This card can be played at any time on any turn. The one caveat is that it can only be applied to face down Food cards and its effect only last for the remainder of the turn. When played, the Food card of choice will not harm the consumer if it happens to be unsafe. Ideally, play this card right before you have to use a Food card which you're unsure of. It's also a great tool to catch a player in a Tag card lie. You can save other players with Antidote so long as it is played while the Food card is still face down.
This card can be played at any time on any turn. It cancels out the effects of an Action, including another Denied card. Every Action card, when played, counts as an Action. A single Denied card can block a pair of Steal cards because it counts as a single Action. Denied cannot block Event cards such as Hungry or Ransom, for example.
Select an untagged Food card in any Player Stash, privately look at it, and return the Food card face down to the stash. Place one of your Tag cards on the Food card as either safe or unsafe. You may lie and tag it incorrectly. Once tagged, your Tag card remains with that Food card until it's either used or discarded. Tagged Food cards may not be reinspected.
Select any number of players to go on the escape pod with you. They cannot refuse to go on the escape pod. The amount of Fuel cards possessed by the selected players must collectively meet the minimum required amount of Fuel for the number players on the escape pod. The player who played the Launch card has final say on the launch and is free to deliberate on who goes and who stays. Once played, the Launch card cannot be taken back. A launch fails if the fuel requirement cannot be reached or a Denied card blocks the Launch card. If the launch is successful, the game ends. Any player left behind is considered dead after a successful launch.
This card can be played at any time on any turn. It blocks a player of your choice any access to a Player Stash of your choice for the remainder of the turn. Once played, that player cannot interact with that stash whatsoever. That includes inspecting, stealing, switching, or eating any Food card from that stash. Ration can be played before a player is about to eat a Food card, potentially starving them out. That player still has options even if they're blocked from their own Player Stash. Ration cannot block an Action card if Ration is played after the Action card was played. For example, a Ration card can't stop a player from stealing food from a particular stash if the Steal card was played first.
Look at the top four cards of the Event deck, privately look at them, and return them to the top of the Event deck in any order. You can say what the cards are, but you may not show them to anyone. Don't forget that you will draw the top two cards of the Event deck when you begin your Event stage.
Steal a card from any Player Stash or hand. You pick the card, but you may not look at any card prior to your selection. If you play a pair of Steal cards, you may steal a Fuel card from any player. Playing a pair counts as a single Action and a single Denied card can block the pair.
Switch all of the Food cards in any Player Stash with all of the Food cards in any other Player Stash. Either stash can be empty. You may not switch a Player Stash with any stash that's in quarantine.
Food Card - Safe
Add to any Player Stash face down. It must remain face down until it's either used or discarded. If eaten, it will not harm the consumer. Once used, discard the Food card.
Food Card - Unsafe
Add to any Player Stash face down. It must remain face down until it's either used or discarded. If eaten, the consumer is sent into quarantine. If eaten while under quarantine, the consumer perishes. If an Antidote is applied to this card prior to flipping it over, it will not harm the consumer. Discard once used unless it causes quarantine. In which case, leave the card in the Player Stash face up to denote the player's status. It does not take up a spot in the Player Stash while denoting the status of quarantine.
Every Fuel card owned by a survivor is worth one point at the end of the game. When a Fuel card is drawn from the Event deck, store them near your stash face up for everyone to see. Players are allowed to know the amount of Fuel cards possessed by any other player at any time. During the Event stage, a player may forcibly trade their Fuel card for a Food card from their Stash. The recipient of the Fuel card cannot refuse this trade. Once the trade is made, the player can choose to either use the Food card right away or move it into a different stash they have access to. A Ration card can prevent a forced trade, but it must be played prior to the trade.
You must use one Food card from your Player Stash. Select the Food card you wish to use and have everyone acknowledge your selection. Flip the Food card of choice over. If it's safe, you are not harmed and your turn is complete. If it's unsafe, you go into quarantine and then your turn is complete. You may play an Antidote on the Food card prior to flipping it over. Another player may play a Ration card and deny access to your own Player Stash if they play it before you flip the Food card over. If you lose access to your stash, you have the option to receive a donated Food card from another player if they wish to do so. The Food card is considered to be in the donor's stash. Alternatively, you can use a Fuel card to do a forced trade and consume a Food card from a different stash. Once the trade is made, the Food card isn't in any stash if you consume it right away.
You must use two Food card from your Player Stash. The same rules for Hungry apply for Starving. If you only manage to eat one Food card, you starve. If access to your own Player Stash is blocked, you can receive two donated Food cards or do two separate forced trades to save yourself from starvation.
Select any player. A player must give you one Fuel card or the selected player must discard their stash and hand. Any player can give you the Fuel card. Since this is an Event card, a Denied card cannot block Ransom.
Gambler - Comrade
If you make it on to the escape pod and survive at the end of the game, you get three points for each Fuel card you possess instead of one point. If you didn't play the Launch card that ended the game, then three points are subtracted from your total score. If you played a Launch card and the fuel requirement wasn't met or it was denied, then it doesn't count as successful. Tripling your fuel points does not mean your fuel is tripled.
The basic strategy of the Gambler is to hoard as many Fuel cards and Launch cards as possible. The Gambler must choose between allowing time to gather Fuel cards and playing the Launch card before someone else. The Gambler does NOT want anyone else to play the Launch card successfully. The Gambler is very valuable to the Life Saver, so they can use that to their own advantage. The Gambler competes directly with the Lone Wolf.
Leader - Comrade
If you make it on the escape pod and survive at the end of the game, you receive two points for every player on the escape pod, including yourself. If you tie for first, you get one point.
The basic strategy of the Leader is very straightforward: Try to get as many players on the escape pod as possible and survive. If the Leader doesn't survive, they have a very low chance of winning. It's in the Leader's best interest to keep players alive and deter sabotage. That means only adding safe food, tagging Food cards accurately, donating Food cards, offering Antidotes and in certain cases offering up Fuel cards. The great downfall of the Leader is that it's very easy to figure out who they are. Playing too nice is always suspicious, and if you try to launch with a lot of players there's a high chance it will be denied and future launches won't go your way.
LIFE SAVER - Comrade
For every Comrade that makes it on the escape pod and survives, other than yourself, you receive four points. You do not need to survive to receive said points. For every death, other than your own, you lose a point.
The basic strategy of the Life Saver is to keep specific players alive, but not necessarily everyone. The Life Saver strategy has a lot of overlap with the Leader. The Leader is an ally and a direct competitor. There is some luck involved based on which agendas are in the game and how many Comrades there are. Obviously the more Comrades the better. The Life Saver needs to be keenly aware of other agendas and what their strengths and weaknesses are. They must pay very close attention to other players and deduce which agenda they most likely have. The best asset to a Life Saver is a Gambler. If a Life Saver can play a Launch card and leave with a Gambler, it's almost a guaranteed victory. Even if the Life Saver doesn't survive, but a Gambler does, there is a chance the Life Saver could still win. They also shouldn't allow too much death due to the point penalty and potentially assisting a Rogue.
Back Stabber - Rogue
For every player that dies before the game ends, the Back Stabber gets three points. For every player that dies after a successful launch, the Back Stabber gets one point. That includes their own death. The two end conditions for Snollygoster are either if everyone dies or a launch occurs. If a player dies and another turn occurs after their death, they have died before the game ends. If a player is the last person alive and dies, then their death triggered an end game condition (similar to a launch). In that instance, the Back Stabber would receive zero points for that death.
The basic strategy of the Back Stabber is very cutthroat and treacherous. Add unsafe food to the food supply, tag Food cards incorrectly, Ration players, deny launches, and whatever else you can to inflict maximum carnage before a launch can happen. Survival is not critical to the Back Stabber's success. You can either play sneaky and play it cool at first and wait for just the right moments or be an unabashed villain from turn one. Both strategies have their strengths and weaknesses. Other players know a death could feed points to a Back Stabber, so expect serious opposition and serious questions with every action you take. Back Stabbers are also great to bring along on a launch because they'll have a low chance of winning if too many players survive.
Lone Wolf - Rogue
You get six points just for surviving. For every survivor on the escape pod, other than yourself, you lose two points. So for example, if the Lone Wolf was on an escape pod with one other survivor, they would have a net total of four points (plus their fuel points).
The basic strategy of Lone Wolf is to survive and leave with as few players as possible. The Lone Wolf doesn't necessarily want to leave alone. That would almost guarantee a win for any Agenda. The Lone Wolf is all about compromise. In most cases, a Lone Wolf will win if they only have one other survivor with them. Much like the Gambler, the Lone Wolf will want to hoard Fuel cards and Launch cards. Not only does more Fuel equal more points, but it also helps the Lone Wolf leave with fewer players. Playing the Launch card gives Lone Wolf say on who boards the escape pod. The Lone Wolf will also want to kill off a few players if it can to reduce the possible pool of people that could get on the escape pod. Alternatively, they could trick a Life Saver into thinking they're a Gambler and get the Life Saver to launch with them. Unlike the Gambler, the Lone Wolf doesn't get penalized for not playing the Launch card, and the Life Saver won't get the four points that the Gambler would reward them.
Wild Card - Rogue
If the total number of survivors is an odd number (1, 3, 5), then you receive five points. If the total number of survivors is an even number (2, 4, 6), then you lose five points. If no one survives, you receive a point. No survivors, technically zero survivors, does not count as an even total because the "+1 point for no survivors" supersedes it.
The basic strategy of the Wild Card is all about managing the player count. Strategy will likely shift as the game progresses, causing you to play in a seemingly unpredictable fashion. Every other agenda will get in your way at various points, but your number one priority is to get three people on the escape pod. That means hoarding as many launch cards as possible. Fuel is not as important for you. What's important is getting to choose how many players go on the escape pod. It's the easiest route to scoring five points and will get the most acceptance from other players. You must stop Leaders and Life Savers from launching with four players at all costs. You must also stop Gamblers and Lone Wolfs from launching with two players. Back Stabbers can be your ally, but they'll likely win if you allow them to get away with too much murder. Launching with three players is a big giveaway to other players that you're the Wild Card. Avoid launching if it seems suspicious such as launching when you have a low amount of fuel or selecting a player that's been your adversary the entire game. If the player count drops below three, your best bet is to kill everyone off, try to survive solo, and hope you don't have a Back Stabber among you.