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The Inseparables

This document describes the rules for a card game called "The Inseparables" for 2-5 players. Players must empty their hand of cards by placing them in No Man's Land or holding them as Impacts, while avoiding having 3 active threats at the same time. Players can use amulets, speeches, or retreat during missions. After each mission, supports are revealed and morale is lost if there are too many cards left in hand. The last one standing wins.
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0% found this document useful (0 votes)
16 views1 page

The Inseparables

This document describes the rules for a card game called "The Inseparables" for 2-5 players. Players must empty their hand of cards by placing them in No Man's Land or holding them as Impacts, while avoiding having 3 active threats at the same time. Players can use amulets, speeches, or retreat during missions. After each mission, supports are revealed and morale is lost if there are too many cards left in hand. The last one standing wins.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Page 6 of 6

The inseparables (2-5)


Preparation
• The Poilu wears the amulet visibly, with three concealed supports: LEFT, RIGHT and
a 3rd random one. Doubles are not used on 2-3J.
• Place 25 cards (face down) on the Peace card (face up): Deck of
Adversity (M-A). The remaining 34 are also about the Monument: Mazo de Moral.
(M-M).
• 5Speeches
• The mission chief (JM): the hairiest.
Concepts:
• How to win: Empty the adversity deck and leave them with no cards in hand.
• They lose if after resolving the supports, one has 4+ Impactful stays visible.
Monument.
• Trap card: when played, draw a card from M-Ay and play it. Ignore traps.
Development:
1. Preparation: The JM decides the Intensity, that is, the cards that each player
receive the blow of Adversity. Everyone the same number. Distribute one by one.
one starting with him. First mission 3+. Then 1+.
2. Mission: Get rid of cards from the hand, which is secret.
2.1. An Action for a non-retracted player, starting with the non-retracted JM:
• Play adversity card: Threats are placed in No Man's Land (T-N)
and the impacts on the player (immediate effect), always exposed.
• Use amulet: Draw a card from No Man's Land and flip over the Poilu.
• Deliver a speech: Announce a Threat and others will be able to let go
deUNAcarta with that Threat. Discarded upon finishing.
• Retreat: Withdraws from the Mission and secretly chooses a Support card. Their
Impact letters do not count towards the Mission that the colleagues continue.
2.2.End of Mission: They hold their hand and Impact cards.
• Successful: Everyone withdraws. Prize: discard cards in No Man's Land (NML).
• Failed: there are 3+ active threats at the same time (including impacts). Add the
letters from(T-N)al(M-A) and shuffle again.
3.Supports: Reveal and distribute the supports that were withdrawn. The one who obtains
more, you can draw up to 2 Impact cards or recover your Amulet. If the
mission has failed, you can only draw 1 Impact card
• With a tie, no one benefits.
4. Loss of Morale: Transfer as many cards from M-MalM-A as the sum of
number of cards in hand of all players (minimum 3)
• Pass the card of the next player and new round.
Variants:
• Recruits: do not use trap cards
• Veterans: The Hammer of Adversity will have 30 cards, not 25.
• Two players: add Chaplain, 3 support (if he wins them, he keeps them), he withdraws.
Before starting mission M-Ade 20, do not receive Adversity cards, it will not be
JM. The used speeches are returned to the reserve.

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