
UNTAMED CARDWORKS
WELCOME TO THE WILD SIDE...
Meet the Team
The faces behind it all...
Here you can meet the nine people behind Untamed Cardworks, and find out what makes us tick...
The Rules
You may have noticed that our game doesn't come with a rule book. This aligns with our aim to minimise our environmental impact, by saving paper, and using less ink. But FEAR NOT!
The rules are available to read here, or as a downloadable pdf for perusal at your leisure.
Click the pdf icon to the right to download your copy of the rules of Gorilla Warfare:
SETUP:
1. Remove all of the COLLATERAL DAMAGE cards from the deck (there are four of these in the deck), then deal each player five cards face down. Players may look at their cards, but MAY NOT change the order.
2. The top two cards from each player’s pile are taken into the player’s hand. These cards will be the player’s current action cards (unless a card states otherwise). The remaining dealt cards will form the player’s personal deck. Players ARE ALLOWED to look at their deck, but MUST NOT change its order.
3. The COLLATERAL DAMAGE cards are shuffled back in, and the remaining cards after dealing are placed face down in the middle. This will be the draw pile.
4. Play begins from the dealer’s left, and continued clockwise.
TO WIN:
The aim is to be the last player standing. Players are eliminated if a COLLATERAL DAMAGE card ends up in their hand. If this happens, the players hand and deck, including the COLLATERAL DAMAGE card, are shuffled back into the draw pile. Play continues to the left of the player who was eliminated.
ON YOUR TURN:
A players turn consists of three actions:
1. PLAYING CARDS:
During this phase, a player can play as many cards as they want from their hand (or deck, when a card has been played). A player must play at least one card every round. A summary of card actions can be found at the end.
2. REPOPULATING HAND:
Once a player has finished playing cards, they must draw cards from the top of THEIR DECK (see point 2) until they have two cards in their hand once more.
In the event that a player has insufficient cards in their deck to repopulate their hand, they must repopulate their hand as much as possible from their deck. They must then draw three cards from the top of the draw pile. The first card(s) drawn must go into the player’s hand, with the last card(s) drawn forming the player’s new deck. This player does not have to then draw a card to end their turn (see point 3).
If a player uses a card, or has a card stolen during another player’s turn, they must repopulate immediately.
3. DRAWING A CARD:
Once a player has repopulated their hand, they must draw the top card from the deck (unless they played an card that turn). This card is placed on the BOTTOM of their deck.
THE CARDS:
COLLATERAL DAMAGE:
This card brings death. If one of these bad boys ends up in your hand at any point, you die. Horribly. Shuffle your hand and deck, including the COLLATERAL DAMAGE card, back into the draw pile, and writhe around in agony for a while. A COLLATERAL DAMAGE cannot be played like other cards.
COMMAND:
This card allows its wielder to force another player to draw the top card from the draw pile, and place it on the bottom of their deck. It can be incredibly powerful in conjunction with a RECONNAISANCE card.
DEFENCE:
This card shields its user from the following effects, in the stated fashion:
-
COMMAND – Player does not have to draw a card. COMMAND card is negated
-
FOG OF WAR – Player does not have to swap hands or decks with another player.
-
KAMIKAZE – Player does not have to draw a card. Note that a DEFENCE card played on a KAMIKAZE card does not negate the effect of the KAMIKAZE card for every player, only the protected player.
-
RAID – Player can prevent a card being stolen from them by another player.
-
RECONNAISANCE – Player can stop another player from looking at their hand, but NOT from looking at the draw pile.
This card can be played during a player’s turn as normal (to protect them from one of the above cards during this round), or whenever another player plays one of the above cards. If the card is played during a player’s turn as normal, they should place the card in front of them until either they use the card to block an effect, or their next turn comes around. A DEFENCE card CANNOT prevent a COLLATERAL DAMAGE card.
DEPLOYMENT:
This card allows a player to play any card from their deck. This must be done immediately after playing the DEPLOYMENT card. If this card is played, and the player has no playable cards in their deck, then the card has no effect.
EVASION:
This card means a player does not have to draw a card to end their turn. This is especially useful when paired with a RECONNAISANCE card. After playing this card, players must still repopulate their hand. If, after playing this card, the player cannot repopulate their hand, they only need to draw two cards instead of three.
FOG OF WAR:
This card allows a player to take ONE of the following three actions:
-
Shuffle the draw pile
-
Swap hands with another player
-
Swap decks with another player
If a player chooses to swap hands, then the player that they swapped with will inherit a hand with fewer than two cards. This player should repopulate immediately. The player that played the FOG OF WAR card can continue to play cards from their new hand.
KAMIKAZE:
The wildest of wildcards. Upon being played, all players (starting from the left of the player that played the KAMIKAZE card, and including that player) should draw a card from the top of the draw pile, unless they have an active DEFENCE card. If the card drawn by a player is a COLLATERAL DAMAGE card, they die immediately. Otherwise, the drawn card is placed on the bottom of the player’s deck. The player that initiated the KAMIKAZE attack then continues their turn as normal.
RAID:
This card lets its user steal a card from another player’s hand, and add it directly to their hand, ready to be used.
RECONNAISANCE:
This card allows a player to do ONE of the following:
-
Privately view the top three cards of the draw pile
-
Privately view another player’s hand
This card is an excellent leading card for a COMMAND, EVASION or RAID card.
SAVING GRACE:
Players can exchange this card for the top card on the discard pile. The previously discarded card must then go onto the bottom of their deck. This also applies if the top discarded card was placed there by the player using the SAVING GRACE card.