SPACED
OUT®
THE FAST -ACTION
FAMILY CARD GAME
2 - 8 players Ages: 8+ years Playing Time: 30
min. +/-
Goal
Score the fewest points by attacking opponents, defending
attacks and outmaneuvering others.
Contents
1 rule booklet, 108 cards (There are 8 additional cards in promo sets*):
1 through
10, 2 each in 4 colors 8
Asteroids, 2 each in 4 colors
4 Shooting Stars, 1 each in 4 colors
4 Force Fields, 1 each in 4 colors 4 Black Holes, 1 each in 4 colors 2 Wild Shooting Stars
2 Wild Black Holes 2 Big Bangs (red/blue & yellow/green) 2 Wild Super Force Fields
2 Wild Asteroids* 4 Lunar Eclipses*, 1 each in 4 colors 2 Wild Solar Eclipses*
Preparation:
4 Force Fields, 1 each in 4 colors 4 Black Holes, 1 each in 4 colors 2 Wild Shooting Stars
2 Wild Black Holes 2 Big Bangs (red/blue & yellow/green) 2 Wild Super Force Fields
2 Wild Asteroids* 4 Lunar Eclipses*, 1 each in 4 colors 2 Wild Solar Eclipses*
Preparation:
Choose a
player to be the first dealer. Shuffle
the cards and deal 6 cards to each player. The
remaining cards are placed in the center of the play area; face down, as the draw
pile. After each round, the player to
the dealer’s left becomes the new dealer.
The dealer takes
two cards from the draw pile and places them face up – one on each side of the draw
pile – to form the play piles. (WILD cards and Big Bang cards are replaced and shuffled back into the draw pile
because these cards, with multiple colors, cannot start play piles.)
The player
to the dealer’s left takes the first turn. Direction of play begins clockwise. The
first player may draw a card. Playing
out-of-turn begins after the first card of each hand is played. (See playing out-of-turn below.)
Colors
Each card is
either: Red, Blue, Yellow, Green, or a Big
Bang (two colors) or a WILD (all
four colors). After playing a WILD card, the player names any one of
the 4 colors (Red, Blue, Yellow or Green), and then the card becomes that
color. This occurs before other effects of the card. A pile is considered to be the color of its
top card. All cards are designed with
color patterns to enhance ease of play for those challenged by color
discernment.
Playing
Piles:
Whenever a
pile is played on it becomes the live pile and the other pile becomes
the dead pile. After the first card in a round is played, there will be 1
live and 1 dead pile; then they may alternate during the game. Cards may be played on the live pile that
match either the color, number, symbol or are WILD. Cards may be played on
the dead pile if they match the number, symbol, or are WILD. You cannot just match color on the dead pile.
Playing a card results in the following:
If you play a card numbered 1 thru 10 (or an Eclipse* card)
your turn is over and the player next to you in the direction of play takes
their turn.
If you play a Force Field or Super Force Field,
the direction of play reverses. The
player that is next to you, in the new direction of play takes their turn.
If you play a Black Hole or a Wild Black Hole, you
immediately take an extra turn.
If you play an Asteroids (or Wild Asteroids) it begins an attack against the player
that is next to you in the direction of play.
If you play a Shooting Star or Wild Shooting Star,
it begins an attack against the player that is two players away from you in the
direction of play. The player in-between is skipped.
If you play a Big Bang, then you begin an attack against
all other players. (See Big Bang below.)
On Your
Turn - Not Under Attack:
If you are not
under attack then you must either play one card from your hand or draw the top
card from the draw pile into your hand.
(You may choose to draw a card instead of playing a card.) Play quickly, or you may lose your turn. NOTE: You cannot draw and play, unless it is a CLONE or BIG BANG (See below.)
A card from
your hand may be played on a pile as follows:
On a live pile if your card matches
in color. (A Red 5 on a Red 8, a Blue Black Hole on a Blue 3,
etc.)
On a live or dead pile if your card matches in number or design
with the card on top of the pile. Examples of matching numbers are: Red 7/Green 7, Yellow 10/Blue 10, etc. Examples
of matching design are: Shooting
Star/Wild Shooting Star or Force
Field/Super Force Field (i.e. a Force
Field is playable on a Super Force
Field and vice versa, except during a Big
Bang attack.)
On either pile, if your card is WILD (regardless of what card is on top of the pile.)
A Big Bang card may only be played when the 2 colors
of the top cards on the two play piles match the 2 colors of the Big Bang card (Red & Blue or
Yellow & Green). It must be played on the live pile.
On Your
Turn - Responding to an Attack:
Respond to
an Asteroids or Shooting Star attack as follows:
Either draw the number of cards for the attack from the draw
pile into your hand and the player next to you in the direction of play takes
their turn.
Or, if under an Asteroids attack, play another Asteroids
(or a Wild Asteroids*) on
top of the live pile. The attack of
“Take 2” is passed on to the player that is next to you in the direction of
play. (You do not draw cards.) The attack is increased by 2 and you
say, as an example, “Kate take 4”. The newly attacked player must now respond to
the Asteroids attack. This attack could
become a “Take 8” or even much more!
Or, if under a Shooting Star attack, play another Shooting
Star or a Wild Shooting Star on top of the live pile. The attack of “Take 2” is added on to become
“Take 4” to the player that is two players away from you in the direction of
play. Similar to the Asteroids attack
above, the attack is increased by 2, and so on. The newly attacked player must
now respond to the Shooting Star attack.
Or, play a Force Field which matches in color to the
live pile, or a Super Force Field, on top of the attack card. The direction of play reverses and the attack
is deflected back to the previous attacker, who must now respond to your Force
Field Attack. The number of cards to
draw for the attack remains unchanged.
If you are
under attack by a Force Field, then you must respond as follows:
Either draw the number of cards for the attack from the draw
pile into your hand. The player next to
you in the direction of play then takes their turn.
Or, play a Force Field (any color) or a Super Force
Field on top of the Force Field
on the live pile. The direction of play
reverses and the attack is deflected back to your attacker, who must now
respond to your Force Field attack.
(One cannot play additional Asteroids
or Shooting Stars, on a Force Field during any attack.)
Playing
Out-Of-Turn:
Playing
out-of-turn is a very important and exciting part of the game! It results in fast-action pace and allows
players to outmaneuver each other. Playing
out-of-turn begins after the first card of each hand is played. The
first card may be played by the second or third player, if the first players
draw a card.
You may Clone
(see below) or play a Big Bang (see below) out-of-turn, except:
During another player’s bonus turn. (It is okay to clone during your own bonus
turn.)
During resolution of a played card (For example, while a
player chooses a color for a WILD
card.)
During attacks. Attacks
end when the last card of the attack is drawn.
Before the first card is played in a hand (when neither pile
is designated as the “live pile” yet).
Cloning:
A card
numbered 1 thru 10 is playable as a Clone on a pile (live or dead) when it
is an exact duplicate (same color and same number) as the top card of
that pile. Asteroids cannot
be cloned.
When you
play a Clone (on the pile with the
exact match) say “CLONE!” This earns you a bonus turn, which is
taken immediately. Cloning causes others to lose their turn, skipping any
players between the two players.
You may clone out-of-turn as described above, on
your turn when not under attack (cloning in this case is your turn and you take
a bonus turn). Your Bonus turn may
then result in drawing a card. To play a
duplicate card on your turn without cloning simply do not say “CLONE” to avoid drawing a card. (The first card played in each hand can be a Clone, since it is not played
out-of-turn.)
Playing
and Drawing Multiple Cards:
It is possible to take several consecutive
turns by earning bonus turns. When
playing several cards in a row, you must play each card separately (one at a
time) to give other players a fair chance to play cards.
When drawing
multiple cards, count aloud the number of cards, as you draw them from
the draw pile. This gives others a fair
chance to know when an attack ends and thus when out-of-turn plays are allowed
again.
Big Bang:
After you
have played a Big Bang, on the live pile, say “BIG BANG!” All other
players draw 3 cards each, in direction
of play. After all have drawn, it is
the attacker’s turn again. A player may protect themselves with a Super Force Field, however. (The first card
of each hand played may be a Big Bang,
if the colors are right.)
Respond to a
Big Bang Attack as follows:
Every player, in turn,
draws 3 cards.
Or, play a Super Force Field from your hand on top of
the Big Bang. You will be the only
player not drawing 3 cards, unless a 2nd Super Force Field is played, in turn, after you. The direction of play also reverses each
time. (Everyone will always draw 3 cards,
except for one person.)
End of a
Round:
A round ends
when the last card is played from someone’s hand. This player says “Spaced Out!” The card has no
further effect, even if an attack was in progress. The round is over and the
attack is void. Because a round ends this way, each player must hold their
cards so that opponents can see how many cards are
in their hands to gauge when a round might end.
Scoring:
Each card’s
score is the number in its upper left corner.
A player’s score for the round is the sum of the cards’ scores in their
hand. The player who ended the round
(and has no cards in hand) receives a score equal to the sum of the top card on
both play piles. Thus, there is strategy involved in “going
out.” (Because the Eclipse* cards in the
Promo Pack have negative scores, it is possible for a player’s round scores to
be less than zero.)
Game End:
When the
total of a player’s round scores reaches 500 points the game is over. The player with the lowest total score is the
winner. A tie for the low score shares the victory.
Players may
agree, before the first round, to end the game under different conditions. For a shorter or longer game, playing to 300
or 750 total points is recommended.
Alternatively, players may agree to a fixed number of rounds, such as each
player deals once or twice.
Invalid
Plays and Ties:
If you play
a card invalidly, not according to the rules, game play is halted temporarily
and you must take the card back into your hand with no effect. (A round is not
ended if a player’s last card is played invalidly. A card played on top of an invalidly played
card is also invalid.)
Because
cards can be played out-of-turn, it is possible for two players to play cards
on both play piles at the same time. All ties go to the live pile. The card played on the dead pile is invalid.
Empty
Supply:
If the draw
pile runs empty, game play is halted temporarily. Except for the top card of each play pile,
the piles’ cards are shuffled to form a new draw pile. (Remember which playing pile is live and
which is dead.)
Two
Player Games:
For games
with only two players, use all of the above rules with one exception. Shooting Stars and Wild Shooting Stars always attack your opponent.
SPACED OUT® is a
registered trademark of SPACED OUT, INC
www.spacedoutcardgame.com ©SPACED OUT, INC Created by Guy Laing