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Modern card games

Mindbug

PLAYERS2DURATION15–25 minOVERALL DIFFICULTYHard

First Contact / First Contact, 48 creatures and 4 Mindbugs, booklet v6.

Why this rating?

Anticipate fighting and when to spend your takeovers.

01Discover the game

Mindbug is a duel of creatures. Your opponent can steal two of the creatures you play thanks to his Mindbugs. So you have to choose his attacks and decide when to risk an excellent card. This chapter uses First Contact, also called First Contact.

02Equipment

The base game contains 48 Creature cards and four Mindbug cards, representing a total of 52 cards. Each person receives two Mindbugs. You must also follow three life points per person: use the meters in your edition, six personal chips, or three unused cards each you return as you go.

03The goal

Reduce your opponent's life points from three to zero. An attack that is not blocked removes a point of life, whatever the power of the creature.

04Preparing the duel

Mixes the 48 creatures. Gives ten hidden cards to each person: five form his hand, the other five his personal Stock. Stores the 28 unused creatures. Each person keeps his two Mindbugs available and starts at three lives. The Mindbugs are public and are not part of the hand.

Choose the first player at random, for example by revealing each one an unused creature: the highest power starts, and we start again in case of equality. Leave room for the creatures in play and for a personal waste, called cemetery.

Installation with two: each keeps five cards in hand and five in his pocket, as well as three life points and two Mindbugs. The army is empty at the beginning. Creatures are generic cards, without copying the illustration of an edition.

05Towers, battles and powers

In your turn, choose a single action: play a creature of your hand, or attack with a creature that you control. As soon as a card leaves your hand, immediately completes it up to five cards with your personal Stock, as long as it contains cards. You never mix your Cemetery to redo a Stock, unless it has an explicit effect.

Play a creature and use a Mindbug

Put the creature face up. Before its arrival effects, the opponent chooses if he spends a Mindbug to take control of it. If so, return his used Mindbug: the creature and its arrival effects are for him. You then immediately obtain a new complete turn. It is not yet the normal turn of the opponent.

If no one uses Mindbug, keep the creature and apply its effects "Play". One cannot take back this same card by spending another Mindbug: a takeover cannot be opposed this way. Mindbugs only apply to a creature played from the hand, never to a creature already in play or put into play by another effect.

Attack and Defend

Name one of your creatures and apply its effects "attack". The opponent chooses a creature to block, or agrees to lose a life. A blocker can serve even if he has just arrived; there is no mandatory rest after a fight.

In combat, compares the powers, taking into account the effects. The weakest creature is defeated; in case of equality, both are. A defeated creature normally goes to the cemetery of its owner. We do not keep wounds from one fight to another: a surviving creature regains its full power. A successful block prevents the loss of life even if the blocker is defeated.

The five keywords

  • Frenesia : After its first attack, if it is still at stake, the creature can carry out a second attack during the same round.
  • Hunter When you attack, you can choose the opposite creature that has to block. Without this choice, the defense works normally.
  • Poison : in combat, the opposing creature is defeated, even if its power is superior. Normal comparison continues to apply to the poisonous creature.
  • Discretion Only a creature with Discretion can block this attack. However, a discreet creature can block any attack that it could normally block.
  • Coriace : the first time this creature should be defeated, turn it 90 degrees instead of sending it to the cemetery. At its next defeat, it dies. It remains capable of attacking and blocking; it is not spontaneously straightened.

The particular texts of creatures complement these rules. "Vaincu" is triggered when a creature is defeated, not when an effect simply causes it to be defeated, returned to hand or changed to another side. Resolved as much as possible; if several of your effects occur together, choose their order. You have no right to invent an absent target to obtain an advantage.

06An example to understand

You attack with a creature of power 4 having Poison. The opponent blocks with a creature of power 8, without any other power. Yours is defeated because 4 is less than 8. The other is also defeated by the Poison. No one loses his life: the attack has been blocked.

The 4 loses comparison; Poison also defeats the 8. Blockage protects life.

If the creature of power 8 was Coriace and had never been defeated, it would be turned and would remain at stake. His power "Vaincu", if he possesses one, would not yet be triggered since Coriace prevented defeat.

07The end of the duel

A person loses as soon as his life reaches zero. The effects of a card can also cause this loss: read them in the order indicated. If your stock is empty, you can continue with your hand and army. If you can't play a card or attack, you also lose. There are neither victory points nor total power to add up at the end of the game.

08Frequent errors

Do not forget to complete your hand as soon as a card leaves it. Do not use a Mindbug on an effect that does not play a creature from the hand. Do not remove several lives on the pretext that a power is high. Do not straighten a Coriac creature between two towers: its orientation keeps the memory of its first protection.

09Start well

Don't spend your two Mindbugs too fast. As long as you have one left, the opponent hesitates to play his best creatures. Before attacking, examine all possible blockages. A small Poison creature can push back a monster. Also read the arrival effects before leaving a card to the opponent.

10Express summary

  • Ten creatures each: five in hand, five in pocket; two Mindbugs and three lives.
  • Choose in your turn: play a creature or attack with a creature at stake.
  • The defender can spend a Mindbug on the creature played; his former owner then replays a trick.
  • Immediately complete your hand up to five as long as your pocket allows.
  • An unblocked attack takes away a life; in combat, the weakest one is defeated, the equals eliminate both.
  • Apply the keywords and text of the maps. Zero life: immediate defeat.

FOR FURTHER READING

References and variant

Bibliography of edition 4.0, consulted on October 27 and 28, 2026. Explanations, examples and original diagrams of the book. The documentary reserves mentioned in the tutorial remain applicable.

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