Players start with 4 cards. If a player has more than 7 cards they should discard cards until they have 7. Discarded cards unless otherwise stated have no effect.
Note that only a few cards allow you to draw an extra card so playing more than one card is a gambit. You'll get a boost for a turn but you'll lose options for following turns. A bit balancing is needed to decide number of spaces to move for each card. It will be quite challenging for the wild cards.
Format I used for these is as follows:
[card name] ([number of spaces to move])
[card description]
For instance Fine tune will look like this:
| Fine Tune | 2 |
| Turn any disc one step in any direction. Move 2 spaces | |
Simple Cards
Fine tune (2):
Turn any disc one step in any direction. Move 2 spaces.
Master Mechanic(1):
Turn the disc containing your peg any number of steps in any direction. Move 1 space.
Jerk CCW (3):
Turn any disc one or two steps in counter clockwise direction. Move 3 spaces.
Jerk CW (3):
Turn any disc one or two steps in clockwise direction. Move 3 spaces.
Lock(2):
Put this card on the disc you want to lock. That disc can not be turned until your next turn. Move 2 spaces.
Oil Trap(1):
Target player can not move until your next turn. Move 1 space.
Greed(1):
Draw 2 cards. Move 1 space.
Rush(6):
Move 6 spaces. All other players move 2 spaces.
Advanced and Wild Cards
Locksmith(3):
Remove all locks. No disc can be locked until your next turn. Move 3 spaces
Bargain(5):
When you play this card choose another player. That player may turn any disc 1 step in any direction. Move five spaces.
Teamwork(3):
Starting with the next player after you, each player must turn a disc in any direction 1 step. After the last player, turn any disc in any direction 1 step. Move three spaces.
Confusion(2):
Target player discards a card. Draw a card. Move two spaces.
Brain Storm(3):
Each player discards all cards he/she has and draws as many cards. Move three spaces.
Coffee(1):
Players have to play at least 2 cards until your next turn. Move one space.
Warm Milk(3):
Players can not play more than 1 card until your next turn. Move three spaces.
Shove(1):
Move target player to a neighboring sector on the same disc. That player moves 5 spaces. Move 1 space.
Pirate Swing (1):
Move to any starting connector on any sector on the same disc. Move 1 space.
Ninja Jump(0):
You may ignore the connector rules one times this turn.
Mutant Monkey Wrench(2):
Draw 3 cards, keep one discard others. Move 2 spaces.
Strong Ale(0):
No player can move until your next turn.
Jet Pack(0):
Discard as many cards as you want. For each card you discard move three spaces.
By the way should we continue with wiki for things like this?
1 comment:
I've uploaded the current deck to wiki. Do you have any comments?
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