KEEP

How to play

The Storm Crew

A legendary Storm of Destruction needs a crew. Every player is a villain boss recruiting nine evil spirits into a 3×3 crew. After nine recruits each, the crew with the most Mayhem rides the Storm.

Everyone starts with 15 dark matter and 2 evolution points. Three Abyss recruits (big, mostly 4 to 7 dark matter) and three Gutter recruits (small fry, mostly 0 to 2) lie face up. Goober, the evolution goo, starts at the Gutter: you can only recruit from the row Goober sits at.

On your turn you may first spend 1 evolution point, once per turn: ooze Goober to the other row, or shake up Goober's row (its 3 recruits leave and 3 new ones come).

Then recruit one card from Goober's row and pay its cost in dark matter. Cost-cutters you already have make it cheaper, and they stack; a cost never goes below 0.

Or ghost a recruit instead: take any card from either row face down. It is free and gives you 6 dark matter and 2 evolution, but it has no power, scores 0 and does not move Goober. If you can't afford anything in Goober's row, you must ghost.

Place the card in your crew. The first goes anywhere; after that each one goes next to one of yours, and there can never be a 4th card in a row or column, so the crew ends as a 3×3 square.

The power fires at once and counts the card itself. "Rivals" means every other player; "a neighbour's crew" counts the better of your left and right neighbours. A card with the Goober badge sends Goober to the other row once its power is done. Then the row refills from its deck; an empty deck reshuffles its discards, and a deck that can't refill at all closes its row.

The game ends when everyone has nine recruits. Leftover dark matter first goes into your stashes (coffins), up to their room. Then every card scores its Mayhem, and every evolution point left is worth 1 more. Leftover dark matter outside a stash scores nothing.

Ties go to the boss with more leftover dark matter. Still tied, they share the Storm. Press and hold any card to see what it would score if the game ended now.

Play The Storm Crew
2–5 players

How to play The Storm Crew

Recruit the nastiest, silliest crew of evil spirits

A legendary Storm of Destruction needs a crew. Every player is a villain boss recruiting nine evil spirits into a 3×3 crew. After nine recruits each, the crew with the most Mayhem rides the Storm.

Everyone starts with 15 dark matter and 2 evolution points. Three Abyss recruits (big, mostly 4 to 7 dark matter) and three Gutter recruits (small fry, mostly 0 to 2) lie face up. Goober, the evolution goo, starts at the Gutter: you can only recruit from the row Goober sits at.

On your turn you may first spend 1 evolution point, once per turn: ooze Goober to the other row, or shake up Goober's row (its 3 recruits leave and 3 new ones come).

Then recruit one card from Goober's row and pay its cost in dark matter. Cost-cutters you already have make it cheaper, and they stack; a cost never goes below 0.

Or ghost a recruit instead: take any card from either row face down. It is free and gives you 6 dark matter and 2 evolution, but it has no power, scores 0 and does not move Goober. If you can't afford anything in Goober's row, you must ghost.

Place the card in your crew. The first goes anywhere; after that each one goes next to one of yours, and there can never be a 4th card in a row or column, so the crew ends as a 3×3 square.

The power fires at once and counts the card itself. "Rivals" means every other player; "a neighbour's crew" counts the better of your left and right neighbours. A card with the Goober badge sends Goober to the other row once its power is done. Then the row refills from its deck; an empty deck reshuffles its discards, and a deck that can't refill at all closes its row.

The game ends when everyone has nine recruits. Leftover dark matter first goes into your stashes (coffins), up to their room. Then every card scores its Mayhem, and every evolution point left is worth 1 more. Leftover dark matter outside a stash scores nothing.

Ties go to the boss with more leftover dark matter. Still tied, they share the Storm. Press and hold any card to see what it would score if the game ended now.