Outer Spade @armandorubi3 Ebony Morrison Ajani Smith

Outer Spade was created as a trick game to simulate how climate change is influenced by humans. By showing how a planet can heat or cool, the cards change the planet temperature simulating an environmental issue that is an embedded message for the player. The Ace or Alien card changes the pace of the game, allowing players to cause other players to take all of the outer core and introduce a newly evolved planet.

How to Setup

The basic set up of the game is to place one card in the center, called the Inner Core. The six face down cards around it are called the Outer Core. Players draw a card to see who goes first. Players are dealt seven cards each.

On a players first turn, they can heat or cool the planet by adding cards in number sequence. However many they place, gives them the option of flipping outside panels. The first connection of inner to outer core must match number sequence. Note: Sequence is 2-K and King returns to card 2, as the Ace card is considered the Alien card. In this example, the player has luckily connected the 4 and 3 between inner and Outer Core. They must place a 4 or 2 (which they have) on the 9 to continue the sequence or risk taking all of the Outer Core.

Here we see that the player flipped an Ace card when opening an Outer Core panel. The player must take all Outer Core cards, except for the Ace which is returned to the bottom of the deck. This is to balance the effects of the Ace so it does not jump around, causing players to constantly make each other draw. If a player completes the Outer Core of the planet, they must choose a player to take all of the Outer Core cards.

Basic Turn Guide

1. Players have the option of drawing a card.

2. A player may place a maximum of 6 card(s) on the Inner Core using number sequence (2-K); numbers may go up and down during same turn if cards are available (can heat and then cool and heat again).

3. If player was able to place cards on Inner Core, they have the option of flipping Outer Core cards (a maximum of 6 panels).

4. The first panel to be flipped on the Outer Core must follow the number sequence of the Inner Core. Players must place the correct card on one of the flipped panel(s) or take all of the Outer Core cards. Replacement cards are placed on top of original panel cards to add to the bulk of the Outer Core.

5. Once the first Outer Core card has been correctly placed, the Outer Core independently follows its own number sequence, unless it is reset.

6. The Alien card (Ace) may be played at any time during the game which allows player to select another to take the Outer Core cards. The Outer Core is replaced with faced down panel cards from the draw deck.

7. If a player completes the Outer Core, they select another player to take the Outer Core cards. Again, the Outer Core is replaced with faced down panel cards from the draw deck. Finishing the Outer Core acts the same as playing an Ace card.

8. Once a player can no longer place a card, it begins the next player’s turn.

9. The game ends when a player has no cards remaining OR the draw pile has less than six cards. Note: This is discovered when reconstructing Outer Core and you cannot. It triggers the end of the game. This is so players do not have to keep a count of draw pile.

This video explains how to connect the Inner/Outer Core

Created By
Armando Rubi III


Armando Rubi III

Made with Adobe Slate

Make your words and images move.

Get Slate

Report Abuse

If you feel that this video content violates the Adobe Terms of Use, you may report this content by filling out this quick form.

To report a Copyright Violation, please follow Section 17 in the Terms of Use.