Draw a material
At the start of the turn you draw a material from the deck and place it face-up in your reserve.
Two decks, eight game zones, twenty-eight mechanical operations. The complete manual, with every flow arrow.
The first player to accumulate 20 or more stoner points in their own smoked stack at the end of a full round wins the game.
Play proceeds clockwise. Each turn is a sequence of operations: draw, smoke, gather coins, attack opponents, end.
If the round is not yet complete when 20 points are reached, all players must take the same number of turns. On a tie, play continues until a single leader remains.
Every operation in the game moves cards between eight zones. Learn them: every arrow in the manual goes from one zone to another.
Eight zones in total: four shared at the center of the table (the two decks and two dumps) and four personal in front of each player (hand, reserve, area, smoked stack).
Four steps to get started. Works the same from 2 to 6 players.
Material deck (60 cards) and game deck (60 cards: 26 actions + 26 tools + 8 out-of-turn) shuffled separately, face-down in the middle.
5 game cards per player, kept hidden in hand. Optional: 3 face-up materials in each player's reserve.
In front of each player: reserve (materials waiting to be smoked), area (active legendary tools) and smoked stack (smoked materials = score).
Randomly (dice or "the most stoned"). Play goes clockwise.
Each game operation is an arrow that goes from one zone to another. We grouped them by family: draw, smoke, coins, actions, out-of-turn, end-of-turn, recycle, deck management.
At the start of the turn you draw a material from the deck and place it face-up in your reserve.
After the material you draw a game card (action, tool or out-of-turn) and keep it hidden in your hand.
Paper from your hand + material from your reserve. The material lands in the smoked stack, the paper in the game dump.
Legendary tool in your area + material in the reserve. The tool stays in the area but gets tapped to mark it as used.
Multiple materials with a single tool: the sum of stoner points must fit in the min-max range. The one with the most points goes on top of the smoked stack.
Two combined papers: the min-max ranges add up. Useful for smoking materials too strong for a single paper.
Rotate a material 90° to get the action coins shown on it. The material is locked for that turn and cannot be smoked.
You discard a card from hand to the game dump. You gain the action coins shown by the coins value at the card's bottom-right.
Spend action coins to trigger the card's effect. After resolution, the action goes to the game dump.
Some actions destroy materials from an opponent's reserve or smoked stack. Destroyed cards go to the material dump, where they can be recovered (e.g. Dealer's Cove).
A legendary tool destroyed by an action ends up in the game dump. It can be recovered by other actions (e.g. Scavenger).
Discard cards from your hand to play Short Memory. Cancels an opponent action in progress. Doesn't stop smoking or card abilities.
When an opponent is using a tool to smoke, you steal it: the legendary moves from their area to yours. Also stops connected abilities.
You smoke the material the opponent was about to smoke: it goes to your smoked stack. Also stops abilities.
When an opponent declares a smoke move, Drug Test forbids them from smoking until the end of their turn.
When Legalize enters play it is removed forever from the game. After Legalize, Police can no longer be played as an action.
After Legalize, Police in hand can only be discarded to get a coin or pay an out-of-turn. Its effect as an action is disabled.
Materials tapped to generate coins are untapped. They become available to smoke again next turn.
Legendaries tapped to mark "used" return upright, ready to smoke again next turn.
Action coins not spent during the turn are lost. They don't carry over between turns.
Discard a paper from hand for action coins (see the coins value on the card).
Discard an action from hand for action coins. Useful to pay for a costlier action or an out-of-turn.
Discard an out-of-turn from hand for action coins. You lose it as a counter-card.
After smoking with a paper, it automatically goes to the game dump. Papers are single-use: legendaries stay in the area.
When a deck runs out and someone needs to draw, reshuffle the matching dump and put it back as a face-down deck.
If both the material deck and material dump are empty, at turn start you only draw the game card.
If both the game deck and game dump are empty, at turn start you only draw the material.
If both decks and their dumps are empty at turn start, no cards are drawn. The turn continues with what you have.
When the current player is the last in the round and someone has already reached 20+ stoner points, you count at end of turn.
The first to 20+ points in their own smoked stack wins. If multiple players tie, play continues until one leader remains.
Quick answers to the most common doubts during the game.
As many as you want, as long as you have suitable cards and coins. The only limit is one new tool from hand per turn. The other operations (smoking with legendaries already in the area, tapping materials, discarding for coins, playing actions) can repeat.
Yes (see OP 05). The sum of stoner points must fit the tool's min-max range and the type must match. Combining papers (OP 06) makes their ranges add up.
The tapped material is locked for the turn and cannot be smoked. At end of turn (OP 18) it returns upright, ready for the next turn.
As many as you can pay for by discarding cards from your hand. There's no explicit numeric limit, but each out-of-turn has a discard cost that grows with the effect's power.
You reshuffle the matching dump and put it back as a deck (OP 25). If both deck and dump of one family are empty, you only draw from the other (OP 26 or OP 27). If all are empty, you skip the draw (OP 28).
Legalize is one-time: after being played it is removed from the game (OP 16). From then on Police can no longer be played as an action, but can be discarded for a coin or to pay an out-of-turn (OP 17).
Play another full round. The highest score wins. If a tie remains, keep playing until one leader is left.
Browse the cards one by one, or head back home to find out how to get the deck.
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