• LNH: Looniverse Fight Chronicles Trading Card Game #0: Designer's Notes

    From Drew Nilium@21:1/5 to All on Mon Sep 11 04:17:33 2023
    XPost: alt.comics.lnh

    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

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Drew Nilium on Mon Sep 11 05:10:17 2023
    XPost: alt.comics.lnh

    On 9/10/23 23:17, 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

    Do you have any artists?

    --
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Drew Nilium@21:1/5 to All on Tue Sep 12 04:42:20 2023
    XPost: alt.comics.lnh

    On 9/11/23 1:10 AM, candycanearter07 wrote:
    <snip>
    Do you have any artists?

    Nope! Maybe if and when this becomes some kind of actual game. X>

    Drew "focused on the fun text right now" Nilium

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From candycanearter07@21:1/5 to Drew Nilium on Wed Sep 13 16:40:55 2023
    XPost: alt.comics.lnh

    On 9/11/23 23:42, Drew Nilium wrote:
    On 9/10/23 23:17, 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

    Do you have any artists?

    I'll be honest, my newsreader is bugging out so I can't read the reply.
    I could do some art for it though.

    (Sorry for replying so late, I was trying a bunch of stuff to fix it)
    --
    --
    user <candycane> is generated from /dev/urandom

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Scott Eiler@21:1/5 to Drew Nilium on Wed Sep 13 19:08:29 2023
    XPost: alt.comics.lnh

    On 2023-09-10 21:17, 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.

    In the 1990s I came up with a functioning card game for my own
    characters: Omniverse the Card Game. Early solitaire playtesting had
    stuff like monsters getting sent to Hell, then catching a ride out on a
    passing spaceship, while the Happy Bears got recruited for a crusade.

    About five years ago I revisited the game, and put in a "House Player"
    for solitaire play. That playtest came down to Total Conversion
    (representing the Playtester, if I remember correctly) vs. Evil Wyatt
    Ferguson (House Player) during an omniversal merge. That confrontation
    was equalized when Evil Wyatt drew a Solar Flare Cannon card.
    Fortunately he was evil, so he could use it, and House Player rules said
    he had to. Unfortunately, the cannon tends to blow up the entire Earth
    if anything goes wrong - and it did. With all the Earths having merged, *everything* blew up and the player characters all ended up in Limbo.
    Game victory went to a couple of devil priests from a dystopian world,
    because they had at least escaped their world. 8{D>

    ... Anyway, here in the modern age, if you ever come up with rules for
    your game, you could probably hold a Zoom meeting and find some real playtesters. 8{D>


    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

    --
    -- (signed) Scott Eiler 8{D> ------ http://www.eilertech.com/ -------

    "Your Royal Highness, instead of devoting yourself exclusively
    to Minerva, should, instead, rather offer sacrifice at the altars
    of Bacchus, Orpheus, Venus, and Morpheus."

    - Advice to Prince Duarte of Portugal. From "The golden age of
    Prince Henry the Navigator", by Joaquim Pedro Oliveira Martins.
    Coming soon to Project Gutenberg.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Drew Nilium@21:1/5 to Scott Eiler on Thu Sep 14 03:19:13 2023
    XPost: alt.comics.lnh

    On 9/13/23 3:08 PM, Scott Eiler wrote:
    <snip>
    In the 1990s I came up with a functioning card game for my own characters: Omniverse the Card Game.  Early solitaire playtesting had stuff like monsters
    getting sent to Hell, then catching a ride out on a passing spaceship, while the
    Happy Bears got recruited for a crusade.

    :D Love it

    About five years ago I revisited the game, and put in a "House Player" for solitaire play.  That playtest came down to Total Conversion (representing the
    Playtester, if I remember correctly) vs. Evil Wyatt Ferguson (House Player) during an omniversal merge.  That confrontation was equalized when Evil Wyatt
    drew a Solar Flare Cannon card. Fortunately he was evil, so he could use it, and
    House Player rules said he had to.  Unfortunately, the cannon tends to blow up
    the entire Earth if anything goes wrong - and it did.  With all the Earths having merged, *everything* blew up and the player characters all ended up in Limbo. Game victory went to a couple of devil priests from a dystopian world, because they had at least escaped their world.  8{D>
    Now that's what I call quality marriage of mechanics and flavor. n.n

    ... Anyway, here in the modern age, if you ever come up with rules for your game, you could probably hold a Zoom meeting and find some real playtesters.  8{D>

    Hell yeah n.n

    Drew "absolutely ridiculous" Nilium

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Scott Eiler@21:1/5 to Drew Nilium on Fri Sep 15 00:24:30 2023
    XPost: alt.comics.lnh

    On 2023-09-13 20:19, Drew Nilium wrote:
    On 9/13/23 3:08 PM, Scott Eiler wrote:
    <snip>
    About five years ago I revisited the game, and put in a "House Player"
    for solitaire play.  That playtest came down to Total Conversion
    (representing the Playtester, if I remember correctly) vs. Evil Wyatt
    Ferguson (House Player) during an omniversal merge.  That
    confrontation was equalized when Evil Wyatt drew a Solar Flare Cannon
    card. Fortunately he was evil, so he could use it, and House Player
    rules said he had to.  Unfortunately, the cannon tends to blow up the
    entire Earth if anything goes wrong - and it did.  With all the Earths
    having merged, *everything* blew up and the player characters all
    ended up in Limbo. Game victory went to a couple of devil priests from
    a dystopian world, because they had at least escaped their world.  8{D>

    Now that's what I call quality marriage of mechanics and flavor. n.n

    Why thank you. 8{D>

    I cracked open the game last night, replaced its Freemason faction with Powernauts so as to make the game more exciting, and started another
    playtest. So far, the game has been a feud between an old set of
    "Strange Invader" aliens from an obscure 1990s story of mine, and an
    absolutely unpublished villain* - mostly taking place on the Powernauts'
    earth. Guest stars abound... This could actually become an interesting Powernaut comic of the post-2015 era.

    * As this villain, imagine a guy in the future who buys a replica
    Captain America shield of Russian manufacture at a Florida swap meet,
    then gets cursed by a devil and caught in a cosmic ray storm at the
    Nexus of Realities. I'll seriously have to put this guy in fiction
    sometime, if I can only avoid Marvel hating me for swiping so many of
    their concepts then. 8{D>

    --
    -- (signed) Scott Eiler 8{D> ------ http://www.eilertech.com/ -------

    "Your Royal Highness, instead of devoting yourself exclusively
    to Minerva, should, instead, rather offer sacrifice at the altars
    of Bacchus, Orpheus, Venus, and Morpheus."

    - Advice to Prince Duarte of Portugal. From "The golden age of
    Prince Henry the Navigator", by Joaquim Pedro Oliveira Martins.
    Coming soon to Project Gutenberg.

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Drew Nilium@21:1/5 to Scott Eiler on Fri Sep 15 04:08:22 2023
    XPost: alt.comics.lnh

    On 9/14/23 8:24 PM, Scott Eiler wrote:
    <snip>
    I cracked open the game last night, replaced its Freemason faction with Powernauts so as to make the game more exciting, and started another playtest.
    So far, the game has been a feud between an old set of "Strange Invader" aliens
    from an obscure 1990s story of mine, and an absolutely unpublished villain* - mostly taking place on the Powernauts' earth.  Guest stars abound...  This could
    actually become an interesting Powernaut comic of the post-2015 era.

    Oooooooh, there you go. :D

    * As this villain, imagine a guy in the future who buys a replica Captain America shield of Russian manufacture at a Florida swap meet, then gets cursed
    by a devil and caught in a cosmic ray storm at the Nexus of Realities.  I'll seriously have to put this guy in fiction sometime, if I can only avoid Marvel
    hating me for swiping so many of their concepts then.  8{D>

    Yesssss, absolutely :3

    Drew "sounds powerful" Nilium

    --- SoupGate-Win32 v1.05
    * Origin: fsxNet Usenet Gateway (21:1/5)
  • From Arthur Spitzer@21:1/5 to Drew Nilium on Sun Sep 17 21:01:31 2023
    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

    [continued in next message]

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  • From Scott Eiler@21:1/5 to Arthur Spitzer on Mon Sep 18 00:10:58 2023
    On 2023-09-17 14:01, Arthur Spitzer wrote:
    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.

    <snip>

    ... This game seems well thought out, and great fun. Was it ever
    playtested?

    My own game has rules written down, but they only describe some of the
    cards. The card details go on the cards themselves. If I wanted to go professional with it, I'd have to make some room for art, because you
    probably want to know what the "Red Vigil" character looks like. Even professionally manufactured playing cards might have a problem fitting
    that in with all the card details. Still, I've sent away for some
    full-sized blank cards. (I've been using old business cards all this
    time. Remember the 1990s, when engineers used to get business cards?)

    --
    -- (signed) Scott Eiler 8{D> ------ http://www.eilertech.com/ -------

    "Your Royal Highness, instead of devoting yourself exclusively
    to Minerva, should, instead, rather offer sacrifice at the altars
    of Bacchus, Orpheus, Venus, and Morpheus."

    - Advice to Prince Duarte of Portugal. From "The golden age of
    Prince Henry the Navigator", by Joaquim Pedro Oliveira Martins.
    Coming soon to Project Gutenberg.

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  • From Drew Nilium@21:1/5 to Arthur Spitzer on Mon Sep 18 04:05:45 2023
    On 9/17/23 5:01 PM, Arthur Spitzer wrote:
    <snip>
    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)

    YESSSSSS. :D I'm gonna be honest, I ran into this in the archives back in the 90s and it's stuck ever since, it's probably a big reason I started doing this project.

    Drew "made an entry for it on the LNH Wiki before I checked RACC, gonna throw this repost on there" Nilium

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  • From Drew Nilium@21:1/5 to All on Mon Sep 18 05:42:17 2023
    On 9/17/23 8:10 PM, Scott Eiler wrote:
    <snip>> ... This game seems well thought out, and great fun.  Was it ever playtested?

    Looking back on Google Groups, the only posts on RACC *or* alt.comics.lnh about it are this one and the 0.1 version. So it's hard to say. X>;

    My own game has rules written down, but they only describe some of the cards. The card details go on the cards themselves.  If I wanted to go professional with it, I'd have to make some room for art, because you probably want to know
    what the "Red Vigil" character looks like.  Even professionally manufactured playing cards might have a problem fitting that in with all the card details.

    I definitely feel that with how much text I've been putting on these. X> There's
    a lot that would be shrunk down from words into icons.

    Still, I've sent away for some full-sized blank cards.  (I've been using old business cards all this time.  Remember the 1990s, when engineers used to get
    business cards?)

    Drew "amazing" Nilium

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