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.

Quantity. You have 1 Quantity per each character above 1 you control (i.e. controlling 2 characters results in having 1 Quantity). If one of your characters is in top-left (red) region of the board, draw 1 more card at the start of the turn per each Quantity you have.

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.

Soil
Each time you play a card that has Liberty in its cost, gain 1 Sand. Start with 0.

Each time you play a card that has Nation in its cost, gain 1 Clay. Start with 0.

Each time you play a card that has Self in its cost, gain 1 Silt. Start with 0.

At the start of your turn, if your Sand = Clay = Silt and is not 0, gain 1 Food.

Based
Start with 0 Based.

For paying cost of Equality, Tradition, Production, Totality, Stalwart, Authority, Nation or Secular in the Top-Left (red) region of the board, gain 1 Based.

For paying cost of Markets, Progress, Nature, Self, Hedonic, Liberty, Globe or Religious in the Top-Left (red) region of the board, lose 1 Based.

For paying cost of Markets, Tradition, Production, Self, Stalwart, Authority, Nation or Religious in the Top-Right (blue) region of the board, gain 1 Based.

For paying cost of Equality, Progress, Nature, Totality, Hedonic, Liberty, Globe or Secular in the Top-Right (blue) region of the board, lose 1 Based.

For paying cost of Equality, Progress, Nature, Totality, Hedonic, Liberty, Globe or Religious in the Bottom-Left (green) region of the board, gain 1 Based.

For paying cost of Markets, Tradition, Production, Self, Stalwart, Authority, Nation or Secular in the Bottom-Left (green) region of the board, lose 1 Based.

For paying cost of Markets, Tradition, Production, Self, Hedonic, Liberty, Globe or Secular in the Bottom-Right (yellow) region of the board, gain 1 Based.

For paying cost of Equality, Progress, Nature, Totality, Stalwart, Authority, Nation or Religious in the Bottom-Right (yellow) region of the board, lose 1 Based.

If you have more Based than each of your opponents, right-moving normal arrows, up-right moving normal arrows and up-moving normal arrows become doubled.

If you have less Based than each of your opponents, left-moving normal arrows, down-left moving normal arrows and down-moving normal arrows become doubled.

Sanity
When you have been the most Based or the least Based for at least 3 turns in a row, at the start of your turn lose 1 Intelligence.

Off-Compass
Cards cannot naturally enter the off-comp area, unless another card has a ability (such as Nature or Totality) to push them out of the border. With this addition to the board having the player on one of the corners gives them 1 point, but if a player manages to reach the off-comp corners they receive 2 points.