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A B O U T |
Ani-Mayhem is a
card game that was originally developed by the now bankrupt Anime Café.
Pioneer, I believe , owned the company. This is why only anime
that were made by Pioneer were part of the game (I know, Viz owns
Ranma, but Pioneer did at one time). Originally, there were four
Animes in the first release of the game, titled “Set 0”. Those
animes were Bubblegum Crisis, Ranma ½, Tenchi Muyo!, and El Hazard.
The game revolved around moving your team of characters from location to
location, scavenging, encountering the Disasters at the locations,
defeating them with your battle cards and your characters, and
ultimately getting the item that lies beneath. Here is the basic
layout of a deck: ~4 Starting Characters. Also known as your Starting Party. ~1 Haven. This is your base and starting location. ~7 locations. ~20 or more draw cards. This includes all power (blue) cards and the maximum of an additional 4 characters. ~An amount of Disasters equal to your draw. Disasters must be split evenly between Combat Majors, Non-combat Majors, Combat Minors and Non-combat minors. ~12 items. ~Any amount of Combat cards. This is how you would set up the game: 1. Start out by placing down your starting party. Shuffle your locations. 2. Place your locations on the playing surface lining up to each other. Take your haven and place it below any of your locations. 3. Shuffle your disasters. Then, place two disasters and put them face down under each of your opponent’s locations. 4. Shuffle your items. Put one on under the disasters under the location at each location. 5. Shuffle your draw deck and draw seven cards. You have set up a game of Ani-Mayhem. This is the sequence of a turn in a game of Ani-Mayhem. 1. First, set up the game. 2. Now, after drawing your hand, you can put down 1 character per turn. This character comes in at your haven. 3. Now is the time to play Globals and Enhancements. You can only put down 1 Enhancement per turn. An enhancement stays on a character and gives him/her certain skills. You can, however, put down as many globals as you want per turn. Globals stay on the table, and usually have a certain number of time you can use the ability. 4. Now that you have (or maybe haven’t) powered up your characters, you now get to move. The group together can only move as much as the lowest movement number in the party. Each location counts as one movement. 5. Now is the time to Scavenge. In order to scavenge, you must have all of the skills the location gives (unless seperated by “or”). You may have the skills spread out on different characters. You also must specify what characters you are scavenging with. Only characters who scavenge can attack the disaster that lies underneath, so usually you scavenge with everyone. 6. Now, if it is a combat disaster, it attacks! What to do? Attack it back, silly! The disaster always attacks first. So now: 1.
Roll the die. Count down the number of characters thats on the die
(you may have to go back to the beginning) |
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