empty slots on your row with face-down cards.  
 

2. Recycle​ Decrease Metal to take that many Meeples from the General Supply. 
 

3. Reuse​ You may decrease 1 Metal to discard 1 of your cards in your row. Redraw 2 new 
cards from your deck and discard 1, then place the other in the empty slot (face-down). 
 
 

Who Goes Next?​ The player with the least amount of Metal is the First Player for the next round. 
Play continues after both players rearrange and Bolster their row of cards as desired. (Remember 
to keep any previously face-up cards, face up.) 
 

NOTE: When your Deck is depleted, shuffle your Discard Pile to form a new fresh deck. 
 

How To Win  
The Heaviest Metal​ You win the game immediately by reaching 13 (Million Tons) of Metal first. 
Or 
The Power Accord ​Capture all 3 of your opponent’s Tech Cards and win! 
CARDS 
Each players’ deck has 24 matching-color cards. Most cards are numbered 0 through 3, some with abilities 
and bonuses when used. 
 
 

Block Ability​ (​ Arrows & Meeple Icon) 


When you reveal this card while Blocking, you may take and use the Meeples from the cards on 
your Left and/or Right to Bolster. 
Charge Ability​ (​ Forward Arrow/Minus Metal/Plus Meeple Icons) 
When you reveal this card while Charging, (after the Blocking player reveals cards and uses any 
bonuses or abilities), you may decrease 1 Metal to take 1 Meeple from the General Supply to 
Bolster. 
Battle Bonus  
● 1,2,3: I​ f you successfully Block or Breakthrough with this card, you get a bonus increase of 
Metal by the number printed on the card!  
● Zero​: If you successfully Block or Breakthrough with this card, take one Meeple from the 
General Supply, as a bonus! 
Powerful Tech​ T​ hese cards ​cannot​ be Bolstered or Rescued! 
● When you reveal a Tech Card​ (​ Circuitry Image with Metal Equals Meeples Icon)​ when 
trying to Block or Breakthrough it counts as 1 Bolstered Meeple per Metal you have, 
maximum of 6​. (Do not take/use/move any Meeples, just add the points) 
● When you successfully Block or Breakthrough using a Tech Card immediately take 1 Meeple 
from the General Supply OR “rescue” any 1 of your Captured cards and shuffle it back into 
your deck. 
● You may discard this card when refilling your row each turn, to then take 1 Meeple from the 
General Supply 
 

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