A monstrosity of random content, evolved over a stretch of three or four replays. Requires After-Eight Mints and a religious documentary.
Special Rules
Explanations
Words crossed out by the Big Black Pen are struck through. Note that Light Switch was mutilated randomly by a Crash Test Dummy Hand (one of three, thanks to a Drunken player repeatedly playing it), and the dangerously odd initial wording of Turner Prize was due to the card being reworked from the initial, rejected "If you have a Thing you win the game" victory condition.
Mints
Long After requires a box of After Eight mints close to the playing area. Drawn mints can be placed in the mouth rather than the hand, at the player's discretion.
Christ
Brand of the Anti-Christ only really works if you're half-watching some religious documentary thing in the background.
Gag
Gag was shredded to confetti during the first game, but is listed for historical accuracy.
Card List
The Turner Prize
Action
If you have a Thing you may win the game. Collect all Things in play (min. 3) and shuffle. Deal one and whoever controlled it wins the game.
Card by Sandy
The Magic Roundabout
Action
All Players give their hand to the Player on their left.
Card by Sandy
Parallel Universe
Action
Play an extra Action, but "reverse" its effects as best you can. (If one other Player agrees, it's okay.)
Big Black Pen
Action
Cross out a word on any card in play, or in your hand.
Light Switch
Action
Turn the lights on or off.
Confetti
Action
Tear a card into tiny pieces.
King Arthur's Return
Action
Take a card from the discard pile and put it into your hand.
Card by Sandy
Tax the Poor
Thing
Action: The Player with least cards discards a card of his choice.
The Weakest Link
Thing
Action: Destroy a Thing that didn't perform its Action during its owner's last go, if it was at all possible.
Card by Craig
Military Coup
Action
Take all cards from a Player's hand, then give them back three cards.
Card by Sandy
Horoscopes
Action
Reveal and deal a card for each Player, starting with yourself.
Orbital Mind Control Laser
Action
Look at an Opponent's hand. Force them to play a card from it, immediately.
Long After
Action
Draw an After Eight mint.
Pre-Emptive Strike
Action
Choose a card from the draw pile and put it into the discard pile.
Drunkenness
Thing
Play onto an opponent. They can only play cards at random, but may play any two cards per turn. Destroy this if their hand ever becomes empty.
Daleks
Thing
Action: Destroy a Thing.
Card by Sandy
Electromagnet
Thing
Action: Put a Thing onto the top of the draw pile.
Stop!
Thing
Players may not draw cards. Destroy this card when someone's hand is empty.
Frenzy
Thing
Any number of Actions may be played each turn.
Photocopier
Thing
Action: Create a new card as an exact copy of any Thing in play, and put it into your hand.
Windfall
Action
Pick a number. Each Player, starting with the one to your left, draws that many cards.
Crash Test Dummy Hand
Action
Take your hand and put it between you and the Player to your right. That becomes a new, dummy Player. The Dummy draws a card, then plays one card at random, making all decisions randomly. Draw 5 cards.
Card by Sandy
Brand of the Anti-Christ
Thing
Play onto an opponent. They must discard a card whenever the word "Jesus" is spoken on television, and when other players notice it.
Predetermination
Action
Rearrange the draw pile into any order.
My Arse
Action
Discard this card from your hand to prevent an Action from having any effect.
The Curse of Richard Nixon
Action
Concoct an outrageous lie and draw a card.
Card by Sandy
Gag
Thing
Play onto an opponent. A gagged Player cannot reject proposed cards.