Introduction Game Background Object of the Game Setting

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Introduction Game Background Object of the Game Setting the orders. And somewhere is the Amarja, which is the imaginary goal game goes on until one player or hidden con-spirator behind Rozo. of the game. The amount of Influence team wins (see below). Maybe there are just two of them, needed to win depends on the number One vital card type is the Resource, maybe there are more, all competing of teams or individual players in the which usually represent your contacts for some secret prize. She doesn’t game, as shown on the following in a certain community or sub- know. She’s just a pawn. chart: culture. These Resources provide you But you know, because when you Players or Influence Points with Pull that you can use to call play On the Edge™, you are the Teams Needed to Win other cards (bring them into play). Introduction...................................................... 1 unseen manipulator. 2 24 When you call Resources, put them Game Background............................................ 1 3 16 on the table in front of you (separate Object of the Game.......................................... 1 Game Background Setting Up........................................................ 1 4 12 from your ranks of Characters, Playing the Game............................................. 1 In On the Edge, you play the part of a 5+ 10 described below). They usually Cards ............................................................... 2 behind-the-scenes conspirator. The To win, you must begin a turn with remain in play from the time you call Your Turn......................................................... 3 cards represent the people you draw Other Players’ Turns......................................... 4 sufficient Influence. If you play them until the end of the game. Ranks............................................................... 4 into your power base, weird science teams, each team has one score to Another vital card type is the Attacks............................................................. 4 gear, influence and contacts you have which the team members contribute. Character, representing a person that Cranking........................................................... 5 in various sub-cultures, etc. To win, each team member in you can draw into your Conspiracy. Effects & Abilities.............................................. 6 The setting is the fictitious Ability Descriptions........................................... 6 succession must begin a turn with Some Characters provide you with Terms in Descriptions....................................... 7 Mediterranean island of Al Amarja sufficient Influence. Pull. This Pull can call other cards, Credits — Standard Version............................. 8 (“AHL uh-MAR-huh”), especially its just as Resources do. It can also chief city, the Edge. The time is now. Setting Up generate Influence for you This setting is developed in the Players sit around a table or other Introduction (representing the Characters’ ability roleplaying game, Over the Edge™. playing area. If you’re playing teams, to influence the underground, illicit When she came home fro m work Note, however, that insidious sit opposite your teammate(s) so that politics of the Edge). When you can yesterday, Sally Undokku found a conspiracies have altered information there is one team member fro m each begin a turn with enough Influence, package in her locked apartment. in one or both games so that what is other team between you and your you win the game. Characters Inside was a device that looked like a true in one is not necessarily true in team mate(s). without Pull will protect your cross between a pistol and a hand- the other. To start, you need a deck of at least important Characters, attack your held vacuum cleaner. Coded Most cards are linked to various overt 40 cards. You play with your own opponents’ Characters, or help you in instructions with the device directed and covert groups that operate on Al deck, which consists of whichever other ways. her to “hit” a fellow named Don Amarja. At first you might not cards you decide to use, selected Characters go on the table in front of Rozo. understand the significance of certain from those you’ve bought or traded you arranged in ranks. The She carried out the hit today. Rozo’s terms referring to these groups, but for. During the game, you’ll bring the Characters that are closer to other flesh melted into goo under the everything you need to know is in the cards from your deck into play. Your players are “ front-line” operatives invisible ray that the “gun” projected. cards somewhere. Play, share notes deck stays on the table in front of who are most vulnerable to enemy The skull is untouched, and it has a with other players, trade cards, and you. attacks and most capable of carrying crest along the pate. This guy wasn’t all will become clear. Beware: A very First shuffle your deck, then cut the out attacks on others. The Characters even human. few rules will not be relevant until deck of the player to your right. Then closest to you are “behind-the- Notes in Rozo’s apartment tie him to expansions sets for the game are deal yourself a hand of ten cards from scenes” operatives who are safer Lou Farazzi. Undokku knows Lou; available. the top of your deck. Determine from attack. Characters stay in play he runs a liquor store on the Sunken randomly (or by consensus) who goes until they are popped, at which time Plaza. But maybe there is more to Object of the Game fi rs t . they are put in the dead pile Lou than meets the eye. Maybe she’ll Any number of players, or any (discarded). The Characters arranged find out. Playing the Game number of teams of any size, can in rank and file are called your Undokku looks out the window of play, though larger groups can make As you play, each player takes turns, Conspiracy. Rozo’s cramped apartment. There for longer games. Players score with play proceeding clockwise (to Characters are Unique. Since each lies the city known as the Edge. Influence during play through the the left). A round is the time it takes represents a person, it’s impossible Somewhere out there is the unseen cards they use. This represents for each player to take one turn. The (barring special circumstances) for manipulator who sent her the gun and progress toward secret control of Al two cards representing the same Cards the Character (which has no effect on Traits: These terms represent species, person to be in play at the same time. In On the Edge, everything happens play). Types, besides Characters, public groups, secret societies, or Your deck also includes cards that to and through cards. The only “game include: Resource, Whammy, general types to which the card is represent equipment your Characters board” is the space where cards are Condition, Environmental, Secret, related. These traits determine which may use, turns and twists of fate, put into play. In case of conflict and Gear. There are different rules cards can affect which other cards. magical and psychic effects, weird between these rules and those on a for each type (see below). For instance, one Character can science, secrets you have learned, and card, the card takes precedence. Cost: Located in the top right corner cancel any “Cloak” Whammy while so on. These cards can be important of the card, this is the cost in Pull another can cancel any “Fortune” to winning a game, but you can do Points to call the card. If the Cost is Whammy. The traits on a Whammy without them. It’s possible to win a marked by a bullet (•), you cannot card determine which of these game with just Resources and call the card unless you already have Characters, if either, can cancel it. Characters in your deck. a Resource or Character in play that Whenever the rules refer to a card by Characters and Resources can be shares a trait with the card. You may its trait alone, it means a Character used over and over through the game. not call more than one 0-Cost card with that trait (exception: “Weapons” Other cards may have continuous, per turn. Whammies have no Cost and “Armors” are Gear with these repeated, or one-time effects, as (marked —); you can play any traits, not Characters). A card that described on the cards themselves. number of them. pops “any Mutant” only pops Mutant Generally, Characters and Resources Power: Beneath the card’s name in Characters. A card that has +1 Pull to can only be used once per round. To the sidebar are the card’s Power call “Mutant cards” gets that bonus indicate which cards you’ve already scores. All Characters have Power. for Mutant Conditions and other used in a round, crank them (turn Other cards have Power as well if Mutant cards as well as Mutant them sideways) as you use them. At they affect the Power of Characters. Characters. Rules: Any special rules the beginning of your turn, you If the Power is listed with a + or –, it or effects that apply to the card. uncrank all your cranked cards so means it increases or reduces a Unless the card says you can use an you can use them again that round. Character’s Power. The top number, ability “any time,” you can only use It’s also possible for a Character to be Attack Power (or Attack, or AP), is it on your turn. See Abilities for flipped, meaning that it is placed face used when the Character attacks. The descriptions of common abilities. down and is out of play (except in Data second number, Defense Power (or Effects of multiple cards of the same terms of Uniqueness) until its A card includes the following data: Defense, or DP), is used when the type are cumulative unless the card is owner’s next turn. Illustration: The illustration tells you Character is being attacked by a Gear or is Non-Cumulative, in something about the card but has no another Character.
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