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MoonBlazE

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Jul 7, 2005, 11:20 PM
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The game would either contain two equal teams (1v1, 2v2, ect.) or be free for all.

In team games, you would have your turn with your team and once everyone in your team is done playing their turn, the turn passes unto to your opponent team. During your turn, you choose which opponent to have your played cards affect, but only you could play cards against that opponent (till the end of your team's turn).

In free for all, your played cards would affect the opponent on your right and you would be affected by the actions from the opponent on your left (assuming an order of a circle). Players would get their turns in order of the clock.

Each player would have a deck of the 32 cards (shuffled, facing down) and start with drawing 4 from the deck. The 4 drawn cards are considered 'your hand' and should be hidden from your opponents.

During your turn:

- You start with drawing 1 card from your deck and adding it to 'your hand'.
- You may play up to 2 cards from 'your hand'.
- You cannot play more than 1 card of the same type (ie. no playing 2 cards of Lord Burn).
- You must play at least 1 card.

Cards you play must be from your hand and moved into a special pile that is considered of 'discarded cards'. If you cannot play any cards in this way, you have lost the game.

In team games, once lost you are not with your team anymore, and an opponent would have to pass their play every of their turns (although a smart team would always have the opponent with the weakest offensive cards pass and save up).

Cards with a negative number (ie. Action Steve's Action Tights, -5) would move that number of cards from your (target) opponent's deck to their 'discarded pile'.

Cards that have a positive number (ie. Triple Midnight's Glowing Thing, +3) would take a number of cards from the top of the discarded pile (created from the method above) and require you to shuffle them back into your deck (if you have none, then they have the same effect as number 0, described somewhere below).

Cards with a described effect (ie. Double Prism) would require you to do that action (taking cards from opponents must be taken from their hand).

Cards with number 0 (ie. Action Steve's Third Nipple) have no affect and are considered useless, but can still prove a use against other card effects such as Double Prisms.

Covers all, doesn't it?

Last edited by MoonBlazE; Jul 8, 2005 at 12:02 AM. Reason: Clarified a few rules.