---
title: On the Edge Tiny Rules
date: 250107
author: robin ([email protected])
url: http://www.execulink.com/~robin1/ga_ontetiny.txt
category: ote
---
Retrieved from archive.org, captured 2004-07-04.

Original rules (c) 1994 Trident Inc.


Object of the Game:
You win a game by starting a turn with a sufficient amount of
Influence, equal to 48 divided by the number of players (minimum of
10).

Decks:
Your deck should consist of 40 or more cards; multiple copies of a
single card are permitted. Before play shuffle your deck and cut the
deck of the player to your right. Then deal out 10 cards for your
initial hand. Decide which player will take the first turn.

Turns:
Each player takes their turn, with play proceding clockwise. Place
Resources and Secrets on the table in front of you, Characters in
their rank and file.

Types of Cards:
RESOURCES provide Pull which can be used to put characters and other
cards into play.

WHAMMIES have no cost and thus may be played freely on your turn,
after which they are discarded. Those designated "play any time" may
be played on other players' turns.

GEAR includes weapons, armor, and other devices which are played onto
a character card. Any amount of Gear may be on a Character, but only
one Weapon, one Armor, and one copy of other Gear can operate at a
time. Gear need not be used at the player's discretion, and may be
discarded at will.

CONDITIONS are played on characters and may not be moved or discarded.

ENVIRONMENTALS continually affect play. They are Unique.

SECRETS provide special powers. Each player may have only a single
copy of a given Secret in play at a time.

CHARACTERS are Unique and remain in play until popped. Characters with
a Pull value may be cranked for Pull; such Pull may be used to call
cards or score Influence. Characters may be cranked to attack another
character. Unless a Character says "crank any time," it may only be
cranked on your turn.

Cranking and Flipping:
Most cards can be used just once per round for one function. Once the
card is used, "crank" it by turning it sideways to indicate that it is
no longer active. A Character may only be cranked in the middle of
another Character's action if it directly affects that action. You
cannot crank a Character just for the sake of doing so.

Some Characters flip to have an effect; this is treated exactly like
cranking. If a card is Flipped, place it face down outside your
conspiracy.

Calling Cards:
To call a card into play you must crank cards with Pull equal to its
Cost. Cards with 0 cost may be played without generating Pull, but
only one 0 cost card may be played per turn. If the cost is marked
with a bullet, the card cannot be called unless you have another in
play sharing at least one trait. Cards may not be called on another
player's turn unless they state "play any time".


Turn Sequence:
1) Card-Tending Phase: perform the following in sequence
  a) Uncrank all cranked cards.
  b) Unflip all flipped cards, placing them in your conspiracy
     cranked.
  c) Discard any cards in your hand that you cannot call because of
     Uniqueness.
  d) Draw one card from your deck, plus one for every card you just
     discarded. If you cannot draw due to the fact that your deck is
     depleted, you are out of the game. You may have any number of
     cards in your hand.

2) Operations Phase: perform the following in any order
  * Call one 0-Cost card
  * Call any other cards whose Cost you pay in Pull
  * Play any number of Whammies
  * Launch attacks against other players (no more than one attack per
    opponent, including yourself)
  * Crank any of your Characters to use their special abilities or to
    generate Pull Points
  * Crank a Character to move it to a new location in your Conspiracy

3) End of Turn Phase: perform the following in sequence
  a) Influence is scored from unused Character Pull.
  b) Shift Gear from any Character to an adjacent Character. A given
     Gear cannot be moved more than once per turn.

Rank and File:
When a Character is called, place it in front of you adjacent to
another Character, occupying a particular rank and file. A rank is a
horizontal (left to right) row; a file is a vertical (near to far)
column. You may have as many files as you wish but only up to three
ranks. The rank furthest from you is the first or lowest rank.

During play Characters may become isolated from each other when the
Characters between them are eliminated or moved; this is OK.

Attacks:
During Operations phase, you may crank a Character to have it attack
another, providing there is no active (uncranked) Character between
them (in either your or your opponent's conspiracy). A Character in
the same conspiracy can be attacked if it is in the same rank or file
and is not blocked. Flipped Characters cannot be attacked, nor can
they attack.

To resolve the attack, compare the attacker's AP to the defender's DP.
The Character with the lower number is popped. In case of a tie, both
are popped. Whammies, Conditions, Gear, and Characters' special
abilities can alter a Character's power and hence influence combat.
Reducing a Character's DP to 0 or lower does not pop it.

Characters may also be popped by means of special abilities or other
effects, but these are not considered to be attacks and do not count
against the attack limit.

When a defending Character is popped due to combat and is not Saved,
its player loses Influence equal to the Character's Pull. Influence
may go negative by this method.

Effects:
An effect is any card ability other than combat which affects another
card. Effects last only for the current turn unless they have some
marker to indicate their presence. For example, Whammies last for one
turn, but Conditions are a continual effect since the card itself acts
as a marker. All players have a chance to respond to a given action by
playing effects, but only those effects which directly pertain to the
action are allowed.

Ability Descriptions:
AVOID COMBAT prevents the Character from being attacked. The attacker
is cranked as usual; this attack still counts as the one allowed
against the defending player.

BULLDOZE allows an attacker to target multiple defenders in the same
file and subsequent ranks. Each attack is resolved independently, with
the attacker's AP reduced by the total DP of the Character(s) it has
already attacked.

BYPASS allows the attacker to ignore an active, enemy Character when
determining legal targets.

"CALL ANY" on a card means that the called card's Cost is irrelevant.
A 0-Cost card called this way doesn't count against the limit of one
per turn.

CAN'T ATTACK takes precedence over any card or effect that would force
the Character to attack.

CONTROL means that your Character can force one active Character in
another conspiracy to act as if you were controlling it. A controlled
Character be cranked to attack, provide the Controller with Pull, etc.

EXCLUDE means that the Character cannot be in the same Conspiracy as
the specified Character. If this condition is forced, the Character is
popped.

GANG UP allows the Character to attack along with another Character
who is already attacking. Use the combined AP of the attackers to
determine whether the defender is popped. The defender can pop any
attacker(s) with combined AP no higher than its DP (defender's choice).

IMMUNE Characters are not affected by the stated ability or effect.
They may still be attacked by characters possessing that trait. They
may possess Conditions and Gear to which they are Immune, but they are
not affected by it.

FIRST/LAST RANK indicates that the Character must be in the specified
rank. If this is ever untrue, the Character is immediately cranked and
moved to a legal position.

MARTYR allows the Character to crank and pop instead of another, at
any time. A cranked Character cannot Martyr.

SAVING a Character prevents it (and any cards on it) from being
discarded when it is popped. Unless otherwise specified, the Saved
Character is cranked.

SURPRISE means that the Character may not be adversely affected by
combat when attacking. Furthermore, the defender cannot use optional
effects, only automatic effects (such as from Weapons and Armor). If
the defender has multiple Weapons or Armors, the attacking player
decides which apply. The defender cannot crank in response to being
attacked.

UNIQUE means that only one copy of this card can be in play at a time.
All Characters and Environmentals are Unique unless otherwise
specified; non-Characters are Unique only if specified.