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Thing - Person - Colorless |
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When you play this card, you may discard 1 card to play a non-Silver Thing. If you do, change Matt’s color to the same color as that thing. |
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Thing - Person - Colorless |
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Whenever you play a Thing or Action card, Kat becomes the same color or colors as that Thing or Action. |
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Thing - Person - Red and Purple |
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As an additional cost to play Rose and Indigo, pay an action. Rose and Indigo count as 2 Things. |
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When Carter enters play, you lose 1 Homesickness point. Tip: Gain 2 Homesickness. Place a card from your discard pile on top of your deck. Place Carter back into your hand. |
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Amanda and all Things attached to her are immune to Red, Blue, Green, Orange, and Purple. You may untip Amanda at the beginning or end of your turn. When Amanda is untipped, unattach all Things from her. Tip: Attach a thing you control to Amanda.
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Action, Tip: Lose 1 Demerit. If there are no Silver things in play, gain 1 action. You may untip Stan at the end of a turn you didn't play both a Thing and Action. |
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Opponents Actions can’t affect Gary. At the end of your turn, if Gary is tipped, return him to your hand. At the beginning of your turn, you may tip Gary to draw a card.
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Action, Spin: You lose 1 Homesickness point. At the beginning of your turn, if this card is spun, you may destroy it to draw 1 card. |
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If Liza is not spun and you would gain 1 or more Demerits, instead spin her and gain 1 experience. |
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Action: Pay 1 Experience point. If you do, your opponent gains 2 Homesickness points or loses 1 Experience point. |
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Tip: Gain 1 Demerit and draw 1 card. At the beginning of your turn, if you have a different named Blue thing in play, you may untip this card. |
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Action: Draw 3 cards, then place 2 cards from your hand on top of your deck. |
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When Alexander enters play, all players draw 1 card. Your opponent puts a card from their hand on bottom of their deck. |
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When Lucas enters play, you gain 2 Demerits. Action: Gain 1 Demerit and gain 1 Experience point. |
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When Stu enters play, if your opponent has more things than you, choose a thing and return it to it’s owner’s hand. If they have an equal number, they choose one of their things and return it to their hand. If they have less, draw a card.
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Action: Choose a player and look at their hand. Choose 1 card and place it on bottom of their deck. That player draws a card. |
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Action: On your next turn, you may play 2 Actions. (This does not stack.) |
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Action: Draw 1 card for every Purple Thing you control minus 1, to a minimum of 1. |
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When you play Leonardo, gain 1 Homesickness and 1 Experience. |
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Tip: Your opponent gains a Demerit. At the end of your turn, you may untip Mike if no player gained any Demerits during your turn. |
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Spin: Gain 3 Demerits. Your opponent discards a card. Whenever you skip a turn from Demerits or at the beginning of your turn, you may unspin Hugh. Whenever you unspin a Thing, your opponent puts a card from their hand on bottom of their deck. |
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Whenever an opponent gains 1 or more Homesickness, you may draw 1 card. |
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Action: Each player places 1 card from their discard pile on bottom of their deck, then draws 1 card. Any player with a Silver Thing in play may draw 1 additional card. |
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At the end of your turn, you may tip or untip Randy. While Randy is tipped, any player playing an action gains 2 demerits. |
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Requires: 3 Gold or Orange *OR* 1 Gold and 1 Orange Gain 1 Homesickness and 2 Experience points. |
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Requires: 3 Red or Gold *OR* 1 Red and 1 Gold You may look at your opponent's hand and discard 1 card from it. |
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Requires 3 Blue or Silver *OR* 1 Blue and 1 Silver Gain 2 rewards. You can’t choose the same option on both. |
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Requires 3 Orange. Your opponent gains 1 Homesickness point. If they have no Orange things in play, destroy one of their Things. |
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Requires 3 Green or Purple *OR* 1 Green and 1 Purple. Your opponent loses 1 Homesickness point, and you gain 1 Experience point. |
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Clear Weather for Swimming |
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Action |
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Requires 1 Orange or Red. Gain 1 Experience point. If you have both Orange and Red, you may draw 1 card. |
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Requires 3 Purple. Gain 1 Experience point. Discard 2 cards. For each card discarded this way, gain 1 Experience point. |
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Requires 2 Blue. Gain 1 Experience point and draw 1 card. |
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Requires 1 Purple or Blue. Your opponent gains 1 Homesickness point. If you have both Purple and Blue, you may draw 1 card. |
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Requires 4 Green. Your opponent places their hand on bottom of their deck in a random order, then discards 1 card from the top of their deck. |
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Requires 3 Gold or Red *OR* 1 Gold and 1 Red Place 1 card from your hand on top of your deck. If you do, gain 2 Experience points. |
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Requires 1 Green and 1 Orange. Your opponent gains 1 Homesickness point for each Green and/or Orange Thing you have in play, to a max of 3. |
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Requires 3 Green. Destroy 1 Thing. Your opponent gains 1 Homesickness point if you have more colors in play than them. (Colorless is not a color.) |
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Requires 3 Blue *OR* 1 Blue and 1 non-Blue/Silver. (Can't be colorless) Destroy 1 Thing. |
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Requires 1 Silver. You lose 1 Homesickness point. Gain 1 Reward. |
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Requires 2 Gold *OR* 1 Gold and 2 non-Gold. (Can't be colorless) Each player loses 2 Experience. Your opponent draws a card for each experience they lost this way. You draw a card for each experience they didn’t lose this way. |
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Tip or untip any number of things. For each beyond the second, your opponent may draw a card or give you a demerit. |
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Requires 1 Red and 1 Any (Can't be colorless) Gain 1 Experience point if you have Homesickness points. OR Your opponent loses 1 Experience point if they have Homesickness points.
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Count the number of colors you have in play, minus the number of colors you don’t have in play. Gain that many rewards. (The 7 colors are Gold, Red, Blue, Purple, Green, Orange, Silver.) |
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