Difference between revisions of "User:Tweed Cap"
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===The Cards=== | ===The Cards=== | ||
''Note: The card numbering for | ''Note: The card numbering for six of my cards changed on 5 April 2008 when The Pointless Game was moved to the end of the card list. These numbers reflect this change.'' | ||
{{card|title=All-Purpose Repair Kit|type=Thing|text=If one of your Things is destroyed, you may choose to destroy this in its place. The saved Thing must be a physical object and not a creature.|flavortext=Card #1774|creator=Tweed Cap}} | {{card|title=All-Purpose Repair Kit|type=Thing|text=If one of your Things is destroyed, you may choose to destroy this in its place. The saved Thing must be a physical object and not a creature.|flavortext=Card #1774|creator=Tweed Cap}} | ||
{{card|title=Drunken Bartering|type=Action|text=An opponent of your choice gives you his whole hand, then draws as many cards as he gave you, at random, from your hand.|flavortext=Card #1795|creator=Tweed Cap}} | {{card|title=Drunken Bartering|type=Action|text=An opponent of your choice gives you his whole hand, then draws as many cards as he gave you, at random, from your hand.|flavortext=Card #1795|creator=Tweed Cap}} | ||
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{{card|title=Kleptomania|type=Thing|text=Whenever a player plays a Thing, it comes into play under your control. Each time this happens, you gain a theft token and a d6 is rolled. If the die roll is less than or equal to the number of theft tokens you have, destroy this card.<br>'''Thing:'''Destroy a theft token.|flavortext=Card #1797|creator=Tweed Cap|longtext=true}} | {{card|title=Kleptomania|type=Thing|text=Whenever a player plays a Thing, it comes into play under your control. Each time this happens, you gain a theft token and a d6 is rolled. If the die roll is less than or equal to the number of theft tokens you have, destroy this card.<br>'''Thing:'''Destroy a theft token.|flavortext=Card #1797|creator=Tweed Cap|longtext=true}} | ||
{{card|title=Malachite Obelisk|type=Thing|text=At the start of each player's turn, flip a coin. If it comes up heads, the player may play two Actions this turn instead of one, but cannot play a Thing. If it comes up tails, the player may play two Things this turn instead of one, but cannot play an Action.|flavortext=Card #1785|creator=Tweed Cap|longtext=true}} | |||
{{card|title=P-Switch|type=Action|text=Until the end of your '''next''' turn, all tokens are treated as actual cards and all non-token Things are treated as tokens.|flavortext=Card #1806|creator=Tweed Cap}} | {{card|title=P-Switch|type=Action|text=Until the end of your '''next''' turn, all tokens are treated as actual cards and all non-token Things are treated as tokens.|flavortext=Card #1806|creator=Tweed Cap}} | ||
{{card|title=Soullessness|type=Thing|text=When Soullessness comes into play, choose a player for it to affect. As long as Soullessness is in play, the affected player is immune from card-created win conditions and lose conditions. He can still win if everyone else loses or lose if someone else wins.|flavortext=Card #1782|creator=Tweed Cap}} | |||
===Remarks/Clarification=== | ===Remarks/Clarification=== | ||
==== | ====Drunken Bartering==== | ||
Yes, it is my intention that your opponent can draw some of his own cards back. The random draws come from the combined hand. | |||
====P-Switch==== | ====P-Switch==== | ||
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Finally, if a second P-Switch is somehow played before the first expires (because, say, someone has an effect to recover cards from the discard pile), the effect is prolonged until the most recent P-Switch naturally expires. Nothing special happens when the original P-Switch would have expired. | Finally, if a second P-Switch is somehow played before the first expires (because, say, someone has an effect to recover cards from the discard pile), the effect is prolonged until the most recent P-Switch naturally expires. Nothing special happens when the original P-Switch would have expired. | ||
====Soullessness==== | |||
Just to clarify, I consider cards that "eliminate" players a kind of lose condition, so this does give immunity from elimination. Also, suppose a win or lose condition is created by a Thing, and you meet the condition while soulless. If Soullessness is destroyed later, and the condition is still in effect, and you still meet it, you win/lose immediately. Soullessness does not prevent effects that explicitly "end the game" (such as Friedrich Nietzsche). However, if a Nietzsche-esque card said "Each player loses.", that would be a winning two-card combo with Soullessness. |
Revision as of 13:49, 7 April 2008
My Contributions to Infinite Dvorak
The Cards
Note: The card numbering for six of my cards changed on 5 April 2008 when The Pointless Game was moved to the end of the card list. These numbers reflect this change.
Card #1774
Card #1795
Card #1796
Thing:Destroy a theft token.
Card #1797
Card #1785
Card #1806
Card #1782
Remarks/Clarification
Drunken Bartering
Yes, it is my intention that your opponent can draw some of his own cards back. The random draws come from the combined hand.
P-Switch
In my Dvorak custom, the unwritten rule is that Action effects can last up to one full round (as this one does) before they cross into "creating a special rule" or "undocumented background effect" territory. If you're the kind of person who needs your Dvorak 100% free of anything like background effects, you can reimplement this as a Thing which ends its effect, then destroys itself, at the end of your next turn. This has the undesired (by me) effect of making the P-Switch vulnerable to destruction or changes in controller (which can have the even more undesirable effect of monkeying with its duration). I have found Actions that last a short, fixed amount of time, in moderation, to be fun and not game-breaking. I hope you'll agree.
If a non-token Thing is destroyed during the P-Switch, it is removed from the game (because that's how tokens are treated). Likewise, if a token is destroyed, it is placed in the discard pile. When the P-Switch wears off, all tokens in the discard pile are removed from the game (but cards removed from the game are not brought back).
Finally, if a second P-Switch is somehow played before the first expires (because, say, someone has an effect to recover cards from the discard pile), the effect is prolonged until the most recent P-Switch naturally expires. Nothing special happens when the original P-Switch would have expired.
Soullessness
Just to clarify, I consider cards that "eliminate" players a kind of lose condition, so this does give immunity from elimination. Also, suppose a win or lose condition is created by a Thing, and you meet the condition while soulless. If Soullessness is destroyed later, and the condition is still in effect, and you still meet it, you win/lose immediately. Soullessness does not prevent effects that explicitly "end the game" (such as Friedrich Nietzsche). However, if a Nietzsche-esque card said "Each player loses.", that would be a winning two-card combo with Soullessness.