Deckers

Deckers

  • Players: 1–4 players
  • Play time: 60–90 min
  • BGG rating: 8.1

How to play

Setup, how a turn works and how the game ends, summarised from the rulebook by Eko, Meepzy's rules assistant.

Here is a general overview of how to play the game:

Setup

  1. Place both drawer boxes as the supply on the table and put the 3 dice within reach (p. 6). Give the Active Decker token to a randomly selected player (p. 6).
  2. Choose an SMC card to battle against (such as Alpha-Moby for your first game) and place it on the table alongside the Sequence of Play player aid card (p. 6).
  3. Build the objective deck by sorting objective cards into Copper, Silver, and Gold piles, drawing the specified amount per the chosen SMC, and stacking them with Gold at the bottom, Silver in the middle, and Copper on top (p. 6, 18).
  4. Create the network by drawing and placing server randomizer tiles (or use the preset network for your first game) (p. 16, 18).
  5. Each player takes their avatar standee, ghost token, and matching color 15-card basic command deck, placing their avatar on their entry space (space 6 of their matching server tile) along with a starting Program (p. 7, 16).
  6. Follow any remaining setup instructions located on the left side of the SMC card and objective card (p. 7, 21).

How a Round and Turn Work

The game is played over a fixed number of game rounds called cycles, with each cycle consisting of four phases: the Intel Phase, Command Phase, SMC Phase, and Refresh Phase (p. 8, 21).

During the Command Phase, each Decker takes 3 turns in any order (p. 3). A single turn follows these sequential steps:

  1. Start of Turn Step: Resolve any start of turn effects from components, the SMC card, objective card, or profile card (p. 3).
  2. Spawn Step: The SMC spawns new Sparks onto the network by rolling dice to determine the server and space (p. 3, 13). (Note: This step is skipped on the very first turn of the game) (p. 3, 13).
  3. Action Step: Play command cards from your hand to generate command symbols or keyword abilities (Execute, Reveal, or Interrupt) in order to perform actions and work toward objectives (p. 1, 4, 25).
  4. End of Turn Step: Discard all remaining cards from your hand except for 1 card that you may keep for your next turn, then resolve any end of turn effects (p. 1).
  5. Draw Step: Draw 5 cards from your command deck (p. 14).
  6. Restock Step: Restock empty slots in the upgrade area and pass the Active Decker token (p. 14).

After all Deckers finish their turns, players progress through the SMC Phase (where the SMC attacks, objective outcomes are resolved, and Sparks move) and the Refresh Phase to conclude the cycle (p. 8, 10, 14, 21).

How the Game Ends

You win the game if you successfully fulfill the goal stated on the objective card of the final Gold cycle (p. 8, 21). Conversely, the team immediately loses the game if an effect requires placing a Spark or Guardian when none are left in the supply (p. 8).

This summary was written by Eko from the game's own rulebook. It covers the essentials, not every edge case. For a specific rule, ask Eko and get the page it came from, or open the manual in the Archive.