MATRIX REPLAY







INTRODUCTION
The Matrix: Movie theme.
Card game for 2 players.
One player is the Humans.
The other player is the Machines.

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

OBJECTIVE
The Human player wins if he accumulates 20 Mission Points.
(Neo hacks the Mainframe & makes a truce with the Machines)
The Computer player can win in 3 ways:
1. Kill Neo
2. Destroy the Nebuchadnezzer with Extermination Units.
3. Destroy Zion with Robot Army (Accumulate 20 Time Counters)

THE DECKS
Players have unique decks.
Decks have 3 types of cards:
Mission cards, Event cards & Character cards.

EVENT CARDS
Discard Event cards after they are played.
Most Event cards are used to modify a designated type of Die roll.

CHARACTER CARDS
Character cards stay in play (face up on the table) until they are killed.
Characters of the Human player include:
1. Humans born in and escaped from the Matrix (Can be in the Real World or the Matrix)
2. Natural Zion born Humans (They cannot enter the Matrix – No Plug)
3. Rogue (Exiled) Programs (in the Matrix) on the side of the humans
Characters of the Machine player include:
1. Agents (Virtual Reality constructs of the Matrix)
2. Robots (Exist in the Real World)
A neutralized character cannot be used to modify rolls.

MISSION CARDS
Mission cards are only found in the Human Players deck. 

DICE
10 sided dice (D10’s) are needed to play.

COUNTERS
3 types of Counters (Chits, Tokens) are needed:
Matrix Counters (Green) – Used to indicate if a character is in the Matrix
Mission Counters (Blue) – Victory Condition for the Human Player
Time Counters (Red) – Victory Condition for the Machines

SETUP
The Human Player begins with Morpheus & Trinity in play.
The Machine player starts with Agent Smith & Agent Jones in play.
Both players start with a hand of 8 cards.

TURN SEQUENCE
Each turn is divided into 6 phases:
1. Time Phase
2. Zion Phase
3. Zero-One Phase
4. Switch Phase
5. Matrix Phase
6. Reality Phase

TIME PHASE
The Machine player gets 1 Time Counter.
Max hand size is 10 cards. Discard excess cards.

ZION PHASE
The Human player may either take any 1 card from his deck, or draw the 
top 2 cards from his deck.
Shuffle the deck afterwards.
If the deck runs out, shuffle the discard & draw from it.

ZERO ONE PHASE
The Machine player may either take any 1 card from his deck, or draw the 
top 2 cards from his deck, or put a Character card in the discard into his hand.
Shuffle the deck afterwards.
If the deck runs out, shuffle the discard & draw from it.

SWITCH PHASE
The Human player can place or remove a Matrix counter from any 
Human cards.
A Human with a Matrix counter is considered to be plugged into and
Functioning in the Matrix.
A Human without a counter is awake and functioning in the real world. 
Note that natural born humans can never be given a Matrix counter. 

MATRIX PHASE
The Matrix Phase is divided into 4 segments:
1. Interception Segment
2. Combat Segment
3. Mission Segment
4. Escape Segment
If the Human player does have a character in the Matrix, skip Matrix phase

INTERCEPTION SEGMENT
Both players roll 1D10. This is the Interception Roll Contest.
Players may play (discard) Event cards to add to their Interception Roll Total.
Character cards in the Matrix may also modify Interception Roll Totals.
If the Human players roll was higher, skip combat & escape segments this phase. 

COMBAT SEGMENT
Both players roll 1D10. This is the Combat Roll Contest.
Players may play (discard) Event cards to add to their Combat Roll Total.
Character cards in the Matrix may also modify Combat Roll Totals.
The player with the lower total must discard the card of a character in the 
Matrix (The Character is killed)

MISSION SEGMENT
The Human player must play a Mission card or choose the Basic Mission.
The Basic Mission (Find Potential, Information Gathering, Insert Contacts, etc.) will 
Award 1 MP (Mission Point) if it is successfully completed.
Both players roll 1D10. This is the Mission Roll Contest.
Players may play (discard) Event cards to add to their Mission Roll Total.
Character cards in the Matrix may also modify Mission Roll Totals.
If the Human players roll was higher, the Mission was a success and 
The Human player earns the indicated number of MP’s.
If a Mission card was completed, remove it from play.
If a Mission failed put the card back in the players hand.
Keep track of MP’s with counters.
When playing a Mission card, Neo must go on the mission.

ESCAPE SEGMENT
Both players roll 1D10. This is the Escape Roll Contest.
Players may play (discard) Event cards to add to their Escape Roll Total.
Character cards in the Matrix may also modify Escape Roll Totals.
If the Machine players roll was higher, play another Combat 
Segment followed by another Escape Segment. 
If the Human players roll was higher, the Matrix Phase ends and 
the Human player may remove Matrix counters from his Human Characters.

REALITY PHASE
Reality Phase is divided into 3 Segments:
1. Detection Segment
2. Pursuit Segment
3. Battle Segment

DETECTION SEGMENT
Both players roll 1D10. This is the Detection Roll Contest.
Players may play (discard) Event cards to add to their Detection Roll Total.
Character cards not in the Matrix may also modify Detection Roll Totals.
If the Human players roll was higher, Reality Phase ends.

PURSUIT SEGMENT
Both players roll 1D10. This is the Pursuit Roll Contest.
Players may play (discard) Event cards to add to their Pursuit Roll Total.
Character cards not in the Matrix may also modify Pursuit Roll Totals.
If the Human players roll was higher, Reality Phase ends.

BATTLE SEGMENT
Both players roll 1D10. This is the Battle Roll Contest.
Players may play (discard) Event cards to add to their Battle Roll Total.
Character cards not in the Matrix may also modify Battle Roll Totals.
If the Machine players roll was higher, the Nebuchadnezzer and all aboard are
Destroyed and the Machine Player wins the game.

CARD LIST NOTATION
E = Event
M = Mission (Number adjacent = MP earned if mission successful)
H = Human (Born in the Matrix – Freed of the Matrix)
HB = Human (Born Free – No plug – Cannot enter the matrix)
RP = Rogue Program
A = Agent Program
B = Robot (Machine, Android)


HUMANS CARD LIST
Card Name:			Type	Notes:
Neo				H	Operative. Combat +2.
Morpheus  			H	Captain. Mission +1. Combat +1
Trinity				H	Operative. Combat +2. Escape +1
Tank				HB	Operator. Escape +1
Apoc & Switch			H	Bodyguards. Combat +1
Cypher				H	Operator. Interception +1
Mouse				H	Programmer. Mission +1
Dozer				HB	Pilot. Pursuit +1
Cable				H	Bodyguard. Combat +1
Choi				H	Operative. Combat +1
Visit Oracle			RP	Mission +2
The Red Pill			E	Mission +2
Insider				E	Mission +2
Plasma Generator  		E	Battle +2
We Need an Exit			E	Escape +2
Run up Walls			E	Escape or Combat +1
Guns, Lots of Guns		E	Combat +2
Bullet Time			E	Combat +2
Cellular Phone			E	Escape +2
Prophesy	          	E	Mission +2
The One				E	Neo gets Combat +6
EMP				E	Battle +6 (plus discard all robots in play) 
Return to Zion			E	Draw 3 cards & skip Matrix Phase
Trace Program			E	Mission +3
The Other Side			E	Escape +2
Do Exactly What I Say		E	Escape +2
Black Leather			E	Interception +2
Roundhouse Kick			E	Combat +2
Telephone Booth			E	Escape +2
Follow the White Rabbit		E	Mission +2
Chop Shop Gizmo			E	Mission +2
Surgical Debugging		M3	Opponent must discard 2 cards
Training	          	E	Combat +2
I Know Kung Fu			E	Combat +2
Sparring Program	        E	Combat +2
Jumping Program			E	Escape +2
Somersaults			E	Escape or Combat +1
Temple of Zion			E	Interception +2
Spoon Boy			M3	Potential
Structural Drawing		E	Escape or Mission +1
Déjà vu				E	Escape or Interception +1
Escape in Sewers	        E	Pursuit +2
Jump Rooftops			E	Escape +2
Sacrifice			E	Escape +7 (Discard 1 of your Characters)
Spinning Back Fist		E	Combat +1
Throwing Stars			E	Combat +2
Plastique Bomb			E	Combat +2
There is no Spoon		E	Neo gets Combat +1 for the rest of the game
Rescue Mission			M4	Put character in discard into your hand
Narrow Escape			E	Escape +2
Download Pilot Program		E	Escape +2
Hovercraft Turrets		E	Battle +2 (plus discard 1 robot in play)
Scans				E	Detection +2
Great Leap			E	Escape +2
The Keymaker			RP	Access Program. Mission +2
Convert Machine			E	Battle +2 
Link				HB	Operator. Escape +1
Captain Thaddius	        E	Pursuit +1 or Mission +1
Captain Niobe			E	Pursuit +3
Stand By to Broadcast		E	Interception or Escape +1
Last Transmission		M4	Look at next 7 cards in Opponents Deck
The Logos			E	Detection +1 or Pursuit +1
Perimeter Defense		E	Remove 1 counter from the Time Pile
3 Captains 3 Ships		E	Mission +2
Captain Ballard			E	Mission +1 or Interception +1
Corrupt & Wurm			H	Bodyguards. Combat +1
Superman Thing			E	Neo gets Combat +4
Zion Virtual Control Operator	E	Draw 3 cards
Commander Lock			E	Battle +2
Seraph				RP	Security Program. Mission +1 and Combat +1
Keys to Back Doors		E	Escape +2
Programmer Access		M3	Look at opponents hand & draw a card
Programs hacking Programs	E	Opponent must discard 3 cards
Enter the Source	        M3	Requires the Keymaker to be in play
Dream Visions			E	Look at next 7 cards in opponents deck
Confront the Merovingian	M3	Put any card in the deck into your hand
Persephone			E	Mission +2
Skill				E	Combat +2
Counterattack Position		E	Battle +2
Room with Many Doors		E	Put any Mission card into your hand
Destroy Power station		E	Mission +2
Inside the Portal		E	Interception +2
Confront the Architect		M4	Must complete Enter the Source First	
Ugly Hack			E	Interception +2
Anomaly				E	Neo gets Mission +4
Psychic EMP			E	Neo gets Battle +4
Travel to Zero-One 		M2	See Notes
Showdown with Agent Smith	M5	See Notes
Notes:
Travel to Zero-One Mission: Characters must not be in the Matrix. Treat as a 
Battle roll. Must complete Confront the Architect Mission first. 
Showdown Mission: Neo only. Treat as a Combat roll with the Machine player getting 
Combat +4. Must complete Travel to Zero-One Mission first. 



MACHINES CARD LIST
Card Name			Type	Notes
Agent Smith			A	Combat +2. Interception +1. Escape +1
Agent Jones			A	Combat +2
Agent Brown			A	Combat +2
Agent Thompson			A	Combat +2
Nameless Agent			A	Combat +1 (4 in deck)
Traitor (Cypher)  		E	Opponent must discard 2 Humans in the Matrix
Dodge Bullets			E	Combat +2
They are Everyone		E	Escape +2
Insanely Fast			E	Combat +2
Go Viral	          	E	Agent Smith gets Combat +1 for rest of game	
Assemble Army			E	Add 1 counter to Time Pile
Artificial Intelligence		E	Look at Opponents Hand & Draw a card
Secret Service Earphones  	E	Escape +2
Trace Link			E	Interception +2
Unnatural Grace			E	Combat +2
Information Search		E	Interception +2
Gestapo Crap			E	Mission +2
Wire Tap Implant	        E	Mission +2
The Architect			A	Design Program. Mission +1
The Merovingian			RP	Information Collection Program. Mission +1
Cops				E	Combat +2	
Sentinels			B	Pursuit +1 (4 in deck)
Scouts				B	Detection +1 (4 in deck)
Access Codes to Zion		E	Add 1 counter to Time Pile
Sentient Programs		E	Put Agent in discard into your hand		
Change the Program		E	Escape +2
Trap				E	Escape +2
Cut the Hard Line		E	Escape +2
Helicopter			E	Escape +2
Swat Team			E	Combat +2
Brick Up Windows	        E	Escape +2
Track Phone Call	        E	Interception +2
Nerve Gas			E	Combat +2
Capture				E	Escape +2
Locate Position			E	Interception +2
Extermination Unit		E	Battle +2
Virus Serums			E	Look at next 7 cards in opponents deck
Mind Crack			E	Look at next 7 cards in opponents deck
Marines				E	Combat +2
Security Guards			E	Combat +2
Police Units			E	Combat +2
Heavily Armed Men		E	Combat +2
Freeway Chase			E	Combat +2
Coma				E	Target Character neutralized for 2 turns
Surface Seeker			E	Detection +2
Upgrades	          	E	All Agents get Combat +1
Encryption			E	Escape or Interception +1
Patrol the Mainlines		E	Pursuit or Detection +1
Occupy Broadcast Sites		E	Detection +2
Mind Control Operative		E	Every Roll this turn +1 (Bane) 
Choice is an Illusion		E	Opponent must discard 3 cards
Cain & Abel			E	Combat +3 (Werewolves)
Merovingian’s Minions		E	Combat +3 (Supernatural Beings)
The Twins			E	Combat +4 (Ghosts)
Wrong Door			E	Escape +2
No Way Out			E	Escape +2
Inside the Core Network		E	Escape +2
Cryptic Dialogue	        E	Mission +2
Delete Exile			E	Mission +2
System of Controls		E	Mission +2
Robot Bomb			E	Battle +2
Break Through			E	Battle or Pursuit +1
Inscrutable Purpose		E	Any Roll +1
Trapped by the Train Man	E	Target Character in Matrix neutralized for 2 turns


LINKS
architect
Matrix Script
Warner Brothers
Reloaded Script
Matrix.net



GAME DESIGNERS NOTES
Revolutions comes out in a few days.
I’m sure I’ll add a few cards, but I’m hoping the premise of the 
Design & the game mechanics holds up.






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