A card game, you have a stack, and you play cards into either one stack or more, which could become connected or disconnected. The first to play is the first to consider what they're doing, will it be enough or will it lead to one's own downfall? Only there is no hand limit, will it overwhelm one or will one handle the load of options that one might get because you might end up playing the cards of the person you're facing, what balance or imbalance do they have in their deck? Two decks only one to manage(effects can make them come combined), you have one round unless a card states the stack remains; every round, the stack is blank.
The scoring will be stated in the manual and you must consider the mass and an eye for detail will get you a chance of a win, given the choices that create chain reactions in their own way. Why win when your algae card might stop all energy scoring in its tracks for the person you're facing, or maybe you might cause the other to outdraw themselves? At least one card is tournament-based; only if the world gets hooked, just remember that gambling destroys lives, something as a creator, I do not support. That one card is very precise in the manner that it does not support gambling, just tournament-based games in which you get the effect of a card without the card.
Can you collect more joules than the other person or will you find another way to win? What else might you learn along the way? Never loved maths? This might be your game and love responsibility even more so. Do you play the comet card that loses you the cards that give you cards to put into the stack? If asked, yes, I created a game and I have a learning statement that affects my working memory, so for me everything is repetition, so some don't need for me to teach; I need repetition. I am sorry if repetition bores one, but I see it as a requirement for my life to get good at anything in life that is why there is a lot of maths and a lot of wording. I can not cater to all.
—description from the designer
Card Game, Space Exploration · Action / Event, Chaining, Events, Hand Management, Layering
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