INCAL
INTRODUCTION
Card game for 2 players.
Based on the Graphic Novel “The Incal” by Moebius.
DISCLAIMER
“The Incal” is a copyrighted property.
This is merely a fan site.
THE DECKS
There are two decks.
One player uses the Light side deck.
The other uses the Dark side deck.
Each deck contains 1 copy of each card in the card list.
VICTORY
There are 2 ways to win:
Run opponent out of cards, or
Play the Win card in your deck.
PLOT POINTS
Use tokens or coins to keep track of PP (plot points).
SETUP
Each side starts with a hand of 7 cards.
The light side starts with John Difool in play.
The Dark side goes first.
TURN SEQUENCE
Players take turns. Each turn has 7 phases.
Fate Phase
Plot Phase
Action Phase
Recruit Phase
Event Phase
Attack Phase
End Phase
FATE PHASE
Draw 1 card.
PLOT PHASE
Gain Plot points from cards that have this ability.
ACTION PHASE
Cards that activate may use their special ability at this time.
RECRUIT PHASE
Put unit cards into play from your hand.
(Hero, Villain, Troop, Ship, Fortress, & Creature cards)
These cards stay in play until destroyed.
Political cards are also played, but they are not unit cards.
Modifier cards are also played.
Modifier cards are attached to a unit of the appropriate type.
Only one Necro unit can be in play at a time.
Note that many cards require you to have amassed a minimum number of
Plot points before you can play them.
EVENT PHASE
Play Event cards & up to 1 Location card.
Your opponent may play event cards that negate the cards you play.
For example: Escape cards are used to nullify certain event cards.
Event & Location cards are always discarded at the end of the turn.
When forced to discard, you may discard from your deck or hand.
ATTACK PHASE
Attack with your units that have a Force value.
An unblocked unit causes the defender to discard a number of cards from his
Deck equal to the force of the attacking unit.
The defender may block with his unit cards.
Compare the Force of the attacker & blocker.
The card with the lower Force is discarded.
Discard both units if there is a Force tie.
Event cards that increase Force may be played during combat.
Fortress units can only defend not attack.
END PHASE
Max hand size is 7 cards.
Discard excess cards.
Discard any cards you don’t want
CARD TYPE NOTATION
E = Event
H = Hero
L = Location
V = Villain
X = Escape
M = Modifier
P = Political
S = Spaceship
T = Troops
C = Creature
R = Robot
F = Fortress
LIGHT SIDE CARD LIST
Card Name Type Force Notes:
John DiFool H 1 Gain 1 Plot point per Turn
Incal M +3 Activate to attach to target Hero
Metabaron H 3 Destroy any block(ed/ing) non-creature unit
Animah H 1 All Heroes get Force +1
Sunmoon H 2 +2 with Incal
Wolf Head H 1 Force +1 with Tanatah
Deepo H 1 Force +1 with John DiFool
Tanatah H 1 Requires 6 PP
Kamar Raimo H 2 Draw 2 cards when played
Mythical Inner Earth L - Draw 2 cards & 1 PP
Reach the Planets Core L - Draw 2 cards & 1 PP
The Sun Core L - Draw 2 cards & 1 PP
Two Incals Combined E - Destroy target Creature or Robot
Find Shelter X - Escape
Float on Wreckage X - Escape
Lucky Fall X - Escape
Caught in Mid-Air X - Escape
Incal Regeneration X - Put discarded Hero into your hand
Leap to Safety E - Hero gets +2 Force if defending
Warriors Ways E - All Heroes get +1 Force
Telepathic Flight X - Escape
The Perfect Androgyne M - Attach to Sunmoon: +1 Force
Merge with the Incal E - Hero gets +3 Force
Unified Peace E - All Heroes get +1 Force
Beam Transport X - Escape
Starship Hope E - Draw 2 cards
Stabilized Psycho Rats E - Draw 2 cards
Emperoratrix H - Gain 1 Plot point per Turn
Galactic Holovid Broadcasts P - Gain 1 Plot point per Turn
Colonials P - Gain 1 Plot point per Turn
Legendary Guardians E - Gain 3 Plot Points
Cross the Mirror E - Draw 2 cards & 1 PP
Rite of Passage E - Gain 3 Plot Points
Portal of Transfiguration L - Draw 2 cards & 1 PP
Pyramid Island L - Draw 2 cards & 1 PP
The Star Vessel S 5 Requires 15 PP
Meld with the Medusa X - Escape
Mental Probe E - Look at Opponents hand
Imperial Citadel Vitavil E - Negate all attacks this turn
Miracle E - Draw 2 cards & 1 PP
Nuptual Games E - Draw 2 cards & 1 PP
Robot Trainer M - Hero gets Force +1
Auto-Medic E - Put discarded Hero into your hand
Rebellion E - Destroy Political Target
Impregnate the Protoqueen E - Draw 2 cards & 1 PP
Imperial Broadcast Net E - Put any 1 card in your deck into your hand
Metabolism Boost E - Hero gets Force +2
Miniaturization X - Escape
Levitation X - Escape
Medusae C 3 Activate to destroy target Shadow card
Berg Fleet Allies S 6 Negate Psychic Barrier. Requires 15 PP
Reincarnation E - Put discarded Hero into your hand
Class-2C Riots E - Opponent must discard 2 cards
Reveal Plot E - Look at Opponents hand
Ventilation Shaft X - Escape
Stun Beams E - Discard target Troop unit
Structural Damage E - Discard target Robot
Berg in Disguise E - Gain 3 Plot Points
Directions of the Incal E - Look at the next 10 cards in your deck
Factional Fighting X - Escape
Steal Aircar X - Escape
Rebels T 1
AMOK Army T 1 Requires 10 PP
Vid Star Diavaloo H 1 Gain 1 PP per Turn
Tonto the Robot H 0 Meta cards get +1 Force
Metabunker F 3
Colonial Fleet S 4 Requires 20 PP
Meta-Skiff S 3 Requires Metabaron. Cannot be blocked
Saved by the Incal X - Escape
Deepo to the Rescue X - Escape
Incal Eye Beams E - Discard target unit
Nucleo-Tacticals E - Destroy Fortress
Suction Lines E - Hero or Troop cannot be blocked
Polarity Inversor Generators E - Negate a Force Bonus Event card
Ultrasonic Bazooka E - Unit gets Force +2
Cranial Biocomputer M - Unit gets Force +1
Sub-Space Rematerialization E - Unit gets Force +2 if Attacking
Microscopic Hole X - Escape
Destroy Central Computer E - Destroy Fortification
Theta Dream E - Win in 7 turns. Requires 50 PP
Berg Golden Age E - Gain 3 PP
Inner Transformation E - Gain an extra turn
Channel of the Incal E - Negate any card just played
Sacrifice E - Discard X Heroes. Opponent discards 2X cards
Banish the Darkness E - Opponent discards 7 cards. Requires 30 PP
The Eternal Witness E - Gain 7 PP. Requires John Difool
DARK SIDE SIDE CARD LIST
Card Name Type Force Notes:
The Crystal Forest L - Neutralize all target Heroes for 2 turns
The War Star F 8
Psycho Rats C 1 Gain +1 Force per turn
Acid Whirlpool L - Escape or Hero killed
Gorgo the Filthy V 2
The Garbage Eaters T 1 Force +1 with Gorgo in play
Flying Leeches C 1
Necro Probe R 6
Force Field E - Unit gets +2 Force if defending
Debris Storm L - Escape or Hero killed
Crash Landing E - Escape or Hero killed
Slime Nets E - One Troop unit gets +2 Force
Presidential Pursuit E - Opponent must discard 2 cards
The Tower Maze L - Neutralize all target Heroes for 1 Turn
Necro-Robot R 5
The Planet of Gold L - Draw 2 cards
Berg Empire Armada S 5 Discard if Berg Fleet Allies in Play
Technos P - Gain 1 Plot point per Turn
Bursar Guild P - Gain 1 Plot point per Turn
Magnates P - Gain 1 Plot point per Turn
Purple Endoguard T 3
Techno Pope V 1 Gain 1 PP per Turn
Shadow Eggs C 5 Gain +1 Force per turn
Iman Horlog V 1 Activate to look at Opponents hand
Hunchbacks T 1
Greyfield the Mentrek T 1 Gain 1 PP per Turn
Betrayal E - Destroy Political Target
Banishment to Aquaend L - Escape or Hero killed
Necro-Panzer R 4
Homeosluts E - Neutralize John DiFool for 1 Turn
Shadow Swarm S 5 Requires 7 PP
Psychic Barrier M - Fortress gets +3 Force
Technogea F 5
Technocentror V 4 Gain 3 PP if Killed
Subspatial Spy Beam E - Look at Opponents hand
Cryogenor E - Gain 3 PP
AMOK Killers T 1 Discard if Tanatah in play
Robocop Androids T 1
Accelerate Program E - Draw 2 cards
Psycho-Virus Implant E - Destroy target Hero
The Buried City L - Opponent misses next turn
Disintegration E - Destroy target Hero
The Great Darkness C 9 Gain 1 PP per Turn. Requires 30 PP
Suicide Alley L - Escape or Hero killed
Cogan 45 E - Troop unit gets Force +2
Berg Commandos T 2 Discard if Berg Fleet Allies in Play
Presidential Cloning E - Put discarded Villain into your hand
Capture E - Escape or Hero neutralized for 2 turns
Fighter Squad S 1
High Ophidity V 1 Gain 1 PP per Turn
Techno City L - Escape or Hero killed
Kidnap E - Gain 3 PP
Techno Dismemberment E - Escape or Hero killed
The Cardioclaw R 5 Can only Defend
Hyper Halo E - Opponent must discard 2 cards
Flying Palace F 3
Imperial Fleet S 4 Discard if Colonial Fleet in play
Covered by Dark Plasma E - Escape or Hero killed
Break the Barrier E - Win in 3 turns. Requires 50 PP
Inner Monsters E - All Heroes neutralized for 2 turns
LINKS
Moebius
Quenched Consciousness