Psi Wars

Game summary:
A game for 2 players
Play time around 20-45 minutes per player
Designer: n.a.
Artist: n.a.
Publisher: PSI Wars

 

 

What is greater dream than creating a game with your son? Michael and Adeev Wohl did it, they created PSI Wars. PSI Wars isn’t a regular card game, they’ve created 3d cards! Those cards really looks amazing and I really love to play with those cards, they bring the game to live. They're campaign is now live on Kickstarter! Follow this link and help them to bring this project to your table:

https://www.kickstarter.com/psi-wars-a-mind-bending-game-of-strategy

What’s in the box?
The box contains the following components

Creature Commander Deck
- 52 3d Cards
- 1 D6 Dice

 


Robot Commander Deck
- 52 3d Cards
- 1 D6 Dice

Let’s get it to the table

There are three basic types of cards
- Creation Units
- Battle Units
- Equipment

Getting Started

Each player searches their deck and places one of each of the four Creation Units in their lab. Each player then shuffles their deck and selects the top 8 cards for their beginning hand. Choose a player that begins at first, Each Player’s agreed upon number of Lab Hit Points. A range of 20-40 points is recommended, depending on amount of time Players wish to play.

The first player doesn’t draw a card at the first play on each other turn every player begins by drawing a card from the top of their deck.

 

Phase 1 – Creation Units
On each turn a player may place up to one additional Creation Unit from their hand face up in front of them in their lab. Creation Units can be used on the turn that they are placed in the lab. Each Creation Unit can be used one time to create a Battle Unit, Equipment, activate a Power.

At the end of a player’s turns, player’s Depleted Creation Units are all Replenished. All Disoriented or Depleted Battle Units are also Replenished.


Phase 2 – Build Phase
A player can use Replenished Creation Units to build a Battle Unit, piece of an Equipment or activate a Power based on the required Hyper-Card Creation Unit requirements and then place it in their lab face up. Battle Unit and Equipment Hyper-cards enter the lab Depleted. Powers can be activated immediately. A player can’t use a Battle Unit or Equipment Hyper-Card on the turn Hyper-Card is created.  A player needs to indicate that the Creation Units necessary to create the Hyper-Card are Depleted and cannot be used again until the beginning of the player’s subsequent turn.

There is one exception, the Power Hyper-Cards; As long as the required Creation Units are available to activate a Power Hyper-Card, a Power can be used when built, either during the Build Phase (such as a Creation Oracle or Equipment Hunter) or during the Battle Phase (Traps, Mental or Electro-Magnetic Disrupters, etc.).

At the end of the Build Phase, a player can make Rolls that free Battle Units from Traps.

 

Phase 3 – Equipping
Player can Equip a Battle Unit with Equipment that was created during any of player’s previous turns. This is indicated by sliding the Equipment Hyper-Card under the Battle Unit such that the Equipment Hyper-Card’s attributes show below the bottom of the Battle Unit’s Hyper-Card:


Battle Unit Attributes

On the bottom of each card are three colors: A green screen with 2 numbers, a blue screen with 2 numbers and a red screen with 2 numbers. These will be used to determine the battle outcomes:
-The Green screen is the Battle Unit’s Cyber capabilities;
*the number on top represents the Battle Unit’s Cyber Attack strength;
*the number on the bottom represents the Battle Unit’s Cyber Attack defense strength.
           
-The Blue screen is Battle Unit’s Psionic capabilities;
*the number on top represents the Battle Unit’s Psionic Attack strength;
*the number on bottom represents the Battle Unit’s Psionic Attack defense strength.


-The Red screen is the Battle Unit’s Physical capabilities
*the number on top represents the Battle Unit’s Physical Attack strength
*the number on bottom represents the Battle Unit’s Psionic Attack defense strength.

How to create in your lab?
On the top left corner, there are 5 lights that are either on or off.  Next to the color, there’s also a number. That number indicates the number of Creation Unit cards necessary to activate the Hyper-Card to either create a Battle Unit or piece of Equipment in your lab, as well as enabling a Power.

Digital Splicing
The green light indicates the number of Digital Splicing Creation Units necessary to activate this Hyper-Card.

Neurogenesis
The blue light indicates the number of Neurogenesis Creation Units necessary to activate this Hyper-Card.

Bio-Acceleration
The red light indicates the number of Bio-Acceleration Creation Units necessary to activate this Hyper-Card.

Material Animation                  
The magenta light indicates the number of Material Animation Creation Units necessary to activate this Hyper-Card.

Any Creation Unit Light
The white light indicates the necessary to build a Hyper-Card, any non-depleted (Creation Unit can be used.


End of Turn
At the end of each Turn, all the undestroyed Attacking and Defending Hyper-Cards that are engaged are now Depleted and cannot be used again until the beginning of a player’s turn.


End of Game
When a player’s Lab Hit Points reach zero, their lab is destroyed and you are the winner of PSI Wars.

Final Conclusion & rating:
Weight: 2/ 5
My rating: 🎲🎲🎲🎲🎲🎲🎲🎲

 

PSI Wars is a whole new type of cardgame, they combined some of the nice things from other cardgames. They’ve done a nice job and created a very great new game! We really loved to play it, in the beginning we had some struggle to understood all the cards but after a quick round, we started playing it and we played it every game night since then.