Ani-Mayhem Online


Set Two Rules

The World of Ani-Mayhem consists of:

Set 0:

Set 1: Set 2:

Symbol Descriptions

Card Type Symbols

Enhancement Icon Enhancement Flash Effect Icon Flash Effect Equipment Icon Equipment Global Effect Icon Global Combat Icon Combat

Disasters

Major Disaster Icon Major Minor Disaster Icon Minor

Special (Category) Symbols

Dimensional Icon Dimensional Planetary Icon Planetary Science Icon Science Haven Icon Haven

Gender

Male Female

Ability Symbols

Attack Icon Attack Defense Icon Defense Movement Icon Movement Charm Icon Charm Energy Icon Energy

To get started more quickly, jump to page 14! (...then, refer to the index when you have questions, on pages 61 & 62.)

Anime Background

If you are familiar with Japanese Animation (Anime), you know you're in for a treat. If not, you're about to be introduced to a stunning art form. Ani-Mayhem was created with love by fans of Anime. To give you a taste of Anime's magic and incredible variety, we've made the things that drew us to Anime part of Ani-Mayhem. Each new game will plunge you into an Aniverse of your own creation. We hope you have as much fun playing Ani-Mayhem as we had creating it.

Dragon Ball Z Background

Dragon Ball Z is possibly the most popular Japanese animated series of all time. The manga has sold over 110 million copies. The anime series, 500 episodes and running, is the #1 children's show in Japan, Spain, France and Hong Kong. It debuted on U.S. television in 1996 on Saban's Kids Network and on home video, action figures, and Ani-Mayhem in August, l997. Ani-Mayhem - Dragon Ball Z is based on the first 3 years of the Dragon Ball Z series. The original uncut versions of the programs were used.

Introduction

One to five players can play, and each player will need his or her own deck. (Yes, it's a great solitaire game!) You can build your deck with cards from any of the three Ani-Mayhem sets now available.

Overview

The players construct a "Field" using Location cards. Beneath the Locations cards, Item cards and Disaster cards are placed. Using teams of Character cards, each player will attempt to retrieve as many Item cards from the Locations as they can. Power cards can be used to strengthen Characters. Disaster cards will hinder success by stealing or destroying Items, and by fighting the Characters.

Basic Terms

Abilities: There are five--

Attack:
The sum of all the Attack abilities, including all bonuses of all Character or Disasters attacking a single target.
Bonked:
A Character is Bonked if its Health is reduced to 0 or below, but less than the negative of its starting Health. A Bonked Character is removed from play for 1 complete turn and then returns to play (completely healed) at their owner's Haven during the next Equip phase.
Cancels:
(card text term) It immediately cancels the effect of another card; that card (usually a Power card) is discarded.
Cycle:
The time it takes for a Disaster to make its way from where it starts on the Field to where it exits.
Damage:
Total Attack minus Total Defense. Damage reduces a target's Health.
Defeat:
Disasters don't are not Bonked or Killed, only Defeated. A combat Disaster is Defeated when its Health is reduced to 0 or below. A non-combat Disaster is Defeated when the conditions on that card are met. Defeated Disasters are discarded.
Destroy:
Remove a card permanently from the game.
Discard:
Place the card into the owner's discard pile.
Duration:
The length of time a card stays in play. (e.g., Alan draws a Disaster card that lasts 2 turns. That card stays in play through the end of the turn he drew and played it, then through the end of his next turn, and then is discarded.)
Field:
All Locations in this game (don't count Havens).
Group:
One or more Characters controlled by one player.
Health:
A Character or Disaster's base Heath is equal to its basic Defense ability. Bonuses to Defense (i.e., from Power cards, Combat cards, etc.), do not increase Health. Damage to Health is accrued during combat. After combat ends, the Health of any Characters or Disasters still in play is restored immediately to full.
In Play:
All cards that affect the Field. Bonked Character cards in a player's hand and cards in a player's Draw and Discard Piles are not in play.
Killed:
If a Character's base Health is reduced to negative its original level, the Character is killed.
No Action: (card text term)
* The Character or Disaster can't Move or Attack-it can only Defend.
Off the Field:
A card that is not played on any Locations. These cards are still in play. Global Effect cards are played Off the Field. Some Disasters state they are played Off the Field.
Skills:
* Characters have Skills (e.g., Pilot or Chi) which enables them to Scavenge Locations, Defeat noncombat Disasters, use certain Equipment, etc.
Turn:
This consists of a player completing the three Maintenance and three Play phases.

When the Game Ends & Who Wins The game will end when all of the ITEMS have been Scavenged from the LOCATIONS or when one player (or the DISASTERS) acquires more than half of the ITEMS. The DISASTERS win(!) if they get the most ITEMS (including ties). Otherwise, the player who possesses the most ITEMS wins. You can also win the game instantly by doing the following: When either Kami, Guru or the Guardian of the Earth card(s) are in play, simply bring 7 Dragon Balls to any one LOCATION or HAVEN. Card Descriptions CHARACTER CARDS Abilities: These are a CHARACTER'S Attack, Defense, Movement, Charm, and Energy attributes. CHARACTERS which can Transform (page 47) have two numbers listed (such as 2/5) rather than one, and a small picture of the Character in the transformed state. Skills: Most CHARACTERS have 3-6 Skills, from more than 40 possible Skills. Gender: CHARACTERS Considered male or female for game purposes, are identified with the Roman male or female symbol. Super-Saiyans: These are Special CHARACTERS that can only be brought into play when stated on their card.

character diagram, location diagram

LOCATION CARDS Shown are the Skills a Group of CHARACTERS need to Scavenge this LOCATION, plus any additional information about the Location. See page 44 for details on Planetary and Dimensional LOCATION, page 26 for LOCATIONS with Defense, and page 25 for LOCATIONS with Attack. HAVEN CARDS HAVENS are similar to LOCATIONS and are where your CHARACTERS start the game. HAVENS are also used to stockpile EQUIPMENT, extra CHARACTERS, and ITEMS that you acquire through play. HAVENS cannot be Scavenged. DISASTERS can't move to a HAVEN. There is one Haven in each Starter deck. ITEM CARDS These are what CHARACTERS and DISASTERS are trying to retrieve. ITEM cards are kept facedown until they are used. COMBAT CARDS They are played during Charm and Physical Combats and enhance the combatants. One end of the card gives a Charm Combat modifier. The other gives a Physical Combat modifier. Be sure to use the correct end depending on whether you're in Charm (lips icon) or Physical Combat (eye icon).

item diagram, combat diagram

DISASTER Cards Disasters are either Major (D!) or Minor (D). DISASTERS that have Attack, Defense and Movement abilities are "Combat" DISASTERS. POWER Cards There are four types of POWER cards: ENHANCEMENTS, EQUIPMENT GLOBAL EFFECTS and FLASH EFFECTS. Requirements to use a POWER card can be Skills or Categories. Some POWER cards cost Energy to use. The cost is shown in a button. ENHANCEMENTS subtract that much Energy as long as the CHARACTER has the ENHANCEMENT FLASH EFFECTS subtract that much Energy until the end of the turn the effect is used. POWER card Ability modifiers preceded by a mathematical symbol (i.e., add (+), subtract (-), multiply (x), or divide (/)), alter the Ability levels of the CHARACTER possessing the POWER card. Modifiers with no mathematical symbol replace Ability levels. ENHANCEMENT CARDS: These give CHARACTERS additional or increased Skills and/or Abilities. Once played on a CHARACTER, they can never be transferred to another CHARACTER and are only removed if the CHARACTER is Killed or Bonked or by a card that specifically removes an ENHANCEMENT.

disaster diagram, power diagram

EQUIPMENT CARDS: These bestow an effect on a CHARACTER as long as it carries the EQUIPMENT. A CHARACTER can carry as many Equipment cards as you wish, but cannot use more than one EQUIPMENT bonus to the same ability per turn (i.e., if you are using a gun that gives +3 to Attack and you get a Hardsuit that gives +1 to Attack and Defense, you may use the Hardsuit's Attack bonus or the gun's but not both. EQUIPMENT are not ITEMS. GLOBAL EFFECT CARDS: When you play a GLOBAL EFFECT, play it off to the side of the Field. It affect all of your CHARACTERS that are on the Field. FLASH EFFECT CARDS: These can be played at any time during the game except during the Draw phase. Once a FLASH EFFECT is played, it takes effect and then is discarded. If a FLASH EFFECT has an Energy cost or requirement, a CHARACTER at the LOCATION where the FLASH EFFECT is played must pay the Energy cost or requirement. CHIT CARD This has mini-pictures of the CHARACTERS found in this set. Cut up the card and use the chits to represent the locations of your CHARACTERS, or as counters. Deck Construction Start by sorting your cards by type: CHARACTERS, LOCATIONS, HAVENS, ITEMS, DISASTERS, COMBATS and POWER cards. Remove duplicates as follows: You may use only 1 of any CHARACTER or LOCATION card, up to 2 of

any POWER card and up to 3 of any ITEM or COMBAT card,

!table

You may use additional POWER cards, but add 1 DISASTER to your deck per 2 POWER cards added. You'll probably want to have 2-4 additional CHARACTER cards. Super-Saiyan CHARACTER cards aren't counted in deck construction (set them aside instead).

Game Setup Hint: It is easier to keep track of your cards if you place LOCATION, DISASTERS, and ITEMS on the FIELD, facing you. As your CHARACTERS acquire ITEMS, EQUIPMENT, ENHANCEMENTS, etc., place them with the CHARACTER card they belong to. 1. Each player: Choose four starting CHARACTER cards and place them facedown in front of you. 2. Each player: Shuffle and set aside all of your COMBAT cards (red backs) facedown-becomes your Combat Draw pile. 3. Each player: Shuffle your POWER cards and extra CHARACTER cards. This is your Draw pile. Draw 7 cards. This is your beginning hand.

4. Each player: Shuffle all of your LOCATION cards (green backs). Each player takes turns drawing and then placing a total of 7 LOCATION cards (each)., on the Field faceup: The first LOCATION is placed anywhere on the Field. The rest are placed adjacent to any card already on the Field, After every player has placed at least one LOCATION, a player may choose to place their HAVEN instead of placing a LOCATION for this round of placement. 5. Each player: Shuffle your ITEM cards and then take turns placing 1 ITEM card facedown beneath all of the cards at any of your LOCATIONS on the Field. No peeking! Only 1 ITEM per LOCATION. Put away any unused ITEMS. [e.g., You shuffled 11 different ITEM cards. After placing 7, you've finished; the rest won't be used in this game.] 6. Each player: Shuffle your DISASTER cards and then take turns placing 2 DISASTERS at a time facedown beneath any other player's LOCATION on the Field, No peeking. Only 2 DISASTERS per LOCATION. 7. Each player: Shuffle your remaining DISASTERS into your Draw Pile. 8. Each player: Turn your starting CHARACTER cards faceup. Place chits representing your 4 starting CHARACTERS in your HAVEN.

layout.svg

Game Play Game play consists of major stages, the Maintenance phases, and followed by the Play phases. Choose who goes first. The player to the Left goes second, etc. On the second turn, the player to the Left of the one who went first last time goes first this time. Continue to rotate who goes first clockwise every turn. On the first turn, skip the Maintenance phases and go directly to the Play phases.

Maintenance Phases For the Discard and Draw phases, everyone plays simultaneously. For the Disaster phase, take turns moving the Disasters. Discard Phase Each Player may discard any cards in their hand and/or any of their CHARACTERS in their HAVEN. Draw Phase Each Player draws I card at a time from their Draw Pile until they either have 7 cards in their hand, or draw a DISASTER. If a DISASTER cannot affect the Field, discard it and keep drawing. Otherwise place it at the top right corner of the Field ("enter" spot of DISASTER Movement Path diagram). Some non-combat DISASTERS might not have an appropriate target (i.e., Shuttle Crash, and there are no vehicles in play), whereas Combat DISASTERS always affect the field. If a player runs out of cards, they should reshuffle their Discard pile to form a new Draw pile. However, do not shuffle ITEM cards that have found their way, through play, into your Draw pile (they stay in the Discard pile).

Disaster Phase Disaster Movement: DISASTERS capable of movement, move a number of LOCATIONS equal to their Movement ability. They always move their full movement capability each Maintenance phase. Move the DISASTER closest to moving Off the Field first then the next closest and so on, A drawn DISASTER is moved onto the Field last. Player's take turns moving the Disasters. If you draw a DISASTER with Movement ability from your Draw pile during the Draw Phase, it enters the field at the top LOCATION of the column to your right. It moves down that column, counting 1 LOCATION per movement point. When it gets to the bottom, it goes straight to the top of the next column to the left. It will then move down that column 1 card at a time and so on. (See diagram, page 20.) When a DISASTER gets to the bottom LOCATION in the last column to your left, it moves Off the Field. This is the end of its cycle. If it carried an ITEM, the ITEM is Destroyed (and counts towards the DISASTERS winning the game). MINOR DISASTERS are discarded. MAJOR DISASTERS re-enter the Field at the top of the column to your right and finish their movement (if any). Moving a DISASTER On or Off the Field takes 1 Movement point. Moving a MAJOR DISASTER from the bottom left Location to the top right Location takes 1 point of Movement.

diagram

Important: Update DISASTER time for DISASTERS with time limits. If expired, discard. You can use counter chits for this. Only Combat DISASTERS pick up ITEMS and they can only carry 1 ITEM at a time. If a Combat DISASTER does not already have an ITEM, it will pick up an ITEM from the first LOCATION it comes upon which has one. A DISASTER will not reveal or use an ITEM. If a DISASTER comes upon a LOCATION where there are CHARACTERS and at Least one of them has an ITEM, the DISASTER will automatically attack a random CHARACTER carrying an ITEM during each Combat round. If the DISASTER defeats a CHARACTER, it drops the ITEM it was carrying (if any) beneath the LOCATION, takes the ITEM the CHARACTER had, and immediately moves its full movement capability. If a DISASTER comes upon a LOCATION where there are CHARACTERS, but none has an ITEM, it will continue its movement, ignoring them. However, if this LOCATION is where the DISASTER ends its movement, it will initiate Combat automatically, attacking a random CHARACTER each Combat round. If a CHARACTER defeats the DISASTER, the ITEM the DISASTER had been carrying is placed beneath the LOCATION (under the Disasters there, if any). If you enter combat with a DISASTER that has a Charm ability it will automatically Charm Attack first

and initiate Physical Combat second. When a non-Combat DISASTER completes the action described in its text box, it is discarded. DISASTERS without Movement ability do not move. When drawn from a deck, they are played on the nearest CHARACTER(S) encountered along the Movement path. They take effect immediately. A DISASTER card which states that it "Moves Once" only moves if it is drawn from a Draw Pile. When turned up during Scavenging, it doesn't move. It stays at the LOCATION it Lands on for the remainder of the game or until it is defeated. Note: DISASTERS beneath LOCATIONS (i.e., facedown) are not considered to be in play (yet). Play Phases When it is your turn, cycle through the Equip, Movement and Scavenge phases. When completed, it becomes the turn of the player to your Left. Equip Phase You may do any or all of the following in any order: Place any CHARACTERS from your hand to your HAVEN. You may have any number of CHARACTERS in your HAVEN but no more than 6 on the field at any one time. Place any Bonked CHARACTERS who have been out of play for a full turn into your HAVEN.
Play one ENHANCEMENT card-on any CHARACTER of yours on the Field or in a HAVEN. Play one EQUJPMENT card-into your HAVEN or on a CHARACTER at your HAVEN. Play any EQUIPMENT in your HAVEN already on a CHARACTER at your HAVEN. Play one GLOBAL EFFECT card-Off the Field. [GLOBAL bonuses affect all of your CHARACTERS.] Limits: Each CHARACTER may have a maximum of 2 Attack, 2 Defense and 1 Movement bonus at any time. Don't count permanent bonuses such as training. Move Phase Your CHARACTERS enter the Field from your HAVEN. Each CHARACTER can move a number of LOCATIONS up to its Movement ability each turn. Moving from 1 LOCATION or HAVEN to an adjacent LOCATION or HAVEN takes 1 point of Movement. Moving a CHARACTER from a player's hand to a HAVEN takes no Movement. IF CHARACTERS move to/through a LOCATION that has a Combat DISASTER (faceup), the DISASTER WILL attack (random Characters having Items first, otherwise any random Character). A Group of CHARACTERS is Limited to the Movement ability of its slowest CHARACTER. Unlike DISASTERS, CHARACTERS can move in all eight compass directions, as Long as there is a LOCATION or HAVEN there. You cannot end your movement at another player's HAVEN.
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