ASTROBIRDZ Card Game
RULES
Available here for free for viewing and download, the rules from the Astrobirdz Card Game

Card game displayed showing contents.
ASTROBIRDZ™ Card Game
Rules version 1.007
CREDITS
Design: James M. Ward with Bill Cobb
Intellectual Property Conceptualization: Bill Cobb
Paintings: Jim Holloway
Art sketches, editing, and art direction: Bill Cobb, James M. Ward, Jim Holloway
Play Testing Assistance: John Danovich, Jim Fetty, Brian Blume, Tom Wham, Marc Mier, Kevin Melka, Mark Miller
FORMAT
Number of Players: 2-6
Suitable Ages: 8 and up
Playing Time: 20 minutes
GAME COMPONENTS
6 unique Berzerkerbirdz™ foil cards
1 deck of 54 Astrobirdz™ cards (six different colors of Astrobirdz numbered from 1-9)
1 AstroBoard Fingerboard
1 pad of 25 Tally Sheets
1 Set of Rules
1 Box
Astrobirdz and Berzerkerbirdz are trademarks of Bill Cobb Productions, Inc. Copyright 2005, all rights reserved.
THE RULES
Astrobirdz are the galaxy’s most competitive extreme sports creatures. Able to snowboard comets in the cold of space or surf the fiery surface of a sun, they are the ultimate extreme sports life form. They love nothing more than taking their favorite board and riding a wave, skating a stair, or catching as much air as possible on one of their kiteboards. They’ve learned to take their sport into outer space for even more complex board runs among the stars.
Astrobirdz use all types of boards, but each bird soon finds one it especially favors, and so specializes in that style of board. Their technology is such that they are able to jet on their boards into outer space and move at amazing speeds from planet to planet and star to star. They are famous throughout the universe not only for their extreme sports skills but for their high quality trade goods such as boards, rocketbikes, space cars, and other technology.
A peace-loving civilization, they’ve managed to settle disputes by competing against other alien races in an intergalactic extreme sports arena. This galaxy-wide sports activity has only increased the Astrobirdz’ love of competition. They fiercely defend their reputation as the ultimate extreme sports creatures by performing the most radical and intense tricks ever seen in any galaxy!
In their home region of space, the Birdznest Nebula, the Astrobirdz collect powerful Zoominium crystals. These crystals, found only in the Birdznest Nebula, contain the unique Zoominium energy that fuels every Astrobird. With enough Zoominium energy, they are able to transform into an even more powerful form of Astrobird known as a Berzerkerbird. Berzerkerbirdz serve as an extreme sports, test piloting, and special defense force ready to save the Birdznest Nebula when it is threatened with destruction, or when other creatures challenge their title as the radical extreme sports life form! Astrobirdz love peace, but when pushed too far they will use a combination of their awesome board riding skills and advanced kung fu to repel any invaders!
This game represents a competition between Astrobirdz as they train to improve their board riding skills in their Mega Ultra Extreme Sports Arena located in the heart of the Birdznest Nebula. This mighty arena is divided into different sections, each marked with a different color, that present different terrain through which birdz can zoom and do their tricks. Each bird has a favorite terrain and a board which is specially designed for that terrain, but all boards can be used in all terrain types to do killer tricks.
The birdz push themselves and each other to their limits in their endless quest to be greater and even more extreme. They encourage each other, yet each hopes to win the powerful bragging rights that will come from dominating the competition in the arena this day!
PLAY OF THE GAME
The game is played in a series of turns where Berzerkerbirdz cards are dealt out, then a certain number of Astrobirdz cards are dealt out, and then the players use those cards. The number of turns before the game is over is determined by how many players there are in the game.
TURN SEQUENCE
Do each of these four steps every turn.
Step 1: Deal Berzerkerbirdz Cards
Step 2: Deal Astrobirdz Cards
Step 3: Determine the Trump Color
Step 4: Play Tricks
STEP 1: DEAL BERZERKERBIRDZ CARDS
Collect and shuffle all six Berzerkerbirdz cards and deal one to each player. If there are fewer than six players, place undealt Berzerkerbirdz cards aside for this turn. Players look at their Berzerkerbirdz cards and place them face up in front of them. Any player can shuffle and deal the Berzerkerbirdz cards on the first turn; after that, the player with the AstroBoard does so.
Read all the Berzerkerbird powers and be sure to do what those powers say during the turn.
Berserkerbirdz are energy-enhanced Astrobirdz. They transform from Astrobirdz into Berserkerbirdz so they can perform even more amazing feats in the extreme sports arena and in defense of their culture from the many deadly enemies to their Birdznest Nebula. Berserkerbirdz always lead the way into conflict or sports. The Berserkerbirdz show their powers by standing as prime examples of the best in sports as they explore the outermost limits of radical and extreme boardriding.
STEP 2: DEAL ASTROBIRDZ CARDS
The player with the lowest Berzerkerbirdz card number shuffles and deals out the deck using the Player Chart, below. The number of the turn determines how many cards are dealt. For example, in a three-player game on turn two, two cards are dealt to each player.
After dealing the cards, put the rest of the Astrobirdz deck face down in the center of the play area.
PLAYER CHART
Turn Cards dealt to each player
Turn 1 T2 T3 T4 T5 T6 T7 T8 T9
6-players 1 2 3 4 5 6 7 8 *
5-players 1 2 3 4 5 6 7 *
4-players 1 2 3 4 5 6 *
3-players 1 2 3 4 5 *
2-players 1 2 3 4 5 *
* The game ends here; do not play this round. Total points to determine the winner.
STEP 3: DETERMINE THE TRUMP COLOR
The dealer turns up the top card on the Astrobirdz deck. That is the Trump Color for this turn.
Read the game rule on this Trump Color and enforce it for the rest of this turn. Each card’s game rule is fully explained at the back of this rules set.
Zoom performs the best tricks of the day in the arena. So, it’s only natural that all of Zoom’s faction, every red Berzerkerbirdz and Astrobirdz, get to be honored that day playing against the best of all the contestants.
STEP 4: PLAY TRICKS
Players attempt to win tricks with their hand of cards. They score points for winning tricks and extra points for correctly guessing in advance how many tricks they will win.
Guess How Many Tricks You Will Win: Before any tricks are played, each player starting with the player on the dealer’s left must guess how many of the tricks he or she will win. A player can guess as few as 0 wins or up to as many wins as they have cards in their hand (that’s how many tricks are going to be played and you cannot win any more than that). Each player tells the others their guess before any tricks are played; write each player’s guess on the tally sheet so you can check it later.
Give the AstroBoard: Whoever guessed the highest number of tricks gets the AstroBoard for this turn; give the AstroBoard to that player to set next to his Berzerkerbird card. In the case of a tie, the tied player with the highest numbered Berzerkerbird card gets the AstroBoard.
Play and Win Tricks: The player to the dealer’s left plays one card from his hand to begin the first trick. Each player must put out a card of the same color as the first card played if they have one or, if they don’t have that color, some other colored card.
If any players played cards that match the Trump Color, then the highest of these played wins the trick. If no players played cards that match the Trump Color, then the highest card matching the color of the first card played wins the trick.
For example, the Trump Color is red. The first player plays a blue 3, then the other players play a blue 8, then a green 7, then a red 2, and then a red 4. Those players who played green and red cards didn’t have any blue cards in their hand. The player with the red 4 wins the trick because he used a Trump Color card even though his 4 is lower in value than the 8 or 7 played. That person begins the next trick by placing a new card down on the table.
Whoever wins the trick collects the cards played for that trick and places them all face down in his play area (they do not go into his hand), then plays a card from his hand to begin a new trick.
Keep playing tricks until everyone is out of cards, then score points.
Score Points: Player score points for doing these different things:
Winning Tricks: 1 point for each.
Guessing Correctly: Winning the exact number of tricks guessed earns 5 points
Highest Correct Guess and the AstroBoard Bonus: If this was also the highest number of tricks guessed: 5 points plus 5 more points if the player has the AstroBoard (if two or more players tie, then only the one with the fewest points so far gets the additional points; if still tied, the player with the highest number Berzerkercard gets the additional points).
Berzerkerbird Card Points: Players may also get additional points as directed by their Berzerkerbirdz cards.
Lose Points for Guessing Incorrectly: Players who guessed incorrectly how many tricks they would win lose 1 point for every trick they were ‘off.’ So, a player who guessed two tricks but won only one loses one point. Points lost cannot bring the player’s score for the turn below zero.
Write point totals on the Tally Sheet. Keep a running total of each player’s score from turn to turn.
For example, a player who owns the AstroBoard guesses she would win three tricks and then does so. She scores 3 points for the tricks plus 5 more for guessing correctly. Her 3 total was also the highest correct guess, so she gets 10 more points because she owns the AstroBoard.
After points are scored, begin the next turn with Step 1: Deal Berzerkerbirdz Cards. If the next turn has an asterisk (*) on the Player Chart, the game is over; add up all the points on the Tally Sheet to see who won the game.
Playing and winning tricks is the key to winning the Astrobirdz ™ Card Game. It is a good idea to arrange your hand of cards by color and by the numbers in the upper left hand corner of the card, highest to lowest. New players should try guessing just the number of cards you have that match the Trump Color. If you don’t have any, guess 0 even if you have high numbered cards. As you come to learn the game, your strategy for how many tricks to guess will change and you will become a better player.
Zoom is at the top of the sports arena considering his next move. The competition has been tough today and he’s down on points and needs a big score. He’s already considered and rejected attempting a Judo-air with a kick or even a Tuber-ride with a twist. Those tricks just won’t get him the points he wants. He’s got to try something big, so he glides down to attempt a 720 air revert pop shove-it!
Zoom, the red Astrobird, considers his skills and picks a series of maneuvers that he can do in the arena in front of cheering millions of sports fans. He tells the extreme sports arena judges what he wants to attempt. At the end of his run, they mark him for all the tricks he did successfully. The arena lights up the space surf motion machines and Zoom tries his first stunt.
SPECIAL RULES
Kooking Out: A player who has failed to follow the color of the card played and in fact had a card of the required color and did not play it on purpose, is said to have ‘kooked out.’ This player has made a grave mistake and if found out must leave the game.
Zoom declares to the judges that he will do a barrel roll and a tuberide. For some reason he blanks and does an amazing railgrab. Not part of the program he was supposed to do, he gains no points and feels stupid.
AstroBoard: The AstroBoard has another special power that can be used after all tricks are played but before points are scored. If the AstroBoard’s owner guessed one too many or one too few tricks he can use the power of the board to either give one of his tricks to another player or take one that another player won and make it his. If he guessed one trick more than he won, he can give one of his tricks to another player who guessed exactly one trick too few. If he guessed one trick fewer than he won, the AstroBoard owner can take a trick from another player who guessed exactly one trick too many. Either way, both player’s guesses are now exactly right and they score points accordingly. Note, though, that the AstroBoard owner cannot use this power if there are no other players who guessed exactly one too many or too few tricks.
The AstroBoard's abilities are an aspect of the Berzerkerbirdz' awesome cosmic powers. Just as they are able to partially see into the future to know how many tricks to attempt, the AstroBoard allows them to manipulate time and space to make the number of attempted tricks match up!
OPTIONAL RULE: PASS CARDS
Optional rules are used to make the game more challenging and interesting. First play the game without these optional rules and when you feel you understand the game completely, play with one or more of these new rules, and enjoy the game in a new way.
When players have two or more cards, they pass part of their hand to the left just before make their guesses. Pass the number of cards shown on this chart:
Passing Cards Chart
2 cards in hand, player must pass 1
3 cards in hand, player must pass 2
4 cards in hand, player must pass 2
5 or more cards in hand, player must pass 3
BERZERKERBIRDZ CARDS
1: Red Berzerkerbirdz - ZOOM: Start the first trick. Score 2 points.
Zoom is unusually quick and has a special sense that allows him to determine what his opponents are going to do just before they pick their actions.
2: Orange Berzerkerbirdz - MAX: Guess how many tricks you will win after all other players have guessed. Score 3 points.
Max is the ultimate tactician and has studied his opponents so carefully that he can wait and allow them to make all of their best moves before he takes his action.
3: Yellow Berzerkerbirdz - SPEEDSTER: Play the last card in each trick. Score 4 points.
Speedster is so fast that he’s started letting all of his opponents begin their actions before he starts his to give them even more of an advantage in sports or combat.
4: Green Berzerkerbirdz - TURBO: Score 5 extra points when you get the AstroBoard Bonus. Also, win all ties when assigning the AstroBoard for the next turn. Score 0 points.
Turbo loves to take on the best of a large group of opponents. He watches what they do and then out performs them in speed and focus.
5: Blue Berzerkerbirdz - NITRO: Look at one other player’s hand just before making your guess. Score 6 points.
Nitro loves to research his opponents. He studies their playbooks, their former contests, and carefully looks at what they are capable of doing before he enters any contest with them. This allows him to know what moves they are going to make before they make them.
6: Pink Berzerkerbirdz - SURFETTE: Before any guesses are made, you may trade one or two cards for a like number drawn randomly another player’s hand. Score 7 points.
Surfette loves turning the tables on her opponents, doing the best of their tricks and making those tricks even fancier when she attempts them.
ASTROBIRDZ CARDS
Each of the Astrobirdz cards in the deck has a rule. That rule is used for the entire turn when the card determines the Trump Color. The following is a detailed explanation of all of the rules on the cards.
Red Zoom #1
All red cards taken in tricks this round score 1 point each.
When the tricks are totaled at the end of the round, each red card adds 1 point to the player’s score.
Red Zoom #2
Any 2 played during a trick changes the Trump Color to Orange for that trick.
Any of the 2s played change the Trump Color to orange when determining who wins this trick. The Trump Color changes back to its original color on the next trick.
Red Zoom #3
No special power. Play all tricks normally.
Red Zoom #4
All red cards taken in tricks this round score 2 points each.
When the tricks are totaled at the end of the round, each red card adds 2 points to the player’s score.
Red Zoom #5
Any 2 or 3 played during a trick change the Trump Color to Orange for that trick.
Any of the 2s or 3s played change the Trump Color to orange when determining who wins this trick. The Trump Color changes back to its original color on the next trick.
Red Zoom #6
Everyone draws another card.
Deal one more card to each player than the Player Chart shows. One more trick than usual will be played this turn.
Red Zoom #7
All 1 cards count as 10.
Number 1 cards are considered number 10 cards this round. If a player used a red 9 and another player used a red 1, the red 1 beats the 9 this round only because it is considered a 10.
Red Zoom #8
Double all points scored.
If a player scored 8 points in the round with all the pluses and minuses, they would write down 16 points for their score.
Red Zoom #9
9s are not beaten by lower Trump Color cards played.
If the Trump Color is red and a yellow 9 is played that card would not be beaten in this round by a red 7. If the Trump Color 9 is played, it wins the trick.
Orange Max #1
All orange cards taken in tricks this round score 2 points each.
When the tricks are totaled at the end of the round, each orange card adds 2 points to the player’s score.
Orange Max #2
Any 2 played during a trick changes the Trump Color to Yellow for that trick.
Any of the 2s played change the Trump Color to yellow when determining who wins this trick. The Trump Color changes back to its original color on the next trick.
Orange Max #3
When Astrobirdz cards are dealt, discard all 1s and 2s in your hand and draw cards to replace them.
Players who draw more 1s and 2s do not draw more cards to replace them.
Orange Max #4
All orange cards taken in tricks this round score 3 points each.
When the tricks are totaled at the end of the round, each orange card adds 3 points to the player’s score.
Orange Max #5
Give Berzerkerbirdz cards to the player on your left.
All players rotate Berzerkerbirdz cards to the left and use the new one they get for the rest of the turn.
Orange Max #6
Everyone draws 2 more cards.
Deal two more cards to each player than the Player Chart shows. Two more tricks than usual will be played this turn.
Orange Max #7
Everyone discards one card.
After Astrobirdz cards are dealt, each player discards one card. One fewer trick than usual will be played this turn. Note: do not enforce this rule if every player is just dealt one card this turn.
Orange Max #8
Double all points scored.
If a player scored 8 points in the round with all the pluses and minuses, they would write down 16 points for their score.
Orange Max #9
9s are not beaten by lower Trump Color cards played.
If the Trump Color is red and a yellow 9 is played that card would not be beaten in this round by a red 7. If the Trump Color 9 is played, it wins the trick.
Yellow Speedster #1
All yellow cards taken in tricks this round score 2 points each.
When the tricks are totaled at the end of the round, each yellow card adds 2 points to the player’s score.
Yellow Speedster #2
Any 2 played during a trick changes the Trump Color to Green for that trick.
Any of the 2s played change the Trump Color to green when determining who wins this trick. The Trump Color changes back to its original color on the next trick.
Yellow Speedster #3
Give your lowest numbered card to the person on your right.
After Astrobirdz cards are dealt, all players secretly pass their lowest numbered card to the player to their right. If there is a tie for lowest, the player picks which card to give away.
Yellow Speedster #4
Give your highest numbered card to the person on your right.
After Astrobirdz cards are dealt, all players secretly pass their highest numbered card to the player to their right. If there is a tie for highest, the player picks which card to give away.
Yellow Speedster #5
All ‘5’ cards taken in tricks this round score 3 points each.
When the tricks are totaled at the end of the round, each ‘5’ card, regardless of color, adds 3 points to the player’s score.
Yellow Speedster #6
The dealer picks Trump Color for this turn.
After Astrobirdz cards are dealt, the dealer announces whatever Trump Color he wants.
Yellow Speedster #7
The youngest player picks Trump Color for this turn.
After Astrobirdz cards are dealt, the youngest player announces whatever Trump Color he wants.
Yellow Speedster #8
The oldest player picks Trump Color for this turn.
After Astrobirdz cards are dealt, the oldest player announces whatever Trump Color he wants.
Yellow Speedster #9
9s are not beaten by lower Trump Color cards played.
If the Trump Color is red and a yellow 9 is played that card would not be beaten in this round by a red 7. If the Trump Color 9 is played, it wins the trick.
Green Turbo #1
All green cards taken in tricks this round score 2 points each.
When the tricks are totaled at the end of the round, each green card adds 2 points to the player’s score.
Green Turbo #2
Any 2 played during a trick changes the Trump Color to Blue for that trick.
Any of the 2s played change the Trump Color to blue when determining who wins this trick. The Trump Color changes back to its original color on the next trick.
Green Turbo #3
All ‘3’ cards taken in tricks this round score 5 points each.
When the tricks are totaled at the end of the round, each ‘3’ card, regardless of color, adds 5 points to the player’s score.
Green Turbo #4
All Trump Color cards taken in tricks this round score 3 points each.
When the tricks are totaled at the end of the round, each card matching the Trump Color adds 3 points to the player’s score.
Green Turbo #5
All 9 cards count as 0.
Number 9 cards are considered number 0 cards this round. If a player used a red 9 and another player used a red 5, the red 5 beats the 9 this round only because it is considered a 0.
Green Turbo #6
Everyone draws another card.
Deal one more card to each player than the Player Chart shows. One more trick than usual will be played this turn.
Green Turbo #7
4s and 5s are not beaten by lower Trump Color cards played.
If the Trump Color is red and a yellow 5 is played that card would not be beaten in this round by a red 7. If higher Trump Color is played, it wins the trick.
Green Turbo #8
All ‘8’ cards taken in tricks this round score 5 points each.
When the tricks are totaled at the end of the round, each ‘8’ card, regardless of color, adds 5 points to the player’s score.
Green Turbo #9
9s are not beaten by lower Trump Color cards played.
If the Trump Color is red and a yellow 9 is played that card would not be beaten in this round by a red 7. If the Trump Color 9 is played, it wins the trick.
Blue Nitro #1
All blue cards taken in tricks this round score 2 points each.
When the tricks are totaled at the end of the round, each blue card adds 2 points to the player’s score.
Blue Nitro #2
Any 2 played during a trick changes the Trump Color to Pink for that trick.
Any of the 2s played change the Trump Color to pink when determining who wins this trick. The Trump Color changes back to its original color on the next trick.
Blue Nitro #3
Winning tricks score 5 points.
This turn, winning tricks score 5 points instead of the usual 1 point.
Blue Nitro #4
All blue cards taken in tricks this round score 3 points each.
When the tricks are totaled at the end of the round, each blue card adds 3 points to the player’s score.
Blue Nitro #5
Any 2 or 5 played during a trick changes the Trump Color to Pink for that trick.
Any of the 2s or 5s played change the Trump Color to pink when determining who wins this trick. The Trump Color changes back to its original color on the next trick.
Blue Nitro #6
Everyone draws 2 more cards.
Deal two more cards to each player than the Player Chart shows. Two more tricks than usual will be played this turn.
Blue Nitro #7
Double all points scored.
If a player scored 8 points in the round with all the pluses and minuses, they would write down 16 points for their score.
Blue Nitro #8
8s are not beaten by lower Trump Color cards or 9s played.
If the Trump Color is red and a yellow 8 and a yellow 9 are played, the yellow 8 ns the trick.
Blue Nitro #9
9s are not beaten by lower Trump Color cards played.
If the Trump Color is red and a yellow 9 is played that card would not be beaten in this round by a red 7. If the Trump Color 9 is played, it wins the trick.
Pink Surfette #1
Even scores get an extra 5 points.
Each player whose point total is an even number this turn gets an additional 5 points.
Pink Surfette #2
Any 2 played during a trick changes the Trump Color to Red for that trick.
Any of the 2s played change the Trump Color to red when determining who wins this trick. The Trump Color changes back to its original color on the next trick.
Pink Surfette #3
Everyone draws 3 more cards.
Deal three more cards to each player than the Player Chart shows. Three more tricks than usual will be played this turn.
Pink Surfette #4
All 4 cards count as 10.
Number 4 cards are considered number 10 cards this round. If a player used a red 9 and another player used a red 4, the red 4 beats the 9 this round only because it is considered a 10.
Pink Surfette #5
Odd scores get an extra 5 points.
Each player whose point total is an odd number this turn gets an additional 5 points.
Pink Surfette #6
The player taking the last trick gains 5 points.
Whichever player wins the last trick of the turn scores an additional 5 points.
Pink Surfette #7
The player taking the first trick gains 5 points.
Whichever player wins the first trick of the turn scores an additional 5 points.
Pink Surfette #8
The player with the lowest Berzerkerbird card picks Trump Color for this turn.
After Astrobirdz cards are dealt, the player whose Berzerkerbird card has the lowest number announces whatever Trump Color he wants.
Pink Surfette #9
9s are not beaten by lower Trump Color cards played.
If the Trump Color is red and a yellow 9 is played that card would not be beaten in this round by a red 7. If the Trump Color 9 is played, it wins the trick.
GO BERZERK tm WITH BERZERKERBIRDZ tm !
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Berzerkerbirdz are energy-enhanced Astrobirdz from the Birdznest Nebula. These powerful Birdz ride powered boards, surfboards, skateboards, snowboards, skimboards, and hoverboard - jet and rocket boosted. Extreme sports action afficionados with hovercraft, flying cars and space birdhouses, these kahunas of the power board are the true boarding birds of space. Masters of speed and performance, they proclaim cowabunga, risk a mighty wipeout, and Go Berzerk if they have to - but prefer to chillax. Games, collectibles, animation, cartoon, comic, books, novels, and other merch are in stores now or in production. James M Ward of Gamma World and Metamorphosis Alpha fame and ace artist Jim Holloway have contributed mightily to delivering the Birdz experience. Sometimes erroneously appelated as astrobirds, astro birds, berserker birds, berserkerbirds, berserker birdz, berzerker birds, berserk bird, berserk birds, berserk birdz, berzerk birdz, astro bird, astrobird, and other minor mutations of the correct and true original space boarding birds - Astrobirdz! Originating from their deep space nesting place, their beloved Birdznest Nebula, sometimes misappelated as Birdsnest Nebula, Birdnest Nebula, Bird Nest Nebula, Birds Nest Nebula, or Birdz Nest Nebula. Their rocket powered Astroboards are an advanced form of powerboard, powered by Zoominium Energy - the unique fuel source found only in the Birdznest Nebula. Surf, skate, and snowboard through a cosmos of excitement with these avian adventurers.
Contents are Copyright 2006 by Bill Cobb Productions, Inc. ASTROBIRDZ, BERZERKERBIRDZ, BIRDZ, BIRDZNEST NEBULA, GO BERZERK, ZOOMINIUM, and "Astrobirdz - The Original Space Birds" are trademarks of Bill Cobb Productions, Inc. All rights reserved.