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Ram: Deal target 3 damage. |
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Card : BM |
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Bite: Deal target 3 damage. |
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Card : BM |
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Headbonk: Deal target 1 damage |
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Card : MagiMaster and BM |
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Can only be played in Palace of Shadow. Chomp: Deal target 3 damage |
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Card : BM |
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If your opponent has the item "Lemon Drop", he/she may take control of Anti-Guy. Stomp (2): Deal target 4 damage. Frontflip (4): Deal 6 damage to any non-Spiked Character.
His attacks are so intense that he's also called Deadly Guy. |
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Card : BM |
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If there are no Damage Counters on this card, it is considered Flying. Absorb: For every card in your hand, deal target 2 damage and remove an equal number of Damage Counters from this card. Headbonk (2): Deal target 4 damage.
You can't jump high enough to attack them while they're hanging from the ceiling. |
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www.dvorakgame.co.uk |
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If you control no other enemies, you may return this card to your hand. Charge: Deal target 1 damage. Heal (2): Remove up to 4 Damage Counters from target. |
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Card : BM |
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Ink Splat (2): Deal target 5 damage on their next turn. Swosh: Deal target 2 damage |
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Card : RyanKoopa |
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Remove up to 2 Damage Counters from target and gain 5 FP.
Rumor has it that Lemon Drop is an Anti-Guy's favorite treat. |
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Card : BM |
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Add 2 HP and 2 FP to a chosen Character. |
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Card : BM |
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Deal 5 Damage to an enemy. If it is destroyed because of this card, then treat this card as a copy of that one. If not, then reverse the damage caused by this card. |
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Card : BM |
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Put 3 counters on this card. Every turn you may use an Action to destroy an opponents Character. Remove a counter every turn. Once all counters are gone, destroy this card. |
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Card : BM |
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Put 3 counters on this card. Whenever you get attacked, remove 1 counter and do not take any damage. When you run out of counters, destroy this card. |
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Card : BM |
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This card can only be played when there is 10 or more Audience. Body Slam (2): Deal target 3 damage. This affects Flying. Choke Hold (4): Deal target 4 damage. That Character cannot use its abilites next turn. |
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Card : BM |
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This card comes into play with 2 counters on it. This card's User cannot be damaged. If the User has a number of Damage Counters equal to one less than its HP, you may, as an action, destroy 1 Enemy. Remove 1 counter from this card at the beginning of your turn. If there are no counters on this card, destroy it. |
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Card : BM |
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This card's User gets +1 damage, +2 HP and doesn't take damage when attacking Spiked enemies. |
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Card : Corrigan |
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Play this when you deal damage. Increase the Audience by 10. Flip a coin. If it's heads, increase the damage dealt by 2. |
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Card : BM |
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Play this when you deal damage. Flip a coin. If it's heads, draw a card. Otherwise, one of your Characters is dealt 3 damage and the Audience is reduced by 5. |
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Card : BM |
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Play this when the Audience increases. The Audience is reduced by 5. |
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Card : BM |
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Play this when a Hero attacks. Remove up to 10 Damage Counters from target Hero and increase the Audience by 1. |
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Card : BM |
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Play this when the Audience increases. One of your Characters cannot be damaged until the start of you next turn. |
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Card : BM |
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Play this when someone plays a Character. Target Character is dealt 10 damage. |
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Card : BM |
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+2 Damage. The Character holding this card is not damaged when attacking a Spiked Character. |
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Card : MagiMaster and BM |
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Charge: Your next attack from this Character has +3 Damage. |
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Card : BM |
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If the hero holding this card has HP less than 3, the Damage of their next attack goes up by 3. |
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Card : BM |
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Flip a coin. If heads, all opponents' Enemies cannot use abilities until the beginning of your next turn. If tails, end your turn. |
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Card : BM |
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Focus: You may draw 1 extra card at the beginning of your next turn. |
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Card : BM |
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Lullaby: For 2 turns, all Enemies are asleep. Every turn, they must flip a coin. If heads, all Enemies wake up. |
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Card : BM |
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Star Storm: Target opponent's Characters are dealt 3 damage each. |
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Card : BM |
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Chill Out: Target Character's attack power is reduced by 3 until the beginning of your next turn. |
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Card : BM |
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Smooch: Pick a character, it now gains 7. |
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Card : BM |
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Time Out: All Character's are Paralyzed. |
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Card : BM |
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Up and Away: Flip a coin. If heads, destroy 2 Enemies. |
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Card : BM |
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Grab: Take control of target non-Spiked Enemy. |
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Card : BM |
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When this comes into play, put 5 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, return it to your hand and destroy its User. Explode: Remove all counters on this card. |
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Card : BM |
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Paper Thin: You cannot be affected by any cards until the end of your next turn. |
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Card : BM |
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Ground Pound: Deal 1 damage to two target Enemies. |
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Card : BM |
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Platformed Jump: Deal target 5 damage. |
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Card : BM |
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Flip: Up to 2 Enemies controlled by the same player cannot use any abilities until your next turn. |
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Card : BM |
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Smash (6): Destroy 1 non-Flying Character. |
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Card : BM |
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Tattle: Look at one card of your choice in an opponent's hand. Headbonk: 3 Damage. |
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Card : BM |
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Dizzy Shell: No Enemy may use abilites until the end of your next turn. Shell Toss: Deal target 3 damage. This card does not take damage from a Spiked Character when using this ability. |
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Card : BM |
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Mega Bomb (20): Deal 4 damage to all Enemies. This card does not take damage from Spiked Enemies when using this ability. |
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Card : BM |
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Air Lift: Return target Enemy to it's owner's hand. Sky Dive: Deal target 3 Damage. |
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Card : BM |
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Spook: Flip a coin. If it's heads, return 2 target Enemies to their owner's hand. |
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Card : BM |
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Electro Dash: Put 3 Damage Counters on target Character. Power Shock: Paralyze target Enemy. |
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Card : BM |
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Squirt: Deal target 3 damage twice. This affects Flying. This card does not take damage from Spiked. Water Block: Target Character's DEF is increased by 2 until the beginning of your next turn. |
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Card : BM |
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Spiny Flip: Deal target 4 damage. Spiny Surge: Deal 2 damage to all Enemies.
Is it just me, or did he call himself Spike, Michael and Lakilester? What an odd guy. |
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Card : BM |
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Body Slam: Flip a coin. If it lands on a card, (or is heads online,) deal 4 Damage. Gale Force: (3) Flip a coin for every enemy on the field. For every heads, one enemy is sent back to the owner's hand. |
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Card : BM |
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Gulp: (4) Deal target 3 Damage, ignoring Defence. If the target player has any other enemies, pick one. Give that enemy 2 Damage. Mini Egg: Flip 3 coins. Do 2 Damage for every heads. If 3 Damage is ever dealt, the enemy attacked has -2 Damage for 2 turns. |
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Card : BM |
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Shade Fist: Deal target 3 Damage. Veil: Choose a Character, they cannot be attacked until your next turn. |
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Card : BM |
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If you control less than 2 Heroes, destroy this card.
This is the entrance to the Palace of Shadow. It's seen no visitors for 1,000 years... |
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Card : BM |
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Any player can be in this Location. All players Flip a coin. If heads, you may not play enemies anymore. Existing enemies may still stay. If tails, nothing happens. |
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Card : BM |
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Any attack by an enemy card, deals 1 extra damage to target
The home of The Feared King Koopa himself. |
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Card : RyanKoopa |
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Play only in Bowser's Castle. If you are on the last Level, you win. Otherwise, destroy the stack of Location cards and advance to the next Level, then shuffle the discard pile (including this card) into the draw pile.
Thank you Mario! But our princess is in another castle! |
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Card : MagiMaster |
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Play this only if your Jump Check is greater than 4. Destroy the stack of Location cards and advance to the next level. |
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Card : MagiMaster |
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Play this only if your Jump Check is greater than 1. Draw two cards. |
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Card : MagiMaster |
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Play this only if your Opponent controls no Enemies or your Jump Check is 5 or greater. Reveal cards from the top of the deck until you find a Location. Put that Location into play and shuffle the deck. |
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Card : Bucky |
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Discard your hand and draw enough new cards to reach your hand size limit. |
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Card : MagiMaster |
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Play this only if there are at least 5 cards in the stack of Location Cards. Destroy those cards but do not advance to the next Level. |
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Card : MagiMaster |
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Discard a number of cards to destroy an equal number of enemies. |
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Card : MagiMaster |
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Play only if you control Key. If you are at Star Road, advance to the next level twice. Otherwise, advance only one level. Either way, destroy Key and the stack of Location cards. |
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Card : Bucky |
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Shuffle the discard pile into the deck. Then, draw three cards and discard two.
Pick a box. Its contents will help you on your way. |
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Card : MagiMaster |
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Draw three cards. If they are not all the same type, discard them. |
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Card : BM |
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Destroy any two Locations in the stack, then move any one to the top of the stack. |
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Card : BM |
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If you have less than 5 Enemies in play, draw 3 cards and discard all non-Enemies from the draw. If you have 5 or more Enemies in play, then target opponent loses a turn. |
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Card : BM |
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Play this on the person with the highest (or tied for highest) level. If the last card used to advance their level was not Rescue the Princess, they must go back a level. |
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Card : CashCrazed |
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All players throw their hands face down into a pile, then the pile is mixed up and each player takes as many cards from the pile as they originally had. |
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Card : CashCrazed |
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You may perform three more actions. |
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Card : CashCrazed |
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Destroy target thing. Add 2 to your Jump Check during this action. |
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Card : MagiMaster |
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A Letter from the Princess |
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Action |
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Draw cards until you draw a non-Enemy Thing or an Action, discarding all other cards drawn.
I have enclosed a jewel that helps protect you. |
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Card : MagiMaster |
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Destroy the top Location card on the stack. |
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Card : CashCrazed |
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If you control Yoshi, advance to the next level and destroy the stack of Location Cards. |
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Card : CashCrazed |
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This comes into play with 3 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, destroy it. This card cannot be destroyed in any other way. While this is in play, your Jump Die is always 6 and you cannot be affected by enemy abilities. |
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Card : Bucky |
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Play this onto another Thing. That thing cannot be destroyed and you cannot use any of its actions. Action: If your Jump Check is higher than 4, you may destroy this to destroy an enemy. |
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Card : BM |
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Add 1 to your Jump Check. If you are forced to discard a card, you may destroy this instead. |
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Card : MagiMaster |
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This card is only in effect for 3 turns. Your Jump Check is now 2. If your opponents have any enemies, they are all immediately destroyed. |
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Card : BM |
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Action: Flip a coin. If heads, all opponent's Enemies cannot attack for one turn cycle. If tails, end your turn. |
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Card : BM |
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Enemy cards have no effect on you. If any enemy action would have affected you since the end of your last turn, you may not play any actions this turn. |
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Card : MagiMaster |
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Action: If your Jump Check is greater than 2, destroy target Thing. |
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Card : MagiMaster |
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Action: Search the deck for a Baby Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards. Action: Destroy this card to destroy target enemy. |
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Card : MagiMaster |
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When this card comes into play, you must destroy a Yoshi Egg you control. Reduce your Jump Check by 1. Action: Destroy target enemy and add a counter to this card. Action: If this card has at least 3 counters, you may search the deck for a Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards. |
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Card : MagiMaster |
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When this card comes into play, you must destroy a Baby Yoshi you control. Increase your Jump Check by 1. Action: Destroy target thing. |
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Card : MagiMaster |
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Decrease your Jump Check by 1. |
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Card : Bucky |
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Increase your Jump Check by 2. This card is destroyed upon advancing to the next level. |
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Card : CashCrazed |
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If your Jump Die is less than your previous Jump Die, it becomes the previous number instead. |
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Card : MagiMaster |
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While in play, no Action may be performed by any Enemy. This card is destroyed upon advancing to the next level. |
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Card : CashCrazed |
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Action: A Player whose Jump Die was 2 or less must discard a card from their hand. Thwomp counts as an Enemy only when using this action. |
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Card : Bucky |
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The Jump Check of all other players is decreased by 1 for every three Enemies you have in play. |
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Card : CashCrazed |
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Roll a die and place that many counters on this card. If there are no counters on this card, destroy it. Action: Remove a counter to draw a card. |
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Card : CashCrazed |
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If one of your Things is about to be destroyed, you may destroy this Thing in its place. |
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Card : CashCrazed |
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If an opponent uses an Enemy's ability, this card may be destroyed to cancel that ability. When this card is destroyed, you may shuffle it back into the deck. |
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Card : BM |
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While this card is in play, you cannot destroy any Thing. If someone makes you discard a card, you must destroy this card instead. When this card is destroyed, you may shuffle it back into the deck. |
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Card : BM |
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If your Jump Check is higher then 4, you cannot be affected by any Enemy's abilities. When this card is destroyed, you may shuffle it back into the deck. |
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Card : BM |
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Action: You may draw 1 extra card on your next turn. |
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Card : BM |
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Action: For 2 turns, all Enemies are asleep. Every turn, they must flip a coin. If heads, the Enemies wake up. |
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Card : BM |
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Action: All opponents whose last Jump Check was less than 3 may only play Things, not Actions. |
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Card : BM |
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Action: Decrease an opponents Jump Check by 3. |
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Card : BM |
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Action: Increase your Jump Check by 5. |
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Card : BM |
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Action: All Enemies are paralyzed for 2 turns. Every time a player wants to use an Enemy's ability, they must flip a coin. If heads, all Enemies are unparalyzed. |
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Card : BM |
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Action: Flip a coin. If heads, destroy 3 Enemies. |
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Card : BM |
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Action: Take control of target Enemy. |
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Card : BM |
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Play this onto an Enemy. When this comes into play, put 5 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, return it to your hand and destroy the enemy it was attached to. Action: Remove all counters on this card. |
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Card : BM |
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Action: You cannot be affected by any cards until the end of your next turn. |
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Card : BM |
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Action: Take a counter off any 2 Enemies or destroy 2 Enemies with no counters. |
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Card : BM |
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Action: Add 2 to your next Jump Check. |
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Card : BM |
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Action: Up to 2 Enemies controlled by the same player cannot use any abilities until your next turn. |
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Card : BM |
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Action: Tattle: Pick a card in an opponents hand. They must show it to you. Action: Headbonk: Remove 1 of an enemies counters. If they have no counters, destroy them. |
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Card : BM |
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Action: Dizzy Shell: All enemies are Dizzy for 1 turn. They may not do anything. Action: Shell Toss: Remove 1 of an enemies counters. If they have no counters, destroy them. |
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Card : BM |
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Action: Mega Bomb: You may not use an action next turn. Destroy all enemies with no counters, or remove a counter from all enemies with them. |
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Card : BM |
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Action: Air Lift: Put an enemy back into it's owner's hand. Action: Sky Dive: Remove 1 of an enemies counters. If they have no counters, destroy them. |
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Card : BM |
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Action: Spook: Roll a die. If 4 or higher, send that number of enemies back to their owner's hand. |
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Card : BM |
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Action: Target player whose last Jump Check was less than 4 must discard a card. |
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Card : MagiMaster |
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Action: All players whose last Jump Check was less than 3 must discard a card. |
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Card : MagiMaster |
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Play only in Bowser's Castle. Players cannot advance to the next level or win the game when Bowser is in play. |
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Card : Bucky |
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This card cannot be destroyed by a player whose Jump Check is less than a 6. Action: Create a Spiny Token. This counts as an Enemy with the text: 'This cannot be destroyed by a player whose Jump Check is less than 5.' |
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Card : MagiMaster |
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Play only in Koopahari Desert. This card comes into play with 3 counters. If this card would be destroyed, remove a counter instead. If there are no counters on this card, destroy it. |
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Card : MagiMaster |
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Play only in Vanilla Dome. If another Location is played, destroy this card. This card cannot be destroyed otherwise. Action: Target player must discard a card at random. |
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Card : MagiMaster |
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Reduce all other players' maximum hand size by one. |
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Card : MagiMaster |
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Action: Destroy this card. Target player must discard three cards. |
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Card : MagiMaster |
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Play only in Ghost House. If any player's Jump Check is 1 or less, they must discard a card or skip their turn. This card cannot be destroyed by a player whose Jump Check is less than 6. |
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Card : MagiMaster |
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Play only in Ghost House. If another Location is played, destroy this card. It cannot be destroyed otherwise. If any player's Jump Check is 2 or less, they must discard two cards or skip their turn. |
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Card : MagiMaster |
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Action: Destroy target thing controlled by a player whose last Jump Check was less than 3. |
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Card : BM |
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Action: Destroy two target things controlled by a player whose last Jump Check was less than 4. They may discard three cards, or their entire hand, to prevent this. |
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Card : MagiMaster |
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If this card is destroyed, return it to its owner's hand instead. |
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Card : MagiMaster |
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Play only in Vanilla Dome. If this card is destroyed, the owner of the card may search the deck and discard pile for a Blue Shell card, put it into play and shuffle the deck. If none are in the deck or the discard pile, any player who has one may play it immediately. |
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Card : [[User:BM |
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If the current location is neither Soda Lake nor Cheese Bridge, any player may use an action to destroy this card. |
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Card : MagiMaster |
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This card cannot be destroyed by a player whose Jump Check is 6 or less. Action: Add a counter to this card. Action: Remove a counter from this card and sacrifice an enemy, other than this one, to make target player discard a card at random. If that Enemy had Bill in its name, return it to your hand instead. |
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Card : MagiMaster |
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Play only if you control more than 2 other enemies. |
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Card : MagiMaster |
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Players must discard a card to play a Location or any card with the word Pipe in its name. |
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Card : MagiMaster |
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Action: Steal a random card from the hand of any player whose last Jump Check was less than 4 and add it to your own. |
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Card : CashCrazed |
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Action: If your Jump Check is at least 6, destroy target Enemy. |
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Card : MagiMaster |
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Don't roll for your Jump Check. Your Jump Die is always 3. |
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Card : MagiMaster |
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If your Jump Check is 1 or less, discard a card. |
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Card : MagiMaster |
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If your Jump Die is a 1, re-roll. |
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Card : MagiMaster |
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If your Jump Die is a 6, re-roll. |
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Card : MagiMaster |
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If your Jump Die is 3 or less, it becomes 1. If your Jump Die is 4 or more, it becomes 6. Action: If your Jump Check is at least 6, draw a card. |
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Card : MagiMaster |
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You cannot play another Location card unless your Jump Check is at least 6. |
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Card : MagiMaster |
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You may perform two Actions on your turn instead of one. |
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Card : CashCrazed |
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Location cards are played under this card. Out of Time may be played at any time. |
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Card : Bucky |
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When this card comes into play, all players must remove all non-Enemy Things from the game. Non-Enemy Things cannot be played while this card is in play. When Ghost House leaves play, return everything removed from the game by this card to play. |
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Card : MagiMaster |
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You may draw an extra card at the beginning of your turn. |
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Card : CashCrazed |
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If another player doesn't have any Location cards, they can use this one. Flip a coin, if heads, you are in 2-D, if Tails, you are in 3-D. Enemies can only be played by players in 3-D. Existing enemies may still stay. |
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Card : BM |
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