GAMEON



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OBJECTIVE OF GAMEON: Score to the game point wins the game

NUMBER OF PLAYERS: 2 to 6 Players

MATERIALS: 100 Cards and 2 Dice

TYPE OF GAME: Battle Card Game

AUDIENCE: Age 10+


SETUP

1st Step: Set game mode and target game points

Game Mode: Single player or Team Play

  • Single player – All players keep their own score to target points.
  • Team Play – All players on the same team combine score to target points.

Game Points: Quick Game for 7 points (Suggest) or any number  

2nd Step: Set 3 Decks on table

  • OFF & DEF Deck: Offense and Defense action cards.
  • All-Around Deck: Special cards.
  • Score Deck: Point cards.

3rd Step: Dealt total of 5 cards to all players

  • 2 OFF & DEF Cards
  • 3 All-Around Cards

4th Step: Roll dice to determine which player (team) start first

GAMEPLAY

OFFENSE-POSSESSION

Once all players have their starting hand the game can begin. 

Players have 2 options to draw cards from the deck to start their offense turns.

  • Option 1: 2 OFF & DEF Cards
  • Option 2: OFF & DEF and All-Around Cards

Then the offense player can decide which offense action type to play.

  1. Normal Offense: Play Offense-Action
    • INSIDE-OFFENSE – Dunk, Lay-up, Low-Post
    • RANGE-OFFENSE – Mid-Range, Three-Point 

Play any Offense-Action and roll dice below the Offense-Rating to score.

2. Combo Offense: Play Offense-Action and Combine with an Offense-Signature skill

Play any Offense-Action with an Offense-Signature Skill, then roll dice below the Offense-Rating to score.

3. Multiple Offense: Play same type of Offense-Action.

Play the same type of Offense-Action, pick the card with the highest rating and add 10% for each Offense-Action card, then roll dice as many times as the number of cards players play on this turn.

4. Skip Offense: Not playing any action card

Either do not have Offense-Action or save action card for later on.

DEFENSE-POSSESSION

Once offense players have played their offense-action then defense begins.

Then all other players can decide which defense action type to play.

1.Normal Defense: Play Defense-Action

  • CONTEST SHOT – Can only defend on Range-Offense
  • PROTECT PAINT –  Can only defend on Inside-Offense
  • ULTIMATE DEFENSE – Can defend all type of offense

2. Special Defense: Special Defense-Action, both player roll dice to determined defense result

  • CHARGE – Can only defend on Inside-Offense
  • BLOCK – Can defend all type of offense
  • > OFFENSE > DEFENSE – Offense-rating effect
  • > OFFENSE < DEFENSE – Stop Offense-Action
  • > OFFENSE = DEFENSE – Defense win stop Offense-Action

3. Combo Defense: Play Defense-Signature Skill

Use Offense or Defense Action cards as energy and spend the amount of energy to perform the Defense-Signature skill.

4. Double Defense: Play same type of Defense-Action

Play the same type of Defense-Action, add an additional 10% to defense-rating, then force offense-player to roll dice as many times as the number of cards that players play on this turn.

5. Skip Defense: Not playing any action card

Either do not have a Defense-Action or save action card for later on and bet on offense player roll above offense-rating.

DETERMINED-POSSESSION

After both Offense-Players & Defense Players play their turns, Offense-Players can roll dice to determine the point result.

BEFORE DICE-ROLL Before the offense player rolls dice

FOUL – Both offense or defense players can play this card.

  • OFFENSE PLAY FOUL – Offensive players can only use Foul when Defense Action was applied.
  • DEFENSE PLAY FOUL – Defense players can use foul as defense.

Foul will discard any Signature-Skill and Defense-Action, then the offense player can perform the first dice-roll to determine Offense-Action results.

  • ROLL BELOW OFFENSE-RATING – score points, then have a chance to roll dice again for an extra point as foul was played.
  • ROLL ABOVE OFFENSE-RATING – Miss shot, then have a chance to roll dice to score depending on what type of Offense was played.
    1. INSIDE-OFFENSE & MID-RANGE – Roll 2 times
    2. THREE-POINTS – Roll 3 times 

All free-throw worth 1 point, Players need to complete all required free-throws to end the possession.

  • AFTER DICE-ROLL – After the offense player rolls dice
    1. OFFENSE SCORE – Roll below offense-rating then take a point card and next player’s turn.
    2. OFFENSE MISS –  Roll above offense-rating.
      • TIP-IN – Only offense players can play this card to get an extra chance to roll dice. Once a Rebound was played, offense can not use Tip-In.
      • REBOUND – The last player who played rebound can start on offense possession.

END OF GAME

The game ends when a player or team score exceeds the target game point. If a player’s score exceeds the target game point, the score will be reset to the exceeded amount. 

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