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8 Bit Invaders Rules

The document describes the components and setup of the 8-Bit Invaders Solitaire card game. It includes 35 alien invader cards, 3 shield cards, and various bonus, countdown, and movement cards. Players roll dice to attack aliens, then aliens counterattack and move closer. The goal is to destroy all aliens before they land on the planet.

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Rollo Mirfino
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© © All Rights Reserved
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0% found this document useful (0 votes)
277 views

8 Bit Invaders Rules

The document describes the components and setup of the 8-Bit Invaders Solitaire card game. It includes 35 alien invader cards, 3 shield cards, and various bonus, countdown, and movement cards. Players roll dice to attack aliens, then aliens counterattack and move closer. The goal is to destroy all aliens before they land on the planet.

Uploaded by

Rollo Mirfino
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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8-Bit Invaders Solitaire Game

even

Odd

even

Odd

even

Odd

Components:
54 cards (6 sheets of 9 cards each)
35 Alien Invaders
3 Shields
Alien Shield Countdown Bonus
7 Countdown cards
9 Bonus cards.
1 small board for organizing decks; includes Alien Movement track.
You will need to provide:
9 six-sided dice
2 counters for the Alien Movement track
(tens and ones)
9 4
9 4
even

Odd

even

Odd

even

Odd

Rapid Fire:
Discard prior to
attacking to add an
extra die to the
attack.

Rapid Fire:
Discard prior to
attacking to add an
extra die to the
attack.

Rapid Fire:
Discard prior to
attacking to add an
extra die to the
attack.

Time Slip:
Discard after rolling
an attack to re-roll
any number of dice.

Time Slip:
Discard after rolling
an attack to re-roll
any number of dice.

Smart Bomb:
Discard after rolling
an attack to flip one
die to its opposite
face.

Smart Bomb:
Discard after rolling
an attack to flip one
die to its opposite
face.

Extra Life:
Discard to avoid
dying from alien fire.
Cannot prevent
death by landing.

Rocket Fuel:
Discard to only roll
one die for enemy
movement this turn.
You still subtract 1.

=8

Movement

30

=10

4
=10
=12

=13

Movement

Set-Up
20 7 2
Shuffle the deck of alien cards and deal them
10 6 out
1
into formation---five rows of seven cards each.
00 5 0
Then place the shield cards under the second,
9 4
fourth, and sixth columns of aliens. Place 30
the8 3
play mat near the alien formation. Shuffle 20the7 2
bonus cards and place them face down on10the
6 1
Bonus Card draw deck space. Stack the 00 5 0
countdown cards in ascending order on the count
down space. (in your first game, the 7 should be
on top). Place counters at both the 00 and the 0
spaces of the Alien Movement track. You are
now ready to begin.

10

9
2

5
=11

3
=9
=11

6
=12

83

4 2
6

=9

=14

31

=12

4
=10

=14

00

=13

3
=14

2
=8

2
=8

3 =14
=13
1

=14
5

1
=13

Odd

=14
5

1
=9

even

3
=13

=15

3
=9

2
5
=11

13
=9

=15
6

6
=12

14
=10

30

1
=15

=8

00
even even

=9

10
2

=15
2

5
=11

=12

1
=10

Odd

=15
6

31

Odd

12

4
=12
16

=10

=14
5

even

=15
6

=13

=14

Movement

30

3
=13

=14

Odd

even even

Odd

Odd

6
=15

1 1 3 2

1 1 4 3

even

Odd

even

Odd

=15

=13
1

2 1 3 5

1 1 6 5

=15

2 2 6 4

2 2 5 4

=8

=15
6

=12

2 1 3 6

2 2 6 5

Movement

4
=10

=14
5
=13
13

=11

1 1 4 2

=14
=12
1

3
=13

=11

3
=9

Initial Alien Formation


2

4
=10

2 =146

Odd

=11

=15

20

=8

=13

63

Movement

62

=15

2 2 6 4

2 =123

=12

=12

10

=116

=10

even

1
=10

=94

=10

31

52
=13
1

=11

3
=8

84

=9

=10

20 7 2
9 4
10 2 63 1
5
1
6
30 18 2 3 1 31 2 1
00 5 =8 0
20 7 2

2
=8

5
=11

3
=9
=11

6
=12

=9

=10

4
=10
=12

=13

Movement

=11

=8

=9

10

=12

1
=13

00

41

Movement

=15
2

=14
=11

=8

=12
1

=9

=11

9
2
1

=12

10
4

4 2

7
66

=15

=13

00

=116

12

=13

2 =146

30

1
=15

=8

20
2

6
1

3
=14

5
=15

3 =14
=13
1

=15

3
=9

4
=10

10

=11

00

6
=12

3
=13

=14
5

=15
6

Odd

=15
6

1
1

31

=10

2
4

=14

2
5
=11

=15
2

=12

=14
5

4
5

2
=8

1
=13

=9

even

Movement

3
=14

2
5

=12

62

2 =123

52

83 6 31 2

1
=10

=94

=10

31

=13
1

=10

20

=14

5
30

=15

5 2
3
=11

=83

=9

61

1
=10

=13

=14

11

1
=9

=8

=12

=10

=11

2
=8

=8

=9

=11

=15

20 7 2
4
2
4
2
5
10
12 2
1 6
6
6
2 1 3 5
3
3 30 1 84
00 5 0
20 7 2

20 7 2
Gameplay
Each turn of the game follows the same 10 6 1
5 0
sequence. First you attack the aliens; then00 they
counterattack and move closer to the planets
surface.
The turn sequence in more detail:
A. Player actions. The player does the
following in sequence:
1. Optionally discard one shield to
immediately draw a bonus card.
2. Roll the attack. Gather 6 dice and roll
them.
3. Allocate the attack. Place one or
more dice on attacking aliens.

30

2
1 1 4 =8

Movement

=83

=9

5 2
3
=11

=12
1

=8

41

61

1
=10

Movement

=15
2
=11

=13

=14

11

=14

=10

=12

1
=9

00

1
=13

=8

=9

=11

84

=10

=12

Victory Conditions
Each turn, the aliens approach the planets
surface. If you can destroy them all before they
land, you win. If they land, or can concentrate
9 4
their fire in counterattack, you lose.

3
=8

20 7 2
9 4
10 2 63 1
5
1
6
30 18 2 3 1 31 2 1
00 5 =8 0
20 7 2

=9

=11

30

Movement

Movement

=8

30

=9

12
0
even

=13

1 1 4 2

Odd

even even

Odd

Odd

even

2 1 3 5

Legal Initial Placements


2

Odd

=15

2 2 6 4

even

Odd

Placement must follow these rules:


- The first placement must be on an alien that is at the bottom of its column.
The column must not be blocked by a shield.
- Subsequent placements must be adjacent to a previously placed die.
- Vertically, this can be any alien above an alien with a die as long there
are no aliens between the two without dice placed on them. You may
skip any amount of space above an alien on which you placed a die.
- Horizontally, the die must be in an adjacent column: you cannot skip
=8

30

20

10

Movement

00

3
=8

=9

=9

10

=12

1
=13

00

2
=8

=11

=8

=9

20

=14

=11

1
1

=12

4
10

9
2

=83

3
=9
=11

83

=13
1

=10

4 2
6

4
=10
=12

=13

31

66 5 12 2

=13

=13

6
1

5
=15

30

1
=15

=8

10

30

20

3 =14
=13
1

3
=9

=15

10

4
=10

00

00

=12

Odd

=14

2
5
=11

=15
2

=14
5

3
=13

1
=9

=11

10

=12

2
2

=15
6

=11

even even

Odd

Odd

even

Odd

even

2 1 3 5

2 2 6 4

41

=9

=11

2
=8

5
=11

3
=9
=11

6
=12

=9

=10

4
=10
=12

=13

2
1

4
10

=10

4 2

66 5 12 2

=13

00

=13

30

=8

20
3

6
1

10

3
=14

=15
2

=15

3
=9

4
=10

00

Odd

=14

31

6
=12

3
=13

4
6

=10

=14
5

=15
6

=15
6

1
1

=12

=15

3 =14
=13
1

5
=11
3

4
5

=9

=14
5

1
=13

even

9
1
=15

=11

Odd

2 =146

3
=14

2 =123

Movement

62

=15

=116

=12

52

=13
1

2
=8

=10

31

1
=10

=94

2 3 4

20

=12

=15

3b 30 A8 43
5

=83

=9

5 2

=11

0
4

=13

61

1
=10

Movement

=12
1

2
1

=15

=10

=14

11

=14

=9

=12

1
=9

=13

Odd

=15
2

=14

=8

1 1 4 2

84

=11

1
=13

=8

=14
5

=10

=10

12
even

4
6

30

3
=8

20 7 2
9 4
10 2 63 1
5
1
6
30 18 2 3 1 31 2 1
00 5 =8 0
20 7 2

2
6
=12

Movement

1
=8

=15
6

1
1

Two Legal Sequences of


Placement (1-2-3,A-B-C-D)
From Circled Initial Placement
2

Movement

=9

=11

2
2
=8

1
=13

9
2 =146

even

00

20
3

2 =123

Movement

=15

=116

3
=14

6
=12
1
=10

=10

=12

62

=94

31

5
=11

=9

52

A
1

00
4

3
=14

30

5 2

=11

41

=15

61

1
=10

=12
1

=13

B C

Movement

=15
2

=14

=14

11

1
=9

=8

=12

Movement

=10

2 3 D
=11

=10

=8

=10

Movement

30 1 84

20 7 2
9 4
10 2 63
1
5
1
6
30 18 2 3 1 31 2 1
00 5=8 0
20 7 2

=9

=11

Movement

1
=8

12
0
even

=13

1 1 4 2

Odd

even even

Odd

Odd

even

Odd

even

Odd

=15

2 1 3 5

Four Illegal Placements


(A-B, A-2-3-4, A-b-c, -)
From Circled Initial Placement
2

2 2 6 4

over empty spaces. Nor can you pace adjacent to an empty space
you skipped vertically.
4 must be5 in columns adjacent
4
6to the
- Further, all horizontal placements
initial placement.
- It is expressly allowed to place dice that will not kill the alien they are on.
- Every placed die must be on an Alien card; however, you are never
obligated to placed dice. Feel free to scatter laser fire into the vastness of
space at your whim.
4. Kill aliens. If the dice placed on an alien match the
dice necessary to kill it, the alien is removed to the
3
4
3
5
Dead Aliens pile.
- Aliens come in the following types:
Killed by a 3 and a 5
- Some aliens show two numbers on them.
They are killed with 2 dice; one showing
?
?
?
?
each number.
- Some aliens show two question marks
Killed by any pair
separated by an equal sign. They are killed
by any pair.
- Some aliens show an equal sign and a
=8
number. They are killed by any collection of
dice which exactly sums to that number. Thus Killed by exactly 8

=9

a 5, a 2 and a 1 could be used to kill an alien marked =8.


If the number of aliens in the Dead Aliens pile equals or exceeds the
current value of the countdown, move all aliens from the Dead Aliens pile
to the alien discard pile and immediately draw a bonus card.
If you kill the last remaining alien, you win.

B. Alien Actions. The aliens do the following


9 4
in sequence.
30 8 3
1. Counterattack. All aliens which are at
20 7 2
the bottom of their column now
10 6 1
counterattack. It is possible that this
00 5 0
attack will be blocked by your shields. If
there are 3 or more aliens of the same
type (picture) at the bottom of their
columns which are not protected by
shields, they can coordinate their fire and
destroy your ship. You lose.
1. If there are 4 or fewer columns, the
bottom 2 aliens in each column fire.
As before, if these include three (or
more) unshielded aliens of the same
type, you lose.
2. If there are 2 or fewer columns, the
bottom 3 aliens in each column
counterattack. If these include three
or more unshielded aliens of the
same type, you lose.

=8

Movement

=8

=11

Movement

30

20
1

10

84

63
31

2 1

61

Movement

4
2

9
2

52

31

=116

=13

Movement

62

2 =146

30

1
=15

20

X
7

20

10

66

12

10

3
=9

6
=12
1
=10

=14

00
Odd

even

X
2

5
3

=15
2

Odd

Odd

even

84

=9

=10

2
=8

5
=11

3
=9
=11

6
=12

=11

=12

10

=12

1
=13

00

11

=9

4
=10
=12

=13

61

5 2

31

=116

4 2

62

=13

2 =146

30

1
=15

20

66

12

10

00

=14

3 =14
=13
1

00

2
5
=11

=15
2

=14
5

1
=13

X
4

even

2
=8

=15

3
=9

4
=10

6
=12

3
=13

=14
5

=15
6

=15
6

1
1

5 10

Movement

20

2 =123

=12

52

1
=10

=94

=10

=15

=11

=83

31

30

41

83

=14

0
4

Movement

=15
2

=14

=13

=10

31

2
12

Odd

even

Odd

even even

Odd

Odd

even

Odd

You survive because shields


are blocking two aliens. If the
shields move to the right, you
must kill one or perish.
2

30

20

10

00

5 =8 0

X
=9

=10

=12

=13

Odd

even

Odd

even

30

20

10

00

Movement

20

X
7

10

00

Movement

=14

30

=15

X
even

Odd

even

You lose.

=10

Movement

1
=9

=11

even

20 7 2
9 4
10 2 63 1
5
1
6
30 18 2 3 1 31 2 1
00 5 =8 0
20 7 2

0
even

3
=8

=9

=15
6

1
1

30

2
4

5
Odd

=14
5

3
=13
1

4
5

7
2

4
=10

2
2

1
=13

31

5
=11
=94

2 =123

=12

4 2

=10

5 2

even

83

30

00
2

=83

=9

=11

2
=8

1
41

5 =8 0

Movement

X
1

00

Movement

Your shield protects you

Odd

even

Odd

Odd

=8

=9

=10

2. Bombers. The four aliens numbered


=12 =13 =14 and =15 are heavy
bombers. If one of them is the bottommost alien in a column that is
immediately above a shield, that shield is
Alien Heavy Bomber
destroyed.
=11
=12
=13
3. Alien movement. Roll two six-sided
dice, and subtract one from each. Add them together, and advance the alien
movement track by that amount.
1. If the current value of the alien movement track equals or exceeds the
number of aliens remaining in formation, remove the top card from the
countdown then reset the alien movement track to 0. The aliens are one
step closer to landing.
=14have landed.
=15You lose.
2. If the countdown reaches 0, the aliens
3. Now determine whether the sum of the dice is even or odd.
1. If the roll was even, move all shields one column to the left. Do not
move the shields if this would cause the leftmost shield to move past
the leftmost column of aliens.
2. If the roll was odd, move all shields one column to the right. Do not
move the shields if this would cause the rightmost shield to move past
the rightmost column of aliens.
3. Note: a missing column of aliens between two other columns of
aliens still takes up space; however a missing column at one end is
treated as if it did not exist.
C. Next Turn. Collect any remaining dice from the alien formation. Now start the
next turn with player actions.
Bonus Cards
Each bonus card provides a one-time benefit. If you need to draw a Bonus card and the
draw pile is empty, shuffle the discard pile to form a new draw pile. If the discard pile is
also empty, do not draw a bonus card.
Difficulty Adjustments
The game as described above is the easiest setting. For a slightly harder game, start
the countdown at 6 instead of 7. To make the game more difficult still, only roll 5 dice
for your attack. You can mix-and-match these settings.

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