|
|
Line 4: |
Line 4: |
| | date=16th March 2001 | | | date=16th March 2001 |
| | players=2+ | | | players=2+ |
| | completion = Finished | | | status=Proven |
| | playability = Proven
| |
| | visuals = Plain
| |
| }} | | }} |
|
| |
|
Set in the trap-riddled prison of Vincenzo Natali's Cube, this deck sees players trying to pick their way through a maze of cuboid chambers, avoiding a variety of dangerous and grisly traps. Note that this deck contains a few (arguable) spoilers.
Special Rules
Doors
A Player may, in place of an Action, "go through a door" - they should draw a card and reveal it to all Players. If it is a "Trap" card, any Player may discard a copy of that card from their hand, or sacrifice a Companion they control, to negate its effects. If not negated, the Trap takes effect. If the card is not a Trap, the Player may keep it.
Knowledge
Trap cards drawn outside of "going through a door" have no effect - they signify knowledge of that trap, while in a Player's hand.
Death
When a Player dies, they discard their hand and leave the game.
Card List
Escape
Action
All players who are still alive win.
Card by Tyrethali
Trap: Acid Spray
Action
Victim discards their hand.
Trap: Acid Spray
Action
Victim discards their hand.
Trap: Razor Grid
Action
Victim is killed.
Trap: Razor Grid
Action
Victim is killed.
Boot
Thing
You may discard the Boot to negate a Trap other than Acid Spray.
Finding the Pattern
Action
Draw four cards, then discard any of the four that are not traps.
Card by Tyrethali
Trap: Listening Spikes
Action
Victim is killed unless every Player discards a card.
Trap: Listening Spikes
Action
Victim is killed unless every Player discards a card.
Trap: Slowly Squishing Walls
Action
Victim is killed.
Card by Tyrethali
Trap: Slowly Squishing Walls
Action
Victim is killed.
Card by Tyrethali
Trap: Slowly Squishing Walls
Action
Victim is killed.
Card by Tyrethali
Trap: Ominous Click
Action
Victim must destroy a Thing they control, or discard their hand.
Card by Raven
Trap: Ominous Click
Action
Victim must destroy a Thing they control, or discard their hand.
Card by Raven
Compulsory Volunteer
Action
A chosen Player must immediately go through a door.
I Don't Like the Red Rooms
Action
Target player must draw a card, and if it is a trap, avoid it properly or suffer the consequences.
Card by Tyrethali
Trap: Tanglewire
Action
Victim skips their next turn.
Card by Tyrethali
Trap: Tanglewire
Action
Victim skips their next turn.
Card by Tyrethali
Loud Grinding Sounds
Action
Shuffle the discard pile into the draw pile.
Like a Bat out of Hell
Action
You may go through any amount of doors this turn.
Card by Tyrethali
Merde
Action
Play immediately after the consequences of a door being opened have been resolved. The Player who went through that door must draw a card as if going through another.
Holloway
Thing - Companion
The controller of Holloway may cancel going through a door after opening it (returning the card to a random position in the draw pile). This ability may not be used if it has been used within five turns.
Card by Raven
Leaven
Thing - Companion
Any Player may discard their hand to negate a Trap.
Kazan
Thing - Companion
If Leaven is also in play, all Traps are negated automatically.
Quentin
Thing - Companion
Action: Destroy Quentin and destroy a Companion.
A Moment to Comfort
Action
The Player who controls Kazan must skip their next turn.
Card by Tyrethali
I Am Not A Number
Action
Draw three cards, and discard any of the three that are Traps.
Card by Raven
Trap: Sushi Machine
Action
Victim discards their hand.
Trap: Sushi Machine
Action
Victim discards their hand.
Worth
Thing - Companion
When Worth is destroyed, toss a coin. If heads, put Worth back in play as before.
Card by Raven
Alderson
Thing - Companion
If a Trap is triggered, Alderson is automatically sacrificed to negate it.
Card by Tyrethali
Choke On A Button
Action
Take control of any character except Worth or Quentin.
Card by Raven
The Wren
Thing - Companion
Flip a coin if The Wren's controller encounters a trap. If it's heads, the trap is negated. Otherwise, either negate the trap as usual, or The Wren is destroyed.
Card by Raven
Trap: Incinerator
Action
Victim is killed.
Trap: Incinerator
Action
Victim is killed.
Paranoia
Action
Every Player discards a card at random.
While The Others Sleep
Action
View the hands of all players.
Card by Raven
Practical Joke
Action
Use a non-deadly trap from your hand, on another player, as if they had gone through a door and drawn that trap.
Card by Raven