
RULES
OF PLAY
CONTENTS
120 CARDS
Play Deck - A total of 96 Cards
75 Hero Cards - 25 heads, 25 bodies, 25 legs 21
Device Cards - Thunder Hammer X5 (1), Power Glove X4 (2),
Atomic Mace X3 (3), Robot Pal X2 (3), Zap Gun +15 (1), Jump Boots
+10 (2), Jet Pack +5 (3), Hypnohelm -10 (2), Utility Belt -5 (3)
Rogues Gallery - 24 two sided Villain Cards
Note Pads - 4
BACKGROUND
A plague of Villains has descended on Infinity City. In Numbers
League, you are the leader of a team of Superheroes in a quest to
rid the streets of Villainy. Do you have the skill it takes to use
the sum of your team's powers to save the day?
CARDS
The Figure below has examples of all three types of cards in Numbers
League. All the important icons are labeled here and will be referenced
later in the rules.
Prepare your Deck - separate out all the double sided Villain
cards from the rest of the deck.
To Play at Hero Level: Set aside hero and device cards with a green
level indicator. Use only the side of the villain cards with the
yellow level indicator. (see figure 1)
To Play at Superhero Level: Use all the cards. Villains may show
either color dot.
FIGURE 1
 
A.
Villain Card
1. Villain Icon
2. Villain's Points
3. Level Indicator
4. Villain's Weakness
B. Device Card
5. Function Icon
6. Level Indicator
7. Device Instruction
C. Hero Card
8. Head Icon
9. Hero Part Value
10. Level Indicator
SETUP
The game can be played at two different levels of difficulty, Hero
Level and Superhero Level. In both levels, game play is the same.
Only the cards used are different. Regardless of which version you
play, a fairly large playing surface is needed.
Play Deck - There are two types of cards in the Play Deck:
Hero Cards and Device cards. From this deck, you will deal out each
player's starting hand, setup the Sidekick, and make the Hall of
Heroes.
Rogues Gallery - These are the Villains you'll attempt to
capture. At the start of the game, lay down the Villain Cards in
four rows of six cards. (see figure 2). Putting them in sequential
order works best. HINT: For a quicker game, use fewer Villains (12
or 18).
Sidekick - The Sidekick is made up of three face-up cards
that sit next to the Rogues Gallery (see figure 2). These may be
either Hero Cards or Device Cards. Rules for using the Sidekick
will be discussed under game play.
FIGURE 2

11. HALL OF HEROES
12. SIDEKICK
13. ROGUES GALLERY
GAME PLAY
To begin the game, each player takes 3 cards from the Play Deck
and adds their numbers together. The player with the highest total
is the dealer and plays first. Play proceeds clockwise. The player
with the lowest total fills the Rogues Gallery (as described in
the Setup).
Dealing the Cards - After reshuffling the deck, the dealer
gives 7 cards to each player and lays down the Sidekick (as described
in setup). The rest of the deck is placed face down above the Sidekick
and is called the Hall of Heroes (see figure 2).
Player Turns - Each player's turn has three phases: Action
Phase, Capture Phase, and Energize Phase. At the end of the Energize
Phase, play moves clockwise to the next player.
ACTION PHASE
During the Action Phase you can either play up to two cards from
your hand, or Return to Headquarters.
Return to Headquarters - On your turn, instead of playing
any cards, you may choose to Return to Headquarters. To do so, take
as many unwanted cards from your hand as you wish, place them on
top of the Hall of Heroes, and reshuffle. If you Return to Headquarters,
you may not capture a Villain on that turn.
Playing cards - Each card that you place on the table from
your hand is a card played. These cards can be either Hero Cards
or Device Cards.
Hero Cards are placed face up in front of you to build Superheroes.
A Superhero can be made of any 1 head, 1 chest, and 1 leg card.
You may only build one Superhero at a time, so any partially built
Superhero must be completed before starting a new one. Once complete,
a Superhero cannot be changed.
Device Cards can be placed on your completed Superheroes to help
them capture Villains. Only one Device can be placed on a Superhero
at a time. If A Superhero has a Device, it must be used before another
device can be played on that Superhero.
Both Hero and Device Cards from your hand can be traded for cards
in the Sidekick (see active Sidekick). Even though you get a card
back when trading one with the Sidekick, each trade counts as playing
a card.
CAPTURE PHASE
In the Capture Phase you can try to capture one Villain from the
Rogues Gallery. Each Villain card has a weakness number you must
match in order to capture it. Use any or all of your completed Superheroes,
with or without Devices, and possibly the Sidekick (see below) to
match a Villain's weakness. The first step in doing this is determining
the values of your completed Superheroes.
Superhero Values - A completed Superhero's numbers are added
to find his or her value. For example, a Superhero whose head number
is 1, chest number is 2, and legs number is 4 has a value of 7 (1+2+4=7).
Any Device placed on a Superhero can also be used. If the Superhero
in our example has the Jump Boots (+10), his or her value could
be either 7 or 17. If a Device is used to capture a Villain, it
is put in your Trophy Pile (see Trophy pile).
Trophy Pile - When you succeed in capturing a Villain, remove
it from the Rogues Gallery and put it in a stack next to you along
with any Device used to capture it. This stack is your trophy pile.
Active Sidekick - If at any time the Sidekick has a head,
chest and, leg card, they may be arranged to assemble an Active
Sidekick. If active, the Sidekick's value may be used by any player
during their turn. Like a Superhero, the value of an Active Sidekick
is determined by adding up the numbers on its body parts. Like a
Superhero, an Active Sidekick can capture Villains alone or with
other Superheroes. Unlike Superheroes, a Sidekick cannot use a Device.
However a Device card may be traded into the Sidekick during the
Action Phase. Any trade into the Sidekick that leaves it without
a head, chest, and legs makes the Sidekick Inactive.
ENERGIZE PHASE
End your turn by drawing enough cards from the Hall of Heroes to
bring your hand back to 7 cards.
WINNING THE GAME
When all the Villains in the Rogues Gallery have been captured,
the game is over. Each player adds the points of the Villains in
their trophy pile. A Villain's points are not the same as its weakness.
The points are shown as a small number in the top left corner of
each Villain card. Point values are 1, 2, or 3. After adding the
Villain points, add 1 point for each Device in your trophy pile
to find your total score. The player with the highest total is the
winner. In the case of a tie, the player with the most Villains
wins.
Examples
You have two completed Superheroes (A and B) and there is an Active
Sidekick (C). Superhero A has a value of 7 and Jump Boots (+10).
Superhero B has a value of 5 and a Jet Pack (+5). The Active Sidekick
has a value of 3.
Superhero A working alone can capture either the Villain whose weakness
is 7 or 17. If you capture the 17, both the Villain and the Jump
Boots go into your Trophy Pile.If Superhero A and the Sidekick worked
together they could capture the 10 or the 20 Villains. If you captured
the 20, both the Villain and the Jump Boots would go into your Trophy
Pile.
If all three worked together they could capture the 15, 20, 25 or
the 30 Villains. If you capture the 20, both the Villain and the
Jet Pack would go into your Trophy Pile. If you capture the 25,
Villain, Jet Pack and the Jump Boots would go into your Trophy Pile.
In this example various combinations of A, B, and C would make it
possible for you to capture the 3, 5, 7, 8, 10, 12, 13, 15, 17,
20, 22, 25, 27, or 30 Villain.
Customizing Numbers League
The difference between playing at Hero and Superhero Levels can
be a lot to some. Superhero Level brings in negative numbers, addition
and subtraction of negative numbers, and basic multiplication of
both positive and negative numbers as well as Zero.
Instead of leaping in with both feet, you may want to introduce
these concepts slowly. 9 Superheroes and 9 Devices are not used
at Hero Level. Try adding a couple at a time. To keep the ratios
correct simply add one Superhero (3 cards- head, chest, and legs)
for each Device you bring into the game.
HINTS
You don't automatically draw 2 cards during the Energize Phase.
If you choose to swap a card into the Sidekick, or Return to Headquarters
it will affect how many cards you draw.
Remember that a completed Superhero needs a head, chest, and leg
card to be complete, but that doesn't mean those parts have to be
from the same hero. Numbers League was designed to mix up its heroes,
so have fun making as many strange and unlikely combinations as
you can.
If Players need them, note pads and pencils have been provided to
help keep track of all those numbers.
Solitaire Numbers League
Play as normal but keep track of how many rounds it takes you to
save the city. |
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