The New C4 Rules

The New C4 Rules

These are the rules of the new, easy to learn, faster to play, multiplayer version of ConCardia known as C4. ConCardia: Arrow cards are not currently usable in C4 games, but you can get C4 cards at various conventions just like you could with Arrow cards, and you can get custom cards the same way. The difference is that when you bring these cards home, your friends will actually want to play the game with you.

Each player has their own deck which must contain at least 13 cards.

Each player starts with their deck and 10 tokens, then places two tokens in the pot.
Tokens can be any object that is easily handled and counted that will not easily blow off the table. All 12 of a player’s tokens must be similar.

Determine First Player
Each player reveals a card. The card with the first name alphabetically goes first.

Master Card Rule
If the text on a card differs from the rules, the card text supercedes the rules.

Visa Rule
If your deck is empty, reshuffle your discard pile to form a new deck.

The Turn
1-Draw a Card

2-Do Stuff
You may play a card for free. There are three kinds of cards: Regular, Stay In Play, and Reaction. On your turn you can play Regular and Stay In Play cards. A Regular card does what it does and goes to your discard. A Stay In Play card stays in play. Reactions can be played when they say they can be played.

You may pay for additional actions. The first additional actions costs 1 token. Each action after costs 1 more.
Reaction cards do not count towards your limit of cards per turn.

3-You’re Done
Your turn is over. Tell the next player it’s their turn. Play passes to the left, unless cards say otherwise.

Some cards will indicate “Attack a Player to ___”. This means that if you win the attack, the the indicated effect happens to the defender.

Select a player to attack. Active player and target each flip a card and compare rock/paper/scissors. If the active player wins, then the effect on the attack card occurs. Either way, both players put the revealed card in their hand.

If a card is flipped that has a “When Flipped” ability, that happens when the card is flipped. You still draw the card after.

When you take a token from the pot, you may take any token. Some cards refer to “Non Matching” tokens. This means tokens that are different from the tokens you brought to the game.

It is possible that another player may have the same kind of tokens as you because you are both fashionable individuals. If so, their tokens are not “non matching” to you, because they match.

The Pot
When taking tokens from the Pot, a player may choose any tokens. If multiple players are taking tokens, the active player takes first, then taking continues in turn order unless there are not enough tokens for everyone.

In the event that the Pot is empty, you cannot take tokens from it. If tokens are being taken by multiple players and there are not enough to go around, then the players who are taking tokens will taken them one by one, starting with the active player and continuing until there are no tokens left.

End of Game
The game ends when any player has not tokens at the end of a turn. The winner is the player with the most tokens. If there is a tie, then the player with the most tokens of someone else wins. If there’s still a tie, then all the losing players vote on who the winner is.

Special Card Effect Types
When Flipped - Effect occurs only when this card is flipped for attack.
Reaction - This card may be played at any time that is appropriate and does not count as an action.
Stay In Play - Played as an action, this card stays in play with ongoing effect.

Icebox [a card] - May target a card in play or being played. If it is in play, remove it. If it is being played, cancel it.
Gain a Token - Take a token from the pot.
Lose a Token - Put a token into the Pot.
The Pot - The collection of tokens in the middle of the table.
Take a Token - Take a token from a player.
Pay a Token - Put a token into the Pot. This is not the same as losing a token.Give a Token - Give a token to another player. This is not the same as losing a token, but the other player is gaining a token.
Set Number and Collector Number - Every card has a Set Number and a Collector Number. The Set number is in the format of S-ABC-####. The S is what type of set it is (convention, licensed, store, etc), the ABC is the unique identifier of the set, and the numbers are the month the set was released in the form of YYMM. Sets that are meant to be sold over time often have 01 or 00 as their month regardless of when they were released during the year.

Gaining and Losing Tokens - Every time a player gains or loses tokens, a single event is created. For example, if a card says that a player gains 4 tokens, then it is a single event gaining 4 tokens at once, not gaining 1 token 4 times. If multiple players gain tokens from one action, the active player gains first, proceeding to the left. If it matters, loses run in the same order.

Preventing Taking - Taking tokens is both gaining on behalf of the player that it taking and losing on behalf of the player that is being taken from. Should an effect prevent either the gain or the loss, it prevents the taking. An effect that increases or decreases gains or losses does not effect the number of tokens taken.

Tokens on cards - If a token is on a card and that card is removed, the token goes to the pot.

Seven Words You Can’t say on TV - The Swear Jar card refers to the seven words you can’t say. They are found at this link:

Card Specific Clarifications
Amy's Last Chance (- If a player would lose tokens but has no tokens, they do not lose any additional tokens. With this card, the player gains the full number of tokens not matter how many tokens they had previously lost, so, in absence of other effects, a player who plays this card will always end up with 5 tokens.

ConCardia Rules V4.22
Updated December 3rd, 2017
© ConCardia LLC

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