On Sunday, September 10, 2023 at 9:17:35 PM UTC-7, Drew Nilium wrote:
So, this isn't an actual game, yet. It's an art project in the form of a trading
card game, and part of the fun is figuring out the rules by reading the cards.
I've tried to come up with a coherent set of rules that these cards follow, but
quite frankly, I've been prioritizing flavor and evocativeness; if I were to make this into an actual game, I'd probably have to change a lot.
All that said! Here are some helpful tips:
LNHers are Heroes.
Conflicts are Interactions.
Characters with a 0 Voice can't bring, show, or match that Voice.
The default Scale is Human.
Blowing this Popsicle Stand counts as Blowing the Scene.
Hope you enjoy!
Drew Nilium
Hmm. Do remember another card game from way back.
(Checking the archives)
Ah! Here it is:
From:
barnejd@wkuvx1.wku.edu (Jeff Barnes)
Newsgroups: alt.comics.lnh,rec.arts.comics.creative
Subject: LNH Storycards Trading Card Game v0.2
Date: 10 May 96 11:08:22 CDT
LNH STORYCARDS
Version 0.2
By Jeff Barnes (
barnejd@wkuvx1.wku.edu)
==========================================================================
RULES:
The LNH Storycards game is a fast-paced game of plot twists, location changes, surprise attacks, and revelations galore! You take on the role
of a newbie, trying to gain acceptance into the Legion of Net.Heroes --
while trying to keep your opponent from doing the same.
Playing the Game
Before the game, you must choose an Origin card to put in play. The
Origin card will limit your options in Powers and Equipment somewhat,
but will allow you access to others that those with other Origins can't
use. For example, Bricks only can use Pow! Smash! Bop!, while only
Mentalists may make Mind Wipes.
You begin at 10 cards. The maximum number of cards you may have is
equal to your Prestige. Each turn, you may place a maximum of one card
from your hand into play; note that some cards may allow you to exceed
this maximum. For every point of damage you receive, your Prestige (and
thus the number of cards you may have at the end of your turn) is reduced
by one.
At the end of your turn, you calculate all damage done since your
last turn. It is at this point that you take that damage. Damage may
be prevented at any time before the end of your turn. If this reduces
your Prestige below the number of cards you have in your hand, you must
choose and discard the difference to your used pile. If your Prestige
is greater than the number of cards in your hand, you may draw until
you reach your maximum.
Cards may be either permanent or temporary. Permanent cards remain
in play after they are played until they are removed by some other card
or effect. Temporary cards are placed in the lost pile after their
effect takes place. In addition, many permanents can be "used" for other effects at their controller's option; turn these cards upside down to
signify that they cannot be used again until the beginning of their controller's next turn (at which time they are reset). A permanent may
not be used again for its effect until after the beginning of its
controller's next turn. No one may look at the face of cards which are
placed face down on the table.
One last note: there is no "last in, first out" rule in LNH
Storycards. The first card played or used is the first card played or
used. Period.
Winning the Game:
In order to win the game, you must reduce your opponent to zero
Prestige. This can be done through direct means to his Prestige from any number of sources. Note that if either player runs out of cards, they
lose half their prestige (rounded up) and must discard down to their
Prestige immediately; they then shuffle their lost pile and it becomes
their new deck.
A player may make a DIRECT ATTACK on another player. This may only
be done if either that player made a direct attack on you on their last
turn or a card effect allows you to make a direct attack on them. Direct attacks are, oddly enough, cards with the words "Direct Attack" on them.
Some cards allow you to do damage to your opponent. These generally
do not count as direct attacks. Others cause loss of Prestige, which is different from damage to Prestige in that it is taken immediately and
cannot be prevented, though Prestige may still be regained as normal.
Deck Building:
The minimum number of cards you may have in your deck is fifty. There
is no maximum.
You may have a maximum of six of any card in your deck unless stated otherwise on the card (lim: x). For example, you may have six of any type
of Misunderstanding, or six Villain Attacks (with a maximum of three VA: Team).
Types of Cards:
ORIGIN CARDS are usually played before the game, though you may place
them in your play deck (these will usually be played along with Retcon: Convoluted Origin). They set the range of Powers and Equipment that you
may play. All players must have at least one Origin in play before the
game. They are considered permanent.
POWER CARDS give you certain advantages over your opponent or allow
you to do damage to them directly. For example, Super-Speed allows you to
play an additional card each turn so long as it stays in play (though you
do lose a point of Prestige each turn). Some power cards are permanent;
some are temporary.
PLOT CARDS are permanents that represent changes in the flow or pace
of the game. For example, Location: Coastal City prevents Villain cards
from being played while in play. Note that you may only have one of any
type of Plot (Location, Crossover, Villain, etc.) in play at a time; if
a Plot of a type already in play is played, discard the Plot already in
play to its controller's lost pile.
PLOT TWIST CARDS are temporaries that introduce an effect, usually
only until the end of your turn or the beginning of your opponent's turn.
CATASTROPHE CARDS are cards that can have an incredible effect on the game's pace and flow. For example, Editorial Interference may prevent
plot twist cards from being played while it is in play. They tend to have wide-reaching effects on whole classes of cards. They can be either
temporary or permanent. Because of their power, you are limited to a
maximum of six Catastrophe cards per deck.
==========================================================================
CARD LIST
* Indicates new or revised entry since last revision
| Indicates still under construction or experimental --------------------------------------------------------------------------
ORIGIN CARDS
* Origin: Brick
Direct attacks from you do +1 damage. If you have one card in your
deck, you may lose two Prestige to reshuffle your lost pile into
your deck.
* Origin: Cosmic Crusader
You may lose 1 Prestige to nullify a card as it is being played or
lose 2 Prestige to remove target permanent from play.
Origin: Hodge-Podge
* Origin: Martial Artist
If you play a direct attack this turn, you may play another direct
attack.
* Origin: Mentalist
You may skip your turn and lose 1 Prestige to avoid damage from any
one direct attack made upon you during your opponent's last turn.
Direct attacks upon you do +1 damage.
* Origin: Mystic
You may have up to five Power cards not normally allowed to you in
your deck. You may not have more than one of any card title of
these five. Lose 1 Prestige when you play any of these cards. You
may not have more than six of any card title in your deck.
POWER CARDS
Claw Attack (p)
LIMIT: Martial Artist (6), Hodge-Podge (3)
Flip a coin. If it comes up in your favor, target player takes 3
damage, plus one damage for each Super-Strength you have in play.
Your opponent may attack you this turn. Direct attack.
* Danger Sense (t)
LIMIT: Cosmic Crusader (6), Mystic (3), Mentalist (3)
Flip a coin. If it comes up in your favor, avoid damage from one
source since your last turn.
Energy Blast (t)
LIMIT: Cosmic Crusader (6), Hodge-Podge (6)
Flip a coin; if it comes up in your favor, target Hero is destroyed
OR target player takes 2 damage. Attack damage gains no bonuses for
Super-Strength. Direct attack for purposes of allowing your opponent
to attack only.
Flight (p)
LIMIT: Cosmic Crusader (6), Mystic (6), Hodge-Podge (6)
You may play a Location in addition to the normal number of cards
you are allowed to play.
* Glitch (t)
LIMIT: Mystic (6), Hodge-Podge (6)
Target tech Equipment card is damaged. It may not be used again
until repaired; if it is damaged again, remove it from play.
Healing Factor (p)
LIMIT: Martial Artist (2), Cosmic Crusader (1), Brick (1),
Hodge-Podge (1)
So long as Healing Factor is in play, gain one Prestige for each turn
you do not play a card, up to your maximum.
Hyper Healing Factor (p)
LIMIT: Martial Artist (1)
So long as Hyper Healing Factor is in play, gain one Prestige at the
beginning of each of your turns, up to your maximum.
* Insult to Injury (t)
LIMIT: Brick (2)
If you play this card on the same turn you make a direct attack and
that attack does damage to the opponent, add 1 plus the number of
Super-Strengths you have in play to the damage. If the attack does
no damage, ignore this effect.
* Intangibility (t)
LIMIT: Mystic (2)
Avoid all damage done to you since your last turn. You may not use
any cards until the beginning of your next turn.
* Iron Will (p)
LIMIT: Martial Artist (6), Cosmic Crusader (6), Mystic (6),
Mentalist (6)
While this card is in play, you may ignore any of opponent's card
effects which cause cards to be discarded.
Invulnerability (p)
LIMIT: Martial Artist (1), Cosmic Crusader (2), Brick (4),
Hodge-Podge (1)
For each Invulnerability you have in play, reduce by one all damage
done by direct attacks or Energy Blasts.
* Kick (t)
LIMIT: Martial Artist (6), Brick (2)
Flip a coin. If it comes up in your favor, target player takes 1
base damage. Direct Attack.
* Latent Ability (t)
LIMIT: Martial Artist (3), Cosmic Crusader (1), Brick (6),
Mystic (1), Mentalist (1)
Play this card in conjunction with another power card you are not
normally allowed to play. You may have only one such card in your
deck for each Latent Ability it contains. You may not have more
than six of any card title in your deck.
* Meditation (t)
LIMIT: Mystic (4), Mentalist (4)
Discard a card at random to draw three cards.
Mental Block (t)
LIMIT: Mentalist (4)
Remove any one Power from play OR look at target player's hand and
discard all Powers in it.
Mind Control (t)
LIMIT: Mystic (2), Mentalist (6)
Target Hero comes under your control until the end of its present
controller's next turn.
Mind Wipe (t)
LIMIT: Mentalist (6)
Name a card, then look at your opponent's hand. Discard any cards
of that name (Misunderstanding, Energy Blast, etc.) in your
opponent's hand to his lost pile.
Pow! Smash! Bop! (t)
LIMIT: Brick (3)
Flip a coin. If it comes up in your favor, target player takes 3
base damage; otherwise, he takes 1 base damage. Direct Attack.
Punch (t)
LIMIT: Martial Artist (4), Brick (6)
Flip a coin. If it comes up in your favor, target player takes 1
base damage. Direct Attack.
Roundhouse (t)
LIMIT: Martial Artist (3), Brick (6)
Flip a coin. If it comes up in your favor, target player takes 2
base damage. Direct Attack.
Share Interests (t)
LIMIT: Mentalist (6)
Discard a card to copy the effect of a temporary that your opponent
played last turn.
* Super-speed (p)
LIMIT: Martial Artist (1)
You may play an additional card so long as Super-Speed remains in
play but you lose one Prestige each turn.
Super-Strength (p)
LIMIT: Martial Artist (2), Cosmic Crusader (2), Brick (6),
Hodge-Podge (1)
For each Super-Strength you have in play, add 1 to any damage done by
direct attacks.
* Sword Attack (t)
LIMIT: Martial Artist (6)
You must have Equipment: Sword in play to play this card. Use the
Sword to make a direct attack on your opponent. Flip a coin; if it
comes up in your favor, your opponent takes 3 damage; otherwise he
takes 1 damage.
Telepathy (t)
LIMIT: Mentalist (6), Hodge-Podge (2)
Look at your opponent's hand.
Teleport (t)
LIMIT: Cosmic Crusader (6), Mystic (6)
Search through your deck for one Location. Place this Location into
play.
* Touch of Death (t)
LIMIT: Martial Artist (2)
Remove target Hero from play.
PLOT CARDS (There can normally only be one Plot card of any type in
play at a time. If a Plot card is played when one of the same
type is played, remove the card already in play from play.)
* Crossover: Cosmic Plot Device Caper (lim: 1)
While this card is in play, you may have multiple Imaginary Story
cards in play. If this card leaves play, so do all your Imaginary
Stories.
* Crossover: Electrocutioner's Song (lim: 1)
While this card is in play, you may have multiple Villain cards in
play (though none of the same name). If this card leaves play, so
do all your Villains.
Crossover: Omaha Project (lim: 1)
Nothing happens. All players draw another card when comes into play.
* Crossover: Retcon Hour (lim: 1)
You and your opponent may take turns playing cards from your hands
until one of you chooses not to or cannot. Remove this card from
play at this time.
* Crossover: The Flame Wars (lim: 1)
Either player may choose to search their deck at the beginning of
their turn and place one Insanity Gem from their deck into play.
* Crossover: The Flame Wars II (lim: 1)
Each player takes 1 damage for each card they put in play on their
turn after the first.
* Crossover: The Flame Wars III (lim: 1)
Either player may choose to search their deck at the beginning of
their turn and play one Time Travel card from their deck.
* Imaginary Story: Apocalypse
Discard this card from play on your opponent's turn to nullify
any one Catastrophe as it is played.
* Imaginary Story: Hoax
Discard this card from play on your opponent's turn to nullify
any one Plot Twist as it is being played.
* Imaginary Story: Dream
Discard this card from play on your opponent's turn to nullify
any one Plot as it is being played.
* Imaginary Story: You Wish
Discard this card from play on your opponent's turn to nullify
any one Power as it is being played.
Location: Alt.veria
Flip a coin each of your turns that Alt.veria is in play. If you
win, you may choose a Flight Thingee and remove it from play.
Ignore this effect if there are no Flight Thingees in play.
* Location: C.A.N.A.D.A.
Any Bomb Explosion or Nuclear Explosion dealing damage while this
location is in play does twice the normal amount.
* Location: Coastal City
No Villains may be played while Coastal City is in play.
* Location: Dave Thomas Deluxe University
You and your opponent are enlightened by this jewel of modern
education. You both may draw an additional card at the beginning
of your turn.
*|Location: Mindscape (lim: 1)
You and your opponent both shuffle your hands into your decks,
but do not redraw. You do not draw as normal; at the beginning
of each turn, the player whose turn it is must search their deck
for the number of cards they would normally draw of their choice
then show these cards to the other player. The other player may
then lose 1 Prestige to remove a card just drawn from the game for
each card drawn. Any cards left in either player's hand at the end
of the turn are removed from the game. If Mindscape leaves play,
you lose the game.
* Location: Misery Ridge
No Heroes may be played while Misery Ridge is in play.
Location: Montana
Flip a coin at the end of your turn. Whichever player loses the
toss takes one point direct damage from extremist wackos.
* Location: Net.ropolis
Each player may play a Hero card in addition to any other card(s).
Location: Net.ropolis
Each player may play a Villain card in addition to any other card(s).
* Location: Net.ropolis
Each player may play a Return to LNHQ card in addition to any other
card(s).
* Location: Net.ropolis
Any catastrophes played while this card is in play are automatically
nullified.
Misunderstanding: Hero vs. Hero
You and your opponent may attack one another directly as long as
this Misunderstanding remains in play.
* Misunderstanding: Hunted by Police
Player Misunderstanding targets loses 1 Prestige each of his turns
it is in play. After target loses Prestige, place a counter on this
card. When it has 3 counters on it, remove this card from play.
Misunderstanding: Press Scorps
The media misinterprets and distorts something your opponent says.
Your opponent may not play further Hero cards so long as this
Misunderstanding remains in play.
Patronage: Catalyst Lass (lim: 1)
If you have an Origin: Mentalist in play, add two to your Prestige
while Patronage is in play. This also affects your maximum Prestige.
Patronage: Continuity Champ (lim: 1)
If you have an Origin: Cosmic Crusader in play, add two to your
Prestige while Patronage is in play. This also affects your maximum
Prestige.
* Patronage: Curly (lim: 1)
If you have an Origin: Brick in play, add one to your Prestige while
Patronage is in play. This also affects your maximum Prestige. If
you play at least direct attack on your turn, you may play another
Power card.
Patronage: Occultism Kid (lim: 1)
If you have an Origin: Mystic in play, add two to your Prestige while
Patronage is in play. This also affects your maximum Prestige.
Patronage: Ultimate Ninja (lim: 1)
If you have an Origin: Martial Artist in play, add two to your
Prestige while Patronage remains in play. This also affects your
maximum Prestige.
* Villain: Acton Lord
While this villain is in play, you control your opponent's heroes,
while your opponent gains control of your Heroes; any Heroes put into
play after this card is played are not subject to this effect. If
either player has no Heroes in play at any time, discard this Villain.
* Villain: DeFacto
Remove all other plot cards from play. Any other Plot cards played
are immediately removed from play so long as this card in in play.
* Villain: Harras the Horrendous
You decide to give your Heroes to a rival to play with. At the
beginning of your turn, you may give an opponent control of a face up
Hero you control; regain 1 Prestige up to your maximum.
Villain: Pointless Death Man
While this Villain is in play, each player must choose a Hero at the
beginning of their turn and remove that card from play. If one
player has no Heroes, ignore this effect on their turn. If at any
time there are no Heroes in play, remove this card from play.
* Villain: The Anti-Drizzt
When this card comes into play, remove any Sing-Along Lass, The
Drizzt, and Super-Apathy Lad from play. If your opponent controls
Captain Cleanup at any time, take control of that card immediately.
If Kid Anarky's Claymore is in play at the end of any player's turn,
remove this card from play.
Villain: The Collector and the Speculator
Remove all equipment cards from play. Any other Equipment cards
played are immediately removed from play so long as this card in in
play.
* Villain: Time Crapper
Choose one of your opponent's Heroes when this card comes into play
and write down its name; while target Hero is in play, your opponent
must remove one of his permanents from play at the beginning of his
turn. Once this hero is removed from play, reveal the hero's name
and ignore this effect from then on. While this card is in play, no
Time Travel cards may be played.
Villain: Tsar Chasm
A master villain secretly supports your cause. At the beginning of
your turn, you may discard up to two cards from your hand and
immediately draw to replace those cards.
* Villain: wReamicus Maximus
While this card is in play, each play must play a Plot Twist each
turn or take 1 damage.
PLOT TWIST CARDS (temporary)
Ally: Friends in High Places (lim: 2)
Remove any one Misunderstanding from play or regain one Prestige up
to your maximum.
Ally: Solo
Nullifies any damage taken from one Villain Attack: Solo.
Ally: Team
Nullifies any damage taken from one Villain Attack: Team.
* Angst: Abandoned
Remove any one Patronage from play.
* Angst: Bad Hair Day
Your opponent mocks your 'do. You lose 1 Prestige, but your opponent
may not make direct attacks on his next turn.
* Angst: Flashback
Play this card if your opponent does damage to you. Flip a coin; if
it comes up in your favor, this damage is done to your opponent
instead.
* Angst: Insult
Your opponent irks you. You may make a direct attack upon him in
addition to playing this card.
* Angst: MST3K
Critics mock your opponent's story. Remove any one Plot card
belonging to your opponent from play.
* Angst: Power Loss
Remove any one permanent Power from play.
* Deus Ex Machina: Basic-Mysterious-Cosmic Dude (lim: 1)
You gain control of all Insanity Gems in play face-up. At the end of
your turn, remove all Insanity Gems and this card from the game, but
you do not suffer Prestige loss from this.
* Deus Ex Machina: Last Ditch Effort
Remove your hand, your lost pile, this card, and the top five cards of
your deck from the game. Draw ten cards. You may play another card
this turn. You may not play this card unless your Prestige total is
less than your opponent's. If you have less than ten cards in your
deck, you lose the game.
* Deus Ex Machina: Sudden Inspiration
Look at the top five cards of your deck. Choose one to place in your
hand and remove the other four and this card from the game. You may
then play another card this turn. You may not play this card unless
your Prestige total is less than your opponent's.
Incident: Ambush
You may directly attack your opponent this turn. They may not attack
you in return.
* Incident: Amnesia (lim: 1)
You may remove any one card in target lost pile from the game.
* Incident: Change of Heart
Target Hero becomes a Villain. Treat this card's effects as normal,
but cards which target Hero cards may not target it, while cards
which target Villain cards may.
* Incident: Change of Heart
Target Villain becomes a Hero. Treat this card's effects as normal,
but cards which target Villain cards may not target it, while cards
which target Hero cards may.
Incident: Evil Clone
Remove any one Ultimate Ninja from play.
Incident: Fired Upon!
Target Flight Thingee is damaged. May not be used until repaired.
If damaged again, it is destroyed.
* Incident: Incarceration
Remove target Hero or Villain from play. If target card was a Hero,
its controller takes 1 damage to their Prestige. If target card was
a Villain, you gain 1 Prestige, up to your maximum.
* Incident: Looking the Other Way
Turn target Hero face-down.
* Incident: Rage
Play all direct attacks in your hand. You take 1 damage.
Retcon: Convoluted Origin
Plays with Origin card from your deck. You may play another origin
and use it in addition to any other Origins in play.
Retcon: Costume Change
No Villain can effect you until the beginning of your next turn.
This card may be played at the beginning of your turn.
Retcon: Only a Flesh Wound (lim: 1)
Select one Hero or Villain in your lost pile and place that card
directly into play.
Return to LNHQ: Flight Bay
Search through your deck for any one Flight Thingee. Place it in
play.
Return to LNHQ: Kid Kirby's Lab
Search through your deck for any one non-mystic Equipment. Have your
opponent call while you flip a coin; if he wins, the Device is
removed from the game. If you win, place the device in play.
* Return to LNHQ: Med-lab
Remove 1 card in your hand at random from the game to regain 1 point
of Prestige. Ignore this ability if you have no other cards in hand.
* Return to LNHQ: Monitor Room
Look at your opponent's hand.
Return to LNHQ: Peril Room (lim: 3)
Take no damage from any one source and gain Prestige equal to the
damage inflicted by that source, up to your maximum Prestige.
Remove this card from the game.
Return to LNHQ: Ultimate Ninja's Office
Search through your deck for any one Ninja Bush, Ginsu Katana, or
Evil Clone. Place that card in your hand.
Revelation: Traitor
Target Hero belonging to your opponent comes under your control. You
lose one Prestige.
Revelation: Glass Jaw
Remove all Invulnerabilities from play.
*|Revelation: Secret Identity
Revelation: All a Big Misunderstanding
Remove any one Misunderstanding from play.
Slogan: "Advantageous!" (lim: 1)
Search through your deck and select one card. Place this card into
your hand. Your turn ends immediately afterward.
Slogan: "And What I Do Ain't Pretty"
Play this card on any turn after your opponent regains Prestige.
That opponent loses two Prestige.
Slogan: "Now that's a Man's Pop!"
Search through your deck for one Mr. Paprika and place that card into
play.
Slogan: "Oops." (lim: 2)
Target permanent your opponent played last turn is removed from play.
* Slogan: "Puny Humans! Me Smash!"
Play this card at the beginning of your turn. All direct attacks you
make this turn are at +1 damage. You may not use any cards until your
next turn, nor may you play any other cards except direct attacks.
* Slogan: "Surprise!"
Play this card to draw another card; you may play another card this
turn. If a card effect controlled by your opponent causes you to
discard this card, your opponent loses 2 Prestige.
Slogan: "The Best at What I Do" (lim: 2)
Gain two Prestige up to your maximum.
Slogan: "The Focused Totality of My Powers"
Search through your deck for any one Power and play it immediately.
Time Travel: Back to the Future
Remove any one Contraption Man from play.
Time Travel: Deja Vu
Discard a card at random to take the last card you played from the
lost pile to your hand.
* Time Travel: Loop Conundrum (lim: 2)
Take another turn after this one. You lose three Prestige. Remove
this card from the game after it is played.
* Time Travel: Nullify
If opponent played a card last turn, place that card back in
opponent's hand. Opponent must immediately discard two cards of his
choice. If you took damage from that card, it is nullified; if that
card targetted a permanent under your control, return that permanent
to play on your side.
* Time Travel: Trans-Dimensional Warp (lim: 1)
Take any card from any other card game and place it into play.
Remove this card from play.
* Villain Attack: Kamikaze (lim: 1)
Remove one Villain card under your control from the game to deal 4
damage to opponent.
* Villain Attack: Solo Attack
Do 1 damage to target opponent.
* Villain Attack: Team Attack (lim: 3)
Flip a coin. If it comes up in your favor, do 3 damage to target
opponent; otherwise do 1 damage to target opponent.
CATASTROPHE CARDS - You may have a maximum of six Catastrophe cards in
your deck.
* Alien Invasion (lim: 3)
Flip a coin. If it comes out in your favor, remove all Heroes from
play. If it comes out in your opponent's favor, he may remove any
one non-pregame permanent of his choice from play OR cause you to
discard one card at random.
* Bomb Explosion
Flip a coin. If it comes out in your favor, choose to either remove
target Hero from play or deal 2 damage to your opponent. If it comes
out in your opponent's favor, he may do the same.
* Death of a Hero (lim: 2)
Remove any one Hero card from play. Hero's controller loses one
Prestige.
Drawn by Liefeld
The artist for this issue has decided backgrounds are unneccessary.
Remove all Locations from play and discard any in both players'
hands.
* Editorial Interference
Whenever a plot twist card in played, flip a coin. If it comes up in
your favor, play the card as normal; otherwise, remove the card from
the game. At the beginning of your turn, place a counter on Editorial
Interference. When there are five counters on this card, remove it
from play.
* Nuclear Explosion (lim: 1)
All players lose 4 Prestige and must discard down immediately.
Remove any Locations from play. Remove this card from the game after
it is played.
* Reboot (lim: 1)
Continuity has become too muddled, and the editor-in-chief demands
the story be rebooted. Both players discard their hands and all
cards in play are placed in the lost piles; shuffle lost piles
together with decks. Both players then draw up to their Prestige.
Reboot is then placed in the lost pile.
Viral Agent
Play on Hero. Hero it is on is removed from play at end of its
controller's next turn. Controller of that creature then may place
Viral Agent on any Hero in play. If there are no valid targets in
play, Viral Agent plays on the table in front of the player on whose
Hero it was on last; that player loses one Prestige at the end of
each of their turns until Viral Agent is removed.
* Writer Defection
Writer is defective and abandons the Looniverse for another, lesser
continuity which shall remain nameless. At the end of each of your
opponent's turns, place a counter on this card. When there are four
counters on this card, the game ends and the player with the higher
Prestige total is the winner; in the event of a tie, the game is a
draw.
wRitten by wReam
Remove all plot cards from play.
EQUIPMENT CARDS (permanent)
* BIGGUN (tm) (lim: 1)
TECH: Weapon
Use to do 1 damage to target player, OR remove target villain from
play and lose one Prestige. Remove this card from play unless Master
Blaster is also in play when used. Using this card is considered a
direct attack, though it is not affected by super-strength bonuses.
Credit Card (lim: 2)
GENERAL
Use and remove from the game to allow controller to search his deck
for any one equipment and place it directly into play.
* Flight Thingee
TECH: Vehicle
Use Flight Thingee to take any one Location from either your deck or
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--- SoupGate-Win32 v1.05
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