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quadAED

A Futuristic CPR, AED & First Aid Card Game
2–4 Players  •  Ages 8+  •  20–40 Minutes  •  Version 1.0

I.Object of the Game

Be the first to collect all 5 Care Cards. Collect them in order, filling each limit before moving on.

#Care CardTypeLimit
1 Scene Safety First Response 4
2 Find the Problem First Response 3
3 CPR & AED Emergency Care 2
4 Medical Care Emergency Care 1
5 Injury Care Emergency Care 1

II.Setup

  1. Remove the Help cards from the deck.
  2. For 2 or 3 players, remove cards per the table below.
  3. Shuffle and deal 6 cards to each player.
  4. Place the rest face down as the draw pile.
  5. Turn the top card face up beside it to start the discard pile.
  6. Play starts with the player to the dealer's left and passes left.

The deal rotates one player to the left after each game.

Deck scaling

4 players use the full deck (114). 3 players (88) remove Scene Safety 5, Find the Problem 4, CPR & AED 3, Medical Care 2, Injury Care 2, Call 911 2, Scene Clear 1, Action Plan 1, Basic Supplies 2, Rescue Equipment 2, Certification 2. 2 players (62) remove double each of those.

Troubles, Safe cards and Overdose are never removed.

III.On Your Turn

Draw one, then do one thing

  1. Draw one card from the draw pile or take the face-up top card of the discard pile.
  2. Play one card face up into your response area, or against another player.
  3. If you cannot play, or choose not to, discard one card.

One card in, one card out. Your turn then passes to the left.

IV.Taking a Care Card

Before you may take any Care Card you need all three of these face up, and no Trouble on you:

Call 911always
CertificationCertified Instructor also counts
Basic Supplies / Rescue Equipmentmatch the type
  • Basic Supplies for First Response, Rescue Equipment for Emergency Care, Full First Aid Kit for either. Only one type out at a time.
  • Fill each limit before advancing, and clear any Trouble first.

V.Trouble Cards (red)

Play one against another player to stop them. They must clear it before continuing.

Only one Trouble may sit on a player at a time. Targeted while you already have one? Say so and refuse the play: the card returns to their hand and they do something else.

TroubleCleared bySafe card
No Help Called Call 911
Unsafe Scene Scene Clear It's Safe
What Now? Action Plan Certified Instructor
Equipment Failure Basic Supplies or Rescue Equipment Full First Aid Kit
Permission Denied Certification Certified Instructor

VI.Safe Cards (blue)

Play them any time, even before you need them. There is no restriction on when a Safe card may be played. One sitting face up blocks its Trouble outright.

“Gotcha!” Trouble played at you while the matching Safe card is in your hand? You must call it and play the Safe. Not optional, no hiding it. The Trouble turns back on the attacker and your Safe stays face up. If the attacker already has a Trouble, discard it instead.

The table above shows which Safe card covers which Trouble. Full First Aid Kit also counts as either Basic Supplies or Rescue Equipment. Certified Instructor also counts as your Certification.

VII.Overdose (gold)

  • Take any one Care Card from any player, or the top discard if it is a Care Card. You choose both.
  • It ignores everything else: nothing need be face up, it works with a Trouble on you, and you may take one you do not need, even past its limit.
  • Once used it goes straight to the discard pile. It may never be picked up from there, but it returns to play when the discard pile is reshuffled into a new draw pile.

VIII.Training sessions & Victory

When the draw pile runs out, shuffle the whole discard pile, Overdose included, and turn it over as the new draw pile. A new training session begins.

The first player to complete all 5 Care Cards wins immediately.

Optional: the Reverse Rule

Agree before the deal. Overdose may be played as a Reverse instead of taking a Care Card: play changes direction until someone reverses again. For three or more players.