Manifest Jungle Game

The Card Game That Thinks It's a Board Game

The Manifest Jungle card game was inspired by the Manifest Jungle Book. It’s a card game that works like a board game. The game is one of many ways to have fun, which is an important component to feeling good and being emotionally embuffed.

This is a 2-player game. Each player takes a deck, makes a map using the cards from that deck, and combats with the other player. Your objective is to make it to the portal controlled by the other player and make it home to Earth. Different ways of constructing maps and the the different possibilities in drawn cards make unending possibilities in how the game unfolds.

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Manifest Jungle Book

If you want to learn more about the Manifest Jungle book, click below.

OFFICIAL RULES

Concept.

This game is based on the Manifest Jungle book series. At present, there are two books: Manifest Jungle and Finding the Door.

In the Manifest Jungle, there are a number of people who wake up and discover themselves in a strange world full of monsters and confusion. Many of the people there form groups in an effort to survive and do what they believe to be right.

One of these many groups is the Followers of Seinz. Their mission is to promote science and research and they’re trying to learn everything possible about the Manifest Jungle.

Another group is the Warriors of Justice. They are a band of women who work together to fight for the protection of all women and to combat injustice.

In this game, your objective is to use the resources of one of these two groups to find your way out of the Manifest Jungle and back home to Earth. You must do so by finding and traveling through a magic portal that will take you home.

 

Setup.

Each player takes one of the two decks (the Followers of Seinz or the Warriors of Justice).

Set aside your general, portal, and rules quick reference cards.

Make sure you have 37 cards remaining (if you have any additional cards or expansion cards, you might have more than 35 cards).

Each player should deal 5 cards face down. This is your hand. Then deal another 5 cards face down in a different pile. These are your reserve cards. Set both piles aside. Note, it’s helpful to keep things straight by consistently keeping both your hand and your reserve cards in specific places. E.g., you might place your hand to the left of your rules quick reference card and your reserve cards to the right of it. Then continue doing the same thing throughout the game.

Hand your portal card to the other player.

Use the remaining cards to make a map.

Imagine a horizontal invisible line halfway between you and the other player.

Line your cards up in a grid pattern behind that line.

Place your cards sideways with the words facing you.

Make sure your cards are in line with the other player’s cards.

Make sure all your cards have another card next to them, horizontally and/or vertically.

Leave enough space between each card such that if another card was placed vertically on top, they would not overlap.

You must have at least two places where your cards are directly next to your opponent’s cards.

Each of these cards is referred to as a “space.”

Place your opponent’s portal card on top of a space anywhere on your side of the map.

Place your general on a space as far back on your side of the maps as possible.

Pick up your hand.

Place any field cards you want to from your hand (you can play some, none, or all of the field cards you like). The field cards you place must be on spaces the furthest back on your side of the map they can be placed without being on top of another field card.

No field card can be placed on another field card (during placement or during the game) unless the card expressly says otherwise (such as with mounts).

Each player should roll a die. The player with the higher number gets to go first.

 

Game Makeup.

Your game will be made up of cards that play various roles.

Your Hand – You hand is the collection of cards you’re allowed to actively use during the game. Once setup is complete, you’re free to look at your cards and do not have to show your cards to any other player (unless there’s a card that requires you to).

Spaces – Cards that are not used in some other manner are laid face down on the table and used to construct a map. Each card in that map is a space. Field cards (described below) are able to move around on the spaces of the map. Some action cards can be placed on or influence spaces.

Portal Card – The portal cards are placed on a space and once there, cannot move. No action card can be played on a portal card. Field cards can land on a portal card. The objective of the game is to get a field card on YOUR portal card and then roll a 4 or higher during combat.

Action Cards – An action card allows you to take whatever action is described on it. Some action cards can be affixed to spaces on the map. Some give you advantages, such as modifiers to your dice rolls or influencing field cards or what other players can do. Generally, an action card can only be played during the action phase of your turn. However, some cards can be played upon other triggering events (such as when you are being attacked or when you are rolling a die).

Note, all action cards will have a yellow banner at the top.

Field Cards – Field cards are placed on the map. They must always start as far back on your side of the map as possible, on a space, and not on another field card (unless the card says you can do otherwise). Once they’re on the map, during movement, field cards can move one space vertically or horizontally. They cannot move diagonally (unless the card says you can do otherwise).

During combat, field cards can attack any horizontally or vertically adjacent opposing field cards.

Field cards all have a power number listed in the upper right corner. This number dictates how strong the card is during combat.

Note, all field cards will have a green banner at the top.

General Card – A general card should be treated as a field card. You will always start every game with a general card, which ensures you’ll have at least one field card. The generals typically have a special ability described on them.

Note, all general cards have an orange banner on top of them. They also have a different back to make them easier to find in the deck.

Mount Cards – Mount cards should be treated as field cards. What makes a mount card unique is that they can merge with another field card or cards. The combined total base power (not including modifiers such as those provided by action cards) of the mount and any other cards cannot exceed 6.

Mount cards are also unique in that they (and any merged cards) can move two spaces per turn during movement. Once a mount card is merged with another card, it cannot separate from that card.

Note, all mount cards have a green banner at the top of them. The green is a slightly darker shade than that of the normal field cards, however, since they are essentially still field cards, the coloring is very similar.

Reserve Cards – Reserve cards are additional cards you’ll receive as the game progresses. Each turn you can draw and use one of the cards in your reserve pile.

 

Turn Sequence.

On your turn you will progress through five phases. Each must be played in the order listed below:

  1. When your turn begins, if you have any reserve cards that you have not yet drawn, you can take one reserve card and add it to your hand.
  2. If you have any field cards in your hand, you can place any or all of them on the map.
  3. You may move any of your field cards (or cards treated as field cards such as mounts or generals). Each card can move one space vertically or horizontally on the map. Some cards have special abilities or can do things instead of move during the movement phase.
  4. Play any action cards in your hand that you want to.
  5. If you have any field cards in range to attack another field card you can attack if you so desire. To be in range, a field card must be immediately adjacent to (horizontally or vertically but not diagonally) an opposing field card. Note, some field cards have abilities that allow different attack ranges.

During combat, each player rolls a die. The result of their roll is added to their field card’s power (or combined power if mounted). Add any modifiers such as action cards to the respective totals. The player with the higher number wins the battle. The winner’s field card remains on the map. The loser’s field card must be discarded. If there is a tie, both field cards are discarded.

 

Victory.

To win, you must land on your portal (placed on your opponent’s side of the map) with any field card. Instead of moving that field card on a subsequent turn, roll a die. If you roll a 4 or higher, you get to go through the portal and return home. The first player to do so wins the game.

If it becomes impossible to win for either player, the game is a tie.

If it becomes possible to win only with the help of an opposing player who refuses to offer such help, and either the other player cannot win without your help or it’s impossible to for the opposing player to win, the game is a tie.