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Game Rules
Influencer v0.5

Overview

Players are social media personalities competing for attention. Build followers through strategic dice allocation and outmaneuver your rivals to become the ultimate influencer.
3 players · 6 turns (or first to 10+ Victory Points) · Play action cards for advantages. Use dice to win over followers.

Setup

Each player picks a Character with a preconstructed 20-card deck. Max hand size is 7.
Followers are split into three tiers by influence: Tier 1 (1–2 inf), Tier 2 (3–4 inf), Tier 3 (5+ inf).
Everyone starts with 2 credits and draws 4 cards (you'll draw another in turn 1's Draw phase, putting you at 5). Turn order is randomized, then is set for rest of the game.

Turn Phases

1. Refresh — Character refresh ability triggers (most characters gain credits). Followers trigger ongoing effects. Card slots reset to 3.
2. Draw — Draw 1 card. If you're already at 7, the draw is skipped (no discard). If your deck is empty, you just don't draw — no shuffle, no penalty.
3. Main — Each player has 3 slots. Cards are placed secretly, then revealed one at a time. Most card effects resolve on reveal; some specify alternate timing. You don't have to fill all 3 slots.
4. Engage — The dice-allocation phase. See below.
5. End — Triggered effects resolve (effects → followers → character abilities). Check win conditions.

Engage Phase

Prepare — Fill the audience to 3 followers from the tiers available this turn. Tier 1 is always available; Tier 2 from turn 3; Tier 3 from turn 5. Sum your followers' influence; your character's dice chart (see their page) tells you which dice you get. Card effects may add or change dice.
Allocate — Secretly assign your dice to followers in the audience. Multiple players can target the same follower; you can stack dice or spread them; you don't have to allocate everything, but you are highly encouraged to do so.
Reveal & Roll — Allocations are revealed simultaneously. For each follower, players roll their allocated dice — highest total wins it. Ties resolve by coin flip.
Cleanup — Uncontested followers (nobody allocated to them) are discarded. The audience stays empty until next turn's Engage.

Victory

Victory Points come from followers (some grant VP when won) and action cards (some grant VP directly).
The game ends during End phase if any player has 10+ VP, or after Turn 6. Highest VP wins.
Tiebreakers: most followers, then most credits. If still tied, the game is a tie.

Additional Rules

Negative influence floors at 0. Credits floor at 0 — if you'd lose more than you have, you lose what you have.
Simultaneous effects resolve in priority order: Character AbilitiesFollower AbilitiesAction Card Effects. Within a priority level, current turn order breaks ties. When an effect causes a new game event (gain credits, gain follower, enter phase), any abilities that trigger on that event get added to the queue and resolved at their own priority.
Ongoing effects — some cards have effects that persist or trigger later ("for the next two turns, gain 2 credits", "during this Engage, gain 1 credit per 6 you roll", etc.). They trigger automatically at the right time.
"When you win this follower" effects see the game state after the follower has joined you — so a "gain 1 VP per Meme follower" trigger counts the new follower itself. The exception is text that says "another" — that explicitly excludes the new follower.