nerve 1999
Location
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My Copy & Notes
My Prints for nerve
All 0 on LayerUpSign in to see the prints you marked Printed for this game, the insert in the box first.
Expansions & Promos
No expansions or promos on record for this game.
About the Game
Each player (there is no mention of a maximum number) has their own personal deck and comic. The inside cover of the comic has the player's character, its life points and the character's special moves (i.e. card combinations).
Each player's Combat Round consists of the following 8 phases:
Charge Microchips - Acquire Microchips by exchanging 1 Life Point for each Microchip of your choice of color. Microchips activate Environment, Weapon and Program cards. Play an Environment Card (optional) - replaces any Environment Card in play. Draw 3 cards Pick a Move - Play a card combination (attack) on another player. The opponent you attacked responds to your Move. Perform a Closing Move if your opponent was unable to defend against your initial attack. Play another attack combination on the same opponent - the opponent can't defend against this attack. Assess damage End of Combat Round
You win if all other players have been reduced to 0 Life Points.
From the rules:
nerve: "Electrifying Head-to-Head Fighting" "A Unique Card Game and Comic!" Comic book with rules, a 15-card starter set and 'microchip' tokens. Individual combat in a 'Matrix.'
"You take turns in Nerve to perform your Combat Rounds. During a Combat Round, you get to play the cards in your hand to perform moves, change virtual environments, and to activate programs floating around the Matrix."
Filed Under
- Categories
- Mechanics