XYbrid
XYbrid Rulebook
Table of Contents
Table of Contents
Basics
Part cards are transparent. Attach parts to create your monsters.
Use secret breakthrough cards to enhance your strategy.
When each player's monster has a head, a core, two arms, and legs, deploy them and battle for infamy.
The most infamous player after three rounds wins!
Monsters
Parts
You build monsters by attaching parts. Parts have a few attributes: type, value, science, and effect.
Type
Each part has a specialized type, identified by the badge on the right.
- Head: Monsters require one head part. On head parts, the top section of the badge is highlighted blue.
- Arms: Monsters require a right arm and a left arm. Just flip the part to choose left or right when you attach it. On arm parts, the left/right section of the badge is highlighted red.
- Legs: Monsters require one legs part. On legs parts, the bottom section of the badge is highlighted yellow.
- Auxiliary: Auxiliary parts are not required. A monster may have any number of auxiliary parts. On auxiliary parts, the whole badge is highlighted purple.
- Core: Parts without a badge are core parts. A core part is always the first part of a monster. Core parts may not be destroyed or drawn.
Value
Each part has a value that indicates the number of infamy points you gain when your monster is deployed (core parts have a value of 0).
Tip: Use the free XYbrid web app at 00.xybridgame.com to keep track of your infamy points on your touch device.
Science
Parts are categorized into four sciences, identified by the symbol on the left.
- Biology: Animals, plants, and organic matter.
- Chemistry: Compounds, crystals, and dangerous reactions.
- Physics: Energy and invisible forces.
- Robotics: Machines, computers, and artificial intelligence.
Effect
Many parts have additional, unique text that affects the game. Most effects have specific labels:
- Draw: DRAW effects only occur when you draw the part.
- Deploy: DEPLOY effects only occur when you deploy your monster. A part must be attached to a monster for its DEPLOY effect to occur.
- Mission: MISSION effects may be activated at the beginning of your turn (before drawing), but only if the part is in your deployed pile. Normally, players don't have deployed piles until after the first round.
Sometimes an effect will destroy one or more parts. Destroyed parts go to the bottom of the deck. Players are not allowed to look at the bottom of the deck.
Gameplay
Play Configuration (2 players)
The play area has the following zones: the deck, the core pile, the lab, and for each player, their own monster and their own deployed pile. In the 2-player layout, the lab sits in the middle of the table between the two players' monsters and deployed piles.
Setup
- Start with two piles of parts: the deck (all parts except core parts), and the core pile (all the core parts).
- Shuffle the deck and put parts from the top of it onto the table equal to double the number of players, plus one (for example, in a two-player game, put five parts). These parts are the lab.
- When you draw parts, draw from the lab. When the lab runs out, restock it with parts from the top of the deck to its original number.
- If it's the first round, shuffle the breakthrough cards and deal three to each player. Players may look at their breakthrough cards but should keep them secret from opponents.
- Each player chooses a core part to start his or her monster.
- For the first round, randomly determine which player will go first and take turns clockwise. For subsequent rounds, the least infamous player goes first (if players are equally infamous, randomly determine who among them goes first).
Each round, players take turns drawing parts and building their monsters.
Turn
Follow these steps during your turn.
- Mission: You may activate one part with a MISSION effect in your deployed pile. Normally, players don't have deployed piles until after the first round.
- Draw: Draw a part from the lab. You may only draw a part your monster needs, or an auxiliary part. If there are no parts in the lab your monster needs, you may draw any part. Remember, if the lab runs out of parts at any time, restock it immediately.
- Build: Attach all parts from your hand to your monster. If your monster has already met the requirement for a part, you may keep it in your hand, or swap it with a part of the same type attached to your monster. Swapping is not considered drawing.
- End: Pass the turn. If all monsters are complete and it is the last turn of the cycle, players simultaneously reveal up to one breakthrough card of their choice, activate them in turn order, then deploy all monsters.
Deployment
Follow these steps when monsters are deployed.
- Deploy: All DEPLOY effects occur in order of highest value to lowest value. If multiple parts with DEPLOY effects have equal value, activate them in turn order. If the effects are controlled by one player, that player chooses the order in which they activate.
- Gain Infamy: Add the values of your monster's parts and gain that much infamy. Then, gain 1 infamy for each part in your hand.
- Refresh: Put all the parts of your monster into your deployed pile. It's no longer a monster. Shuffle all parts in players' hands and parts in the lab into the deck, then restock the lab. Remove all revealed breakthrough cards from the game.
Choose a new core part and begin the next round.
The most infamous player after three rounds wins.
Glossary
- Arm: The parts of a monster that reach, grab, manipulate, and strike. A right arm and a left arm is required for a monster to be complete. Players may flip arm parts to be either left or right.
- Attach: To connect a part to a monster by playing one part next to another.
- Auxiliary part: Peripherals and additive parts that enhance a monster. Auxiliary parts are not required for a monster to be complete. A monster may have any number of auxiliary parts.
- Breakthrough: A card type with surprise effects that is revealed immediately before deployment.
- Control (an effect): To have command of an effect. The player in control of an effect makes all choices associated with that effect. Effect actions (such as gain, draw, destroy, swap, etc.) are taken by the player in control of the effect. (Printed as "contol" in the source.)
- Core: The main body of a monster. A core part is always the first part of a monster. Core parts cannot be drawn or destroyed.
- Core pile: The pile of only core parts, kept separate from the deck.
- Cycle (of turns): A complete sequence of turns in which each player takes one turn.
- Deck: The randomly-ordered pile of parts from which the lab is stocked and onto the bottom of which destroyed parts go.
- Deploy: To put a complete monster into action. During deployment, players activate DEPLOY effects and gain infamy as described in the Gameplay section.