Medusa · How to play

Be the last snake standing

You against up to three rivals. Draw two, make up to three plays, and use attacks, shields, tricks and one legendary card to be the last one left.

Quick rules.

  • Draw two at the start of your turn (five if your hand is empty), then make up to three plays.
  • Punch + Knuckle Duster is one hit for 5 that costs two plays. Divert, Reflect and Medusa cost none.
  • Mercy: while three or more are alive, attacks can't target the only snake at 10 HP or lower.
  • Divert sends an attack to a random other player. Reflect sends it back at the attacker.
  • Alliances are one-way and end when only two players remain.
  • Medusa cancels a card or plays on your turn, wipes every lasting card and hits everyone else for 2.
  • Hold up to seven cards at the end of your turn.
Lesson 1

The goal

Be the last snake standing.

You face three rivals at once. Everyone starts with the same health, chosen when you set up the duel (20 unless you change it). Bring every rival to zero and you win.

Your hand is private. Rivals never see your cards and you never see theirs, so nobody knows who holds Medusa until she is played.

If one final play knocks out everyone still standing at the same moment, the duel is a shared draw.

Lesson 2

Your turn

Draw two, make up to three plays, end your turn.

Your turn starts with a draw of two cards, or five if your hand is empty. Then you have up to three plays.

Most cards cost one play. Punch with Knuckle Duster is one combined hit for 5 that costs two. Divert, Reflect and Medusa cost none.

Tap End turn when you're finished; you don't have to use every play. You can hold up to seven cards. If you have more, you choose which to discard before the turn passes.

Lasting effects such as Poison and Burn tick at the start of the affected player's turn. The duel saves after every play, so you can close the tab and continue later.

Punch cardKnuckle Duster card
Lesson 3

Targets and mercy

Pick who to hit, and who you can't.

Tap a card to read it, then Play. For a card that targets someone, tap a glowing rival. Hypnotise needs two picks: the rival you control, then who they hit. Master Thief can rob up to three rivals.

Mercy: while three or more players are alive and exactly one of them is at 10 health or lower, attack cards can't target that player. Earthquake, statuses and non-attack cards still reach them. Mercy switches off when only two players remain.

Katana cardEarthquake cardHypnotise card
Lesson 4

Defence and healing

Shields, answers from your hand, and staying alive.

Shield, Smoke and Stealth Drone are played on your turn and wait on the table. Shield stops one direct hit (a Sniper still lands 3); Poison and Burn ticks and Shotgun spread go past it. Smoke dodges all damage for a round. Stealth Drone protects you for two rounds, except against Lightning and Earthquake.

Divert and Reflect are answers. When someone attacks you, you can play one from your hand: Divert sends the attack to a random other player, Reflect sends it back at the attacker. Take the hit lets it land. They cost no plays.

Antidote cures Poison and Burn. Pizza heals 4 and First Aid heals 8, but healing never goes above your starting health and can't be played at full health.

Shield cardDivert cardReflect cardPizza card
Lesson 5

Alliances

A one-way truce that ends in the final duel.

Alliance names one ally you won't attack directly. It's one-way: your ally can still attack you.

Area effects still hit your ally, and if you damage them in any way the alliance breaks. Playing a new Alliance replaces the old one.

Medusa wipes every alliance on the table. And when only two players are left, every alliance ends, so the final duel is always a fair fight.

Alliance card
Lesson 6

Medusa

One card that can turn the whole duel.

There is exactly one Medusa in the deck. Play her on your turn, or in answer when another player plays a card. She costs no plays.

If she answers a card, that card is cancelled. Either way she wipes every lasting card on the table: shields, smoke, drones, alliances and boosts. She clears your bad statuses, makes you immune to damage until your next turn, then deals 2 damage to every other player. Nothing blocks that hit, and mercy doesn't apply.

Medusa card
Reference

Every card

32 different cards, 106 in the deck, and exactly one Medusa.

AttackDefenceHealthSkipSpecial

Attack 10 cards · 49 in the deck

Punch card art

Punch

Value 1 · 7 in deck · 1 hit · Your turn

Inflict 1 damage, or 5 damage when combined with a Knuckle Duster

Knuckle Duster card art

Knuckle Duster

Value 2 · 7 in deck · 1 hit · Your turn

Deals 2 damage. Combined with Punch it deals 5 damage

Bat card art

Bat

Value 3 · 8 in deck · 1 hit · Your turn

Deals 3 damage

Katana card art

Katana

Value 4 · 5 in deck · 1 hit · Your turn

Deals 4 damage

Shotgun card art

Shotgun

Value 3 · 3 in deck · 1 use · Your turn

Deal 3 damage to a player and 1 spread damage to adjacent players (excluding yourself). The spread is never doubled and goes past Shield.

Sniper card art

Sniper

Value 5 · 5 in deck · 1 hit · Your turn

Deal 5 damage. Against Shield, consume the Shield and deal 3 instead. Smoke and Stealth Drone still prevent Sniper normally.

Poison card art

Poison

Value 2 · 3 in deck · 3 rounds · Your turn

Deals 2 damage every round for 3 rounds. The ticks go past Shield, and a weaker Poison never lowers a stronger one.

Flamethrower card art

Flamethrower

Value 3 · 3 in deck · 2 rounds · Your turn

Deals 3 damage. The player is burnt the next round inflicting 2 damage. The burn goes past Shield.

Earthquake card art

Earthquake

Value 2 · 4 in deck · 1 use · Your turn

Inflicts 2 damage to all other players

Lightning card art

Lightning

Value 10 · 4 in deck · 1 use · Your turn

Inflict 10 damage and 5 recoil damage (Shield and Smoke can be used for protection from recoil damage). Doubling never doubles the recoil.

Defence 6 cards · 20 in the deck

Shield card art

Shield

5 in deck · 1 hit · Your turn

Protection for 1 direct hit (Can also be used for protection from self inflicting damage). Poison and Burn ticks and Shotgun spread go past it.

Reflect card art

Reflect

3 in deck · 1 use · When attacked

Response only: when you are attacked, play from hand to reflect the pending damage back at the attacker.

Divert card art

Divert

4 in deck · 1 use · When attacked

Response only: when you are attacked, play from hand to divert the attack to another random living player.

Stealth Drone card art

Stealth Drone

2 in deck · 2 rounds · Your turn

Protection from damage for 2 rounds (Lightning and earthquake still inflict damage)

Smoke card art

Smoke

3 in deck · 1 round · Your turn

Evade all damage for 1 round

Antidote card art

Antidote

3 in deck · 1 use · Your turn

Treats Poison and Burn

Health 2 cards · 6 in the deck

Pizza card art

Pizza

4 in deck · 1 use · Your turn

Plus 4 Health

First Aid card art

First Aid

2 in deck · 1 use · Your turn

Plus 8 Health

Skip 2 cards · 4 in the deck

Sleeping Darts card art

Sleeping Darts

2 in deck · 1 round · Your turn

Target a player to miss a go. Chosen player cannot draw

Lockdown card art

Lockdown

2 in deck · 2 rounds · Your turn

Target a player to miss 2 rounds. (Targeted player can still draw.) A turn lost to Sleeping Darts counts as one of them.

Special 12 cards · 27 in the deck

Strength Booster card art

Strength Booster

3 in deck · 1 round · Your turn

Double the damage of your next Punch, Knuckle Duster, Bat, Katana, or Shotgun this turn. A damage effect can be doubled only once.

Scavenger card art

Scavenger

2 in deck · 1 use · Your turn

Draw 3 cards, choose 1 and discard the rest

Thief card art

Thief

3 in deck · 1 use · Your turn

Steal 1 random card from a player of your choice

Master Thief card art

Master Thief

1 in deck · 1 use · Your turn

Steal 1 random card from each of up to 3 different players

Lucky Pick card art

Lucky Pick

3 in deck · 1 use · Your turn

Draw 2 cards

Breakout card art

Breakout

2 in deck · 1 use · Your turn

Escape from lockdown

Hypnotise card art

Hypnotise

3 in deck · instant · Your turn

Choose a rival and who they hit. They at once attack that player with the strongest attack card in their hand, as their own attack (Shield, Smoke and Stealth Drone still protect). If they hold no attack, they take 2 damage instead. They cannot be made to hit themselves, you, their ally, or a player under mercy.

Outrage card art

Outrage

2 in deck · 3 rounds · Your turn

Double damage for 2 rounds, then skip 1 round and do not draw

Double Trouble card art

Double Trouble

2 in deck · 1 use · Your turn

Double the effect of your next eligible card this turn (damage, healing, draws or steals; never Restart). A card can be doubled only once.

Alliance card art

Alliance

2 in deck · unlimited · Your turn

Choose one ally. While the alliance is active, you cannot directly target that ally. Area effects still apply, and any damage you deal to the ally breaks the alliance. Can't be played when only two players remain.

Restart card art

Restart

3 in deck · 1 use · Your turn

Discard all your cards and draw 5 new cards (never doubled)

Medusa card art

Medusa

Value 2 · 1 in deck · Until your next turn · Your turn or in answer

Play on your turn or as a response to another survivor's non-Medusa action. Cancel any pending action and clear every Active card on the board (Shield, Smoke, Stealth Drone, Alliance, and other actives are wiped). Clear your negative statuses, become immune to damage until your next turn begins, and deal 2 damage to every other survivor. Mercy does not apply; wiped protections cannot block this damage.

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