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Has sword. If this card is shown while in your hand, you lose. You have killed someone. If a player other than yourself eliminates you, that player wins the game. Your units have +1 power. |
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Kill target player who has killed someone. |
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Target player reveals his or her hand. If he or she does not have The Swordsmaster or a unit, you lose. |
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Has a sword. Action: Any player may use this action. Target a player. If you control three cards with swords at the beginning of your next turn, kill that player. |
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Action: Roll 2D6; if you get two ones, you win the game. |
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Cards played by any player do not take effect until the present player's next turn. Until then, the cards are treated as things. Free cards and actions on things are exempted from this rule. |
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Action: Display the top card of the draw pile. Take turns bidding cards for that card. The player who bids the most number of cards discards that many from his hand and takes the displayed card. At a tie, return the displayed card to the top of the draw pile. |
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Each player must have one of the cards of their hand visible at all times. |
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Your units get +1 power whenever they are attacked. |
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Any player may, for free, choose to flip any number of his or her units face down whenever he or she would be able to use an action. Units may be played face down. Whenever a face-down unit is activated, you must turn it face up. If a face-down units is targetted, its owner may target a random face-down unit under his control instead. |
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Transfer control of target non-unit thing to you. |
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Has a sword. If a player controls a unit at the beginning of his or her turn, he or she may draw an extra card. |
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Disable target Bodyguard while Penguin is in play. |
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Action: Target a card in a player's hand, that player must show the card to you and only you. |
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Play this card under target player's control. If you control this card at the beginning of your turn, destroy the card and skip a turn. |
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Has a sword. Sword of Clubs cannot be destroyed. |
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If a player controls The Swordmaster, he or she must destroy a thing under his or her control at each beginning of his or her turns. If The Swordmaster is destroyed, it is returned to its owner's hand. |
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Each player gives his or her hand to the player acting after him or her. |
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Challenge target player in Rock-Paper-Scissors. The loser must discard two cards. If you win, draw three cards. |
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This card does nothing if played. If this card is discarded from your hand, you may draw three cards. If an action by a player forced you to show this card, he or she must discard two cards. |
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Target a unit. Toss this card on that card to destroy the target and draw two cards. The throw must be from at least half a meter (2 feet) away, the card must spin at least half a turn in the air, and come to a rest overlapping the targetted card. If it is not possible to throw a card, flip a coin instead - you hit on heads. |
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Draw a number of cards equal to the number of players. Give from your hand a card to each player without showing those cards to other players. |
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Destroy target armed unit or thing with a sword. |
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As an additional cost to play this card, discard two cards from your hand. Search the discard pile for a card of your choice. Show it to all players and put it in your hand. |
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If this card is in your hand, it must be played whenever possible. Discard a card from your hand if you have any. Each player besides you may draw two cards. |
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Destroy all things under your control. Discard your hand. Draw four cards. |
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Target player has been blended and must discard from his ahnd a card that you target. |
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Target a person not playing this game. That person hums a song. The first player to guess the song may draw three cards. Each player may guess only once. If you cannot find a person to help with this card, discard it without effect. |
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Destroy target thing; its owner draws a card. |
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Target two cards that are in hands (not necessarily the same player's). Those cards are discarded. |
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Name a music group. Repeat: the next player mentions a music group not already mentioned and starting with the last character of the last mentioned group. The thinking time is limited to twenty seconds. The first player to fail must discard two cards.
P1: Metallica. P2: Aerosmith. P3: Helicopters. P1: Slipknot. P2: uhh... techno something? |
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Look at the top four cards of the draw pile and put them back in any order. |
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Target a unit. Roll 1D6; at 4 or greater, you hit someone's eye and the targetted unit gets -1 power. For every ninja under your control, you may use this effect again with a new (or old) target. |
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Return the top card of the discard pile to your hand. |
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Use when a die is to be rolled. Choose the outcome of a single die. (You may only choose an outcome that is possible to get with the die.) |
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Use when a card is played; you make all decisions for that card. |
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Play whenever you or one of your units is targetted; negate all effects. If an action card was used, this card must still be discarded. If you control a ninja, you may discard a card from your hand to return this card to your hand. |
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Target unit gets +1 power until End of Turn. (You may play this card after seeing the outcome of the usual dice.) |
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Bodyguard cannot attack. Whenever you would be killed, you may sacrifice Bodyguard instead. |
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Bodyguard cannot attack. Whenever you would be killed, you may sacrifice Bodyguard instead. |
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Armed. Whenever Caveman attacks, he targets a random unit, friend and foe alike, other than himself. |
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Has a sword. Action: Discard a card from your hand. Target a non-unit thing and give it to a random player. Action: Destroy a random unit. Your own units, including Clumsy Ninja, can be targetted. |
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Armed. Action: Eliminate target player that does not control any units. |
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Armed and has a sword. Po the Kung Fu Ninja may attack twice per turn. |
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At the beginning of your turn, roll 1D6. At a 4 or 6, return The Planet Man to your hand because of pollution. Whenever a player would be eliminated, sacrifice The Planet Man instead. The Planet Man is always facing upwards, even when told not to. |
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