00:00
00:00
View Profile Elios
Camera/Attention whore.

Age 38, Male

Massage Therapist

NYIM

Buffalo NY

Joined on 7/20/07

Level:
28
Exp Points:
8,500 / 8,700
Exp Rank:
4,349
Vote Power:
6.98 votes
Rank:
Staff Sergeant
Global Rank:
1,406
Blams:
1,560
Saves:
4,772
B/P Bonus:
26%
Whistle:
Bronze
Medals:
1,011

Play my game, The Game!

Posted by Elios - June 27th, 2009


Bored? Tired? Staring at your screen waiting for something to happen!?

Well then bust open your Microsoft Paint and have some with THE GAME!

All the rules and details are explained in the first post. Join the severals who have contributed and make your own game! It's easy! Kinda!

If you think you suck ass at drawing in MSpaint, drop your ideas here and i do it for you you lazy ass! :D

Anything goes with The Game!

:O Template!

Play my game, The Game!


Comments

--Amplify: Deal 25 point damage this turn, or skip a turn and the damage will be doubled. No damage capacity if you choose to keep skipping turns.
--Obscure Artillery: Deal 10 damage for every accessory you have. Wallet, credit cards, debit cards, cash, and coins all count as one. Earrings and other paired accessories count as one.
--Conversion: Sacrifice 100 points for another turn. Works 3 times.
--Coma: Your points are set to 999, but your opponent can play any card from any deck. This can't be chosen by a 'choose a card' card and can't be played with a regenerative card active.
--Battle Sequence: Win condition changes; reduce your opponent's points to 0 to win. Automatically activates when both players have over 0 points.
--Cancel: Keep on field. When used, cancel any card played by an opponent but lose your next turn.
--Inaction: Deactivate a passive card. Use instantly or replace and draw again.
--Weaken: All opponent's gains are halved, all damage they deal is halved. Does not stack, lasts 10 turns.
--Fresh Air: If you can see a window, gain 25 points.
--Reach: If you are close enough to touch an opponent, you both lose 25 points.
--Final Countdown: Reduce the opponent's points to 0 within 10 turns or both of your points are set to 0 at the end of the countdown.
--Prisoner's Dilemma: Both players choose A or B silently. A/A = Both gain 25, B/B = Both lose 25, A/B = B drains 50 points from opponent.
--Choice: All players gain OR lose 50 points. User chooses.
--Electric Shock: All players lose 10 points for every active digital device in the room.
--Pity: Winning player gives 50 points to losing player.
--Painful Choice: Lose 100 points or give 100 points away and draw again. If you have less than 100 points, replace this card and draw again.
--Charity: Draw 2 cards. Play one, and give one away.
--Heavy Storm: Disables all passive cards.
--Republic: Winning player gets 100 points.
--Win Win: Choose between all players gaining 50 or 100 points.
--Carbon Copy: Next card played is played as if by both players; essentially it's played twice.
--Tick Tock: All players gain points equal to the time (hours)*10. User gains an additional 10 points.
--Oil Slick: Cancels the next played card.
--Pendulum: All players lose 10 points on their turn. Lasts forever, or until dispelled by another card.
--Transfusion: If user's and target's blood type are the same, the user drains 100 points. Otherwise, the target drains 100 from the user.
--Green Thumb: Activate 1 passive card from the deck.
--Income Taxes: All players lose 10% of their points. Round.
--Last Chance: When a player reaches 1000 points, the other player gets a turn. If they can win within that turn and that turn only, they win instead.
--Focus: If you're wearing glasses, your next card is unaffected by counters and barriers.
--Bigfoot: Player with bigger shoe size gains 50 points.
--Handicap: For every mental or physical disability you have, gain 50 points.
--Game Freak: For every game console you have, gain 50 points.
--Swing Card: Your points are set to 950 and you draw a card. If you don't win, your points are set to 0 and your opponent's points are set to 950.
--Daredevil: If you choose not to play this card, you lose a turn. If you do, flip this card. Faceup = You drain 200 points from target. Facedown = Opponent drains 200 points from user.
--Berserker: Deal double damage for 3 turns, but flip this card on each. Faceup, damage is dealt normally, but facedown, you take the (doubled) damage instead. Refresh for another 3 turns at the cost of 100 points.
--Absorption: Regenerate 20% of your dealt damage for 4 turns.
--Mercy: If you must flip a card, you can use this card to flip it again. One use only.
--Neutrality Vacuum: When a player reaches 1000 points, it's set back to 999 and all excess gain is absorbed for up to 500 points. Passive until the vacuum reaches its limit.
--Graveyard Bomb: All players take damage equal to 25 points for each passive card on the field. Does NOT dispel the passive cards.
--Limbo Card: Choose a target. It may be yourself. Your points are set to n/a. This means your points are not effected by any damage or gain, but can be removed by a card that sets their score back to a certain number.
--Thumb War: Whoever wins gets 100 points.
--Recycle: Choose 1 card that has been used in the deck already.
--Big Shot A: Keep on field. Player to draw B drains 200 points from opponent.
--Big Shot B: Keep on field. Player to draw A drains 200 points from opponent.
--Golden Plate: Any damage dealt to your points next turn is halved.
--Evade: Passively reflects one damage attack back at the user.
--Quickdraw: On 3, draw a card from your deck. First to draw plays both cards wins 15 points.
--Mind Rot: Keep on field. The next turn at which your opponent has a card giving them a choice of how to play it, the choice instead goes to you.
--Drain Attack: Steal 50 points from target and regenerate 75, or steal 75 and regenerate 50.
--Not Yet: First person with >750 points has their score set back to 300. If 2 or more players already have >750 points, replace this card and draw again.
--Bored: All players gain 100 points.
--Hurry Bomb: You opponent has 5 turns to play a non-numeric card, else they lose all of their points when the counter expires.
--Snatch Steal: Passively use opponents card on their next turn.
--Revival: If your points go below 50, regenerate 200 points. Passive, keep on field.
--Reversal: Damage and point rewards are reversed for 3 turns.
--Colors: Everyone's points are incremented or decreased as such according to their shirt color: (Multiple variations)
--ZARDIS: Flip this card. Faceup = deal 50 damage to opponent and flip again. Facedown = end turn.
--Food: What's the last thing you ate? Bitter = +25, Sour = +50, Salty = +100, Sweet: +200
--Switch points with opponent. Cannot be dispelled. Use immediately.
--Armor: Gain 10 points for every item of clothing you're wearing. Socks count as one, likewise with other paired clothing.
--Calc: Pick a number 1 to 5, and have your opponent do likewise. If they are equal, both of you gain 50 points.
--Vampire: Counterattack a card by infecting it with vampirism. Its powers are that of this one until the end of the game.
--Sticky Hold: Keep a non-passive card until you choose to use it.
--RPG: Choose an RPG and gain points equal to your level in it *10. Caps at 250 points of increase.
--End of the World: Gain 50 points for every turn, lasts 10 turns.
--Paralysis: Flip this card. Faceup = user loses a turn. Facedown = target loses 2 turns.
--Combo Strike: Deal 50 point damage and draw again.
--Fatness: Take no damage for 2 turns.
--PWSRF: Flip this card 5 times. For each faceup, lose 50 points. For each facedown, target loses 50 points.
--Mana Regeneration: Skip 1-5 turns, gain 100 points for each you skip. Can't be used to win.
--Ethereal Barrier: Absorbs 100 points of damage.
--Summoning Art: Activate 1 card in your deck.
--Black Hole: Absorbs 1000 points from cards; rewarded and damage, all players.
--Counter: Negate a non-numeric card. Passive.
--Nun: Everyone slouching loses 100 points.
--Pope: Negate a negative status ailment. If none are active, this remains passive.
--Judgment: Play rock paper scissors. The winner drains all of the loser's points.
--Reckless Greed: Activate 2 cards from your deck. When done, skip 2 turns.
--Doom Desire: Your points are set to 0, but you may activate 5 cards from your deck. Lose 5 turns.
--Outta Time: If you're wearing a watch, gain 300 points. Otherwise, deal 300 point damage.
--Lol: Each player says a random movie name. First to laugh loses 50 points. Tricks and dialogue permitted.
--Shield: Absorbs 500 points in damage, costs 100 points to activate.
--Ladder: Gain 250 points but take double damage next turn.
--Lich: If you have less than 100 points, drain 100 from an opponent. Passive, keep on field.
--Doom: Next offensive hit against an opponent deals double damage.