Give Me Fuel: FAQ

How do I play this game?

You're wandering through the wasteland looking for the one thing that will help you survive. Fuel. As you search, you encounter other people. They're gonna take your fuel unless you take theirs first. So you fight.

  • Your goal is to get your enemy's "Core Health" to 0, knocking them out. 
  • You start a certain distance apart. That’s your Range, and it’s a number from 1 to 13.
  • You have some number cards and some Power cards. Play proceeds in alternating turns.
  • On each of your turns, you’re gonna do two things:
    • Play a number card.
    • Optional: Play or Recycle a Power Card.

A number card is used in one of three ways, your choice:

  1. Attack: if you use your number card to attack, you’ll (probably) damage your opponent. If your attack number exactly matches the Range, you do maximum damage (10). The farther your number is from the Range, the less damage you do.
  2. Evade: if you use your number card to evade, then that number immediately becomes the new Range number. Also, you'll get the difference between the previous Range and the new Range as a defensive bonus, because the farther you move, the harder you are to hit. The maximum defensive bonus you can get from Evading is 8, and that bonus resets to zero after every turn.
  3. Shield Up: if you use your number card to power up your Shield, then the number on your card doesn’t matter; you’ll get +6 Shield no matter what.

Then, you’ll (probably) play a Power Card for an advantage that is explained on the card. 

But unlike number cards, most Power Cards are consumable, so once they're used, they're gone. If you prefer, you can Recycle a card instead of playing it. This returns it to your collection, from which it can be drawn again either in this game or a different one. 

At the end of your turn, you'll draw another Number Card, and any played or recycled Power Card will be replaced with another from your collection.

Basic Strategy

  • You'd like the Range to be as close as possible to the numbers on your remaining Number Cards.
  • You’d like the Range to be as far as possible from the numbers on your opponent’s cards.
  • "Timing" matters, especially considering that Evade only lasts for one turn.
  • You can see your opponent's Number Cards, and use that knowledge against him or her.
  • Traps & Maneuvers - some cards are played "face down", and are known to only one player. The other will only be able to see whether it is a Trap or a Maneuver.
    • Traps last until you "trigger" them. In general, if you hit a trap gently to trigger it, you can avoid its worst effects.
    • Maneuvers affect only the next round, and then they will disappear. If you're facing a maneuver, usually if you hit it hard you can "overpower" it.

Helpful shortcuts:

  • If the Range is close to my remaining Number Cards, I should probably Attack if I can, or Shield Up if I can’t.
  • If the Range is close to my opponent’s Number Cards, I should probably consider Evading.
  • Defense comes from large Evades - by playing in the "middle", you prevent a player from getting enough Evade to completely nullify your next attack.
Thanks to Wes Carroll for helping write our FAQ!


Card Types

  • Power Card: Any of the cards that can alter the rules or the values of Number Cards. Players have a deck of Power Cards that are linked with their account, and used in all the games that they play. Rules on Power Cards supercede any basic rules.
    • Action: A basic Power Card that is played face up and used immediately.
    • Buff: A Power Card that is played "face up" and persists from round to round.
    • Secret: Any card that is played face down.
      • Trap: A Secret that is triggered by an opponent's (or player's) action.
        • In general, if someone plays a Trap, you want to "plink" it to disarm it. For something that affects your attack, you want to hit for low damage, since a Trap might convert incoming damage into health. Conversely... (see Maneuvers)
      • Maneuver: A Secret that is triggered the next round & then expires.
        • ...with Maneuvers, which expire the next round, you can sometimes avoid them by "overpowering" them. Hit really hard, and you might bypass the effects of a Maneuver. So "plink" Traps, and power through Maneuvers. Most of the time.
  • Number Card: A card with a number on it that's dealt into your hand. 1-13.

Game Terms

  • Turn: A Turn is the act of a player placing cards on the board, then "playing" the Turn. By default, a Turn can consist of 1 Power Card, and 1 Aim Card as either an Attack, Move, or Shield Up action.
  • Game: A Game consists of multiple rounds, and lasts until someone runs out of Core Health.
  • Range: The Range is the distance between your character and your opponent.
  • Aim: You Aim at a Target. However, you also are aiming at a specific Range. Aim is the Range you are aiming at.
  • Gap: The Gap is the absolute value of the difference between the Aim and the Target.
    • For instance, if your Target is 7, and you play a 3, the Gap is 4. If you played an 11, the Gap is also 4.
  • Attack: Attack is the Attack Power (by default, 10) minus the Gap, plus any effects from Power Cards before any of the Opponent's defensive/Power effects.
  • Damage: Damage is the amount of Health that an opponent loses during a Turn. Damage is effectively Attack after any defensive/Power effects played by the character who is being attacked. 
  • Move: This is an action that a player can take to change the Target value & acquire Evade (see below).
  • Shield Up: This is an action that a player can take to turn an Aim Card into a set amount of Shield.
  • Health: By default, Health is the sum total of Core, Shield, and Evade.
    • Core Health: The player's base well-being. When they run out of Core, the Game is over.
    • Shield: Shield stacks on top of Core. Damage is preferentially done to Shield before Core. Shield values persist from Turn to Turn.
    • Evade: Evade stacks on top of Shield & Core. Damage is preferentially done to Evade before Shield. A player's Evade value is reset to 0 at the start of their turn.
  • Fuel: The Premium Currency in the game. Used to buy Power Cards. Earned by winning matches, purchased via IAP.
  • Experience (XP): Players earn XP from playing games (more from winning, but losing earns XP as well), which they use to Level Up, and eventually upgrade their Characters. <- not in at launch, will be shortly after.
  • Boost: A powerup that increases something in the metagame - XP gain rate, Fuel gain rate, etc.

How do I play against my friend?

If you use Game Center or Facebook to log in, then any of your GC/FB friends should show up when you select "Find a new match".

How do I construct a deck?

You don't! In GMF, there is no deckbuilding. You draw cards from a "master deck" into the game that you're playing. You never have to worry whether you've integrated your new cards into your deck in an optimal manner, you never have to check the internet to figure out if you've got the latest and greatest 'metagame' strategy. You get new cards, they're automatically integrated into your deck, and you don't need to worry about it.

How are cards drawn?

Weird question, right?

But Power Cards are drawn in a little bit of a non-intuitive way.

Split your cards into different decks based on their rarity. You've got infinite "Basic" cards, and then whatever you have in your deck for Common, Uncommon, Rare, and Legendary cards. So now you've got five piles. Now roll a die. There's a chance you'll draw a Legendary card. A larger chance for Rare, then Uncommon, then Common, then Basic. If you have a card in that pile, you'll draw from it. If you don't have a card, you'll draw from the next deck down.

Why do we do this? Since you have infinite Basic cards, we have to have some way of creating a deck that uses the higher-rarity cards, but we also don't want someone who has a bazillion Legendary cards in their deck to totally overpower everyone else. It's a way of maintaining some balance, basically - higher-rarity cards are better, but not an always-on overwhelming advantage.

Where'd that card go?

When you use a Power Card in GMF, it is consumed, and removed from your deck.

It's not exactly like other Collectible Card Games (CCGs) like Hearthstone or Magic.

This is going to get a little wonky, so bear with me. A big part of most CCGs is the 'metagame'. Finding the best cards, building the best decks... in an ideal world, it's a neat world of discovery and strategy and fun, but in the world we actually live in, the fact that information about "optimized" decks are easily available on the internet really ruins the 'metagame'. Either you're playing with the best decks, or you lose.

Part of what we're trying to do is fix that problem, and part of that is that you can't build those optimized decks, because your inventory of cards is constantly "turning over". The idea is that you'll earn enough free Fuel every day to be able to play with good cards, you'll get the fun of ripping open new packs & finding cool new stuff, and people will have to constantly adapt their strategy to the moment, which is much more fun than looking up a strategy online and just executing it.

Where am I? What's happening? Why should you give me Fuel?

Welp. The world got destroyed. Most humans live underground in bunkers that are powered by solar, nuclear or wind. But those systems aren't always reliable, and to survive means scouring the world for the remnants of the Old World's technology. Humanity's kind of in ruins, though - so killing a bunch of humans to get by seemed like a bad way to go. Even though we're all competing for survival, after a few rounds of fighting to the death over resources we figured out a better way. Weapons that disable, instead of kill. All we wanted was to scavenge the area without competition. So disabling an opponent for a few minutes, functionally was better than killing folks, and got the winner everything they wanted anyway.

But fuel. Right. Fuel is what we need to survive. Fight for it.

What else is there to do, here?

Aha! Good question. Right now, you can fight other people and earn Fuel, then use Fuel to get more Power Cards, and fight some more. That's basically the core of it. But it's important to think of this as the "core" of the game. There are a billion different ways in which we can expand this core & build on it, but the thing we've got to do first is make sure this core game is as good as it can be. In the future? More narrative. There's actually a whole story with why the world is the way it is, the three competing factions that scour the ruined Earth for resources, and a bunch of decisions to be made about who you want to be in this world. More animations. Competitive leaderboards. Ways to build new cards. Customizable gear. Factions. Teams. So much stuff - even some things that I'm pretty sure you've never seen in a game before. But it means getting this first thing right. So we're starting small and building out.

We're going to be updating and releasing new content for GMF at a pretty brisk clip. So if you like the core card game, but are "???" on what else there is to do, hang in there. More is coming. If you don't like the core card game, let us know!

Part of the reason we release "early" like this is that there's no feedback like feedback from actual players.

Why should I buy stuff?

We hope you'll buy stuff because you like it. We give everyone enough free cards they can play for a while before they run out, and we give you more Fuel on a regular basis. If you want to play more, then you can buy more card packs - hopefully in a handful of different ways, one of which is appealing. So that's the basic thing - more cards = more playtime at max power. We give you an unlimited supply of "Basic" cards, which means you can play forever with only Basic cards. But you'll be at a disadvantage vs. people who have rarer cards.

In a way, your first handful of hands are at "max power" since you've got cards in your inventory. If you want to play more, you can, but you'll be be at "basic power". We wanted to strike a balance between accessibility & ability to play, but also give people something of tangible value. It's not "pay-to-win" in that spending more doesn't make you absolutely more powerful, you'll just be max-power longer than you would be otherwise.

Here's the most straightforward thing.

Do you like the game? Do you want us to keep working on it? If you buy something, that's how we keep going.

If you don't buy anything, ever, then we can't keep working on this game, and we'll have to try something else, and if that doesn't work, then eventually we're gonna have to find other jobs. Sad, but that's the fact of it. We rely 100% on folks who buy stuff from us (and in some cases, folks who watch ads as well, when eventually we get those in - they'll be "boosts", where watching an ad gives you something positive).