Jennifer's NEW rules forANI-MAYHEM
The Anime Card Game By Pioneer Entertainment |
Ani-Mayhem is an anime based collectable card game which features images and personalities from many favorite anime series, such as Ranma ½, Bubblegum Crisis, El-Hazard, and Tenchi Muyo. As an anime otaku, I immediately fell in love with this wonderful card set. The rules for play with the Ani-Mayhem cards, however, I immediately found to be clumsy and ill-conceived. I have found this sentiment echoed in the reviews of many others - great cards, poor game system - and so resolved to redesign and engineer a new, workable game system. The system I present here should, I believe, retain the original intent of the Ani-Mayhem creators, whilst improving upon it. I offer it freely, in the hopes of improving the success of the Ani-Mayhem card set in the marketplace, and the pleasure of other anime otaku like myself. Distribute these rules freely, with my blessing. I retain all acknowledgment to my redesign work, but ask for no compensation save that I be remembered as the creator of these new rules. Enjoy!
Jennifer Diane Reitz
Ani-Mayhem is essentially a simple fantasy role play game in the
true sense: unlike other collectable card games in the Magic The
Gathering mode, individual characters play a vital role. The
characters are grouped into a party, or team, and grow and change
throughout the course of play. They may come and go form play,
and even switch sides at times. But at the heart of everything
are the characters, the loss of which ends play.
Ani-Mayhem is played upon a kind of map, a map created of separate,
carefully placed little piles of cards, which are so arranged
that they form a playing field, or 'game board' which may take
any shape. The field of card-piles may form a grid, or a square
ring, or an abstract branching form. In effect the card piles
act as squares upon a board game, such as Monopoly, and the players
move a token from pile to pile, game 'square' to game 'square'
according to a movement allowance.
Like all role playing games, there is aquisition, in this case
of items and characters, and combat in it's various guises. There
is also the possibilty of total defeat, in which there is no survivor.
The new rules presented here boil down the basic intent of Ani-Mayhem's creators, and simplify it into an easy to play, easy to set-up, quickly enjoyable form. Conflict has been streamlined, the process of creating the playing field simplified, and the interaction of players and cards improved. Superfluous elements have been eliminated, and the new rules permit the player to work from as vast a selection of cards as they should like to collect, encouraging duplications, and eliminating the need to segregate types of cards (such as locations and characters) from one another. Jennifer's Rules permit a quick 'grab a handful of cards and let's play' ease of use, without losing any of the diversity that Ani-Mayhem provides.
The Ani-Mayhem card set consists of six unique types of cards. These card types can be identified by both appearance, and by symbols:
Item cards can be identified by a tan border, and a gray sidebar on the left. The collection of these cards is one of the goals of the game, and they can also sometimes be used as tools as well.
Power cards come in four varieties, but all can be identified by the presence of a bright orange sphere in the upper left corner. Three of the varieties are blue in border, and the last is a blotchy green and red. The varieties are:
Location cards are green in color, and feature a circular window which depicts a place, realm, or zone. Some location cards may feature a symbol in the lower left portion of the 'window'. The symbol indicates a 'special' location. Known special locations include other planets (a small cratered moon is the symbol), and other universes (a square, twisting spiral). These locations are unique in that they require transportation, TOOLS, or special abilities to SCAVENGE (enter), or rest on (end movement upon) them. It should be noted that player parties can still freely pass across such cards, even if they cannot rest upon them. Any CHARACTER that has one of these unique symbols (such as the dimension symbol) may freely SCAVENGE or rest upon these LOCATIONS, provided no other requirements exist.
Some locations are 'HAVENS' which are marked by a small castle
symbol and a faceted 'window'. HAVENS often have special benefits
for the party. In Jennifer's Rules, HAVENS are safe from conflict,
and battle, by attack or charm, cannot occur 'on' them. They are
'safe spots' or sanctuaries.
Disaster cards are mottled red and yellow, and feature an orange
sphere in the upper left corner. The sphere may have one of two
symbols upon it, a 'D' or a 'D!'. the exclamation point indicated
a major disaster. Disasters are troubles which affect the game
in a multitude of ways.
All cards possess instructions and special conditions that must be read and dealt with.
Ani-Mayhem can be played either solitaire or with a group of friends, but the goal remains essentially the same: to collect as many ITEM cards as possible, and finish with as many living CHARACTERS as possible. An additional goal in group play can be to thwart and destroy other players plans, kill off or steal away their CHARACTERS, steal their ITEMS, and generally wreck havoc to benefit one's own interests.
Grab out random fistfuls of cards from what is assuredly your vast collection. Shuffle the cards, which should be in standard (as purchased) proportions without regard to type or kind. When all cards are sufficiently randomized (mathematically, seven shuffles achieves true randomness), you are ready to begin the set up.
First, you must build your game universe. This can be started in a number of ways: allow one player to do the job, let players take turns adding 'areas', or just dig in. Take about three cards (could be four or even five, whatever you find best, but less than three is boring, but many makes the game very long) and place the small stack neatly face down. Take another such stack, and place it neatly face down to the north, south, east, or west of the first stack. Continue this process until the players are satisfied that a sufficient game 'board' has been created. Your finished effort may make a big square ring of card stacks, or a cross, or the letter 'F' or some branching tree-shape. The more stacks your game 'universe' has, the longer the game. Ten stacks offers about twenty to thirty minutes of play.
Grab a deck-sized mass of your fully randomized cards, and set them down as an initial 'draw' pile. After the game begins, you will not need a draw pile any longer. Each player draws out seven cards. If a player has a DISASTER or LOCATION card in their hand, these are immediately discarded and new cards drawn to replace them. The only cards that the player should start with are CHARACTER, POWER, ITEM, or COMBAT cards.
It is required that each player have at LEAST ONE character card to begin the game. If any player has not yet drawn a character card, then effort must continue, one way or another until a character is found. If necessary, just sort through some spare cards until a character is found. How it is achieved is not important.
This initial situation is the beginning of the game. Each player should now have at least one character card placed in front of them, face up for all to see, and a number of other non-disaster, non-location cards on hand. It is possible, and permissible to hide or display these cards as desired. As a player prefers. Hiding them adds to suspense, leaving them visible makes play easier.
The players should have their cards organized, and have between them the 'game universe' of card piles, all carefully arranged. Each pile is a 'place', a fragment of the Shattered AniVerse, and the players will soon go exploring this makeshift 'gameboard'.
The 'draw' pile is put aside, it's job is finished. Alternatively, if it is desired, the 'draw' pile can be retained, and a player may sacrifice a turn to draw from the draw pile. This can be useful if a player becomes stuck, or the lack of a draw pile can add to the danger and risk of the choices in the game.
Another interesting thing to do, is to use any LOCATION cards found during the setup of the game as additional 'known' places on the 'board' (layout of card piles). Just set them down as appropriate.
Each player uses a token (a pebble, a bottlecap, a little inch high vinyl super-deformed anime character model - which I prefer!- or even a chess piece or monopoly artifact) adjacent to one card pile, or 'place' on the game universe of card piles. This token represents the physical location of a players entire party of characters (or singular character) and is used during MOVEMENT.
There are only FOUR simple phases of play per turn in Jennifer's Ani-Mayhem Rules. They are:
The party may be used to gang up on a threat or threats, divide up against several targets, and any available cards may be played as desired. All action is simultaneous, and when all cards are played, the results are then totaled up. In this process, a character may receive fatal damage, be instantly restored by a card, return the attack in kind, and prevail.
That's it! Just Four simple phases per player turn: DRESS-UP, MOVEMENT, SCAVENGE, and SCRAMBLE. Fun, and funny. Please note that while these phases are distinct from each other and may not be blended together, they may be played IN ANY SEQUENCE. Want to MOVE, then DRESS-UP, then SCAVENGE? You are free to do so. Of course, since SCRAMBLE is a reactive phase, it is determined by outside events. Thus it becomes a matter of strategy as to how one should time the other four phases.
Of course, it should be noted that, should two parties land on
the same 'square' or card-pile, that they could attack one another,
if they wished, either directly, or through CHARM (CHARM plus
any enhancements versus DEFENCE, with the winner choosing to,
say, force a CHARACTER to obey for the current turn, such as give
up all equipped TOOLS associated with it). They could also trade
ITEMS, or CHARACTERS, if they so desired.
If a player takes the last card in a pile on the 'game universe
board' that leaves a blank and empty hole in the structure. What
then? I suggest that such a move CUTS the path, making further
MOVEMENT impossible, except by starship, or dimension travel,
or similar means. Thus taking or leaving such a card becomes a
strategic decision, with possibly serious consequences. Should
the last card be left face up or down? It's up to the SCAVENGER.
If a player removes the last card, they remain 'floating in subspace'
until their next turn, whereupon they can move freely out of the
newly made 'hole'.
When is the game over? Easy. When there is no place left to SCAVENGE,
and/or there are no more legal moves left. At this point, all
characters are considered to head on home, the quest is over,
and it's time to total up the score and party.
HEY! Everybody DIED! NOBODY WON at ALL! Yeah, so? This was a part
of the original design by Pioneer, is intrinsic to the possibilities
within the game, and is a bit of danger to spice things up. Try
to play well enough that this does not happen. Besides, you can
still determine a post-mortum winner. 'Dead, but victorious!'
If there is any confusion over combat in the game by players new to these concepts, simply look upon the process as attempting to beat one number value with a higher value. Be the exchange one of damage, say ATTACK statistics (plus any additive bonuses) versus DEFENSE statistics and their bonuses (if any), or the same using CHARM versus DEFENSE, the overall process is to total all the numbers, and who or whatever has the highest sum, wins. It is really pretty straightforward, really. Of additional note is the Jennifer rule about the control of opponent actions for one turn after a succesful CHARM attack - making for some devilish gameplay. It is interesting that it would be theoretically possible to conquer all threats by CHARM alone, and never attack anyone during a game. That makes Ani-Mayhem possibly the first collectible card game that offers a complete alternative to violence. Hail the power of cute!
Whosoever has the highest score at the end of the game wins. Score is totaled thus, with one point awarded for each:
One point is subtracted for each:
The final total determines the final score for each player, with the highest score winning. In a solitaire game, play for a set point value, such as, say ten points or more, or try to beat your last score. Or play just to survive.
The play system outlined above should provide a decent framework for more enjoyably using the Ani-Mayhem card set. However, it is not meant to be all- inclusive, nor all-explanatory. The user is invited to use what parts of the original Pioneer rules that they deem desirable: for instance the idea of a character being considered 'bonked' (out of action for one turn) if they lose all their DEFENSE (hit points) in one turn, yet are saved before the turn is over, thus avoiding death.
The PARLAY rule for multiplayer games (wherein a player-party may invite another player-party to leap one 'square' to join them, and if accepted each may make one demand of the other) is slightly modified. In Jennifer's Rules, the demands may not be refused on any grounds, and a charm battle need not be waged. Additionally, in these rules, PARLAY has no distance limit whatsoever, so that a party may leap across the 'universe' to join a PARLAY. Further, a player may perform multiple PARLAY invitations, one per player, if desired. PARLAY, if invoked uses up the entire turn of the player who invokes it: the 'called' player-parties who accept are moved, but suffer no loss of turn.
In Jennifer's rules, the requirement that only ONE of each CHARACTER or LOCATION be allowed is voided: if there are five Ranma Saotome's in play, then each is considered to have come from a parallel universe (or AniVerse!) and much fun may be had of their interaction with each other (what would happen if Ranma-Kun seduced Ranma-Chan? Let's find out!).
I hope that my efforts improve the players enjoyment of the Ani-Mayhem card set. I believe the cards to be of excellent value and beauty, and worthy of marketplace success. However, not all individuals are good game designers, and can often fall into the trap of over-complicating design. This is what I believe happened to the rules provided with the Ani-Mayhem card set. I felt there was a great game begging to be let out of that initial attempt, and have done my best to point the way. I hope that you, the player will find my game re-design of worth.
As has been mentioned, I give these rules freely to all players, everywhere. Spread them about, hither and yon, as you see fit. I would be pleased to find them the standard in time, but we shall see.
A special note to the creators of Ani-Mayhem, and Pioneer:
Please feel free, if you are so inclined, to publish, print, re-write and otherwise have free use of this document and it's intellectual contents. If you are feeling generous, and find my re-design of value, the only compensation I would ask, other than a note that I originated this version, would be a complimentary complete set of all Ani-Mayhem cards. Ultimately, my purpose is only to increase the probability that Ani-Mayhem will succeed: it really is a beautiful product.
Jennifer Diane Reitz
Return To Giniko-Chan's Toy Chest