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Cyber Wedding Cards v1

parent_page_oldwedding " Creative"
This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License.“ General rules recarding cards-

  • You may not have two of the same item in play in front of you at the same time.
  • Whenever moving something mentioned in the cards, it must be moved to a legal space on the map - that is an empty space without any characters or Cybermen in it.

gallery_showalbum_weddingcards

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ID# Name Type Description
12Hedge Trimmer[item] Play this card in front of you if you are in the Rex Hazzlewood Rose Garden. From that point on, you may discard this card to add 2 to all your die rolls in combat for that turn.
21Cyberscanner [item] Play this card in front of you when you are in the same square as a Cyberconversion unit. From that point on, you may discard this card to look at another player's cards and take one of them.
32Emergency teleport [item] Play this card in front of you whenever a Cyberman is destroyed. Place that Cyberman on this card. You may discard this card to play the Cyberman on any legal space on the map.
42Fire axe [item] Play this card in front of you when you are in a building. From that point on, you add 1 to your die roll in combat.
52First Aid Kit [item] Play this card in front of you if you are in a building. From that point on, you may discard this card instead of discarding an Escape token.
63It's gold! [item] Play this card in front of you. You remember you have some gold jewelry. Discard this card at any time to destroy any Mark III or Mark IV Cybermen in your square.
73Tent pole [item] Play this card in front of you if you are in the Cricket Pitch. From that point on, you add 1 to your die roll in combat.
83Wait, I've got some nail varnish... [item] Play this card in front of you. You remember you have some nail varnish. Discard this card at any time to destroy any Mark I or Mark II Cybermen in your square.
92Adrenaline rush Play this card before making a roll. You may either double your movement roll or add 2 to your combat roll.
102Back off! Play this card to move another player from your square to an adjacent square. They may not be moved through impassable terrain.
112Bad editingPlay when another player has just won in a combat. They must re-do that combat.
122Bad sense of direction Move target player back to the starting tile.
132Butter fingers Target player must discard an item in play or 2 Fatigue tokens.
142Claustrophobia Target player may not enter any buildings during their next turn. If in a building, the target player must use all movement to exit.
152Conversion glitch Play as someone is converted. The conversion process is not completed. The character is a partial Cyberman but retains their humanity. This Cyberman character may be moved during the turn of original player. It moves as a Cyberman. If attacking a Cyberman, it will destroy the Cyberman on 4-6, Fatigue tokens may be spent. Escape tokens cannot be spent and if the combat is lost, it is destroyed.
162Cybercontroller Place 5 Cybermen on any legal spaces on the map.
172Cybersearch error Move all the Cybermen on your tile to an adjacent tile.
182Did you hear that? Move all Cybermen on your square to a legal adjacent square.
192Discombobulated Play when another player begins to move. You may decide where that player moves.
201EM Interference No Cybermen attack until the end of your next turn.
212Fear Target player may not move during their next turn.
222Fully rested Increase your Escape and Fatigue tokens to match that of one other player.
231Hacking Play this card in front of you if you are in the Old Parliament House building. You have rigged you mobile phone to trigger a network virus. Discard this card to destroy all Mark V Cybermen in play.
242Hey, I got one of those! Play this card when another player plays an item card. This card is an exact copy of their item card.
252Hide! Move another player to the nearest square to them that contains trees.
262Hysterical paralysis Target player skips their next turn.
272Reverse the polarityDiscard this card and all cards in your hand, if any. Immediately draw back up to 3 cards.
282I don't think they're dead Put up to 2 Cybermen counters on empty squares where Cybermen were destroyed. They must be of the same Mark and type. You may not place a Cyberleader if there is one already on the map.
292I'm coming with you! Play when another player moves or starts in the same square. You move with them until the end of their turn.
302Is that a passage? Discard this card to move through a hedge.
312Cyberman says Excellent!"Play this card to cancel any card that directly effects you.
322Is that the Doctor over there? Move one Cyberman on your square to another player's square immediately.
332It's hard being you Play this card after a player loses a character to cyberconversion. You may take one item of your choice from them and place it in front of you.
342Just when you thought it couldn't get any worse Place a Cyberman in every empty space of a building of your choice on a revealed tile.
352Lethargy Until the end of your next turn, no player may spend any Fatigue tokens in combat.
362Lost Target player may not move off their current tile until after their next turn.
372Lots of running and screaming Play when someone else rolls movement, you use their roll and move now instead of them. This does not stop your regular movement in your turn.
382Much needed rest Instead of moving, gain 2 Escape tokens.
392My, this looks familiar Play this card to look at the top three cards. After looking, discard one, place one at the bottom of the deck and one at the top.
402On the edge Play when you have 1 Escape token and 1 Fatigue token. Take another turn.
412Reinforcements necessary Place another Cyberconversion unit on a legal space on the map. You may not place the unit within 4 squares of any player or inside a building.
422CakePlay this card if you are in a building. Gain 3 Fatigue tokens.
432Sprinklers Play this card to prevent all Cybermen from moving until your next turn.
442Stiff upper lippedness Discard 1 Escape and 1 Fatigue token to take any card from the discard pile into your hand.
452That didn't just happen! Cancel any card as it is played.
464The keys are still in it! You may use a car if there is one in the space you are in (see the Car rules).
472There you are! Place your counter in the same square as the nearest other player.
482They're coming for you Place a Cyberman on half the legal squares on another player's tile.
491They're everywhere! Place 10 Cybermen on any legal spaces on the map.
502This isn't so bad Move any 2 Cybermen in play to any legal space.
512Too tired to run No players may roll for movement until the end of your next turn.
522Wedding rage! During their next turn, the target player attacks the nearest player. Both roll 1 die and add Fatigue tokens to increase the roll. The loser moves immediately to the starting tile.
532What are they up to? Look at another player's hand.
542What luck! Play any item card in front of you that is in your hand, you do not need to fulfil it's conditions of play.
552What the? Play this card when on a road square. Imediately switch places with another player.
562Where did everybody go? Play this card to move another player 5 spaces. They may not be moved through impassable terrain.
572With friends like you If you have an item in play, you may play this card. Everyone, including you, must discard all the items they have in play.
582Your shoe's untied Divide target player's movement roll by half, round down.
1,18,25,27,31,42 were changed 5/12/08 11 was corrected (title wrong) and numbers of cards changed slightly on 12/12/08


CategoryWedding

games/weddingcards.txt · Last modified: 2013/03/13 00:58 by 127.0.0.1