Difference between revisions of "Government Warehouse deck"
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I was playing around with the concept of a game set in a government warehouse, where each card was the contents of a box. My friends and I played around with it, and some of the cards stopped having any place in the warehouse, but the game became fun. There is two ways to win listed on the cards, but anything you can think of to escape the warehouse is fair game, except where noted | I was playing around with the concept of a game set in a government warehouse, where each card was the contents of a box. My friends and I played around with it, and some of the cards stopped having any place in the warehouse, but the game became fun. There is two ways to win listed on the cards, but anything you can think of to escape the warehouse is fair game, except where noted. | ||
==Special Rules== | ==Special Rules== | ||
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{{card|title=Perpetual Motion Machine|type=Thing|text=It's turned off.|Creator=Atticus}} | {{card|title=Perpetual Motion Machine|type=Thing|text=It's turned off.|Creator=Atticus}} | ||
{{card|title=Neuralizer|type=Thing|text=Erases memories, including the memories of having superpowers.|Creator=Atticus}} | {{card|title=Neuralizer|type=Thing|text=Erases memories, including the memories of having superpowers.|Creator=Atticus}} | ||
{{card|title=Key to the Door|type=Thing|longtext=If you have four other objects, then escape the warehouse and show the world what the government is hiding.|Creator=Atticus}} |
Revision as of 00:11, 23 May 2008
Government Warehouse | |
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Designers | Atticus, his friends |
Date | Made over a long period of time, uploaded 5/22/08 |
Players | 2+ |
This deck has not been categorised. | |
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.) | |
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This deck is locked. Further cards should not be added - leave feedback on the talk page. |
I was playing around with the concept of a game set in a government warehouse, where each card was the contents of a box. My friends and I played around with it, and some of the cards stopped having any place in the warehouse, but the game became fun. There is two ways to win listed on the cards, but anything you can think of to escape the warehouse is fair game, except where noted.
Special Rules
Drawing and Playing
There are no hands in the government warehouse. At the beginning of the game, the first player draws a card and plays it. Actions consist of anything you can think of do to with that card. If the other players debate the logic of your move, then vote on it. Ties favor the dissenter.
On each turn
You play only destroy, search for, steal, etc. one card per turn. You must wait one turn between setting up an escape attempt and escaping, except in the case of the Key to the Door and the Super Bar.
Number of things
You may only have five things, unless you put things inside other things, or equip things to other things. If something is destroyed while it has something equipped to it or in it, all attached cards are also destroyed.
All things are assumed to have unlimited resources. Guns never run out of ammo, cars never need refueling, etc. This does not apply to food unless the food is in the plural form. Destroying a thing destroys all of the things of that type.
Other
Some cards create their own special rules. Follow them as needed.