That I Am: The Card Game Goal: The goal of the game is to create blunders that your opponents cannot successfully clean up. Winning: You win the game if your blunder is declared to be irreparable. You lose if your deck runs out of cards (immediately when you would be forced to draw a card but cannot). Players: This game is for two or more players. Each player must have their own deck of 60 cards containing only Characters, Actions, and Events. They must also have exactly 5 Blunder cards (all unique) and a Character card to use as their primary character. Cards: Character - Cards representing various people in the That I Am universe. These can cause blunders but also help to clean them up. These also determine what Tweaks can be played. A player may have a maximum of two characters in play at any given time (one primary and one secondary). Action - An action by a character, for good or bad. These remain in play after being played. These are required to play blunders as well as clean up other players' blunders, so having a good variety of actions is important defensively, but having actions matching your blunders is important offensively. Actions each belong to a class and can be referenced either by the class (typically less powerful) or name. Blunder - Actions lead to blunders. These have a number of rounds they must survive to be considered irreparable, as well as a "mess" statistic that determines how much work it is to clean them up. Having the right set of actions in play makes blunders more difficult to clean up. Tweak - These effect the game in various ways. They are often one-shot, being discarded immediately after being played. Setup: Each player shuffles their deck and places it face down. They also shuffle their 5 Blunder cards and place them face down. They place their primary character face up in front of them. Choose who goes first by any agreeable method. Each player draws 4 cards. Gameplay: During a turn, a player 1) Draws a card 2) If they only have one character in play, may play another character card from their hand as a secondary character 3) May play one action card from their hand, as long all requirements are met 4) May play as many tweak cards from their hand as they wish, as long as all the requirements are met 5) May use any of their in-play action cards against another player's blunder as they wish 6) May attempt a blunder (see blunder attempts below) if they don't already have a blunder card in play and have at least 3 action cards in play 7) Reconciles their hand to 4 cards if they don't have a blunder card in play 8) Places a counter on their blunder card if they have one in play, and check if they've won Characters: If a player's primary character is removed from play for any reason (discarded, etc), that player's secondary character immediately becomes their primary. A player cannot discard their primary character if they do not have a secondary character. Blunder attempts: When a player wishes to attempt a blunder, they place the top blunder card on their stack into play. It is now the other players' jobs to clean up this mess (although they, of course, are welcome to cause blunders of their own). Each blunder has a number of "rounds" that it must survive to be considered irreparable. This is tracked by counters on the card. A player wins the game when the number of counters equals the requirement for that blunder. If, at any time, a blunder is "cleaned up" by other players, the player owning the blunder shuffles that blunder back into their blunder pile and discards all but one of their in-play action cards (their choice). Players may clean up blunders by discarding cards (usually actions, but some can also be cleaned up with characters [discard them like actions]). Each blunder specifies how much a certain card is worth.