Contents
Welcome to the Fzzzt! Game
I’m excited to introduce you to the rules of the Fzzzt! Game. Get ready for some electrifying fun!
First, let’s talk about the objective of the game. The goal is to be the last player standing by avoiding getting zapped by the Fzzzt! machine. It sounds simple, but trust me, it can get intense!
To play, gather a group of friends and form a circle. Then, in a clockwise direction, each player takes turns saying a number out loud starting from 1. Here’s the catch: if a number is divisible by 3 or contains the digit 3, instead of saying the number, you have to say “Fzzzt!”
For example, when it’s my turn, I say “1,” then the next player says “2,” and so on. But when we reach a number like 3, instead of saying it, we say “Fzzzt!” The game continues in this manner, with players going around the circle and saying their numbers or “Fzzzt!” until we reach the highest number agreed upon.
Now, here’s where things get electrifying. If a player makes a mistake and says a number instead of “Fzzzt!” when they should have, or vice versa, they get zapped by the Fzzzt! machine. That’s right, you don’t want to be on the receiving end of the machine’s shock! Once zapped, a player is out of the game and the circle closes in, so the remaining players stand closer together.
The game continues until only one player is left standing. That player becomes the winner of the Fzzzt! Game. But don’t worry if you get zapped and are out of the game, it’s all part of the fun! You can cheer on your friends and enjoy the excitement until a winner is determined.
Remember, this game is not just about luck and speed, it also requires focus and quick thinking. So, pay attention and strategize to avoid getting zapped by the tricky Fzzzt! machine.
Now that you know the rules, gather your friends, get ready to think fast, and let the electrifying fun begin!
Hey there! Want to hear something cool? The future is happening right now! It’s a world filled with wacky and wild robots being made in a totally bonkers factory. And guess what? You and I get to be part of it as the players! Our mission is to collect as many of these robots as we can as they come rolling off the conveyor belt.
What’s in the Box?
When you open the box, you’ll find several important components:
- 4 Mechanic cards
- 36 power Robot cards
- 2 Robot Upgrade cards
- 4 Fzzzt cards
- 10 Production Unit cards
To make the game more exciting, we recommend using a metal spanner to indicate who the Chief Mechanic is. Unfortunately, the spanner is not included in the box, but you can easily find one at a hardware store. If you don’t have a spanner, you can use the game box. On one side of the box, there’s an illustration of a spanner, which you can use to represent the Chief Mechanic.
The Objective of the Game
Hey there! Welcome to Fzzzt! This is an awesome sci-fi auction game that lasts for five rounds. In this game, you get to collect sets of cards and bid against other players to get the robots and production units you need.
Now, in order to get new cards, you’re going to need some power. We call this power “zaps”. You use one or more of your robot cards to pay for these new cards. And guess what? These robot cards can also be used to assign cards to your production units for bonus points. Cool, right?
At the end of the game, the mechanic with the most points wins. So, make sure you collect those cards and use them wisely!
Getting Set Up
Before we start the game, let’s make sure everything is set up correctly. For a two-player game, you’ll need to remove the Mechanic cards numbered 3 and 4. If you’re playing with three players, just remove the Mechanic card numbered 4. Easy peasy!
But if you’re playing with a full group of four players, then use all the Mechanic cards. That way, everyone gets a fair shot at winning!
Alright, here’s what you need to do to get started:
First, let’s shuffle the Mechanic cards and give one to each player. The player who gets the Mechanic card numbered ‘1’ will be the Chief Mechanic at the beginning of the game. The Chief Mechanic will take the game box or the spanner and will be the first player for the Auction Round.
Now, each player should take the Robot cards that match their Mechanic card number. Everyone will have a 1 power, 2 power, and 3 power Robot card. These three cards, together with the Mechanic card, will be your starting hand.
As the Chief Mechanic, you will take the rest of the Conveyor Belt Deck cards and shuffle them. Then, place the Deck face down at one end of the table, leaving enough space for eight cards to be lined up away from the Deck.
Card Overview
Robot Cards
Hey there! Let’s talk about robot cards. They’re incredibly fascinating and full of possibilities. Robots have become a fundamental part of our lives, bringing convenience and efficiency to various industries. So, what makes these robot cards so special?
First and foremost, robot cards are known for their incredible versatility. They can be programmed to perform a wide range of tasks, from simple household chores to complex medical procedures. As a result, they have the potential to revolutionize the way we live and work.
But it doesn’t end there. Robot cards are also designed to be highly adaptable. They can learn, evolve, and improve their performance over time. This means that they can continuously elevate their capabilities and become even more efficient at what they do. It’s like having a tireless assistant who is always looking for ways to optimize and enhance their skills.
Another amazing feature of robot cards is their ability to regenerate responses. They are equipped with sophisticated algorithms that allow them to analyze data, process information, and provide insightful and relevant answers. It’s like having a personal encyclopedia right at your fingertips!
And if you’re someone who enjoys a bit of fun, then you’ll love the entertainment value of robot cards. They can be programmed to play games, tell jokes, and even dance! It’s a great way to add a touch of whimsy and excitement to your day.
So, when it comes to choosing the right card, there are a few factors to consider. You’ll want to think about the specific tasks you need your robot card to perform, as well as its adaptability and learning capabilities. Additionally, considering the entertainment factor can add an extra element of enjoyment to your experience.
In today’s rapidly evolving world, robots are becoming more prominent and beneficial than ever before. They offer us a glimpse into the future, where technology and humanity coexist harmoniously. By understanding the potential of robot cards, we can fully embrace the opportunities they bring and make our lives even more incredible.
So, if you’re ready to dive into the world of robot cards, let’s get started! By following your curiosity and exploring the possibilities, you can unlock a whole new realm of convenience, innovation, and fun. Get ready to embrace the future – one robot card at a time!
Fzzzt Cards
Hey there! Let’s talk about Fzzzt cards. When you play a Fzzzt card, it gives you three extra power for your bid. Sounds great, right? Well, there’s a catch. During scoring at the end of the game, a Fzzzt card is worth minus one point. So, it’s a bit of a trade-off, but it can still be useful. Oh, and one more thing – a Fzzzt card doesn’t have a Construction Symbol. That means you can’t use it on Production Units. Keep that in mind!
Production Unit and Mechanic Cards
Auction Rounds: A Burst of Bids!
When it comes to Auction Rounds, get ready for an exhilarating bidding bonanza! An Auction Round is like a thrilling roller coaster ride consisting of eight individual auctions. Strap in and let’s dive into the excitement!
Picture this: in each auction, players unleash their cards and make their bids to win the card majestically perched at the head of the Conveyor Belt. It’s all about strategy, timing, and good old-fashioned luck!
But remember, the adrenaline-pumping auctions don’t stop until all eight cards have found their lucky owners. Only then does the current Auction Round come to a close, leaving everyone buzzing with anticipation for the next round.
Now, hold on tight because things get even more interesting during the Auction Round. Some of the cards in the line will be turned face up, giving you a tantalizing glimpse of what treasures await you for later purchase. It’s like peering into a treasure chest and marveling at the possibilities!
Each Auction Round unfolds in three dazzling phases, like the flickering lights of a breathtaking display:
- Preparation: It’s time to gather your wits, flex your strategic muscles, and prepare for the bidding frenzy ahead. Take a deep breath, because things are about to get interesting.
- Auctions: Get ready for the heart-pounding, nail-biting action as you and your fellow players go head-to-head, vying for the cards that catch your eye. The rush of adrenaline is infectious!
- Clean up and building Production Units: Once the last card is won and the dust settles, it’s time to regroup and plan your next move. Tidy up and get ready to build your Production Units, because there’s more excitement just around the corner.
Preparation: The Calm Before the Storm
When we play the game, each of us gets our own deck of cards. We shuffle those cards ourselves, except for any Production Units we’ve won. Then, we deal six cards from our deck to make our hand.
If we don’t have enough cards (like at the beginning of the game, when we only have four), we just deal out what we have.
Any extra cards we have left go face down in front of us to create our own discard pile.
The Chief Mechanic takes eight cards from the Conveyor Belt Deck and lays them face down in a straight line, away from the deck itself. This forms the Conveyor Belt.
When I’m the Chief Mechanic, I get to flip over the card at the front of the Conveyor Belt. This card will be the first one up for auction, so it’s a big deal.
The number on that card tells me how many cards I need to turn face up before the auction begins. It could be 1, 2, 3, 4, or even 8.
If the number is 1, then I don’t have to turn over any more cards. But if it’s 2, 3, or 4, then I have to keep flipping until I have that many face-up cards. And if it’s 8, then I need to turn over all the remaining cards.
I only pay attention to the number on the card at the front of the line. The numbers on the other face-up cards don’t matter for this part.
So here’s the deal: all the cards that are face-up right now are up for auction. The Chief Mechanic comes in and flips over the next card that’s face-down. Then, they check its Belt Speed Number and turn more cards face-up if they need to. If there aren’t enough cards left in the line, no biggie – we just pretend the extras don’t exist. Let’s say we’re down to the last three cards and the first one has a Belt Speed Number of 4. In that case, we just flip over the last two cards and call it a day.
Auctions
Alright, let’s dive right in! Here’s how the bidding process works in this game.
First up is the Chief Mechanic. Then it’s my turn, followed by the other players, all in clockwise order. Each of us will take a turn to choose one or more cards from our hand.
We place our chosen cards face down in front of us, away from our discard pile. This way, other players can see how many cards we’ve chosen, but they won’t know what they are.
Once everyone has made their selections, we all reveal our bids at the same time. The value of a bid is determined by adding up the power of the cards in that bid.
For example, let’s say I bid with a 2-power Robot card and a 4-power Robot card. In that case, my bid’s value would be 6. But if I only had a Mechanic card in my bid, the value would be 0.
Here’s an interesting twist: a bid can also include cards with negative power. Take the Fzzzt card, for instance. It has 3 power in the auction, but it’s worth minus one point at the end of the game. So if I had a bid with a Fzzzt card and a Robot Upgrade card, the value would be 3.
That’s how the bidding process works in a nutshell. Keep these rules in mind as you strategize and try to make the best bids.
Robot Cards |
Hey there! So, the way it works is that the person who makes the highest bid ends up winning the auction.
If the card being auctioned is a Robot card, it gets put face down into the winner’s discard pile, along with the cards they used to place the bid. On the other hand, if it’s a Production Unit card, the winner places it face up in front of them. These cards come in handy during scoring at the end of the game.
Now, if there’s a tie in the bidding process, and one of the players involved in the tie is the Chief Mechanic, then the Chief Mechanic is declared the winner. However, if the players tied for the high bid don’t include the Chief Mechanic, then the player nearest to the Chief Mechanic in a clockwise direction will be crowned the winner of the auction.
When the tie is broken, I, the losing player closest to the auction winner, in a clockwise direction, receive the game box (or spanner) and become the new Chief Mechanic.
Running Out of Cards
If we reach the end of an auction round and all players have run out of cards in hand, we need to reset and deal a new hand of six cards. This means each player gets back all their discarded cards, including any Robot cards they’ve won. Make sure to shuffle everything before dealing the new hand. Any leftover cards will become a new personal discard pile. Keep Production Unit cards face up in front of their owners. After that, we continue with the auctions to finish the Auction Round.
However, if at least one player still has cards in hand, the auctions will continue. But players with no cards in hand can’t bid and can’t win any more cards.
Now, let’s talk about auction etiquette. During the game, you can’t trade cards with other players, and you can’t use your cards to help someone else. But feel free to make verbal deals, even if they can’t be enforced.
Lastly, let’s touch upon counting cards.
I can check the number of cards in the Conveyor Belt Deck and my discard pile whenever I want. But during auctions, I can’t look at my own or anyone else’s discard pile.
Clearing Up and Constructing Production Units
So, here’s the deal. When all the cards in the line are gone, that’s when the Auction Round comes to an end. Pretty straightforward, right?
Now, listen up. It’s time to pick up your cards. That includes the ones you’ve discarded and the ones you have in your hand. But hold on a second – don’t include your Production Unit cards or the Robots you’ve already allocated. Those are off-limits for now.
Take a peek at the cards you just picked up. Take your time, no rush. Now, it’s time to allocate them. Here’s how it works: match each card to a Production Unit you have. But hold your horses! You can’t allocate more than one card to a single Unit. Keep it fair, folks.
Here’s the catch: if you have a Robot card with a Construction Symbol (nut, oil, cog, or bolt), make sure it matches a Construction Symbol on the Production Unit. Match the symbols, and you’re good to go!
Quick heads up: once you’ve allocated a card, it’s locked in. No changing your mind later in the game. So choose wisely, my friend.
Note: You don’t have to choose a specific symbol for allocated Robot cards with multiple symbols at this point. You can choose the symbol at the end of the game. See the ‘Scoring’ section for more information.
After allocating cards to Production Units, players should shuffle their remaining cards and deal a new hand of six cards for the next Auction Round.
If there aren’t enough cards in the Conveyor Belt Deck to complete a new line of eight cards, the game ends and it’s time to calculate the scores.
Scoring
At the end of the game, you need to calculate your basic score. Add up the points value of each Robot card in your discard pile, the cards in your hand, and the cards allocated to your Production Units. Keep in mind that Fzzzt cards are worth minus one point each.
Fzzz Card |
Hey there! Let me explain how you can earn some bonus points in the game with the help of your Production Unit cards. These cards are pretty cool because they can give you extra points for creating widgets, which are sets of Robot cards.
Creating these widgets is actually pretty straightforward. All you have to do is match the symbols on your Robot cards with the ones on your Production Unit card in the specified combinations. You can only use one symbol from each Robot card to create a widget.
Here’s the thing though – each Robot card can only be used to create one widget. However, if you have enough matching Robot cards, you can create multiple widgets using just one Production Unit card.
If you haven’t made a widget with a Production Unit, you lose points as stated on the card.
Add your bonus points to your basic score for your final score.
End of the Game
The player with the most points is the winner.
If there’s a tie, the tied player with the fewest Robot cards wins. If there’s still a tie, all tied players win.