Difference between revisions of "Hour of randomness"
Line 326: | Line 326: | ||
{{Card | {{Card | ||
|title = The Antithesis To Coherent Thought | |title = The Antithesis To Coherent Thought | ||
|type = Thing | |type = Defender Thing | ||
|cornervalue = 1 | |||
|bgcolor = 333 | |bgcolor = 333 | ||
|text = If | |text = If The Antithesis To Coherent Thought is destroyed, you must discard a card at random, take 1 damage, and destroy a Thing you control.<br>'''Action:''' put an insane counter on this card. if there are 3 insane counters on this card, you win. | ||
|flavortext = | |flavortext = So insane it just might work. | ||
|creator = eskimoboy | |creator = eskimoboy | ||
}} | }} |
Revision as of 06:21, 6 July 2009
Hour of Randomness Deck
Hour of randomness | |
---|---|
Designer | eskimoboy |
Date | 7/02/2009 |
Players | 2+ |
This is an unfinished deck. It is incomplete, and is not playable. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
In the Hour of Randomness deck, players start with 3 "lives" and fight to eliminate their opponents with cards like Nuclear Apocalypse and Water is Splashy.
Your only defense may come in the form of the sturdy and dangerous Electric Barbed Wire Pit Trap With Poison Spikes or the antithesis of safety, the Unreliable Bodyguard.
Special Rules
HP: Each player starts with 3 health tokens. If you run out of health tokens, you lose.
Defender Things: Defender Things have a value in the corner. This represents its HP, and it comes into play with that many health tokens.
If a Defender Thing has no health tokens, it dies. As long as you control a Defender Thing, Actions and abilities that would harm you instead must target your Things.
For example, say you have "Large Rock" and your opponent plays "Ant-Sized Harpoon." Normally you would take 1 damage, but "Ant-Sized Harpoon" has to deal with Large Rock
before it can get to you. (fortunately by then it'll be in the discard pile).
Things without corner values: Things without corner values cannot be targeted by damage-dealing cards (they can still be destroyed by a "destroy" effect), but at
the same time, they don't protect you from harm. For example, "only i can see the moon's master plan" will not save you from "nuclear apocalypse."
Action: look at the top card of the deck.
it could be wor-
DONT SAY IT!
Starting the Game: Each player draws five cards. They may then each play up to three Defender Things before the game begins, so as to not be slaughtered right
off the bat. Once both players are ready, flip a coin, play rock paper scissors, do flips off of a cliff, whatever floats your boat, to decide who should go first.
The turn structure is normal, in which the player draws a card, plays an Action, a Thing, or both, {or neither :) ), and play goes on to the next person.
Card List
How do I hold it?
Like an ant!
...What?
Action: look at the top card of the deck.
it could be wor-
DONT SAY IT!
we don't have multiple personalities. *twitch*
So I said to myself, self, it looks like that thing could survive a Nuclear Apocalypse. Then I looked closer.
EBWPTWPS has a nice ring to it.
A pirate's card for me.
If he's a "god" who isn't, then why do we fear his wra-
*struck by falling objects*
We recycle!
imma firin' mah
NINE THOUSAANND!
Treat that Thing's text as blank.
...of mystery.
Deal 2 damage to a Defender Thing or unprotected player.
OR
Deal 1 damage to two separate Defender Things or unprotected players.
...sounds better that Quickly Traitors.
For the last time, BAGELS ARE NO REASON TO ABANDON THE PRESIDENT!
Action: move a zombie token onto a Thing. You control all Things with zombie tokens on them. When this card leaves play, destroy all zombie tokens and return all Things that had zombie tokens on them to their owners.
Shut up.
It won't kill 'em, but it helps.
It shoots super bullets at super long range with super accuracy for overall super effectiveness against any sort of troops, unless the rifle is fulfilling an anti-materiel role, in which case it disables the target with super efficiency.
They're shootin' at us! RUN!
Action+Discard a card: Put the face down card under Swiss Bank into play under your control. If Swiss Bank is destroyed, the opponent may put the face down card under it into their hand.
I'm feeling uncreative.
I'm feeling uncreative.
Action: put an insane counter on this card. if there are 3 insane counters on this card, you win.
So insane it just might work.