Difference between revisions of "User:Tweed Cap"
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{{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}} | ||
{{card|title=Exploit Strange Vulnerabilities|type=Action|text=Each Thing in play whose text includes a special defense from destruction or removal from play loses that part of its text until the end of the turn and is destroyed.|longtext=true|flavortext=It's like a high-frequency kryptonite silver bullet and a stake through the heart, and it's yellow.<br>Card #1845|creator= | {{card|title=Exploit Strange Vulnerabilities|type=Action|text=Each Thing in play whose text includes a special defense from destruction or removal from play loses that part of its text until the end of the turn and is destroyed.|longtext=true|flavortext=It's like a high-frequency kryptonite silver bullet and a stake through the heart, and it's yellow.<br>Card #1845|creator=Tweed Cap}} | ||
{{card|title=Frigid Blast|type=Action|text=Each Thing in play with an Action ability gets a Freeze token. Freeze tokens have the following text: "The Thing to which this is attached can destroy one of its Freeze tokens as an Action ability, but may not use any other Action abilities."|longtext=true|flavortext=Card #1844|creator= | {{card|title=Frigid Blast|type=Action|text=Each Thing in play with an Action ability gets a Freeze token. Freeze tokens have the following text: "The Thing to which this is attached can destroy one of its Freeze tokens as an Action ability, but may not use any other Action abilities."|longtext=true|flavortext=Card #1844|creator=Tweed Cap}} | ||
{{card|title=Gumball Machine|type=Thing|text=After drawing but before playing any cards on a turn, any player may draw a card; he shows this card to the other players and must play it immediately if possible. Playing the drawn card ''does'' count as one of his card plays for the turn.|flavortext=Card #1796|creator=Tweed Cap}} | {{card|title=Gumball Machine|type=Thing|text=After drawing but before playing any cards on a turn, any player may draw a card; he shows this card to the other players and must play it immediately if possible. Playing the drawn card ''does'' count as one of his card plays for the turn.|flavortext=Card #1796|creator=Tweed Cap}} |
Revision as of 14:14, 12 April 2008
My Contributions to Infinite Dvorak
The Cards
Card #1774
Card #1846
Action: Discard your whole hand.
Card #1822
Card #1795
It's like a high-frequency kryptonite silver bullet and a stake through the heart, and it's yellow.
Card #1845
Card #1844
Card #1796
Thing: Destroy a theft token.
Card #1797
Card #1829
Card #1785
Card #1836
Card #1806
The natural enemy of Dvorak!
Card #1830
Card #1828
Card #1782
Action: Destroy any monster or undead.
Back in the day, there was always one of these, no more no less.
Card #1834
Card #1835
Remarks/Clarification
Coffeeshop with Free Refills!
If a player's hand is temporarily empty in the middle of resolving some other effect but no longer empty by the end of resolving the effect, Coffeeshop does not trigger. In other words, Coffeeshop does not "interrupt" other card effects. For example, your chosen opponent would not refill his hand in the middle of Drunken Bartering while Coffeeshop was in play.
Also, if another Thing has a passive effect that triggers when someone's hand is empty (for example, if a card eliminated any player who ever had no cards in hand), the Coffeeshop does not prevent the other effect from triggering first.
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. You get to examine the cards you were given before the draws.
Lapse
Here are some sample uses of this card, all of them legal, just to make it more clear what I have in mind.
- Play Lapse on Soullessness to redirect its effect to a different player.
- Play Lapse on Dawn of War to reset everyone to five morale tokens.
- Play Lapse on any card with other "attached" Things modifying it to shake them off.
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.
Qwerty
This card does not repeal "Tokens exist." nor "If there's an ambiguity, vote on it." The effect refers only to special rules above and beyond those hardwired into Infinite Dvorak.
When Qwerty leaves play, any special rules that it repealed are not automatically restored. They can, of course, be proposed anew.
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.
Zen Fortress
You get to see what the opponent's choice or the random choice would have been before you decide whether to play it. It's a bit of a gray area how this would combo with a card like Gumball Machine. I would say that you can choose to hold on to the card you just drew, but this is not an official edict. I leave that to each play group.