Uncontained
An SCP Card Game
Official Rulebook
by Kenomic Games
Introduction
Anomalies are starting to wreak havoc to the world, and people are
dying in countless unspeakable ways. You will have to sacrifice
innocent lives to contain these anomalies. But are the sacrifices
even worth it?
Objective
Everyone’s goal in this game is to contain anomalies:
strange entities, locations or events that can threaten our
reality and lives in ways beyond our understanding.
Summary:
2-6 players, 30-60 mins, Ages 12+
Difficulty to Learn: 6/10
Strategic Complexity: 9/10
Components (Core Set):
52 civilian cards
16 character cards
38 anomaly cards
2 scenario cards
Setup
Each player has four “zones” on their “site” facility to
which cards go:
(A.) Uncontained zone, (B.) Personnel zone, (C.) Civilian
zone, and (D.) Contained zone.
Separate and stack the civilian cards as the Public pile, the
rest as the Draw pile. Place them all face down and shuffle
each pile:
A. Public Pile
B. Corpse pile
C. Draw pile
D. Discard pile
E. Player “Site”
Each player draws FIVE non- civilian cards from the
Public pile as starter civilians. Return any and repeat as
much as needed until you get exactly FIVE. Shuffle the
Public pile when done and decide which goes first.
Gameplay
Players take turns in clockwise order. Your turn is
composed of "phases" which run in this exact order:
1.) Start phase: Trigger effects from anomaly cards.
2.) Draw phase: Draw once from either the Draw pile or
Public pile.
3.) Action phase: Perform an action.
4.) End phase: Trigger effects from anomaly cards.
Drawing Each Card Type
Anomalies with the icons go to your own
Uncontained zone as soon as you Draw them. For
anomalies and their complex effects, they will be explained
in greater detail later.
Civilians immediately go to your Civilian zone, while
characters directly and privately go to your hand.
Except for characters, all cards must be shown to every
player when drawn and are immediately played to the play
area.
Card Guide
Performing An Action
An "action" means doing one of the following:
1.Draw once from the Public pile.
2.Sacrifice civilians to Contain an anomaly.
3.Play a card from your hand.
Containing Anomalies
You can only contain anomalies from your own Uncontained
zone. To contain an anomaly, you need to "Sacrifice"
civilians first according to its type. Sacrificing is just like
discarding them.
Green-colored anomaly cards called Safe anomalies
require one (1), Yellow-colored anomaly cards called Euclid
anomalies require two (2), and Red-colored anomaly
cards called Keter anomalies require three (3).
Once you Sacrificed the civilians, move the Anomaly card
from your Uncontained zone to your Contained zone.
Breach Phase Anomalies
In this game, there's a unique mechanic called "Breach",
which is a trigger type exclusive to anomaly cards, signified
by the "warning" symbol on the card's effect.
Upon Drawing, Searching or Finding an anomaly that has
this effect, you enter a "Breach phase” (regardless of whose
turn it is) where you must choose between two things:
Containing that anomaly or not (i.e Uncontaining it). Same
as before, you can only contain them if you sacrifice the
required civilians. Of course, the effects of anomalies will
only activate if you contain them or not, depending what it
requires.
Uncontained anomalies immediately go to the Discard
pile after their effects activate.
Trigger Icons
Breach: Immediately triggers the Breach
phase when drawn, regardless of whose turn
it is.
Active: Effect triggers as long as it’s in the
play area.
Start: Effect can or must be triggered during
the Start phase of your turn. Trigger them in
any order.
End: Effect can or must be triggered during
the End phase of your turn. Trigger them in
any order.
Play: Effect triggers when you Played it from
your hand. Discard the card after.
Instant: Effect triggers on the specified
conditions, regardless of whose turn it is. If
it’s a character card, Discard it afterward.
Keywords
Contain/Uncontain: Move an anomaly from the
Uncontained zone to the Contained zone and vice versa.
Most effects depend from both of these keywords. Except
those with effects, which trigger immediately, when an
effect includes “if Uncontained” on its effect, it has to be on
the Uncontained zone. Same applies if it requires to be
“Contained” first.
Discard/Sacrifice/Neutralize: Sacrificed and discarded
civilian cards go to the Corpse pile, while everything else
(including Neutralized anomalies) to the Discard pile.
Note: All civilians like families don’t award change for
the unused value.
Play: Play a card from your hand. Characters with only the
symbol are immediately discarded, while those with the
symbol go to your Personnel zone. Those with only
can't be played and stay on your hand until the conditions
permit them to be triggered or played.
Search/Find: Search means take any card from the
specified pile, while Find means take the first occurrence of
a card. Shuffle that pile afterward. Search and Find is
always equivalent to Draw.
Steal: Take a card from another player. Stolen characters
in play go to the hand, while all other cards go to the
player’s corresponding zone.
Withdraw: Take a card and add or return it to your Hand.
Return/Shuffle: Return a card to the specified pile and
shuffle it afterward.
Suspend: Treat the card as if its text is blank. Icons and
other features are retained.
Attach: Place a card adjacent to the top of a card. The text
of the attached card is always prioritized. If the card that
has been attached to is discarded, moved, etc., the
attached card goes with it.
Look: Privately peek at the instructed number of cards. Put
them back in any order without shuffling.
Winning the Game
The game ends when there is only one player left standing
OR when the Draw pile runs out of cards. The last player
left standing will be the WINNER!
End-game Points
If multiple players managed to reach the end game, the
player with MOST “points” wins the game. Points are
awarded based from their cards.
Civilian cards give +1 for their value (i.e. families give +4,
couples +2, men +1 etc.)
Note: Civilians that visually have the icon don’t give
any points at all (for expansions).
Anomaly cards on the Contained zone award points
depending on their type:
+1 pt. +2 pts. +3 pts.
On the contrary, Uncontained anomalies deduct points
instead:
-1 pt. -2 pts. -3 pts.
Characters DO NOT award points, unless otherwise noted.
Getting KO’d
Players are Knocked out of the game when:
❏They end their turn with no civilian cards or only
civilians.
❏They must discard civilians but don’t have enough to do
so.
Knocked out players must put their cards to the
Discard/Corpse pile.
Note: Those that only gained the icon or got
transformed as copy of an civilian during gameplay are
the exception.
Rules
The Civilian zone limit of everyone is nine (not nine
cards). Upon exceeding this limit, you cannot Draw, Find or
Search any more civilians from any pile. However, obtaining
civilians through other means is still allowed, such as Steal
and Move.
The Personnel zone limit of everyone is two. Players may
discard any character on their Personnel zone at any point
in time.
The Hand limit of everyone is five. Players that exceed this
limit must immediately discard cards from their hand.
Scenarios with activate themselves, obviously, and gets
discarded immediately. However, those with the symbol
must be placed beside or above the Draw and/or Public pile
for their “global effects”. Newly drawn scenarios will
discard the current scenario in play.
If an effect says “trigger” or “Activate”, ignore the “if
Contained” condition and trigger the effect, no matter what.
Use the current turn order for effects that say “everyone”.
Resolve any breach or instant effects immediately
before moving on to the next player.
Credits & More!
Created by Kenomic Games (kenoma.itch.io)
Illustrated by SINSEKAI (sinsekai20130227.tumblr.com)
Uncontained: An SCP Card game is based from the SCP
Foundation (scpwiki.com) and is licensed under a Creative
Commons Attribution-ShareAlike3.0 Unported License.
Find out more on kenoma.itch.io/scp-card-game
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