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| {{card | | {{card |
| |title=Insurance | | |title=Insuranceificationalism |
| |type=Concept | | |type=Concept |
| |text=While this card is active, your Opponents must only discard down to two cards when they have six in their hand, and you must only discard down to three. Action: Destroy Insurance and draw two cards. | | |text=While this card is active, your Opponents must only discard down to two cards when they have six in their hand, and you must only discard down to three. Action: Destroy Insurance and draw two cards. |
My very first proper deck, yay me. A three-player game.
Special Rules
Players
There MUST be three players to play this game. No more, no less.
Overcrowding
If a player EVER has six or more cards in their hand, they must IMMEDIATELY discard all but one of them. If this takes place in the middle of an action, they must do this before completing the action (For example, if they have to draw three cards and have four already in their hand, they must draw two, discard down to one, then draw another one).
Victory
The standard way of winning in TT is to have more than twice as many cards in your hand than both your opponents combined. The situations in which this is possible are as follows: If ever one opponent has two cards, one has none, and you have five, you win. If ever both opponents have one card, and you have five, you win. If ever one opponent has one card, one opponent has none, and you have three or more, you win. If ever both opponents are cardless, and you aren't, you win.
Concepts
Concepts are played just like Things, but they cannot be destroyed in the same ways.
Extermination
Some cards allow you to Exterminate a player. If this happens, they lose, and the remaining player with most cards in their hand automatically wins. If the survivors have an equal amount of cards, the person who didn't do the Exterminating wins.
Card List
Stockpile
Thing
Destroy this Thing at any time to draw a card
Stockpile
Thing
Destroy this Thing at any time to draw a card.
Stockpile
Thing
Destroy this Thing at any time to draw a card.
Stockpile
Thing
Destroy this Thing at any time to draw a card.
Stockpile
Thing
Destroy this Thing at any time to draw a card.
Stockpile
Thing
Destroy this Thing at any time to draw a card.
Stockpile
Thing
Destroy this Thing at any time to draw a card.
Stockpile
Thing
Destroy this Thing at any time to draw a card.
Etheralistic artfulness
Concept
While you control Etheralistic artfulness, you may choose to draw a card instead of playing an action, or to play an action instead of drawing a card. However, you may not play Things while you control Etherealistic Artfulness. Action: Destroy Etherealistic Artfulness and draw a card.
Collaboration
Action
Draw a card. A chosen Opponent draws two.
The enemy of my enemy . . .
Action
A chosen Opponent gets to look at the other Opponent's hand.
Just to be annoying . . .
Action
Your Opponents must switch hands.
Unprepared attack
Action
Discard three cards and Exterminate a chosen Opponent.
Aesthetic asymmetry
Concept
If, at the end of your turn, two players have the same amount of cards in their hands, one of them must discard a card. You get to choose which. If you ever end your turn with either two or four cards in your hand, Aesthetic asymmetry is destroyed.
Power of three
Concept
You can only play this card if you have exactly three Things active. While Power of three is active, you may choose to draw as many cards as you want during your draw phase. If, for any reason, you no longer have exactly three active Things, Power of three is destroyed.
Sudden shortage
Action
Destroy any Stockpile. The person who controlled it draws three cards.
Overly-complicated sinister scheme
Action
Discard a card and destroy a Thing.
Overly-complicated sinister scheme
Action
Discard a card and destroy a Thing.
Overly-complicated sinister scheme
Action
Discard a card and destroy a Thing.
Sneaky guy
Thing
Action: Discard two cards and look at an Opponent's hand. Move one of their cards to your hand.
Sneaky guy
Thing
Action: Discard two cards and look at an Opponent's hand. Move one of their cards to your hand.
Firework-maker
Thing
Action: Destroy a Thing.
Firework-maker
Thing
Action: Destroy a Thing.
Morbid open-mindedness
Concept
Whenever an opponent plays an Action, it is sent to your hand instead of the discard pile. When you get six cards in your hand and have to discard, destroy this card.
Hungry peasants
Action
Any player with more Stockpiled than cards in their hand must destroy all their Stockpiles for cards.
Lesser of two evils
Action
Name a number and choose an Opponent. They must decide which of THEIR Opponents discards that number of cards.
Proliferational logic
Concept
Discard two cards when this Concept is played. If an Opponent forces you to discard a card, you must destroy Proliferational logic and force them to discard their entire hand.
Insuranceificationalism
Concept
While this card is active, your Opponents must only discard down to two cards when they have six in their hand, and you must only discard down to three. Action: Destroy Insurance and draw two cards.
Sabotage
Action
You must control both Firework-maker and Sneaky Guy to play this card. A chosen Opponent must discard their hand and destroy all their Things (They do not get cards from any of their destroyed Stockpiles).
Better offer
Action
Discard a card. Gain control of an Opponent's Firework-maker or Sneaky Guy.
Semi-intentional sharp-tonguedness
Concept
Any Clever insult played by you counts double. If someone plays Witty Comeback on you while this card is in effect, destroy it and discard your hand.
Clever insult
Action
Force a chosen Opponent to discard a card.
Clever insult
Action
Force a chosen Opponent to discard a card.
Clever insult
Action
Force a chosen Opponent to discard a card.
Clever insult
Action
Force a chosen Opponent to discard a card.
Clever insult
Action
Force a chosen Opponent to discard a card.
Clever insult
Action
Force a chosen Opponent to discard a card.
Clever insult
Action
Force a chosen Opponent to discard a card.
Clever insult
Action
Force a chosen Opponent to discard a card.
Witty comeback
Action
This card can only be played on someone who played Clever insult on you on their last turn. They must discard two cards, and you may draw two cards.
Act of spite
Action
Discard a card. Force a chosen Opponent to discard two.
Act of spite
Action
Discard a card. Force a chosen Opponent to discard two.
Act of spite
Action
Discard a card. Force a chosen Opponent to discard two.
Act of spite
Action
Discard a card. Force a chosen Opponent to discard two.
Scramble
Action
Shuffle everyone's hands into a pile. Everyone draws from it the same amount of cards they had before.
Seemingly-equivalent relations
Concept
After each of their draw phases, your Opponents must give you a card from their hands. After your draw phase, you must give a card from your hand to a chosen Opponent. You cannot win the game while you control Seemingly-equivalent relations. Action: discard a card to destroy Seemingly-equivalent relations.
Death by confusion
Action
Exterminate an Opponent. You must have at least three active Concepts to play this card.
Cave of Caboret
Thing
Action: Discard a Overly-complicated sinister scheme to destroy an Opponent. You must play another Thing inbetween playing the Cave and using this action.
Aid from Tamoris
Action
Discard a card and draw three.
Aid from Tamoris
Action
Discard a card and draw three.
Aid from Tamoris
Action
Discard a card and draw three.