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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 | #|