目次

GREEEN MAFIA

GREEEN MAFIA is a single-player card game played by printing a deck of nine cards. You infiltrate an evil hideout and defeat the enemies in a single-minded effort. However, if you don't deal with the enemies well and cause damage to the organisation, you won't be able to stand up to the well-protected bosses. This is a game of combos and hand management.

Story

You have infiltrated the hideout of an evil organisation. Let's destroy them! Defeat the boss by killing enemies, collecting information and destroying equipment. However, as the enemy is an organisation, the damage you inflict will repair itself. Even though you have the power to destroy most enemies unconditionally, you'll need to be clever to deal a blow to the organisation and break the boss's defences!

After printing

The printed data consists of two pages with nine cards printed on each page. The first page is for the front and the second page is for the back. Once printed, they are cut into pieces and made into nine cards using both sides of the back.

Each card should have the same ID on both sides (1-7 and I, II). The card IDs should also overlap. In this way the edges of the cards match up correctly.

Components

Information on the FACILITY card
front back
a. category tab(FACILITY);
b. card ID(1~7);
c. card name;
d. conditions and sustained damage(transcribed)
a. damage icons;
b. card ID(1~7);
c. conditions and sustained damage
Information on the OBJECTIVE card I
front back
a. category tab(OBJECTIVE);
b. card ID(I);
c. card name;
d. conditions and sustained damage;
e. processing
a. damage icons;
b. card ID(I)
Information on the OBJECTIVE card II
front back
a. category tab(OBJECTIVE);
b. card ID(II);
c. conditions(transcribed);
d. VICTORY message
a. card ID(II);
b. card name;
c. conditions

side and orientation of the card:

conditions on each sides:

Rules

Setup

Shuffle the seven FACILITY cards face up into a pile and hold them in your hand. Ensure that all cards are 'facing' and 'standing'.

Then, insert OBJECTIVE card I and II in this order at the bottom of the pile, with 'facing' and 'standing'.

Before the game starts, you can check the order of the cards. Once the game has started, you can only check the two cards in front of you. However, you can also check the actual damage caused by the cards in the KEEP state. Details are given later.

Turn processing

The game proceeds in a series of turns.

Each turn, you must REPEAL (KILL) either the first or second FACILITY card in front of the pile.

■ REPEAL (KILL)

The repelled card is sent to the bottom of the pile, turning with flipped back.

At this time, you can sustain (KEEP) the damage caused by the card if the conditions written on the card are met.

■ Sustain (KEEP) and conditions for it

Where damage can be sustained:

If the conditions written on the card are met, the card is successfully resolved and can be sent to the bottom of the pile with turning clockwise by 90 degrees. Then, the damage icons will be visible popping up on the right side of the pile. This state is called the KEEP state.

If there are cards that are already in the KEEP state, new card should be shifted slightly so that all damage icons are visible.

By making a card a KEEP state, the damage caused by the card is sustained and the damage icons displayed can be used to resolve the conditions written on the other card.

The condition written on a card means the cumulative total of damage icons written on the card that are in a KEEP state at the time. If it contains at least the specified number of damage icons, it is successfully resolved. If the condition is marked FREE, the card can be resolved unconditionally.

Example:

  The above condition can be solved if one "personnel" and one "information" damage is maintained.
  This allows the card to maintain one "equipment" damage.

You can only keep up to three cards in the KEEP state. As soon as the fourth card is in the KEEP state, the oldest card in the KEEP state (the frontest card in the KEEP state) is lost (LOSE). Details of LOSE are given later.

Where damage can not be sustained:

When a card is repelled, if it does not meet the conditions written on the card, the face down card is sent to the bottom of the pile in its original orientation.

At this time, if any of the cards in the KEEP state, the oldest card in the KEEP state is lost.

■ LOSE cards in KEEP state

When the damage on a card is lost, the card is rotated 90 degrees back to its standing position. At this time, its side and stacking order of the cards is not changed.


(The figure shows an example of what happens when the maximum number of cards that can be in KEEP state is exceeded).

The card that have lost its damage is no longer in a KEEP state and the damage icons on it are no longer referenced when the condition is resolved.

■ OBJECTIVE cards

When the second card at the front of the pile is the OBJECTIVE card, you can only repel the frontmost card.

When the first card at the front of the bunch is the OBJECTIVE card, it is handled as follows.

■ Processing in case of target card I:

The condition set for this card is that “The cards in the KEEP state contain three or more damage icons”.

If the conditions are met, the card is resolved and processed as follows.

  1. Lose all cards that are in KEEP state at that time.
  2. Defeat OBJECTIVE card I and put it in a KEEP state (resolve both of these by turning it 90 degrees counterclockwise).
  3. Flip the entire pile over (the FACILITY card on the front face is the first card in front).

The game is then restarted with the one “personnel” damage by the OBJECTIVE card I.

If the conditions are not met, you are defeated the game.

■ Processing in case of target card II:

The condition set for this card is that “The cards in the KEEP state contain three types of damage icons”.

If the conditions are met, resolve this card and flip the card over and repel OBJECTIVE card II. If you repel OBJECTIVE card II, you win the game.

If the conditions are not met, you are defeated the game.

Victory or defeat

Card list

FACILITY cards:

IDconditionsdamage
1.FREE1 personnel
2.FREE1 personnel
3.1 personnel1 information
4.1 personnel1 information
5.2 personnel1 personnel + 1 information
6.2 information1 equipment
7.1 personnel + 1 information1 equipment

OBJECTIVE card I:

frontback
conditions:
Any 3 damage (3 or more damage icons included on the cards in KEEP state).
damage: 1 personnel
〇: if the conditions are met:
Lose all cards in KEEP state.
Then make this card KEEP state(rotate it 90° anticlockwise).
Then flip the entire pile over and continue the game.
×: if the conditions are not met:
You are defeated the game.

OBJECTIVE card II:

frontback
If this side turns up, you win the game.conditions:
1 personnel + 1 information + 1 equipment
〇: if the conditions are met:
Flip this card.
×: if the conditions are not met:
You are defeated the game.

Images for customisation

  Create your own card set by replacing the illustrations!
  Rearrange the distribution of icons to create more challenging mission!

Icon images:

damage: personnel damage: information damage: equipment damage: wild arrow

Frame images:

FACILITY card OBJECTIVE card I OBJECTIVE card II

Fonts:

Credit

© 2023 空理計画 KUURI PLAN