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Game manual

The Rules.

Two decks, eight game zones, twenty-eight mechanical operations. The complete manual, with every flow arrow.

2-6
Players
20+
Stoner points
30'
Avg. duration
1 Objective

Be the first to 20 stoner points.

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.

20+ STONER POINT
2 Game zones

Eight zones.

Every operation in the game moves cards between eight zones. Learn them: every arrow in the manual goes from one zone to another.

DECK MATERIALS 60 cards DECK GAME 60 cards DUMP MATERIALS DUMP GAME PLAYER ZONES HAND hidden cards 5 at start RESERVE face-up materials not yet smoked AREA legendary tools in use SMOKED STACK smoked materials the scoreboard

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).

3 Setup

Set the table.

Four steps to get started. Works the same from 2 to 6 players.

  1. Shuffle the two decks

    Material deck (60 cards) and game deck (60 cards: 26 actions + 26 tools + 8 out-of-turn) shuffled separately, face-down in the middle.

  2. Deal the hand

    5 game cards per player, kept hidden in hand. Optional: 3 face-up materials in each player's reserve.

  3. Define the zones

    In front of each player: reserve (materials waiting to be smoked), area (active legendary tools) and smoked stack (smoked materials = score).

  4. Choose the first player

    Randomly (dice or "the most stoned"). Play goes clockwise.

4 All 28 operations

Everything you can do.

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.

A

Draw

2 operations
OP 01

Draw a material

Material deck Reserve draw turn start

At the start of the turn you draw a material from the deck and place it face-up in your reserve.

Turn start
OP 02

Draw a game card

Game deck Hand draw turn start

After the material you draw a game card (action, tool or out-of-turn) and keep it hidden in your hand.

Turn start
B

Smoke

4 operations
OP 03

Smoke with a paper

Hand Reserve Smoked stack Game dump material paper SMOKE

Paper from your hand + material from your reserve. The material lands in the smoked stack, the paper in the game dump.

Compatible typeMin-max range
OP 04

Smoke with a legendary

Area Reserve Smoked stack Area material tapped SMOKE

Legendary tool in your area + material in the reserve. The tool stays in the area but gets tapped to mark it as used.

Max 1 new legendary/turnAbility triggered
OP 05

Smoke multiple materials at once

Reserve Reserve Smoked stack mat A mat B sum of points in range

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.

Same type or specials
OP 06

Combine two papers

Hand Hand Game dump paper 1 paper 2 MIN and MAX add up

Two combined papers: the min-max ranges add up. Useful for smoking materials too strong for a single paper.

Both discarded after use
C

Action coins

2 operations
OP 07

Tap a material

Reserve Action coins generates the material stays tapped until end of turn

Rotate a material 90° to get the action coins shown on it. The material is locked for that turn and cannot be smoked.

Generates coins
OP 08

Discard a game card

Hand Game dump Action coins coins

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.

Generates coins
D

Actions

3 operations
OP 09

Play an action

Hand Action coins Game dump Out of play effect pay effect resolved

Spend action coins to trigger the card's effect. After resolution, the action goes to the game dump.

Cost in coinsBlockable by Short Memory
OP 10

Destroy a material

Reserve Smoked stack Material dump action action

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).

Recoverable from dump
OP 11

Destroy a tool

Area Game dump action

A legendary tool destroyed by an action ends up in the game dump. It can be recovered by other actions (e.g. Scavenger).

Recoverable from dump
E

Out-of-turn

4 operations
OP 12

Short Memory

Hand Game dump Out of play discard cancels action

Discard cards from your hand to play Short Memory. Cancels an opponent action in progress. Doesn't stop smoking or card abilities.

Discard costOnly during action
OP 13

Nice Tool!

Hand Area Game dump Area discard steal opponent → yours

When an opponent is using a tool to smoke, you steal it: the legendary moves from their area to yours. Also stops connected abilities.

Discard costDuring smoking
OP 14

Pass It!

Hand Reserve Game dump Smoked stack discard you smoke opponent → yours

You smoke the material the opponent was about to smoke: it goes to your smoked stack. Also stops abilities.

Discard costDuring smoking
OP 15

Drug Test!

Hand Game dump discard Opponent cannot smoke until end of turn

When an opponent declares a smoke move, Drug Test forbids them from smoking until the end of their turn.

Discard costOn smoke declaration
F

Special cards

2 operations
OP 16

Legalize

Hand Out of play one-time use

When Legalize enters play it is removed forever from the game. After Legalize, Police can no longer be played as an action.

One use per game
OP 17

Police (after Legalize)

Hand Action coins discard only no longer playable as 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.

Only after Legalize
G

End of turn

3 operations
OP 18

Untap rotated materials

Reserve Reserve unlock tapped 90° upright

Materials tapped to generate coins are untapped. They become available to smoke again next turn.

End of turn
OP 19

Untap used tools

Area Area unlock tapped usable

Legendaries tapped to mark "used" return upright, ready to smoke again next turn.

End of turn
OP 20

Lose leftover coins

Action coins Out of play reset

Action coins not spent during the turn are lost. They don't carry over between turns.

End of turn
H

Recycle

4 operations
OP 21

Recycle a paper

Hand Game dump Action coins coins

Discard a paper from hand for action coins (see the coins value on the card).

Generates coins
OP 22

Recycle an action

Hand Game dump Action coins coins

Discard an action from hand for action coins. Useful to pay for a costlier action or an out-of-turn.

Generates coins
OP 23

Recycle an out-of-turn

Hand Game dump Action coins coins

Discard an out-of-turn from hand for action coins. You lose it as a counter-card.

Generates coins
OP 24

Discard used paper

Area Game dump auto automatic, after smoking

After smoking with a paper, it automatically goes to the game dump. Papers are single-use: legendaries stay in the area.

After smoking
I

Deck management

4 operations
OP 25

Reshuffle a dump

Material dump Material deck shuffle

When a deck runs out and someone needs to draw, reshuffle the matching dump and put it back as a face-down deck.

Deck empty
OP 26

Draw only a game card

Game deck Hand play only material deck + dump empty

If both the material deck and material dump are empty, at turn start you only draw the game card.

Materials depleted
OP 27

Draw only a material

Material deck Reserve mat. only game deck + dump empty

If both the game deck and game dump are empty, at turn start you only draw the material.

Game cards depleted
OP 28

No draw

Out of play Hand skip all decks and dumps empty

If both decks and their dumps are empty at turn start, no cards are drawn. The turn continues with what you have.

Everything empty
5 End of game

First to 20 wins.

20+

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.

6 FAQ

Frequently asked questions.

Quick answers to the most common doubts during the game.

How many moves can I make in a turn?

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.

Can I smoke multiple materials with one tool?

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.

What happens if I tap a material for coins?

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.

How many out-of-turn cards can I play during an opponent's 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.

The deck runs out. Now what?

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).

What happens with Legalize and Police?

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).

What if multiple players reach 20 on the same round?

Play another full round. The highest score wins. If a tie remains, keep playing until one leader is left.

Ready to play?

Browse the cards one by one, or head back home to find out how to get the deck.