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Eric

The Personality game is a game for up to 4 players (up to 8 players can play if two decks are used). Players act as Essences attempting to build personalities and gain Experience and Karma points as they pass through the Soul Ages.

 

Setup

There are three parts to setup: Setting the Soul Age Stack, Assigning Roles/Casting, and General Setup.

 

The Soul Age stack is used to indicate the phases of the game. To set the Soul Age stack:

  1. Separate the Soul Age cards from the rest of the deck
  2. Remove the Transcendental and Infinite cards (#6 and #7) from the Soul Ages. These cards can either be removed from the game completely or can be returned to the main deck as a variation (see Transcendental and Infinite Cards for this variation).
  3. Keep the Soul Age cards face up and stack them in the following order from bottom to top: Old, Mature, Young, Baby, Infant. The Infant card should be on the top, as it is the first phase of the game.


Next, each player is assigned their Role and Casting. The Role and Casting gives the players special abilities during the game (see Role/Casting Abilities). To assign Role/Casting:

  1. Separate out the seven Role cards and the two Wild cards from the deck
  2. Shuffle the nine cards face down.
  3. Each player is dealt or draws two cards from the pile.
  4. Remove any remaining, unused cards from the game.
  5. Each player then reveals their cards face up and keeps them nearby for the rest of the game. These are the player's Role and Casting and determine their special abilities for the game. They cannot be changed or traded.

Role and Casting is optional. If players decide to not use Role and Casting, the Role cards are simply separated from the deck and removed from the game.


Finally, the remaining setup is as follows:

  1. Shuffle the remaining deck of cards (the deck should no longer have any soul age, role, or wild cards in it).
  2. Deal six cards to each player.
  3. Place the deck face down in the center to form the draw pile.
  4. Flip the top card of the draw pile face up and place it next to the draw pile; this forms the discard pile and signals the start of the game. Play begins with the player to the dealer's left and moves clockwise.

 

Gameplay

The overall aim of the game is to create "Personalities." A Personality is a set of six cards made up of one card from each of the following overleaves: Goal, Mode, Attitude, Center, Body Type, and Chief Feature.

  • At the start of the player's turn, the player draws one card from the draw pile and adds it to their hand.
  • Then, if the player is able to form a whole Personality, they must play that Personality immediately. To do so, the player places all six cards of the Personality face up in front of them. The Personality is immediately scored for Experience and Karma points and then all six cards are sent to the discard pile. The player then draws six new cards from the draw pile to replenish their hand.
  • When the player no longer has any Personalities to play, they then must discard one card from their hand to the discard pile. This ends their turn.

 

Turns continue as above until the end condition of the Soul Age phase is met (see Soul Age Phases). After the end of the phase, all the cards are gathered and the deck is reshuffled. The finished Soul Age card is turned face down and the next Soul Age is revealed. Hands are dealt as before and the next phase begins.

 

If the draw pile runs out during gameplay, the discard pile is shuffled and placed face down to create a new draw pile.

 

Scoring Personalities

Each player has two scores: Experience points and Karma points. Both kinds of points are earned by completing Personalities. When a player completes a Personality, the following scoring takes place:

  • The player automatically receives 20 Experience points, which are always added to their overall Experience score.
  • The player then earns Karma points that are always equal to the combined face values of the cards in the Personality. For example, a Personality whose face values are 1, 7, 5, 7, 3, and 4 would earn the player 27 Karma points.
  • Karma points are either added to or subtracted from the player's overall Karma score depending on the rules of the Soul Age phase (see Soul Age Phases)

 

Soul Age Phases

There are five phases of gameplay represented by five Soul Ages. The current phase is always indicated by the top face-up card of the Soul Age stack. At the end of each phase, the top card is turned face down and discarded, revealing the next top card and phase. The order of phases is always: Infant, Baby, Young, Mature, and Old. Each phase has its own end condition, determines how karma points are scored, and may have other bonus scoring rules.

 

Infant Soul Phase

  • Karma points are added to a player's Karma score.
  • The Infant phase ends when a total of seven personalities have been completed among all the players.
  • At the end of the phase, the total face value of the remaining cards in a player's hand is added to their Karma score.

 

Baby Soul Phase

  • Karma points are added to a player's Karma score.
  • The Baby phase ends when each player has completed at least two personalities.
  • At the end of the phase, the total face value of all remaining cards in all players' hands is added to every player's Karma score.
     

Young Soul Phase

  • Karma points are added to a player's Karma score.
  • The Young phase ends when one player has completed seven personalities and "wins."
  • The winner player receives a bonus of 25 Experience points. The player with the highest Karma score at the end of the phase also gets 25 Experience points.
  • At the end of the phase, the total face value of all the remaining cards in every player's hand is added toward the winning player's karma score.
     

Mature Soul Phase

  • Karma points are now subtracted from a player's Karma score.
  • Every time a player completes a Personality, that player must also give 10 Experience points to another player of their choosing.
  • The Mature phase ends when each player has completed at least two personalities.
  • At the end of the phase, the total face value of all the remaining cards in a player's hand is subtracted from their Karma score.
     

Old Soul Phase

  • Karma points are now subtracted from a player's Karma score.
  • The Old phase ends when one player has reached a Karma score of 0. This ends the game.
  • All remaining cards in a player's hand are returned to the draw pile and do not count toward the Karma score.

 

Winning

At the end of the game, a player's resulting Karma score is subtracted from their Experience score, giving the player their final score. The player with the highest final score wins.

 

Role/Casting Abilities

Each player has two special abilities, known as their "Role/Casting" abilities. The players abilities are determined by the Role cards drawn or dealt to them at the beginning of the game. Some abilities must be played during the player's turn, while other abilities can be played at any time during a round. In either case, a player can only perform one Role/Casting action per round of turns. For example: if a player performs a Role/Casting action during or after their turn, they must wait until their next turn before they can perform another action.

 

Role/Casting Abilities are potentially optional, and players can decide at the beginning of the game to not use Role/Casting Abilities or to assign only one ability per person. In either case, any unused Role or Wild cards must be removed from the game before starting.

 

Server Card – At the start of their turn, the Server may draw from the top of the discard pile instead of the draw pile.

Artisan Card - At the start of their turn, the Artisan may draw two cards from the draw pile instead of one. They must then choose one to keep and one to discard.

Warrior Card – Once during their turn, the Warrior may discard one of the cards from their hand and draw a new card from the draw pile.

Scholar Card – Once during their turn, if the Scholar creates a Personality containing one or more green (assimilation axis) cards, they may change the face value of one of those green cards to any number between 1 and 7.

Sage Card – Once per round of turns, the Sage may, without looking, swap one card with each of the other players. The Sage must swap with all of the players at once. For example, if there are three other players, the Sage must choose three cards from their hand while each other player chooses one from theirs. The Sage then gives one of their cards to each player while the players give their cards to the Sage.

Priest Card – Once per round of turns, the Priest may look at another player's hand and swap one card from their hand with a card from the other player's hand.

King Card – Once per round of turns, the King may take one card from each player's hand, including their own, and redistribute them among the players. For example, if there are four players total, the king takes one card from each, including themselves, for a total a four cards. They then look at the cards, keep one for themselves, and give one back to each other player. The cards do not have to go back to their original owner.

Wild Card – At the start of the game, the player may choose the Role/Casting ability for their Wild Card and must announce it to the other players. Once per game, the player may change the Role/Casting for their Wild Card and announce this to the other players.

 

If a player has two of the same Role/Casting ability (for example, a player with a Server card and a Wild card declared to be Server), they may perform their ability twice per round (double Server and double Artisan would thus be able to draw twice at the start of their turn).

 

Transcendental and Infinite Card Variation

If the Transcendental and Infinite Soul Age cards are returned to the deck and included in the game, they can be used one of two ways:

  • The player may add the Transcendental and/or Infinite Soul Age card to a completed Personality for 10 bonus Experience points each (though they do not contribute to Karma points).
  • The player may instead use either the Transcendental or Infinite Soul Age card at any time to stop another player from performing their Role/Casting action. The target player cannot perform a Role/Casting action for the remainder of the round, but can resume the following round.


In both cases, the Transcendental and Infinite cards must be discarded immediately after being used. The Transcendental and Infinite card can only perform one function at a time (for example, an Infinite card cannot be played as part of a Personality and cancel out another player at the same time).

Edited by Eric
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