Wonder Hog Games

we have fun making fun

Wonder Hog Games is a game company that focuses on card and board games.  Founded by John Wunder and Ben Hogstad to develop and sell card and board games.  Our games are fun, replayable, and competitive.

we have fun making fun

Why would we expect you to have fun playing our games if we didn't have fun making them?





PRO TIP: Bolded terms in are explained later or are important to remember.



3RD EDICT has multiple gametypes to play.  As a group, decide which gametype is a good fit (or if you’re a tyrant, decide yourself).  The following gametypes are good modes to learn with.  

Free For All: The goal of the game is simple: destroy everyone else.  Recommended for 3-6 players.

Recruitment: Divide players into two different (preferably even) teams.  Whenever a player is destroyed, they go to Maximum Life and Charge Capacity (explained later) and join the opposing team.  If you are unfortunate to be destroyed on your own turn, your turn ends.  When all players are on one team, the game is over and everyone wins! Except for the players that started on the other team - you know who you are.  Recommended for 4-6 players.

For more check out our GAMETYPES page.

Set up / Abilities

Abilities give each player a unique set of skills to help guide their play style.  Think of them as superpowers, cybernetic enhancements, or space magic!

At the beginning of each game, deal three Ability cards (refer to Diagram 1) to every player.

Abilities fall into four types: 

  • Passive Abilities are always active.
  • Triggered Abilities can be used whenever their trigger effect occurs (even outside your turn).
  • Offensive Abilities can only be used during your Operations Phase (refer to GENERAL PLAY).
  • Defensive Abilities can be played in response to any Effect (even outside your turn).




Ability Types are color coded to allow for you to get a glimpse as to what retaliatory potential your enemy has.  Watch out for other players with Triggered and Defensive abilities!


PRO TIP: Ability effects will tell you when you can use them, how often, and what they cost.


Each player chooses two Abilities of the same color (Black or White) to use for the game and puts back the unused card.  Put your Ability cards face up with the Abilities you selected towards you (refer to Diagram 2).  


PRO TIP: We recommend that each player reads their Abilities aloud before the start of the game.  It makes it easier if everyone knows each other’s Abilities.


Maximum Life: On the bottom of each of your selected Abilities are life markers. Your Maximum Life is the sum of your life markers.  Every time you take damage or otherwise would lose life, you hide one of these markers.  If your life reaches zero (all life markers are hidden), you are “destroyed” and eliminated from the game.  Don’t worry; there are ways to prevent yourself (or others) from being destroyed.


PRO TIP: You can use another card (e.g., an extra Ability card) to hide lost life markers.


After everyone selects their Abilities:

  • Shuffle the Strategy Deck and give each player four cards.  These make up their hand.  
  • Before the first turn, each player starts with Charges equal to their Charge Capacity (the default is 3 Charges).  

NOTE: During the game, you spend Charges to play Strategy cards or use certain Abilities.

  • Place the shuffled Strategy Deck face down in the middle of the table.  Players will draw from this throughout the game.  Played or discarded cards are placed in the Discard Pile which resides adjacent to the Strategy Deck.  If you run out of cards in the Strategy Deck, you can shuffle the Discard Pile and place it face down, making a new Strategy Deck.  
  • Finally, determine who goes first; this is up to you to decide. 



General Play

THE RULE OF 3: Each player draws 3 cards on their turn, the default Maximum Handsize is 3, and your default Charge Capacity is 3.

Strategy Cards and some Abilities will have a Charge Cost (refer to Diagram 3).  To play the card or use the Ability, you have to pay the cost (hiding the corresponding amount of Charges from your Charge Tracker).  If you can’t, then you cannot use the card or Ability this turn.  




Each turn has three phases: Draw, Operations, and Discard.

At the beginning of your turn, generate Charges until you reach your Charge Capacity (the default is 3 Charges).  These are usually often used for Offensive effects.


Draw Phase:  

Resolve any Draw Phase Abilities then draw three cards.  


Operations Phase: 

You can now play Strategy Cards from your hand and use your Offensive abilities.  

There are three types of cards that you can play during your Operations Phase: Offense, Defense, and Equipment.  

  • Offense cards damage or hinder players, improving your standing in the game.

  • Defense cards protect against other players’ effects (cards and Abilities).  

Once you have played an Offense or Defense card, place it face up in the Discard Pile (adjacent to the Strategy Deck).  

IMPORTANT: You can play Defense cards outside of your turn in response to any effect (see the following example).




If Erin plays a Scorch against Jim, then you can play Mend Time on Jim to prevent the damage!  Also, you don’t have to be directly involved: instead, you can play Mend Time on yourself to heal 1 life, leaving Jim taking the damage.


  • Equipment cards grant additional abilities.  To play an Equipment Card, place it face up in front of you. It stays in play until you discard it or another player removes it.  You’ll receive the benefits of the Equipment card as long as it is in play.  But, you can only have one Equipment in play at a time.  If you play a new Equipment card and already control one, you must discard the old Equipment card.  You can read more about Equipment Abilities in SET UP/ ABILITIES.  

When you run out of Charges or have no more cards/Abilities you want to use, move to the Discard Phase.  


Discard Phase:

During your Discard Phase you may discard any number of cards, as long as you end the phase with no more cards than your Maximum Handsize: 3 cards in hand.  

At the end of your turn, generate Charges until you reach your Charge Capacity (the default is 3 Charges).  These are usually used for Defensive effects.

The player to your left then begins their turn.




Jim starts his turn and generates Charges until he reaches his Charge Capacity (4 in this case because he has Gadgeteer’s Webbing equipped).  

He draws 3 cards from the Strategy Deck.  

He plays a Scorch against Erin (she had just tried to destroy him earlier – so he’s retaliating with everything he has).  She takes the damage.  

He then plays a Feedback Loop against her.  She reacts with Re-energize preventing Jim from generating a Charge and she gets to draw a card!  

Jim, now angry and with a slight green tint to his skin, plays Quark Grenade.  Erin realizes that potentially 2 damage is headed her way and decides to play Redirect on the Quark Grenade.  Fortunately for Jim, he also has a Redirect and plays it; regaining the control of the Quark Grenade.  Everyone Fateflips twice: Erin flipped 2 Black cards whereas Jim only flipped 1.   Jim chooses Black causing Erin to take 2 damage and he only takes 1.

Jim still has 1 Charge remaining.  Erin unfortunately has taken 3 damage this turn bringing her to 0 life and therefore she is destroyed.  

Jim now thoroughly satisfied with his turn decides to move on to the Discard Phase, despite still having a Charge left.  He only has 2 cards in hand left so he does not need to discard any cards.  

At the end of his turn, he generates Charges back up to 4 (his Charge Capacity).


Gameplay Mechanics


Questions about gameplay?  You’ve come to the right place!  Bear with us though; there is a lot to go over…

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  • Maximum Handsize: The number of cards you can have in hand at the end of your Discard Phase (the default is 3 cards in hand).
  • Maximum Life: This is the sum of the life markers on the bottom of your selected Abilities.  You cannot go above your Maximum Life.  If an effect causes your Maximum Life to go up, your current life total does not go up to match it. However, if an effect causes your Maximum Life to go down, you lose life until you have no more life than your current maximum; this does not count as damage.
  • Charge Capacity: This is the number of Charges you can spend on Abilities or Strategy Cards that have a Charge cost associated with them.  At the start and end of your turn, you generate Charges until you reach your Charge Capacity (the default is 3 Charges).  If an effect causes your Charge Capacity to go up, you do not generate Charges to match it.  If due to an effect your Charge Capacity goes down, you lose Charges until you have no more than your current Charge Capacity.  You cannot generate Charges above your Charge Capacity.
  • Discard: Once you have played an Offense or Defense card, it is placed face up in the Discard Pile.  If you play an Equipment card and already control one, the old Equipment is discarded.  Discarded Strategy cards go into the Discard Pile.
  • Fateflip: Flip over the top card of the Strategy Deck.  Only the color (Black or White) of the card and what type (e.g., Defense) is what is used when Fateflipping, the card itself is not used.  Discard any Fateflipped cards after the effect has occurred.
  • Active Player: The player whose turn it is.
  • Effect: The text in each Strategy and Ability card is its effect.  
  • Reacting to cards: Whenever a player would be affected by a card or Ability, you may play a Defense card or use a Defensive Ability.  All Defensive and Offensive effects must be resolved before another Offense / Equipment card is played or an Ability can be used.
  • Too Many Effects: It is possible to have multiple effects occur at the same time.  Here’s the order you should resolve them in: 
  1. Take care of any Redirect effects (if multiple Redirects occur, the last Redirect played gains control of the effect).  
  2. Resolve any Defensive effects.  
  3. Apply any Offensive effects.  

If multiple effects of the same type (e.g., Defensive) occur on a player, that player chooses which effect resolves first; starting with the Active Player and moving clockwise.

  • Triggered Abilities: Before triggered abilities can be used, the original Effects must be resolved.  If multiple abilities trigger after the original effect, start with the Active player and move clockwise.  
  • Heal: Healing occurs for every life you restore to a player.  
  • Damage: Damage occurs for every life that a player loses.  It can be self-inflicted.  Some Abilities cost life to play.
  • Destroyed: When a player reaches zero life they are eliminated from the game. As soon as a player is destroyed, they discard all of their Strategy and Ability cards.
  • Negate: The effect did not occur.
  • Gaining Cards: There are three ways to gain cards, two of which are from other players.  If you TAKE a card from another player’s hand, you do not get to look at their hand before you take it.  If an Ability/effect has a player GIVE cards to another someone else, the giving player chooses which cards are given away. When you DRAW cards, they come from the Strategy Deck.  As soon you draw, take, or are given a card, it becomes part of your hand.
  • Turn: A Turn lasts from the beginning of a player’s Draw Phase until the end of their Discard Phase.  It consists of three phases: Draw, Operations, and Discard.
  • Round: A Round concludes once every player has had one turn.  If the starting player is destroyed, the round begins with the next player.
  • Replacement Effect: Some Abilities allow you to play cards as another card.  Once the replacement effect has resolved, it returns to its original card.
  • Invalid Cards: When a player tries to play a card out of Phase (e.g., an Equipment during another player’s turn) or without the necessary Charges, it is discarded instead and the Charges are not used.

PRO TIP: If you are disputing the rules, Fateflip to see who is right! 


Strategy Deck Cards

Card Name [Charge Cost]: Card Effect


  • Mend Time [1]: Have any player heal 1 or prevent 1 damage.

  • Re-energize [1]: Prevent 1 damage for any player and/or draw 1 card.

  • Redirect [0]: When an Offense or Defense card is played, you played it instead (you pay its Charge cost).

    • Redirect resolves before other effects.  


  • Feedback Loop [1]: Deal 1 damage to any player.  If you dealt damage, generate 1 Charge.

  • Quark Grenade [1]: Have all players (including you) Fateflip twice.  Once all players have Fateflipped, choose Black or White.  Every player takes 1 damage for each card they flipped of that color.

  • Scorch [1]: Deal 1 damage to any player.



  • Gadgeteer’s Webbing [0]: Your Charge Capacity is increased by 1.

  • NRG Amplifier [1]: Whenever you use a White card to deal damage, it deals 1 additional damage.

  • Dispersal Field [1]: You may play Black Defense cards as Redirect.



Here are some Quick Tips if you want a little extra help while playing 3RD EDICT!

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