INTERZONE
INTRODUCTION
Card game for 2+ players.
Based on the novel “Naked Lunch” by William S. Burroughs.
Each player is a “junkie writer” living in the Interzone.
The Interzone is a fantasy underworld city of addiction, intrigue, drugs,
Monsters, homosexuality, hedonism, control, humor, despair, and violence.
Writers compete to be the first to finish their book.
Game play: Writers convert Junk (drug) cards into pages (of their book).
Writers make contacts (Junkies, Doctors, Monsters, etc) that they can
Use to attack (& defend themselves from) their opponents.
DISCLAIMER
“Naked Lunch” by William S. Burroughs is a copyrighted property.
This is merely a fan site.
VICTORY
The first player to write 213 (or more) pages wins.
THE DECK
Players share a common deck.
Each player has 1 unique card to represent their writer.
Writer cards are always kept separate from the common deck
TOKENS
Token types required:
Junk Tokens
Withdrawal Tokens
Page Tokens (each worth 5 pages)
SETUP
Each player has 1 unique card to represent their writer.
This card starts in play face up in front of the player.
Your writer starts with 5 Junk tokens on him.
Each player is dealt a hand of 7 cards from the deck.
The player with the longest history of drug abuse goes first.
TURN SEQUENCE
Players take turns.
Each turn has 6 Phases.
Scrounge Phase
Score Phase
User Phase
Action Phase
Contacts Phase
Writing Phase
SCROUNGE PHASE
Draw 2 cards from the deck & put them in your hand.
If the deck runs out, shuffle the discard & draw from it.
SCORE PHASE
Each drug card is worth a number of Junk points.
Junk points are represented by tokens.
Discard Junk cards to get Junk tokens.
Place the Junk tokens on any of your Junkies (Including your Writer)
If you place Junk tokens on a Junkie with Withdrawal tokens, remove all of the
Withdrawal tokens.
USER PHASE
Remove 1 Junk token from each of your Junkies.
If a Junkie has no Junk tokens to remove, put a Withdrawal token on him.
If a Junkie ever gets 4 Withdrawal tokens he is clean, discard him.
If your writer ever goes clean, you automatically lose the game.
ACTION PHASE
Certain cards are called action cards.
To play an action card you must satisfy its requirements and have an appropriate target.
For Example: the card “Unnecessary Surgery” - to play it you must have a
Doctor in play you control. The card will kill (discard) a target enemy contact.
Some action cards don’t have any requirements or targets.
Some action cards are used in other phases or in response to actions by your opponent.
A “Control” action lets you take control of the target card.
Note that your writer can be attacked like any other contact.
If your writer is ever killed or controlled, you automatically lose the game.
Your writer is always the last to be attacked.
Your opponent must kill or capture one of your contacts if
at all possible, before he can target your writer.
Contacts with Withdrawal tokens cannot perform actions.
CONTACTS PHASE
Put Contact cards in your hand into play (face up on the table) under your control.
WRITING PHASE
You may remove Junk tokens from your writer.
Each token so removed is converted into 5 written pages.
Max hand size is 7 cards. Discard excess cards.
CARD TYPE NOTATION
# = number of copies of that card in the deck.
D = Drugs
J = Junkie (Drug Addict)
K = Doctor (Members of the Medical profession)
A = Action
M = Monster
KG = Doctor & Agent
MJ = Monster & Junkie
GJ = Agent & Junkie
G = Agent (Government or Political professionals)
A = Action that requires a Junkie
AK = Action that requires a Doctor
AM = Action that requires a Monster
AG = Action that requires an Agent
CARD LIST
Card Name # Type Notes
Junkie 8 J
Doctor Benway 1 KG Draw +1 card per turn
Doctor Doodles 1 K
The Lobotomy Kid 1 K
Autopsy Ahmed 1 K
Mugwump 1 M
Talking Asshole 1 M
Bradley the Buyer 1 MJ
Black Centipede 1 M
The Exterminator 1 G
The Sailor 1 GJ
Dream Police 1 G
District Supervisor 1 G
Unnecessary Surgery 1 AK Kill target contact
Experimental Surgery 1 AK Kill target contact
Toilet Plunger Heart Surgery 1 AK Kill target contact
Ritual Sex Hanging 1 AM Kill target Junkie
Overdose 1 A Kill target Junkie
Conditioned to Shit on Sight 1 AK Control target Junkie
Total Demoralization 1 AG Control target contact
Extermination 1 AG Kill target contact
Stash Stolen 1 AJ Remove all Junk Tokens from Junkie
Flush Stash 1 AJ Remove all Junk Tokens from Junkie
Undifferentiated Tissue 1 A Convert target Junkie into a Monster
Brain Washing 1 AG Control target contact
Imprison 1 AG Control target contact
Strangled by own Penis 1 A Kill target contact
Assimilation 1 AM Kill target contact
Flamethrower 1 A Kill target Monster
Easy Score 1 AJ Draw 2 cards
Dealer 1 AJ Draw 2 cards
Cold Burn 1 A Kill Junkie with Withdrawal Tokens
Telepathic Pictographs 1 AM Control target contact
Hooked 1 AJ Control target contact
Pusher 1 AJ Control target contact
Junk 2 D Worth 7 Junk Tokens
Horse 2 D Worth 7 Junk Tokens
Coke 2 D Worth 5 Junk Tokens
Morphine 2 D Worth 6 Junk Tokens
Opium 2 D Worth 6 Junk Tokens
Eukodol 2 D Worth 6 Junk Tokens
Dropper & Needle 2 D Worth 2 Junk Tokens
Black Meat 2 D Worth 4 Junk Tokens
Hashish 2 D Worth 3 Junk Tokens
Yage 2 D Worth 3 Junk Tokens
Mugwump Gism 2 D Worth 4 Junk Tokens
GAME DESIGNERS NOTES
The rules & card list is a little thin.
As I find time to reread the book I will add material from it to flesh out the game.
Deck construction: there has to be a balance between the number of Junkies and
Drug tokens available (and accessible).