RulesPal
Chat
Rulebook
Pet Evil thumbnail

Pet Evil

Pet Evil Rulebook

Table of Contents

Table of Contents

  • Inventory
  • Game Times
  • Your Objective
  • Layout
  • Set Up
  • Taking a Turn
    • Starting Off
    • The Four Phases
    • Scrapped vs Discarded
  • Building a Missile
    • Missile Colour Combos
    • Explosives Payload
  • Missile Damage
  • Nuke Missiles
  • Radiation Markers
  • Types of Actions
    • Supply Actions
    • Command Actions
    • Instant Actions
  • Special Cards
  • The End Game
    • What's That? You're All Out?

Inventory

  • 101 x Cards
  • 6 x Rocket Tokens
  • 3 x Radiation Markers
  • 1 x Health Track
  • 1 x The Rules

Component parts per colour set: 4 Warheads, 8 Explosives, 4 Rockets.

Game Times

  • Tiny Game: ~20 minutes, 15 Health
  • Mean Game: ~40 minutes, 20 Health
  • Epic Game: ~60 minutes, 30 Health

Your Objective

Be the last pet standing. Your foes aren't going to obliterate themselves! Fire Missiles at your opponents to reduce their health points to zero.

Layout

The layout diagram shows: the Components deck, the Health Track, the Discard pile space, four Salvage piles on the board, the Scrap piles, the Radiation markers, and each player's hand.

Set Up

To begin, each player should choose a coloured Rules card and matching Rocket token. Place your tokens on the Health track.

Start by removing the Evil Pet (6) cards and Wasteland (1) card from the deck.

Then deal an Evil Pet card to each player, and place the Wasteland card faceup on the Components deck space on the board.

Shuffle all remaining cards and deal 4 facedown to each player. These cards form their starting hands. Then place the remaining cards facedown on top of the Wasteland card to form the Components deck.

Create the Scrap piles by drawing 4 cards from the Components deck and placing a card faceup on each Scrap pile space.

Taking a Turn

Time to get down to business and wage war!

Starting Off

Choose your starting player. This could be the person that most recently started a war.

Each player takes one turn per round in a clockwise direction. A turn is separated into 4 phases, which should all be completed before the next player's turn.

During the first round the command phase is skipped.

The Four Phases

Each turn consists of 4 phases:

  1. Draw: Draw a single card from the top of the Components deck.
  2. Supply: You must take one Supply action.
  3. Command: You may take one Command action.
  4. Scrap: At the end of your turn you can only have 7 cards in your hand. Scrap any additional cards faceup on top of any Scrap pile.

If a Scrap pile has 3 cards on it, discard them. Then, draw a new card from the Components deck to replace them.

Then resolve any Radiation markers.

Scrapped vs Discarded

During the game, cards will be scrapped, or played then discarded.

Scrapped cards are placed on the top of any Scrap pile.

Discarded cards are placed on the top of the Discard pile.

Building a Missile

Your enemies won't destroy themselves! You must build Missiles to deal damage by Attacking.

A Missile is built in your hand by combining: 1 Warhead, 1-3 Explosives, and 1 Rocket component card.

Matching the colours of each component will increase your Missile's damage.

Missile Colour Combos

  • Clean Missile: All the cards' colours match = 4 damage.
  • Dirty Missile: Two of the cards' colours match = 3 damage.
  • Dud Missile: No card colours match = 2 damage.

Wild Cards (4): Some Rockets and Warheads are wild and match all colours (this includes other wild cards).

Explosives Payload

A Missile can have a payload of up to 3 Explosives of the same colour.

Missile Damage

Missile damage is calculated by multiplying a Missile's colour combination by its payload.

Colour Combo1 Explosive2 Explosives3 Explosives
Dud Missile (no match)246
Dirty Missile (two match)369
Clean Missile (all match)4812

The Missile deals damage to its target, decreasing the target's health points on the Health track.

Nuke Missiles

Nuke Missiles are built in the same way as other Missiles. All you need is one of each Nuke component card: Nuke Warhead, Nuke Charge and Nuke Rocket.

Nuke Missiles can only be built from Nuke component cards and nothing else. A Nuke Missile deals 10 damage to its target and 5 damage to each adjacent player (this could include yourself!).

A player directly hit with a Nuke gains a Radiation marker.

The pamphlet illustration beside this section is labelled "2 x Each part".

Radiation Markers

At the end of each player's Scrap phase, for each Radiation marker the current player owns, every player takes 2 radiation damage.

When a player is eliminated, their Radiation markers are passed to the player on their right.

Types of Actions

There are 3 types of actions that you can use during the game: Supply, Command and Instant actions. All cards played during actions must be discarded unless otherwise stated.

Supply Actions

You must take one Supply action each turn. The Supply actions are:

  • Extra Draw: Draw a card from the Components deck.
  • Scrap Draw: Draw the top card from one of the Scrap piles. If this was the last card in the pile, refill it with a card from the Components deck.
  • Steal: Randomly steal a card from another player's hand. You cannot Steal from a player that has fewer cards in their hand than you.
  • Trade: Agree to trade a card in your hand with a card from another player's hand.

Players may discuss, but not reveal the cards they wish to Trade. Both players must agree to trade but may lie about which card they are trading.

Command Actions

You may take one Command action each turn.

  • Attack: Fire a Missile!

    1. Place your completed Missile cards from your hand faceup in front of you.
    2. Declare which player is your target.
    3. Give the other players a chance to play instant actions.
    4. The Missile deals damage to its target, decreasing the target's health points on the Health track.
    5. Discard all used cards.

    You can only fire one Missile per turn.

  • Health Pack (4): Discard this card to restore 4 health points to any one player. You cannot exceed the maximum health set at the start of your game.

  • Treaty (2): Place this card faceup in front of you. You cannot be targeted by any Missiles or Steal actions. Deflected Missiles can still target you. At the start of your turn, if this card is faceup in front of you, discard this card.

Instant Actions

Instant actions state when they can (or must) be used on each card.

  • Shelter (4): When you are targeted by a Missile, you may discard this card to prevent half of the damage (rounded up). You may Shelter from Nuke damage, but not Radiation.

  • Deflection (4): Discard this card to choose a new target for any Missile targeting you. You cannot choose the player who targeted you (unless only 2 players remain).

Special Cards

  • Evil Pet (6): If you Steal this card from another player's hand or receive this card during a Trade, instantly reveal it. When revealed, follow the action text on this card. Evil Pet cards can have multiple abilities and action types.

  • Wasteland (1): The end is nigh! Now is the time to panic... When revealed, the current player gains a Radiation marker. Then shuffle the Discard pile and place the Wasteland faceup on the bottom. Place these cards on to the Components deck space.

The End Game

Do you have zero health points remaining? Yes? Then you're eliminated. It's that simple!

If you're the last player remaining, congratulations - you've won! Stand proud on the wasteland that you now own.

What's That? You're All Out?

You've just experienced a mutually ensured obliteration and you've all lost!

Better luck next time. Or... settle the score with the next game of Pet Evil!