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# Zombie Kittens - Technical Game Rules Documentation | |
## Game Objective | |
- **Primary Goal**: Be the last player left alive | |
- **Win Condition**: Survive by avoiding drawing Exploding Kitten cards | |
- **Loss Condition**: Draw an Exploding Kitten without a Zombie Kitten to save yourself | |
- **Victory State**: Only one living player remains | |
## Game Setup | |
### Player Count Configuration | |
- **Supported Players**: 2-5 players | |
- **Deck Adjustment Rules**: | |
- **2 Players**: Use only cards with **Paw Print** symbol (24 cards total) | |
- **3 Players**: Use only cards **WITHOUT** Paw Print symbol (33 cards total) | |
- **4-5 Players**: Use all non-Exploding Kitten cards | |
### Setup Sequence | |
1. **Remove Exploding Kittens**: Extract all 4 Exploding Kitten cards from deck | |
2. **Adjust Deck**: Remove inappropriate cards based on player count | |
3. **Distribute Zombie Kittens**: Give one Zombie Kitten card to each player | |
4. **Deal Starting Hands**: Deal 7 cards face-down to each player (8 total with Zombie Kitten) | |
5. **Insert Exploding Kittens**: Add (players - 1) Exploding Kittens back to deck | |
6. **Shuffle Draw Pile**: Thoroughly shuffle the final deck | |
7. **Determine First Player**: Select starting player, proceed clockwise | |
### Starting Configuration | |
- **Hand Size**: 8 cards per player (7 dealt + 1 Zombie Kitten) | |
- **Exploding Kittens in Deck**: Number of players minus 1 | |
- **Turn Order**: Clockwise from first player | |
## Core Game Mechanics | |
### Turn Structure | |
Each turn consists of two mandatory phases: | |
#### Phase 1: Play or Pass | |
- **Play Option**: Play any number of cards from hand | |
- **Pass Option**: Play no cards | |
- **Card Resolution**: Follow instructions on each played card | |
- **Nope Window**: After each card play, allow Nope responses | |
#### Phase 2: Draw | |
- **Mandatory Action**: Draw one card from top of Draw Pile | |
- **Turn End**: Turn ends after drawing (unless special conditions apply) | |
- **Explosion Check**: If Exploding Kitten drawn, resolve explosion sequence | |
### Player States | |
#### Living Player State | |
- **Turn Participation**: Takes regular turns | |
- **Card Play**: Can play all card types | |
- **Target Eligibility**: Can be targeted by other players' actions | |
- **Draw Requirement**: Must draw at end of turn | |
#### Dead Player State | |
- **Turn Participation**: Does not take turns | |
- **Limited Card Play**: Can only play Nope cards and NOW cards | |
- **Target Protection**: Cannot be targeted by most player actions | |
- **Exploding Kitten Display**: Place Exploding Kitten face-up in front of player | |
- **Hand Retention**: Keep all other cards in hand | |
### Death and Resurrection System | |
#### Death Process | |
1. **Trigger**: Draw an Exploding Kitten card | |
2. **Zombie Kitten Check**: Player may choose to play Zombie Kitten (if available) | |
3. **Death Resolution**: If no Zombie Kitten played, player dies | |
4. **Exploding Kitten Placement**: Place drawn Exploding Kitten face-up in front of dead player | |
5. **State Change**: Player enters Dead state | |
#### Resurrection Process | |
1. **Trigger**: Living player uses Zombie Kitten to save themselves | |
2. **Mandatory Revival**: Must choose one dead player to resurrect (if any exist) | |
3. **Exploding Kitten Collection**: Take both Exploding Kittens (current + dead player's) | |
4. **Secret Reinsertion**: Place both Exploding Kittens back in Draw Pile at chosen positions | |
5. **Zombie Kitten Discard**: Place used Zombie Kitten in Discard Pile | |
6. **Turn End**: Current player's turn ends immediately | |
7. **State Restoration**: Resurrected player returns to Living state | |
## Card Types and Effects | |
### Special Cards | |
#### Exploding Kitten | |
- **Effect**: Player explodes and dies unless Zombie Kitten played | |
- **Mandatory Display**: Must show immediately when drawn | |
- **Cannot Be Noped**: Immune to Nope cards | |
- **Death Trigger**: Primary elimination mechanism | |
#### Zombie Kitten | |
- **Primary Function**: Only card that saves from Exploding Kitten | |
- **Resurrection Requirement**: Must resurrect one dead player (if any exist) | |
- **Turn End**: Playing this card immediately ends turn | |
- **Cannot Be Noped**: Immune to Nope cards | |
- **Strategic Value**: Most powerful defensive card | |
#### Nope | |
- **Function**: Cancels any action except Exploding Kitten or Zombie Kitten | |
- **Timing**: Can be played at any time, even during other players' turns | |
- **Dead Player Access**: Dead players can still play Nope cards | |
- **Chain Resolution**: Can be Noped by another Nope card | |
- **Resolution Rule**: Odd number of Nopes = action canceled, Even number = action proceeds | |
### Action Cards | |
#### Attack (2x) | |
- **Effect**: End turn without drawing, next player takes 2 turns | |
- **Stacking**: Multiple Attacks stack (next player takes cumulative turns) | |
- **Turn Skip**: Current player skips draw phase | |
- **Target**: Next player in turn order | |
#### Attack of the Dead (3x) | |
- **Effect**: End turn without drawing, next player takes 3 turns per dead player | |
- **Restriction**: Cannot be played if no dead players exist | |
- **Calculation**: 3 × number of dead players = turns for next player | |
- **Turn Skip**: Current player skips draw phase | |
#### Skip | |
- **Effect**: End turn without drawing | |
- **Attack Interaction**: Only skips one turn if under Attack | |
- **Simple Function**: Basic turn-ending card | |
#### Super Skip | |
- **Effect**: End turn without drawing | |
- **Attack Interaction**: Skips ALL remaining turns if under Attack | |
- **Enhanced Function**: More powerful than regular Skip | |
#### See the Future (3x) | |
- **Effect**: Privately view top 3 cards of Draw Pile | |
- **Order Maintenance**: Return cards in same order | |
- **Information Gathering**: Strategic planning tool | |
- **No Deck Modification**: Cards remain in original positions | |
#### Shuffle (NOW) | |
- **Effect**: Shuffle the Draw Pile | |
- **NOW Card**: Can be played at any time by any player (living or dead) | |
- **Deck Disruption**: Randomizes card order | |
- **Universal Access**: Available to all players regardless of state | |
#### Feed the Dead (NOW) | |
- **Effect**: Choose dead player, all living players give them one card | |
- **Target Selection**: Choose specific dead player | |
- **Mandatory Giving**: All other living players must comply | |
- **Card Choice**: Giving players choose which card to give | |
- **NOW Card**: Can be played at any time by any player | |
#### Clone | |
- **Effect**: Becomes copy of card directly beneath it in Discard Pile | |
- **Restriction**: Cannot be played on another Clone | |
- **Turn Limitation**: Can only be played on your turn | |
- **Copy Function**: Inherits all properties of copied card | |
#### Grave Robber | |
- **Effect**: All dead players put one card back into Draw Pile, then shuffle | |
- **Restriction**: Cannot be played if no dead players exist | |
- **Mandatory Participation**: All dead players must comply | |
- **Deck Shuffle**: Draw Pile shuffled after cards added | |
#### Favor | |
- **Effect**: Force any living player to give you one card of their choice | |
- **Target Restriction**: Can only target living players | |
- **Card Selection**: Target chooses which card to give | |
- **Living Player Only**: Cannot target dead players | |
#### Dig Deeper | |
- **Effect**: Draw top card, choose to keep it or draw next card | |
- **Two Options**: Keep first card (end turn) or discard and draw second | |
- **Mandatory Keep**: Must keep second card if first is discarded | |
- **Turn End**: Turn ends when card is kept | |
#### Clairvoyance (NOW) | |
- **Effect**: See where player places Exploding Kittens when using Zombie Kitten | |
- **Trigger**: Play when another player uses Zombie Kitten | |
- **Information Reveal**: Observe secret placement of Exploding Kittens | |
- **NOW Card**: Can be played at any time by any player | |
### Cat Cards | |
- **Individual Power**: No effect when played alone | |
- **Pair Function**: Two matching Cat Cards steal random card from living player | |
- **Target Restriction**: Can only target living players | |
- **Random Selection**: Stolen card chosen randomly from target's hand | |
- **Card Types**: Various themed cat cards (all function identically) | |
### Additional Action Cards (From Extended Set) | |
#### Alter the Future | |
- **Effect**: Look at top 3 cards of Draw Pile and rearrange in any order | |
- **Deck Modification**: Can change order of upcoming cards | |
- **Strategic Planning**: More powerful than See the Future | |
- **Turn Continuation**: Does not end turn | |
#### Draw from Bottom | |
- **Effect**: Draw from bottom of deck instead of top | |
- **Alternative Draw**: Bypasses top cards | |
- **Turn End**: Ends turn after drawing from bottom | |
- **Deck Access**: Accesses different part of deck | |
#### Targeted Attack | |
- **Effect**: Choose specific player to take 2 turns | |
- **Target Selection**: Choose any living player (not just next player) | |
- **Turn Skip**: Current player skips draw phase | |
- **Strategic Targeting**: More flexible than regular Attack | |
#### Swap Top and Bottom | |
- **Effect**: Swap the top and bottom cards of Draw Pile | |
- **Deck Manipulation**: Changes both ends of deck | |
- **Information Advantage**: Useful with deck knowledge | |
- **Turn Continuation**: Does not end turn | |
#### Feral Cat | |
- **Effect**: Acts as any Cat Card for combo purposes | |
- **Wildcard Function**: Can substitute for any cat type | |
- **Combo Enabler**: Helps complete cat card pairs | |
- **Flexible Usage**: Adapts to player needs | |
## Special Combos | |
### Two of a Kind | |
- **Requirement**: Play any two cards with identical titles | |
- **Effect**: Steal random card from any living player | |
- **Card Ignore**: Ignore individual card instructions when used in combo | |
- **Target Selection**: Choose any living player | |
- **Random Steal**: Card stolen randomly from target's hand | |
- **Examples**: Two Attack cards, two Shuffle cards, two Cat cards of same type | |
### Three of a Kind | |
- **Requirement**: Play any three cards with identical titles | |
- **Effect**: Name specific card and steal it from chosen player | |
- **Card Naming**: Specify exact card title | |
- **Success Condition**: Target must give named card if they have it | |
- **Failure Condition**: Get nothing if target doesn't have named card | |
- **Card Ignore**: Ignore individual card instructions when used in combo | |
- **Examples**: Three Skip cards, three See the Future cards | |
## Advanced Mechanics | |
### NOW Card System Details | |
- **Universal Access**: Can be played by any player at any time | |
- **State Independence**: Dead players retain NOW card privileges | |
- **Interrupt Timing**: Can interrupt other actions in progress | |
- **Priority Resolution**: Resolve immediately when declared | |
- **Examples**: Shuffle, Feed the Dead, Clairvoyance | |
### Attack Stacking Rules | |
- **Cumulative Effect**: Multiple Attacks add together | |
- **Turn Calculation**: Total turns = sum of all Attack values | |
- **Resolution Order**: Must complete all owed turns before normal play resumes | |
- **Skip Interaction**: Skip cards only remove one turn from stack | |
- **Super Skip Interaction**: Super Skip removes all remaining turns | |
### Dead Player Interaction Rules | |
- **Card Giving Restrictions**: Living players cannot use Favor or cat pairs on dead players | |
- **Exception Cards**: Some cards specifically allow targeting dead players | |
- **Hand Retention**: Dead players keep all cards except the Exploding Kitten that killed them | |
- **Limited Actions**: Can only play Nope cards and NOW cards | |
- **Resurrection Eligibility**: Any dead player can be chosen for resurrection | |
## Game Flow Systems | |
### Nope Resolution Chain | |
1. **Action Played**: Player plays action card | |
2. **Nope Window Opens**: All players can respond with Nope | |
3. **Nope Chain**: Players can Nope the Nope, creating chain | |
4. **Chain Resolution**: Count total Nopes in chain | |
5. **Final Result**: Odd number cancels action, even number allows action | |
### Attack System | |
- **Attack Counter**: Track number of turns owed | |
- **Turn Execution**: Player takes multiple consecutive turns | |
- **Counter Reduction**: Decrease attack count after each turn | |
- **Chain Completion**: Continue until attack count reaches zero | |
### NOW Card System | |
- **Universal Timing**: Can be played at any time during any player's turn | |
- **State Independence**: Available to both living and dead players | |
- **Interrupt Capability**: Can interrupt ongoing actions | |
- **Priority Resolution**: Resolve immediately when played | |
## Win Conditions and Game End | |
### Victory Conditions | |
- **Last Player Standing**: Only one living player remains | |
- **Survival Achievement**: Successfully avoid all Exploding Kittens | |
- **Elimination Process**: All other players have died | |
### Game End Triggers | |
- **Single Survivor**: Game ends when only one player is alive | |
- **Immediate Victory**: No additional turns needed | |
- **Clear Winner**: Last living player wins | |
### Edge Cases | |
- **All Players Dead**: Theoretically possible but extremely rare | |
- **Simultaneous Death**: Resolve in turn order | |
- **Deck Exhaustion**: Continue with empty deck (no draws) | |
- **Multiple Zombie Kittens**: Player can accumulate multiple Zombie Kittens | |
- **Voluntary Death**: Player may choose not to play Zombie Kitten even if available | |
- **No Dead Players**: Zombie Kitten resurrection requirement skipped if no dead players exist | |
- **Clone on Empty Discard**: Clone cannot be played if Discard Pile is empty | |
- **Grave Robber with No Dead**: Cannot be played if no dead players exist | |
- **Attack of Dead with No Dead**: Cannot be played if no dead players exist | |
## Strategic Considerations | |
### Zombie Kitten Management | |
- **Acquisition Priority**: Actively seek additional Zombie Kittens | |
- **Conservation Strategy**: Save Zombie Kittens for critical moments | |
- **Resurrection Timing**: Choose resurrection targets strategically | |
- **Alliance Building**: Resurrect players who may help you later | |
### Information Warfare | |
- **Deck Knowledge**: Use See the Future and Alter the Future for advantage | |
- **Clairvoyance Usage**: Monitor Exploding Kitten placements | |
- **Shuffle Timing**: Disrupt opponents' deck knowledge | |
- **Memory Management**: Track known card locations | |
### Attack Strategy | |
- **Attack Chaining**: Coordinate multiple Attacks for maximum effect | |
- **Target Selection**: Use Targeted Attack for strategic advantage | |
- **Defense Planning**: Maintain Skip cards for Attack defense | |
- **Dead Player Leverage**: Use Attack of the Dead when advantageous | |
### Dead Player Dynamics | |
- **Resurrection Politics**: Build relationships for favorable resurrections | |
- **NOW Card Influence**: Continue affecting game while dead | |
- **Feed the Dead**: Accumulate cards while dead for future advantage | |
- **Strategic Death**: Sometimes dying temporarily can be advantageous | |
## Technical Implementation Notes | |
### Card Tracking Requirements | |
- **Hand Management**: Track cards in each player's hand | |
- **Deck State**: Monitor Draw Pile and Discard Pile | |
- **Player States**: Track living/dead status for each player | |
- **Attack Counters**: Monitor turns owed by each player | |
### State Validation Rules | |
- **Legal Moves**: Validate card plays against current game state | |
- **Target Validation**: Ensure targets are valid for specific actions | |
- **Timing Checks**: Verify NOW cards can be played at any time | |
- **Resource Checks**: Confirm required cards/players exist | |
### UI/UX Considerations | |
- **Clear State Display**: Show living/dead status prominently | |
- **Hand Organization**: Group cards by type for easy access | |
- **Action Feedback**: Provide clear confirmation of card effects | |
- **Turn Indicators**: Clearly show whose turn it is and any special conditions | |
- **Attack Counter Display**: Show remaining turns owed prominently | |
- **Dead Player Indicators**: Visual distinction for dead players | |
- **NOW Card Accessibility**: Easy access to NOW cards at all times | |
- **Nope Response Window**: Clear timing window for Nope responses | |
### Animation and Visual Effects | |
- **Explosion Effects**: Dramatic visual for Exploding Kitten draws | |
- **Resurrection Animation**: Special effect for player revival | |
- **Card Movement**: Smooth animations for card transfers | |
- **State Transitions**: Clear visual feedback for state changes | |
- **Deck Manipulation**: Visual representation of shuffle, swap, etc. | |
### Audio Design | |
- **Explosion Sounds**: Distinctive audio for player deaths | |
- **Card Play Sounds**: Unique audio for different card types | |
- **Victory Fanfare**: Celebration sound for game winner | |
- **Tension Music**: Atmospheric audio during critical moments | |
- **NOW Card Alerts**: Audio cues for immediate action cards | |
### Multiplayer Considerations | |
- **Turn Synchronization**: Ensure all players see consistent game state | |
- **Nope Window Timing**: Standardized response time across all players | |
- **Secret Information**: Secure handling of private card information | |
- **Disconnection Handling**: Graceful handling of player disconnections | |
- **Spectator Mode**: Allow eliminated players to observe | |
### Performance Optimization | |
- **Card Pool Management**: Efficient object pooling for card instances | |
- **State Serialization**: Compact game state representation | |
- **Network Optimization**: Minimize data transmission for multiplayer | |
- **Memory Management**: Proper cleanup of game objects | |
- **Loading Optimization**: Fast game startup and state restoration | |
### Accessibility Features | |
- **Colorblind Support**: Alternative visual indicators beyond color | |
- **Screen Reader Support**: Text descriptions for all visual elements | |
- **Input Alternatives**: Multiple input methods for card selection | |
- **Font Scaling**: Adjustable text size for readability | |
- **High Contrast Mode**: Enhanced visibility options | |
This comprehensive technical specification provides the complete rule set for implementing Zombie Kittens in Unity, covering all mechanics, edge cases, strategic considerations, and implementation requirements for development teams. |
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