MATRIX CONQUEST






INTRODUCTION
The Matrix: Movie theme.
Board game for 4 players.

DISCLAIMER
The Matrix is a copyrighted, trademarked, licensed property.
This is merely a fan site.

THE FACTIONS
Each player picks as their identity 1 of the 4 Factions: 
1. The Architect
2. Mister Smith
3. The Merovingian
4. Zion & the Oracle

THE BOARD
Use a Chessboard (8 x 8 = 64 Space grid). 
This Board represents the whole of the Matrix. 

THE DECK
A standard set of playing cards is also needed. 

VICTORY
To win Eliminate all Opposing Agents

AGENT TOKENS
Each player has a set of Stackable Tokens of a Unique color. 
These Tokens are referred to as Agents. 

DICE
Six sided dice are needed. 

SPECIAL ABILITIES
Each Faction has its own Special Ability: 

THE ARCHITECT
The Architect has the Special Abilities of: 
Agent Drop and Control the Blueprints

AGENT DROP
The Architect chooses the results of his Transport rolls in
Mission Phase. 

CONTROL THE BLUEPRINTS
The hand size of the Architect is 9 not 7. 

MISTER SMITH
Mister Smith has the Special Abilities of: 
Viral Replication and Singleness of Purpose 
     
VIRAL REPLICATION
Once in Recruit Phase Mr. Smith may discard a card to 
Recruit one extra Agent.

SINGLENESS OF PURPOSE
In Mission Phase, Mr. Smith may discard a pair to 
Draw 3 new cards.

THE MEROVINGIAN
The Merovingian has the Special Abilities of: 
Manipulation and Insight

MANIPULATION
The Merovingian gets an extra 2 Transport rolls in Transport Phase. 
He can use these rolls to Move other players Agents as 
well as his own. 

INSIGHT
The Merovingian player at the end of every turn, may look at 
The cards in one of his opponent’s hands.

ZION & THE ORACLE
Zion & the Oracle have the Special Abilities of: 
Escape & Prophecy

ESCAPE
Individual Zion Agents are more concerned with Self 
preservation than those of the other Factions. 
If Zion Agents lose a Combat, roll 1D6 for each Agent. 
On a roll of 5 or 6 move the Agent to a friendly Stack. 

PROPHECY
Sacrifice (Discard) a Zion Agent to draw 1 card. 
Whenever drawing a card from the deck draw 2 cards: keep 1 & discard 1. 
The Oracle may discard a card to look at the next 7 cards in the deck.
 
SETUP
Players claim opposite corners.
Each player is dealt 1 card. 
Deal 5 cards into the discard pile. 
Each player stacks 4 of his Agent Tokens in his own Corner. 
Players roll high on 1D6 to see who goes first. 

TURN SEQUENCE
Players take turns. 
Each turn has 4 Phases:
Recruit Phase
Transport Phase
Combat Phase
Mission Phase

RECRUIT PHASE
Gain 1 Agent. 
Place him on top of any other Agent you control. 

TRANSPORT PHASE
Roll 2 Dice. These are Transportation Rolls.
Use each roll to move one of your Agents, a stack of Agents, or a
Partial Stack of Agents that many Spaces orthogonally or diagonally. 
Your Agents may move through, and land on other Stacks of yours or 
other players Agents.  
While moving a Stack, you may drop Agents into the spaces you move through. 
You may play (discard) a King card to get an extra transport roll.
Kings used this way are placed on the bottom of the deck.  
If your agents occupy the most spaces on the board at the beginning of 
this phase, you get one extra Transportation Roll. 

COMBAT PHASE
All Enemy Stacks in the Same Space will fight. 
Roll 2 Dice (Combat Dice) for each Agent in the Fight. 
The side that rolls the most 6’s wins. 
You may also play 6’s and Queens from your hand to count as rolls of 6.
Cards used for Sixes are put on the bottom of the discard pile.  
The losing side has all its Agents in the Space destroyed.

MISSION PHASE
Draw 1 card from the top of the deck or take the top card of the discard pile.
If the deck runs out, shuffle the discard and make a new deck from it. 
Before drawing from the new deck, deal 5 cards into the discard. 
If you are able to make a 5 card Straight Flush or Royal Flush from the cards in 
Your hand, you may play it immediately to create a Matrix Revolution Effect.
Max hand size is 7 cards. Discard excess cards. 
You may discard 3 of a Kind to draw 3 new cards. 
If you are the player with the most rows (or columns or diagonals) completely 
occupied with Agents (in all 8 spaces) you get to draw 1 extra card from the deck. 

MATRIX REVOLUTION EFFECT
Automatically eliminate one player of your choice from the game. 
All their tokens and cards are discarded. 
The target player automatically loses. 









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