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FIXER

FIXER

Regular price €18,00 EUR
Regular price Sale price €18,00 EUR
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  • Players: 2-4
  • Play time: 15 min.
  • Language: EN, JP

The regime controls the capital, the capital funds the media, the media influences the people, the people overthrow the regime... Manipulate all four pillars of society by strategically winning and losing one-on-one conflicts to become the ultimate shadow ruler.

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This game is a dual-language version, containing both English and Japanese-language rulebooks. FIXER is a language independent game, so the area boards and cards do not contain any essential text.

About the Game

FIXER Game Overview

In Fixer, you will battle to control the capital, media, people, and regime to become a powerful shadow ruler. Below is a general overview of the game. More detailed rules can be found in the rulebook.

On Your Turn:
After setting up the game boards and conflict markers (3 player setup depicted above), players will take turns playing cards from their hand into different areas adjacent to them. These areas become the arenas for one-on-one conflicts between adjacent players. 

If a card is already on the side opposite you, you must play a card of a matching suit if you are able. If you don't have a matching suit or if there is no card opposite you, you may choose to play any card in your hand. Once there are two cards in a given arena, the conflict is resolved immediately. After you play your card and resolve any conflicts (if applicable), the next player takes their turn.


Resolving Conflicts:
There are two types of victories in a conflict (normal victories and critical victories) which occur depending on the number and suit of the cards played. The suit matchups are shown above: People beat Regime, Regime beats Capital, Capital beats Media, Media beats People.

Normal victories:

  • If there are two cards of the same suit in an area, the card with the higher number wins. (Example above: Capital (5) defeats Capital (2))

  • If the cards are different suits and have no matchup, the card that was placed first wins, regardless of the number. (Example: Media (2, placed first) defeats Regime (7, placed second)

Critical victory:

  • If there is a suit matchup, the stronger suit wins, regardless of the number. (Example: Media (4) defeats People (5))

              

The winner of the conflict takes a conflict marker from the conflict area and places it on top of the losing card in their scoring area. For a normal victory, both the card and the conflict marker are placed face down (above left), while for critical victories, both are placed face up (above right). These beget different point values at the end of the game.


The losing player receives the winning player’s card and either adds it to their hand or places it face down in their discard area. The loser only takes the card if they don’t have a face up card of that suit in their scoring area—basically, if you won a critical victory against a given suit, you can no longer win cards of that suit over to your side. This scenario is pictured above; the player has won a critical victory against the People already, so they must discard any People cards they lose to. If they lose against a Capital card however, they may add it to their hand, as they do not have a critical victory against this suit.

End of the Game and Scoring:
Once all conflict markers have been removed from all areas, the game ends. Score calculation is simple—add the values on the cards in your scoring area with the extra points gained from any critical victories! The player with the most points wins!

Game Related Videos

This video gives a brief overview of the game flow for those who would prefer to listen and see a few example scenarios. The video below is unofficial.



The following is the Dice Tower's review - feel free to watch it to see what you think!

Rulebook Download

Click here to view/download a PDF rulebook for FIXER.