Objective
Be the first cadet to earn enough Academy Credits. You win a credit by being the last cadet standing in a round, or by holding the highest card when the deck runs out.
42 players
53 players
64 players
Setting up
- The 22-card deck is shuffled for you.
- One card is removed face down without anyone seeing it. It is shown as Set aside next to the deck.
- Every player is dealt one card. Yours appears at the bottom of the screen.
- You go first in the opening round. After that, the last round's winner starts.
Your turn
- You automatically draw a card, so you hold two. The new one is tagged NEW.
- Drag one of your two cards into the Play Area in the centre of the screen and let go.
- If the card needs a target or a guess, pick it in the panel that opens. Choose Cancel to take the card back.
- The card's effect happens straight away, and play passes to the next cadet.
Prefer the keyboard? Press Tab to select a card in your hand and Enter to play it. Hover over any card to see it larger.
Moves the game will stop
- Playing Jett Reno (7) or Darem Reymi (5) while you also hold Nahla Ake (9). You must play Nahla Ake.
- Targeting a cadet protected by Jay-Den Kraag (4), or one already eliminated.
- Naming Lura Thok when you play Lura Thok (1).
- Targeting anyone other than the marked cadet while Caleb Mir's mark is active.
The card snaps back to your hand and a message tells you why. Playing Tarima Sadel (10) is allowed, but the game asks you to confirm because it eliminates you.
Special rules
- Jay-Den Kraag (4) protects you until the start of your next turn. If every other cadet is protected, a card that needs another target has no effect (Darem Reymi must then target you).
- Caleb Mir (8) marks a cadet. The next cadet who plays a card at another player must aim it at the marked cadet, if the marked cadet can be targeted. The mark then clears. Marked cadets show a Marked tag.
- Darem Reymi (5): if the deck is empty, the discarding cadet draws the set-aside card. Anyone forced to discard Tarima Sadel is eliminated.
- The Doctor (6) draws up to two cards. If the deck is empty, it has no effect.
End of a round
- The round ends when only one cadet is left, or when the deck runs out at the end of a turn.
- If the deck runs out, everyone still in reveals their card. The highest value wins. If tied, the cadet whose played cards add up to more wins. If that is tied too, all tied cadets earn a credit.
- Charles Vance (0): if exactly one cadet played or discarded a Charles Vance during the round, that cadet gains a bonus credit, win or lose.
- Eliminated cadets discard their card face up and sit out the rest of the round.
- The first cadet to reach the credit target wins the match. If more than one reaches it together, the higher total wins; equal totals share the victory.
Reading the screen
- The gold glow and the Turn tag show whose turn it is. The Play Area tells you what to do next.
- Each cadet's gold dots are their Academy Credits. The small cards under each name are the cards they have played this round.
- Shielded means protected by Jay-Den Kraag. Out means eliminated for this round.
- The Mission Log on the right records every play, including anything you learn about other cadets' cards.