actualy fucking make it htis time glossary: BRIBE - the act of overturning three cards from your deck to gain one E. playable any turn. some card abilities fire when overturned! FLATTER - the act of discarding a card to gain three E. playable any turn. be aware that you'll need to use cards in hand on opponent's turns too, don't ditch too soon! SHELVE - put a card on your choice of the bottom or the top of its owner's deck features: you can attack any target no shuffling beyond the initial ante Giant Handsizes and new hands every turn flatter bribe system: discard one card to gain 3 resource points; overturn three cards to gain 1 resource point game is played with 1d6 each, no counters required and no keeping track of life points required either 52 card deck from which each player antes a card at the beginning of the game: - each player cuts the deck to their left and reveals the card - after that occurs, each player gains E equal to the total stage cost of those cards - players can bid to have the first pick - then each player in turn searches their deck for a character card that isn't already in play, spends E equal to its cost and puts it in play - when no player wants to fetch another character, everyone shuffles up and play begins card types: CHARACTERS with both unique names and archetypal names (stolen directly from On the Edge lol) characters have a cost, three attributes and room for activated abilities cost is always 1 to 6, attributes likewise each turn consists of up to six actions the first of which must cost one resource point, then two, etc them attributes: Pain Threshold: when this character runs up against a defence with card strength higher than this number their attack ends Creativity: while the char's in play, add this to yr hand-size. various card effects will check this Pockets: while the char's in play, gain this many resource points at the start of each turn. various card effects will check this abilities on cards will also cost from 1 to 6. You can have up to six characters in play, one with each cost from 1 to 6. you need to have characters in play to attack a target. Any card in play can be attacked, or you can directly attack the opponent's deck. if you are attacking another target, its owner can choose to transfer yr attack onto themself: taking an attack to the deck means overturning that many cards from the top of it, in turn, playing the abilities of any cards (usually COMPLICATIONS) that fire upon being overturned if that ability reads "BLOCK" then no further cards are overturned decks can have zero cards in them with no problem, but if an empty deck is attacked, or if a deck is attacked until it's emptied, the defending player just lost the game if a character gets attacked successfully, the attacking player can play all the abilities on that character without paying or moving the dice. when you attack, you declare which of your characters is Lead Op and which is the Remote. thus you need at least two attackers any extra attackers are deemed Support and serve just to increase your Lead Op's strength. strength is calculated as Lead Op's stage cost + amount of supporters + amount of kit: KIT is equipment that characters bring along with them on attacks it stays unattached from characters at all other times but bestows a bonus on all your characters if they share a trait with it if KIT gets attacked successfully, it goes in the discard pile SLOGANS are abstract concepts and signs of momentum that stay in play until they're attacked successfully they can bestow bonus handsize and resources and/or put additional rules on the game at the beginning of your turn, shelve all slogans you have in play PRETEXTS are cards played to the discard pile with effects which take place immediately they have stage costs, but you can play them from your hand at any stage of the dice if you have attacked a player this turn, you can play PRETEXT cards from their discard pile some effects will allow you to play PRETEXT cards from other zones playing a PRETEXT from anywhere other than your hand antes it COMPLICATIONS have stage costs so that they function within the rules of the game but can't be played from hand when they're revealed from the deck on another player's turn, you can pay to play them at that moment COMPLICATIONS that enter play become SLOGANS and if they're revealed as an ante at the start of the game they contribute E COMPLICATIONS can have weird hit text, abilities and rules all at once if a COMPLICATION's hit text is "BLOCK!" then the attack ends. If it's "Pain X" then the attack ends if the lead op's pain tolerance is less than value X. possible actions during yr opponent's turn: you can Flatter/Bribe as much as you desire you can oppose an opponent playing a card or activating an ability of a card by discarding three cards that have that card's/ability's cost - an opposed card goes to the discard pile - an opposed ability just doesn't fire - the turn dice still increments - attacking is not an ability and cannot be opposed you can reveal a card from your hand, discard the rest of your hand and put the revealed card on top of your deck - the revealed card cannot have an ability which fires on being overturned - you may as well always do this; you discard yr hand at the start of your turn anyway you can pay the stage cost of a COMPLICATION you've just revealed from yr deck and put it in play as a SLOGAN turn order: SET-UP: in this order, do the following - Discard your hand, then draw to your max handsize - the total Creativity you have in play) - Set your E to the total Pockets you have in play - Shelve all SLOGANS (and COMPLICATIONS behaving as such) - Set the stage dice to one MAIN: possible actions during your turn: Flatter/Bribe as much as you desire play a card from your hand or an ability on the board whose cost matches the turn dice, then increment the turn dice shelve a card of cost x from yr discard pile ante a card in another discard pile of cost x declare that a character with cost x is attacking (you need to nominate at least two) X is always the current dice stage whenever you do one of these besides flatter/bribing, increment the dice stage when you hit six, that's kinda it ATTACK: uigf THE PHANTOM PLAYER: some effects will revive the phantom player: what this means is to put all cards from ante with the Phantom trait into play under no-one's control and assemble the rest into a shuffled deck certain cards will give you huge bonuses for successfully attacking the Phantom player any attack on the phantom player's cards automatically is transferred to being an attack on the deck. they do not take turns; it is the slogans and complications they put on board which can change the game's outcome because Wraeums is a boxed game, card ownership is less important. if you're trying to keep a deck together, play with different coloured card sleeves if you're going to invoke the phantom player! end of document lol generic building block abilities: attacking the deck odd: (some player) overturns some cards even: another character related to this one attacks <3: each player overturns a card >4: (some player) overturns cards until one has trait X or BLOCK! attacking the hand odd: (some player) reveals their hand, make them discard some cards from it even: (some player) can't oppose this turn unless they discard some cards now <3: each player discards a card >4: (some player) antes half the cards in their hand attacking the discard pile odd: (some player) antes some cards from their discard pile even: all opponents ante cards from their discard pile related to this card <3: each player antes a card from their discard pile >4: ante all but X cards in some player's discard pile retrieving cards from discard to deck odd: you shelve some cards from your discard pile even: you mill some cards then shelve some cards from yrdiscard pile <3: shelve a card from your discard pile >4: without reordering yr discard pile, swap it with your deck. this doesn't count as overturning cards retrieving cards from discard to hand odd: you discard some cards then grab that many from your discard even: you grab some cards from your discard related to this card <3: each player grabs a card from their discard >4: choose a card type then grab every card of that type from your discard pile. removing cards from play (very rare you actually get to do this) 6: shelve target slogan/target kit PLACEHOLDERS: swap the top x cards of your deck for x cards from your hand swap this permanent for one of the same type in yr discard pile generic retrieve to deck >4! skip a move (ie: x: gain X e) Ginumicquians (faction) - inner circle consists of people frustrated with success of Mosephinite art and practises, - construct their own competing sub-branch of Christianity which attempts to sanctify the same figure the Mosephinites adore, - but approach it more like proper religion, no farcical qualities except the relentless plagiarism that this requires - amass an outer circle of dupes who actually seem prepared to believe in Saint Ginu Micquiu - flood the market stalls with their knock-off tatt versions of mosephinite icons dupes: Felicity Beard - a stonepainter and mystic hanger-on who decides to make Ginumicquian icons for profit and gets sucked in too far Hal Lauterborn // THE HERALD - US rich guy who ships over to Graydnmuch after a friend misinterprets a dream of his as a Ginumicquian vision. ex-army, still has skills ENDOCRINFINITY - ludicrous street samurai type who decorates herself with one of every charm in the world Gavin Whewell - cool bishop who switches to preaching Ginu Micquiu with no warning to his flock inner circle: Iain Garretty - a pub landlord who hates the greyknurl. co-creator of the Ginumicquian movement SALTMAZE - person of unknown profile who dreamt up the icons and methods of Ginu Micquiu Jenny Mimms - mega tory donor