NEXUS

Overview

Nexus is a battle-of-wits card game where you can turn any card your opponent plays against them.

Objective

Have the most points collected in your score zone at the end of the game.

Components

Zones

During a game (after setup is complete) cards will move between the following zones, but only in the order presented here.

  1. The Deck
    • The deck starts with the 22 cards not dealt out during setup.
    • The deck is common to all players.
    • Keep the deck face down.
    • Spread out the last 5 cards of the deck so that players can see when the deck is running out. The game ends when the deck runs out.
  2. Hands
    • Each player starts with 3 cards in their hand.
    • Your hand is hidden from your opponent, but the number of cards in your hand is open information.
  3. The Nexus
    • The nexus starts with 7 cards.
    • Face up. Overlap the cards in the nexus so that it is clear which end is the "top", but make sure that those cards are spread out enough that they can all be read.
    • The nexus is common to all players.
    • There are no restrictions on what cards can be put into the nexus, or their order.
    • If the nexus is ever empty, immediately deal 4 more cards from the deck onto the nexus. This is the only exception to the rule that cards must move through the zones in order after setup is complete.
  4. Parades
    • Each player has their own parade zone, but exactly one will have an active parade at any time while the other is empty.
    • Player 2 starts the game with the active parade, with 1 card in that parade.
    • Face up. All cards in the parade should be visible, but overlapped so that it is clear which card was added to the parade most recently.
    • The cards in a parade must be added according to the rules of the fairy court:
      • A numbered card can be followed by another numbered card only if the following card has a higher number.
      • Aces are both high and low. An ace can follow any numbered card and be followed by any numbered card.
      • An ace cannot follow another ace.
      • These rules only check consecutive pairs of cards, in other words an ace will reset the ascending order.
  5. Score Zones
    • Each player has their own score zone.
    • Face down.
    • When a parade is moved into your score zone, keep it separate from any other parades already there.

Setup

On Your Turn

A turn consists of either sowing chaos or attending court.

SOW CHAOS!

Attend Court

Basic Strategy Notes

Sowing chaos lets you exert control over the nexus and what happens next in the game, but uses up a card from your hand which will give you fewer options on your next turn.

Attending court is more passive in that you must let the top card of the nexus resolve, whether it is good or bad for you. Attending court does build up your hand size, which will give you more options on your next turn.

You never have to sow chaos. If all the cards in your hand would help your opponent if you play them now, then attend court instead and save those cards for a scenario when they could be more useful.

If you let your hand size go to zero (by sowing chaos more than you attend court) you'll have no option except to attend court on your next turn (and accept how the top card of the nexus resolves).

Resolving the Top Card of the Nexus

A card resolves from the nexus when a player attends court. When attending court, cards obey the rules of the fairy court according to their ranks (see the rules of the fairy court section)

End of the Game

Scoring

The point value of each card is printed along both of the long sides of that card.

If playing a single game, add your s points to your opponent's s points to get your final score.

If playing a series, add that score to your running total.

Card Life-Cycle

As mentioned in the "Zones" section, cards must progress through zones in order.

Parity Checks

The Tournament Rule

For serious players, the tournament rule says that you're allowed to insert the card that you push anywhere onto the nexus. Normally you'll still want to push cards onto the top of the nexus most of the time, but this option is necessary on occasion to "turn any card your opponent plays against them".

Alternate Tournament Rule

Again for serious players, this rule would replace the tournament rule. Introduce Passing as an alternative to Pushing or Popping. You may only pass if you currently control the active parade. In the 4 player variant, you may also pass if your partner controls the active parade.

Using the alternate tournament rule would wreck the "whose turn is it?" parity check.

4 Player Variation

Double Nexus Variation