LNH STORYCARDS Version 0.2 By Jeff Barnes (barnejd@wkuvx1.wku.edu) ========================================================================== RULES: The LNH Storycards game is a fast-paced game of plot twists, location changes, surprise attacks, and revelations galore! You take on the role of a newbie, trying to gain acceptance into the Legion of Net.Heroes -- while trying to keep your opponent from doing the same. Playing the Game Before the game, you must choose an Origin card to put in play. The Origin card will limit your options in Powers and Equipment somewhat, but will allow you access to others that those with other Origins can't use. For example, Bricks only can use Pow! Smash! Bop!, while only Mentalists may make Mind Wipes. You begin at 10 cards. The maximum number of cards you may have is equal to your Prestige. Each turn, you may place a maximum of one card from your hand into play; note that some cards may allow you to exceed this maximum. For every point of damage you receive, your Prestige (and thus the number of cards you may have at the end of your turn) is reduced by one. At the end of your turn, you calculate all damage done since your last turn. It is at this point that you take that damage. Damage may be prevented at any time before the end of your turn. If this reduces your Prestige below the number of cards you have in your hand, you must choose and discard the difference to your used pile. If your Prestige is greater than the number of cards in your hand, you may draw until you reach your maximum. Cards may be either permanent or temporary. Permanent cards remain in play after they are played until they are removed by some other card or effect. Temporary cards are placed in the lost pile after their effect takes place. In addition, many permanents can be "used" for other effects at their controller's option; turn these cards upside down to signify that they cannot be used again until the beginning of their controller's next turn (at which time they are reset). A permanent may not be used again for its effect until after the beginning of its controller's next turn. No one may look at the face of cards which are placed face down on the table. One last note: there is no "last in, first out" rule in LNH Storycards. The first card played or used is the first card played or used. Period. Winning the Game: In order to win the game, you must reduce your opponent to zero Prestige. This can be done through direct means to his Prestige from any number of sources. Note that if either player runs out of cards, they lose half their prestige (rounded up) and must discard down to their Prestige immediately; they then shuffle their lost pile and it becomes their new deck. A player may make a DIRECT ATTACK on another player. This may only be done if either that player made a direct attack on you on their last turn or a card effect allows you to make a direct attack on them. Direct attacks are, oddly enough, cards with the words "Direct Attack" on them. Some cards allow you to do damage to your opponent. These generally do not count as direct attacks. Others cause loss of Prestige, which is different from damage to Prestige in that it is taken immediately and cannot be prevented, though Prestige may still be regained as normal. Deck Building: The minimum number of cards you may have in your deck is fifty. There is no maximum. You may have a maximum of six of any card in your deck unless stated otherwise on the card (LIMIT: x). For example, you may have six of any type of Misunderstanding, or six Villain Attacks (with a maximum of three VA: Team). Types of Cards: ORIGIN CARDS are usually played before the game, though you may place them in your play deck (these will usually be played along with Retcon: Convoluted Origin). They set the range of Powers and Equipment that you may play. All players must have at least one Origin in play before the game. They are considered permanent. POWER CARDS give you certain advantages over your opponent or allow you to do damage to them directly. For example, Super-Speed allows you to play an additional card each turn so long as it stays in play (though you do lose a point of Prestige each turn). Some power cards are permanent; some are temporary. PLOT CARDS are permanents that represent changes in the flow or pace of the game. For example, Location: Coastal City prevents Villain cards from being played while in play. Note that you may only have one of any type of Plot (Location, Crossover, Villain, etc.) in play at a time; if a Plot of a type already in play is played, discard the Plot already in play to its controller's lost pile. PLOT TWIST CARDS are temporaries that introduce an effect, usually only until the end of your turn or the beginning of your opponent's turn. CATASTROPHE CARDS are cards that can have an incredible effect on the game's pace and flow. For example, Editorial Interference may prevent plot twist cards from being played while it is in play. They tend to have wide-reaching effects on whole classes of cards. They can be either temporary or permanent. Because of their power, you are limited to a maximum of six Catastrophe cards per deck. ========================================================================== CARD LIST * Indicates new or revised entry since last revision | Indicates still under construction or experimental -------------------------------------------------------------------------- ORIGIN CARDS Origin: Brick Direct attacks from you do +1 damage. If you have one card in your deck, you may lose two Prestige to reshuffle your lost pile into your deck. Origin: Cosmic Crusader You may lose 1 Prestige to nullify a card as it is being played or lose 2 Prestige to remove target permanent from play. Origin: Hodge-Podge Origin: Martial Artist If you play a direct attack this turn, you may play another direct attack. Origin: Mentalist You may skip your turn and lose 1 Prestige to avoid damage from any one direct attack made upon you during your opponent's last turn. Direct attacks upon you do +1 damage to your prestige. Origin: Mystic You may have up to five Power cards not normally allowed to you in your deck. You may not have more than one of any card title of these five. Lose 1 Prestige when you play any of these cards. You may not have more than six of any card title in your deck. POWER CARDS Claw Attack (p) LIMIT: Martial Artist (6), Hodge-Podge (3) Flip a coin. If it comes up in your favor, target player takes 3 damage, plus one damage for each Super-Strength you have in play. Your opponent may attack you this turn. Direct attack. Danger Sense (t) LIMIT: Cosmic Crusader (6), Mystic (3), Mentalist (3) Flip a coin. If it comes up in your favor, avoid damage from one source since your last turn. Energy Blast (t) LIMIT: Cosmic Crusader (6), Hodge-Podge (6) Flip a coin; if it comes up in your favor, target Hero is destroyed OR target player takes 2 damage. Attack damage gains no bonuses for Super-Strength. Direct attack for purposes of allowing your opponent to attack only. Flight (p) LIMIT: Cosmic Crusader (6), Mystic (6), Hodge-Podge (6) You may play a Location in addition to the normal number of cards you are allowed to play. Glitch (t) LIMIT: Mystic (6), Hodge-Podge (6) Target tech Equipment card is damaged. It may not be used again until repaired; if it is damaged again, remove it from play. Healing Factor (p) LIMIT: Martial Artist (2), Cosmic Crusader (1), Brick (1), Hodge-Podge (1) So long as Healing Factor is in play, gain one Prestige for each turn you do not play a card, up to your maximum. Hyper Healing Factor (p) LIMIT: Martial Artist (1) So long as Hyper Healing Factor is in play, gain one Prestige at the beginning of each of your turns, up to your maximum. Insult to Injury (t) LIMIT: Brick (2) If you play this card on the same turn you make a direct attack and that attack does damage to the opponent, add 1 plus the number of Super-Strengths you have in play to the damage. If the attack does no damage, ignore this effect. Intangibility (t) LIMIT: Mystic (2) Avoid all damage done to you since your last turn. You may not use any cards until the beginning of your next turn. Iron Will (p) LIMIT: Martial Artist (6), Cosmic Crusader (6), Mystic (6), Mentalist (6) While this card is in play, you may ignore any of opponent's card effects which cause cards to be discarded. Invulnerability (p) LIMIT: Martial Artist (1), Cosmic Crusader (2), Brick (4), Hodge-Podge (1) For each Invulnerability you have in play, reduce by one all damage done by direct attacks or Energy Blasts. Kick (t) LIMIT: Martial Artist (6), Brick (2) Flip a coin. If it comes up in your favor, target player takes 1 base damage. Direct Attack. Latent Ability (t) LIMIT: Martial Artist (3), Cosmic Crusader (1), Brick (6), Mentalist (1) Play this card in conjunction with another power card you are not normally allowed to play. You may have only one such card in your deck for each Latent Ability it contains. You may not have more than six of any card title in your deck. Meditation (t) LIMIT: Mystic (4), Mentalist (4) Discard a card at random to draw three cards. Mental Block (t) LIMIT: Mentalist (4) Remove any one Power from play OR look at target player's hand and discard all Powers in it. Mind Control (t) LIMIT: Mystic (2), Mentalist (6) Target Hero comes under your control until the end of its present controller's next turn. Mind Wipe (t) LIMIT: Mentalist (6) Name a card, then look at your opponent's hand. Discard any cards of that name (Misunderstanding, Energy Blast, etc.) in your opponent's hand to his lost pile. Pow! Smash! Bop! (t) LIMIT: Brick (3) Flip a coin. If it comes up in your favor, target player takes 3 base damage; otherwise, he takes 1 base damage. Direct Attack. Punch (t) LIMIT: Martial Artist (4), Brick (6) Flip a coin. If it comes up in your favor, target player takes 1 base damage. Direct Attack. Roundhouse (t) LIMIT: Martial Artist (3), Brick (6) Flip a coin. If it comes up in your favor, target player takes 2 base damage. Direct Attack. Share Interests (t) LIMIT: Mentalist (6) Discard a card at random to copy the effect of a temporary that your opponent played last turn. Super-speed (p) LIMIT: Martial Artist (1) You may play an additional card so long as Super-Speed remains in play but you lose one Prestige each turn. Super-Strength (p) LIMIT: Martial Artist (2), Cosmic Crusader (2), Brick (6), Hodge-Podge (1) For each Super-Strength you have in play, add 1 to any damage done by direct attacks. Sword Attack (t) LIMIT: Martial Artist (6) You must have Equipment: Sword in play to play this card. Use the Sword to make a direct attack on your opponent. Flip a coin; if it comes up in your favor, your opponent takes 3 damage; otherwise he takes 1 damage. Telepathy (t) LIMIT: Mentalist (6), Hodge-Podge (2) Look at your opponent's hand. Teleport (t) LIMIT: Cosmic Crusader (6), Mystic (6) Search through your deck for one Location. Place this Location into play. Touch of Death (t) LIMIT: Martial Artist (2) Remove target Hero from play. PLOT CARDS (There can normally only be one Plot card of any type in play at a time. If a Plot card is played when one of the same type is played, remove the card already in play from play.) Crossover: Cosmic Plot Device Caper (lim: 1) While this card is in play, you may have multiple Imaginary Story cards in play. If this card leaves play, so do all your Imaginary Stories. Crossover: Electrocutioner's Song (lim: 1) While this card is in play, you may have multiple Villain cards in play (though none of the same name). If this card leaves play, so do all your Villains. Crossover: Omaha Project (lim: 1) Nothing happens. All players draw another card when comes into play. Crossover: Retcon Hour (lim: 1) You and your opponent may take turns playing cards from your hands until one of you chooses not to or cannot. Remove this card from play at this time. Crossover: The Flame Wars (lim: 1) Either player may choose to search their deck at the beginning of their turn and place one Insanity Gem from their deck into play. Crossover: The Flame Wars II (lim: 1) Each player takes 1 damage for each card they put in play on their turn after the first. Crossover: The Flame Wars III (lim: 1) Either player may choose to search their deck at the beginning of their turn and play one Time Travel card from their deck. If they choose to use this option, no other cards may be played that turn. Imaginary Story: Apocalypse Discard this card from play on your opponent's turn to nullify any one Catastrophe as it is played. Imaginary Story: Hoax Discard this card from play on your opponent's turn to nullify any one Plot Twist as it is being played. Imaginary Story: Dream Discard this card from play on your opponent's turn to nullify any one Plot as it is being played. Imaginary Story: You Wish Discard this card from play on your opponent's turn to nullify any one Power as it is being played. Location: Alt.veria Flip a coin each of your turns that Alt.veria is in play. If you win, you may choose a Flight Thingee and remove it from play. Ignore this effect if there are no Flight Thingees in play. Location: C.A.N.A.D.A. Any Bomb Explosion or Nuclear Explosion dealing damage while this location is in play does twice the normal amount. Location: Coastal City No Villains may be played while Coastal City is in play. Location: Dave Thomas Deluxe University You and your opponent are enlightened by this jewel of modern education. You both may draw an additional card at the beginning of your turn. |Location: Mindscape (lim: 1) You and your opponent both shuffle your hands into your decks, but do not redraw. You do not draw as normal; at the beginning of each turn, the player whose turn it is must search their deck for the number of cards they would normally draw of their choice then show these cards to the other player. The other player may then lose 1 Prestige to remove a card just drawn from the game for each card drawn. Any cards left in either player's hand at the end of the turn are removed from the game. If Mindscape leaves play, you lose the game. Location: Misery Ridge No Heroes may be played while Misery Ridge is in play. Location: Montana Flip a coin at the end of your turn. Whichever player loses the toss takes one point direct damage from extremist wackos. Location: Net.ropolis Each player may play a Hero card in addition to any other card(s). Location: Net.ropolis Each player may play a Villain card in addition to any other card(s). Location: Net.ropolis Each player may play a Return to LNHQ card in addition to any other card(s). Location: Net.ropolis Any catastrophes played while this card is in play are automatically nullified. Misunderstanding: Hero vs. Hero You and your opponent may attack one another directly as long as this Misunderstanding remains in play. Misunderstanding: Hunted by Police Player Misunderstanding targets loses 1 Prestige each of his turns it is in play. After target loses Prestige, place a counter on this card. When it has 3 counters on it, remove this card from play. Misunderstanding: Press Scorps The media misinterprets and distorts something your opponent says. Your opponent may not play further Hero cards so long as this Misunderstanding remains in play. Patronage: Catalyst Lass (lim: 1) If you have an Origin: Mentalist in play, add two to your Prestige while Patronage is in play. This also affects your maximum Prestige. Patronage: Continuity Champ (lim: 1) If you have an Origin: Cosmic Crusader in play, add two to your Prestige while Patronage is in play. This also affects your maximum Prestige. Patronage: Curly (lim: 1) If you have an Origin: Brick in play, add one to your Prestige while Patronage is in play. This also affects your maximum Prestige. If you play at least direct attack on your turn, you may play another Power card. Patronage: Occultism Kid (lim: 1) If you have an Origin: Mystic in play, add two to your Prestige while Patronage is in play. This also affects your maximum Prestige. Patronage: Ultimate Ninja (lim: 1) If you have an Origin: Martial Artist in play, add two to your Prestige while Patronage remains in play. This also affects your maximum Prestige. Villain: Acton Lord While this villain is in play, you control your opponent's heroes, while your opponent gains control of your Heroes; any Heroes put into play after this card is played are not subject to this effect. If either player has no Heroes in play at any time, discard this Villain. Villain: DeFacto Remove all other plot cards from play. Any other Plot cards played are immediately removed from play so long as this card in in play. Villain: Harras the Horrendous You decide to give your Heroes to a rival to play with. At the beginning of your turn, you may give an opponent control of a face up Hero you control; regain 1 Prestige up to your maximum. Villain: Pointless Death Man While this Villain is in play, each player must choose a Hero at the beginning of their turn and remove that card from play. If one player has no Heroes, ignore this effect on their turn. If at any time there are no Heroes in play, remove this card from play. Villain: The Anti-Drizzt When this card comes into play, remove any Sing-Along Lass, The Drizzt, and Super-Apathy Lad from play. If your opponent controls Captain Cleanup at any time, take control of that card immediately. If Kid Anarky's Claymore is in play at the end of any player's turn, remove this card from play. Villain: The Collector and the Speculator Remove all equipment cards from play. Any other Equipment cards played are immediately removed from play so long as this card in in play. Villain: Time Crapper Choose one of your opponent's Heroes when this card comes into play and write down its name; while target Hero is in play, your opponent must remove one of his permanents from play at the beginning of his turn. Once this hero is removed from play, reveal the hero's name and ignore this effect from then on. While this card is in play, no Time Travel cards may be played. Villain: Tsar Chasm A master villain secretly supports your cause. At the beginning of your turn, you may discard up to two cards from your hand and immediately draw to replace those cards. Villain: wReamicus Maximus While this card is in play, each player must play a Plot Twist each turn or take 1 damage. PLOT TWIST CARDS (temporary) Ally: Friends in High Places (lim: 2) Remove any one Misunderstanding from play or regain one Prestige up to your maximum. Ally: Solo Nullifies any damage taken from one Villain Attack: Solo. Ally: Team Nullifies any damage taken from one Villain Attack: Team. Angst: Abandoned Remove any one Patronage from play. Angst: Bad Hair Day Your opponent mocks your 'do. You lose 1 Prestige, but your opponent may not make direct attacks on his next turn. Angst: Flashback Play this card if your opponent does damage to you. Flip a coin; if it comes up in your favor, this damage is done to your opponent instead. Angst: Insult Your opponent irks you. You may make a direct attack upon him in addition to playing this card. Angst: MST3K Critics mock your opponent's story. Remove any one Plot card belonging to your opponent from play. Angst: Power Loss Remove any one permanent Power from play. Deus Ex Machina: Basic-Mysterious-Cosmic Dude (lim: 1) You gain control of all Insanity Gems in play face-up. At the end of your turn, remove all Insanity Gems and this card from the game, but you do not suffer Prestige loss from this. Deus Ex Machina: Last Ditch Effort Remove your hand, your lost pile, this card, and the top five cards of your deck from the game. Draw ten cards. You may play another card this turn. You may not play this card unless your Prestige total is less than your opponent's. If you have less than ten cards in your deck, you lose the game. Deus Ex Machina: Sudden Inspiration Look at the top five cards of your deck. Choose one to place in your hand and remove the other four and this card from the game. You may then play another card this turn. You may not play this card unless your Prestige total is less than your opponent's. Incident: Ambush You may directly attack your opponent this turn. They may not attack you in return. Incident: Amnesia (lim: 1) You may remove any one card in target lost pile from the game. Incident: Change of Heart Target Hero becomes a Villain. Treat this card's effects as normal, but cards which target Hero cards may not target it, while cards which target Villain cards may. Incident: Change of Heart Target Villain becomes a Hero. Treat this card's effects as normal, but cards which target Villain cards may not target it, while cards which target Hero cards may. Incident: Evil Clone Remove any one Ultimate Ninja from play. Incident: Fired Upon! Target Flight Thingee is damaged. May not be used until repaired. If damaged again, it is destroyed. Incident: Incarceration Remove target Hero or Villain from play. If target card was a Hero, its controller takes 1 damage to their Prestige. If target card was a Villain, you gain 1 Prestige, up to your maximum. Incident: Looking the Other Way Turn target Hero face-down. Incident: Rage Play all direct attacks in your hand. You take 1 damage. Retcon: Convoluted Origin Plays with Origin card from your deck. You may play another origin and use it in addition to any other Origins in play. Retcon: Costume Change No Villain can effect you until the beginning of your next turn. This card may be played at the beginning of your turn. Retcon: Only a Flesh Wound (lim: 1) Select one Hero or Villain in your lost pile and place that card directly into play. Return to LNHQ: Flight Bay Search through your deck for any one Flight Thingee. Place it in play. Return to LNHQ: Kid Kirby's Lab Search through your deck for any one non-mystic Equipment. Have your opponent call while you flip a coin; if he wins, the Device is removed from the game. If you win, place the device in play. Return to LNHQ: Med-lab Remove 1 card in your hand at random from the game to regain 1 point of Prestige. Ignore this ability if you have no other cards in hand. Return to LNHQ: Monitor Room Look at your opponent's hand. Return to LNHQ: Peril Room (lim: 3) Take no damage from any one source and gain Prestige equal to the damage inflicted by that source, up to your maximum Prestige. Remove this card from the game. Return to LNHQ: Ultimate Ninja's Office Search through your deck for any one Ninja Bush, Ginsu Katana, or Evil Clone. Place that card in your hand. Revelation: Traitor Target Hero belonging to your opponent comes under your control. You lose one Prestige. Revelation: Glass Jaw Remove all Invulnerabilities from play. |Revelation: Secret Identity Revelation: All a Big Misunderstanding Remove any one Misunderstanding from play. Slogan: "Advantageous!" (lim: 1) Search through your deck and select one card. Place this card into your hand. Your turn ends immediately afterward. Remove this card from the game. Slogan: "And What I Do Ain't Pretty" Play this card on any turn after your opponent regains Prestige. That opponent loses two Prestige. Slogan: "Now that's a Man's Pop!" Search through your deck for one Mr. Paprika and place that card into play. Slogan: "Oops." (lim: 2) Target permanent your opponent played last turn is removed from play. Slogan: "Puny Humans! Me Smash!" Play this card at the beginning of your turn. All direct attacks you make this turn are at +1 damage. You may not use any cards until your next turn, but you may play other cards provided they are direct attacks. Slogan: "Surprise!" Play this card to draw another card; you may play another card this turn. If a card effect controlled by your opponent causes you to discard this card, your opponent loses 2 Prestige. Slogan: "The Best at What I Do" (lim: 2) Gain two Prestige up to your maximum. Slogan: "The Focused Totality of My Powers" Search through your deck for any one Power and play it immediately. Time Travel: Back to the Future Remove any one Contraption Man from play. Time Travel: Deja Vu Discard a card at random to take the last card you played from the lost pile to your hand. Time Travel: Loop Conundrum (lim: 2) Take another turn after this one. You lose three Prestige. Remove this card from the game after it is played. Time Travel: Nullify If opponent played a card last turn, place that card back in opponent's hand. Opponent must immediately discard two cards of his choice. If you took damage from that card, it is nullified; if that card targetted a permanent under your control, return that permanent to play on your side. Time Travel: Trans-Dimensional Warp (lim: 1) Take any card from any other card game and place it into play. Remove this card from play. Villain Attack: Kamikaze (lim: 1) Remove one Villain card under your control from the game to deal 4 damage to opponent. Villain Attack: Solo Attack Do 1 damage to target opponent. Villain Attack: Team Attack (lim: 3) Flip a coin. If it comes up in your favor, do 3 damage to target opponent; otherwise do 1 damage to target opponent. CATASTROPHE CARDS - You may have a maximum of six Catastrophe cards in your deck. Alien Invasion (lim: 3) Flip a coin. If it comes out in your favor, remove all Heroes from play. If it comes out in your opponent's favor, he may remove any one non-pregame permanent of his choice from play OR cause you to discard one card at random. Bomb Explosion Flip a coin. If it comes out in your favor, choose to either remove target Hero from play or deal 2 damage to your opponent. If it comes out in your opponent's favor, he may do the same. Death of a Hero (lim: 2) Remove any one Hero card from play. Hero's controller loses one Prestige. Drawn by Liefeld The artist for this issue has decided backgrounds are unneccessary. Remove all Locations from play and discard any in both players' hands. Editorial Interference Whenever a plot twist card in played, flip a coin. If it comes up in your favor, play the card as normal; otherwise, remove the card from the game. At the beginning of your turn, place a counter on Editorial Interference. When there are five counters on this card, remove it from play. Nuclear Explosion (lim: 1) All players lose 4 Prestige and must discard down immediately. Remove any Locations from play. Remove this card from the game after it is played. Reboot (lim: 1) Continuity has become too muddled, and the editor-in-chief demands the story be rebooted. Both players discard their hands and all cards in play are placed in the lost piles; shuffle lost piles together with decks. Both players then draw up to their Prestige. Reboot is then placed in the lost pile. Viral Agent Play on Hero. Hero it is on is removed from play at end of its controller's next turn. Controller of that creature then may place Viral Agent on any Hero in play. If there are no valid targets in play, Viral Agent plays on the table in front of the player on whose Hero it was on last; that player loses one Prestige at the end of each of their turns until Viral Agent is removed. Writer Defection Writer is defective and abandons the Looniverse for another, lesser continuity which shall remain nameless. At the end of each of your opponent's turns, place a counter on this card. When there are four counters on this card, the game ends and the player with the higher Prestige total is the winner; in the event of a tie, the game is a draw. wRitten by wReam Remove all plot cards from play. EQUIPMENT CARDS (permanent) BIGGUN (tm) (lim: 1) TECH: Weapon Use to do 1 damage to target player, OR remove target villain from play and lose one Prestige. Remove this card from play unless Master Blaster is also in play when used. Using this card is considered a direct attack, though it is not affected by super-strength bonuses. Credit Card (lim: 2) GENERAL Use and remove from the game to allow controller to search his deck for any one equipment and place it directly into play. Flight Thingee TECH: Vehicle Use Flight Thingee to take any one Location from either your deck or used pile and place it into play. If Flight Thingee leaves play, one of your Heroes leaves play; ignore this effect if you have no Heroes in play. If at any time you have no Heroes, Flight Thingee leaves play. Ginsu Katana (lim: 1) GENERAL: Sword Use to flip a coin. If comes up in your favor, your opponent loses 1 Prestige; if it does not and you do not have Ultimate Ninja in play, remove Ginsu Katana from play. Players with Origin: Martial Artist in play may lose 1 Prestige to prevent this card from leaving play. Insanity Gem: Cover Gimmick (lim: 1) MYSTIC Use to place a Catastrophe card from outside the game into your hand. You may leave this card face-down at the beginning of your turn; if this card becomes face-up at any point, remove the Catastrophe card from the game. If this card leaves play or changes controller, you lose half your Prestige (rounded up). Insanity Gem: Crossover (lim: 1) MYSTIC Use to place a Crossover card from outside the game into play on your side. You may leave this card face-down at the beginning of your turn; if this card becomes face-up at any point, remove the Crossover card from the game. If this card leaves play or changes controller, you lose half your Prestige (rounded up). Insanity Gem: Death (lim: 1) MYSTIC Use to place target Hero or Villain card in lost pile; you must discard a card at random when this ability is used. If this card leaves play or changes controller, you lose half your Prestige (rounded up). Insanity Gem: Guest Star (lim: 1) MYSTIC Use to place a Hero card from outside the game into play on your side. You may leave this card face-down at the beginning of your turn; if this card becomes face-up at any point, remove the Hero card from the game. If this card leaves play or changes controller, you lose half your Prestige (rounded up). Insanity Gem: Mystery Past (lim: 1) MYSTIC Use to draw a card. If this card is not a Plot Twist or Plot card, remove it from the game; otherwise it may be placed in your hand. If this card leaves play or changes controller, you lose half your Prestige (rounded up). Insanity Gem: Origin (lim: 1) MYSTIC Use to place an Origin card from outside the game into play on your side. You may leave this card face-down at the beginning of your turn; if this card becomes face-up at any point, remove the Origin card from the game. If this card leaves play or changes controller, you lose half your Prestige (rounded up). Kid Anarky's Claymore (lim: 1) GENERAL: Sword Use to flip a coin. If it comes up in your favor, place the top card from your deck into your hand; if not, place the top card from your deck into your lost pile. If you have Kid Anarky in play face-up, you automatically win the toss. Mr. Paprika GENERAL Use and remove from play to allow controller to play up to three cards this turn. Controller may not use any other cards until the beginning of his opponent's next turn. Ignore this effect if the player may already play three or more cards. Net.ronomicon MYSTIC: Book Use to look at the top card of target player's deck. You may then reshuffle that deck. Ninja Bush GENERAL Use and remove from play; players with Origin: Martial Artist may deal 1 damage to target opponent. Power Armor TECH: Vehicle Reduce by three all damage done by direct attacks or Energy Blasts. This is not cumulative with any other reduction. If you take damage from a direct attack or Energy Blast, flip a coin; if it comes up in your opponent's favor, remove this card from play. Shamcutter (lim: 1) MYSTIC: Sword Use this card to nullify the effect of one Power used by a Mystic OR reduce damage done by a direct attack by two (non-cumulative). If this card is used and you do not have RetConan in play, remove it from play. Sword of Sig (lim: 1) MYSTIC: Sword Use this card to flip a coin; if it comes up in your favor, remove one Villain card from play. If this card is used when you do not have Sig Lad in play, remove this card from play. HERO CARDS (permanent) -- You may have a maximum of 1 of each in a deck. If a hero is played when a hero of the same name is in play, the one already in play is removed from play. Bad-Timing Boy Use to make your opponent redo a coin flip. Bicycle Repair Man Use to repair any one Vehicle OR retrieve any one Vehicle from your lost pile. Controller must then speak with a bad cockney accent until the beginning of his next turn or he automatically forfeits the game. Catalyst Lass While in play, both you and your opponent play with your hands down. Use to discard a card at random during your turn to copy a temporary effect your opponent performed during his turn; you may play no other cards on your turn if you use this card. Cheesecake Eater Lad Use to counteract Prestige loss from Super-Speed OR use at beginning of opponent's turn to nullify Super-Speed for that turn (opponent may only play one card but loses Prestige as normal). Continuity Champ While this card is in play and face up, any Imaginary Story or Retcon cards played are automatically nullified. Use and remove from play to nullify any one Catastrophe or Villain card as it is played. Contraption Man Use to repair any one Equipment OR remove any two Equipment from play to search through your deck and place one tech Equipment from there into play. Curly Use at the beginning of your turn to "take a nap"; you regain 1 Prestige (up to your maximum) and your turn ends. Invisible Incendiary Does one damage to each player at the end of their turn. Use to remove self from play. This card may not be the target of any other card except itself. Kid Anarky At the beginning of your turn, flip a coin; if it is not in your favor, place Kid Anarky face down on the table. Use Kid Anarky to look at a random card from your opponent's hand. Kid Kirby Use to place any one Equipment from hand into play. You must then speak as a Kirbyesque character until your next turn or automatically forfeit. If you take damage, you may choose to place a counter on Kid Kirby instead; if you do, the damage is reduced to zero. If at any time there are two counters on this card, remove it from play. Kid Kiwi At the beginning of a turn when Kid Kiwi is in play, flip a coin. If it comes up in your favor, place a Kiwi token into play. You may remove a Kiwi token from the game to prevent one damage done to you. If Kid Kiwi leaves play, all Kiwi tokens leave play as well. Lurking Girl Use to look at the top four cards of your opponent's library. Arrange these cards in any order you choose. While Lurking Girl is face-up, she may not be the target of card effects. Master Blaster Use to deal 1 point of damage to opponent. This is a direct attack, but is not affected by Super-Strength or other modifiers. Master Roster Man Use to have your opponent search through your deck and place any one Hero of their choice into play on your side. Organic Lass Use to prevent one damage or remove any Viral Agent in play. Panta While in play and face-up, no male Hero can be used or removed from play. Use and flip a coin; if it comes up in your favor, do 1 damage to target opponent. Rebel Yell Any damage which reduces you below 1 Prestige reduces you to 1 Prestige instead; this does not apply to Prestige loss. While Rebel Yell is in play, you must talk with a Southern accent or forfeit the game. RetConan Use and flip a coin on your turn. If it comes up in your favor, you may make an additional direct attack this turn; otherwise, discard a direct attack. If you cannot discard a direct attack, take 1 damage. Saracastic Lad Use to ignore any requirements that you act or speak in a certain way until the beginning of your next turn. Sig.Lad Use and remove from play to remove Acton Lord from play. If Sword of Sig is in play, Sig.Lad may also acquire the abilities of one Hero in play at the beginning of your turn. Sing-Along Lass You may use Sing-Along Lass to remove a counter from Kid Kirby; place a counter on Sing-Along Lass when this ability is used. If Sing-Along Lass has two counters on her at any time, remove this card from play. Special Bonding Boy Use to remove or nullify any one Misunderstanding. Controller must then compliment opponent on every card he plays or uses between then and the beginning of his next turn or he automatically forfeits the game. Super Apathy Lad Both players may only play a maximum of one card on their turns; this overrides any other effect allowing them to play multiple cards. Swordmaster Use to search your deck for any one Sword and place it into play. The Drizzt While the Drizzt is in play and face-up, you may play an extra Plot or Plot Twist card each turn. If the Drizzt is the target of an effect that removes him from play, do not remove him from play; instead, place him face down and place three counters on him. At the beginning of your turn, remove a counter but do not place him face up unless no counters remain on him. If he is the target of another effect that removes him from play while face down, remove him from the game entirely. Ultimate Ninja Use to take any one Ginsu Katana or Ninja Bush from hand and place into play. No Heroes may be removed from play by your opponent's card effects so long as Ultimate Ninja is in play; cards or effects which destroy Ultimate Ninja and other Heroes only destroy Ultimate Ninja. ============================================================================ Special thanks to Jamas Enright (Master Roster Man, Sword of Sig) and Marie Antoon (BIGGUN, Panta) for their card creations and/or suggestions.