You are currently looking at Flamebate, our community forums. Players can discuss the game here, strategize, and role play as their characters.
You need to be logged in to post and to see the uncensored versions of these forums.
Viewing a Post
11a. Sale: Cards cost 3 scoops instead of four.
11b. Inflation: Cards cost 5 scoops instead of four.
12. Offensive/Defensive/Other Same Scoop Deal: If all four scoops used to purchase a card are the same type, the chances of getting a certain type of card (the type of card, of course, depends on whether the rule is offensive, defensive, or other) increases.
13. Tiekeeper: If an offensive card is used against somebody in a first place tie, all people in the same tie get hit with the effect. With a thief card, only the targeted scoop is stolen, and in the event that a scoop type is targeted that somebody in the tie doesn’t have, the scoop(s) destroyed are chosen at random. This effect is completely ignored if a person in the tie hits another.
14. A Modest Trade-Off: Modest Improvements give 3 scoops, but the scoops given are chosen at random.
15. Taxes: Each “rollover” 4 scoops, chosen at random, are taken from all the players.DrScience edited this message on 05/06/2008 5:48PM
|Posted On: 05/06/2008 5:45PM||View DrScience's Profile | #|