PolCompBall: The Boardgame/RLCard

RLCard is the unnecessarily complicated mode of PolCompBall: The Boardgame.

New Mechanics
Health. Start with 5 Health. When Health reaches 0, you lose the game.

Hunger. Start with 20 (max) Hunger. Each time you play a card, reduce Hunger by 1. When Hunger reaches 0, spend 1 Food and refill Hunger to max. If you have no Food, eat (destroy) a card from your hand and refill Hunger to max. If you have no cards in your hand, eat 1 random card from your deck and refill Hunger to max.

Thirst. Start with 20 (max) Thirst. For each Cost you pay, reduce Thirst by 1. When Thirst reaches 0, spend 1 Currency and refill Thirst to max. If you have no Currency, reduce Health by 1 and refill 10 Thirst.

Heat. Start with 20 Heat. Before the end of the turn, for each card you drew but didn’t play, reduce Heat by 1. When Heat reaches 0, spend 1 Electricity and give all players +20 Heat. If there is no Electricity, burn (destroy) a card from your hand and give all players +20 Heat. If you have no cards in your hand, burn 1 random card from your deck and give all players +20 Heat. When Heat reaches 30, lose 1 Health and reset Heat to 20.

Intelligence. Start with 2 Intelligence. For each Labor/Currency/Food/Electricity you spend, increase Intelligence by 1. You can only play cards whose balance Points are equal to or lesser than your Intelligence.

Measurement
Measurement number applies to the whole game. When the game starts, the game has a Measurement number of 0. When a card is played, it will not change the number. Exceptions are: When one of these cards is played, the measurement value will change by the number depicted. The limits of this number are -8 and +8. If the number is higher than +3, than metric-aligned cards (Neoafun, Metricism, State Metricism, and Quarkism) will be able to make an extra square of movement if the player wants to. If the number is -3 or less, than imperial-aligned cards (JFism, AntiMetriciation, USCSAuth, and MinnDist) will be able to make an extra square of movement in any of the four cardinal directions if the player wants to.
 * Minnesotean Distributism (-5)
 * US Customary Authoritarianism (-3)
 * Anti-Metrication (-2)
 * JoeyFloppaism (-1)
 * Neo-Afunhumaninterism (+1)
 * Metricism (+2)
 * State Metricism (+3)
 * Quarkism (+5)

For example, if the Quarkism and JoeyFloppaism cards are played in direct succession when the measurement value is 0, then the outcome will be a measurement value of +4 because of Quarkism's +5 and JoeyFloppaism's -1.