Disco Infinity

Intro

Disco Infinity is a 1v1 deck building game set in a far off galaxy where an enterprising real estate developer discovered a planet where the patrons of his disco club could dance while time stands still. Rumors of the time manipulation possible on this planet have attracted several factions to come and compete to invent time travel.

Objective

The goal of the game is to accumulate 10 Research, inventing time travel. The game ends immediately as soon as either player gains their 10th Research.

There is a secondary win condition as well. If a player is unable to place a card on their turn, they immediately lose the game.

Research are represented by tokens that are put on the board in the space where they were gained.

Deck Building

You and your opponent each start the game with a 14 card deck where each card is unique. At the end of each round, you have the option to add a new card to your deck. From the start, each player's strategy will be dependent on the cards they start with, and this will influence the decisions you make about what cards to add to your deck.

Whenever you acquire a new card, it is first placed in your discard pile, and any time you are unable to draw a card because your deck is empty, shuffle your discard pile to form a new draw pile and continue to draw as needed.

Game Structure

Start the Game

Shuffle all the cards, and deal 14 cards to each player. Each player may look at their cards and then shuffle them and put them face down into the spot for their draw pile. The pile of cards remaining that are not dealt to the players is placed into the spot for the draft deck.

Randomly choose which player will go first. Both players draw 6 cards from their draw pile and begin the game.

Playing a Round:

Round Structure

Each round consists of the following phases:

Start of Round

Note on Hand Mechanics:

Any time you are unable to draw a card because your deck is empty, you shuffle your discard pile to form a new draw pile and continue to draw as needed. - Whenever a card tells you to draw a card, always draw from your draw pile.

Placement Phase

Resolution Phase

At the end of this phase, all cards from your hand and from the timeline (except those in the orbit row or trashed) move to your discard pile.

Important: Only shuffle your discard pile into your draw pile when you actually need to draw a card and your draw pile is empty—not before. This matters because newly acquired cards go to your discard pile first.

Game Board

The central piece of the board is the timeline. The timeline is 8 spaces, numbered 1-8. These are called Timeline Spaces. This is where you and your opponent will compete to create sequences that advance your agenda and stop your opponent from advancing their agenda. Once a round starts, you and your opponent take turns placing cards into the timeline. Every time you place a card, you may place your card in any timeline space, and if necessary you may slide other cards out of the way.

This means that before the last card is placed, the timeline space that a card occupies is ambiguous. It also means that the player going last in the round has the advantage of being able to place the final card and guarantee the timeline space it is placed in. Players take turns going first each round.

TODO: Create some really nice diagrams of this!

Some cards have an effect that triggers on Placement. This is denoted by the card section "Placement:" in the yellow section. If you place a card with such an effect, do what the card says in the Placement section when you put it in the timeline. Often these effects can help you rearrange other cards in the timeline or have other immediate impact on the game such as moving a satellite or getting a card out of the trash pile.

Once all 8 cards have been placed in the timeline, their timeline effects trigger in order from Space 1 to Space 8. Begin in Space 1 and do what the card says in the ">>:" section, and go in order to Space 8. After the cards in all 8 Spaces have been triggered, the Resolution Phase is over.

Satellites

One type of card has the ability to stay on the board at the end of the round. Satellite cards' default timeline effect is that they launch into your Orbit Row. This is the row between you and the timeline. The satellite launches into the orbit space aligned where it was triggered. The satellite will generally stay in that place until it is either destroyed or moved.

Note: Satellites can stack! There can be multiple satellites in one Space.

The orbit effect of satellites is

Damage

When you take damage after shields have been applied:

1 Damage: Draw 1 card from your draw pile and trash it.

Missiles

Missiles have two main functions: - Damage your opponent - Blow up your opponent's satellites

Cards that launch missiles. By default, the missile is launched from the space where that card is triggered. Some cards specify other spaces to launch from.

If a missile is launched from a space where a satellite it in orbit in the opponent's orbit row, it will hit that satellite. If there are multiple satellites, the player launching the missile gets to select which one to hit.

If there is no satellite in the orbit row above the missile, then the missile does 1 damage to the opponent.

Blowback

If a card is trashed due to damage from a missile, if the card has Blowback, then the card that launched the missile is also trashed, and it stops launching additional missiles. Example: Player A triggers a card that launches 2 missiles. If the first card trashed by Player B has blowback, Player A's card is also trashed, and it does not launch its second missile.

Example 2: Player A triggers a card that launches 2 missiles. Player B has a satellite in orbit above the missile card with blowback. Player B's satellite is trashed by the missile, and Player A's missile card is trashed after launching the first missile. It does not launch a second missile.

Energy

Several cards generate Energy, and Energy is always attached to a card. At the end of a Round, any Energy on cards in the timeline will go away with those cards. So if you want to accumulate Energy, you need to do so using satellites, because they stay on the board round over round.

Research

While Energy is attached to cards, Research is attached to the Space in which you gain it. If you gain a Research in Space 2, that Research is located in that Space. Some cards scale based on the number of Research in the space where they are triggered. Other cards can steal or destroy Research in the Space where they are triggered. You should think carefully about where you want your Research to be.

However, regardless of which Spaces your Research are in, you win immediately if you ever accumulate 10 total.

Missile Cards

Missile Cards exist primarily to do damage to your opponent, but Missiles can also be used to shoot down satellites. You must trigger the Missile Card from the Space in the same column as the satellite(s) you want to shoot down (unless otherwise noted on the Missile Card!). This means that a satellite in Space 3 of your opponent's orbit row may only be shot down by a Missile Card triggered from column 3. If there are multiple satellites stacked, they are all destroyed (unless there is a satellite with some special defensive ability that protects the others).

Round Structure Part 2

Start of Round

At the start of each round, you and your opponent both draw 6 cards, and do the Start of Round effects on any satellites you have in orbit.

Placement Phase

Take turns placing cards in the row. Ends after every space in the row is filled.

Resolution Phase

Timeline effects on cards are triggered starting in space 1 and moving to space 8.

Draft Cycle (optional)

Optionally, take 3 cards from the top of the Draft Deck, choose one and add it to your discard pile. The other two are moved to the cycled deck.

Card Specific Round Effects

Game Terms

Research

Missile

Damage

Gain

Generate

Transfer

Spend

Timeline Space

Orbit Space

Column

Draw

Select

Launch

Owner

Stack

Switch

Swap

Reverse

Energy

Transfer

Draft

Discard

Trash

Downstream

Upstream

Next

In different contexts, the term next can mean different things.

Stealth Mode

Reset

Trigger

Alien Tech

Draft Deck

Orbit Row

Timeline

Special Situations