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This is you. A single cell...


d4 / 4-sided

d6 / 6-sided

d8 / 8-sided

You begin with just your Nucleus and a set of six dice, each a different type.

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

d10 / 10-sided

d12 / 12-sided

d20 / 20-sided


Each card has two ways it can be played. Facedown seen to the left as a Cell or Faceup seen to the right as an Ability.

Roll against another player’s die. If higher switch dice


d4 / 1 to 4

d6 / 1 to 6

d8 / 1 to 8

Each die gives you a range of numbers to use on your Nucleus and other abilities.

d10 / 1 to 10

d12 / 1 to 12

d20 / 1 to 20


Your trying to multiply to 15 cells to become a multi-celluar organism.


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

remaining 120 cards facedown to form the Cell Pool.

rd card s 11cacards s + + r e if die isr4 2 ardard er ea2+ c e at tgr s r g or e a + tecr3a+rcd1saca 4 oor rdrd if 10 r is gr r + ea g ie cs if d if greaotre rter + 3 + 42 rds rdca r 16 e a + or o c t 4 r gr 4 r if 10 isrearteeaeatte er + + 3 cards ifoi20 er gor ggr erate if 1if6d g orreagtea re rter + 4 cards r 0 a o if 20if 1 6 or gre r 1 o if 20 if

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Seperate the 6 Nucleus cards. Place the


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Each player is dealt two cards from the

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

cell pool.

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

play the cards as either Cells or Abilities.

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

Disable one die of a player if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

Each player then decides if they wish to


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

Disable one die of a player

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Reroll any ties.

Add one die for an Ability

Players roll to determine the first player.


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

and rolls all six of their dice.

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

Disable one die of a player if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

Sean takes his turn and does phase one


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

can activate abilities.

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

Disable one die of a player if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

Add one die for an Ability

Sean then goes into phase 2 where he


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

higher result so he activates Reflex.

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Reflex allows you reroll 1 die.

Add one die for an Ability

Sean wants to reroll one if dice and get a

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

faceup in the discard pile. All abilities are discarded after activation except for the

Add one die for an Ability

Sean rolls a 14 and puts the Reflex

Nucleus. if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

The Nucleus gives you cards from the cell pool depending on the result. In this

Add one die for an Ability

Sean uses d20 to activate his Nucleus.

case 2 cards. if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Cards gained from the Cell Pool must be Add one die for an Ability

either played as an Ability or as a Cell. If played as an Ability you can activate them next turn.

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

wants to and is now into his final phase of his turn the Flip phase.

Add one die for an Ability

Sean has activated all the abilites he

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

flip it to a cell, or a Cell and flip it to an Ability.

Add one die for an Ability

Sean can choose 1 of his Abilities and

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

are put back together for him to use on his nex turn. He needs 14 cells to win.

Add one die for an Ability

Sean’s turn has ended and all his dice

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Andrea’s turn begins and completes Add one die for an Ability

phase 1 by rolling her dice.

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Add one die for an Ability

Disable one die of a player

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Addition that allows her to use 1 more die for an ability.

Add one die for an Ability

Andrea begins phase 2 and activates

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

just like the Nucleus except it can be become a cell and is discarded after

Add one die for an Ability

Andrea activates Mitosis which behaves

activation. if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

total of 18 for Mitosis thanks to her Addition ability. She now gets 3 cards from the Cell Pool.

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

Add one die for an Ability

Andrea uses her d10 and d8 to get a

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Disable one die of a player

Add one die for an Ability

Addition and activates Nucleus with her d6 with a result of 4 to get another card Add one die for an Ability

Discard all Infections

Andrea then discards Mitosis and

from the Cell Pool. if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Disable one die of a player

Add one die for an Ability

There are no further Abilities she can do any cards over.

Discard all Infections

so her turn ends. She decides to not flip

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if Roll die is 4 or + 1again card one of greater your dice if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Disable one die of a player

Add one die for an Ability

Tasha completes her phase 1 and Discard all Infections

proceeds to use Discharge and Addition in phase 2.

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if Roll die is 4 or + 1again card one of greater your dice if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Disable one die of a player

Add one die for an Ability

Discharge stops a player from rolling 1 die on their turn. Addition allows you to add extra dice to an Ability. So instead of disabling 1 die she can disable 2. if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if Roll die is 4 or + 1again card one of greater your dice if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Disable one die of a player

Tasha disables Andrea’s d20 and d12,

Add one die for an Ability

and both her Discharge and Addition are discarded. if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Disable one die of a player

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Disable one die of a player

Tasha activates her d20 result of 20 to

Add one die for an Ability

get 4 cards from the Cell Pool and plays them all as Cells. She doesn’t flip any cards and ends her turn. if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Disable one die of a player

Tasha now only needs 11 more Cells to Discard all Infections

Add one die for an Ability

win, while Andrea needs 12 and Sean 14.

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Disable one die of a player

You now know the basics of Cellection.

Add one die for an Ability

the rest of the thesis show.

Discard all Infections

Feel free to stop by for a game and enjoy

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Roll one of your dice again

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards

Add one die for an Ability

if die is 4 or greater + 1 card if 10 or greater + 2 cards if 16 or greater + 3 cards if 20 or greater + 4 cards


Cellection Slideshow