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Laws and Stuff
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==Stuff== These are the current Stuff '''Sanctuary''' <br/> Cost: 3 fatigue<br/> Effect: You gain 5 health. The next two times you would lose health, you do not. You skip your next two turns. '''Health Swap''' <br/> Cost: 5 mana <br/> Effect: You and target player swap health amounts; this does not count as losing or gaining health. '''Double Law''' <br/> Cost: 6 fatigue <br/> Effect: You select a law. You activate it twice in a row. '''Temporary Law''' <br/> Cost: 6 fatigue <br/> Effect: During the next turn, target stuff counts as a law. It still has a cost. You take another turn. '''Demonic Terrorist Activities''' <br/> Cost: 3 mana<br/> Effect: This stuff can only be activated by a player who has the "Terrorist" card and counts as having a demon summoned. Target player loses 10 health. '''Forced Demon Summoning''' <br/> Cost: 4 fatigue<br/> Effect: Target player counts as having a demon summoned. '''Become Terrorist''' <br/> Cost: 1 fatigue <br/> Effect: You take the "Terrorist" card. '''No Terrorists Allowed''' <br/> Cost: 1 fatigue <br/> Effect: No player can have the "Terrorist" card. If a player current has the "Terrorist" card, that player no longer has the "Terrorist" card. '''Scare Tactics''' <br/> Cost: 1 health<br/> Effect: This stuff can only be used by a player with the "Terrorist" card. Divide three health loss among any number of players, in any way so long as everyone who is targeted takes at least one point of health loss. '''Incorrectly Label Terrorist''' <br/> Cost: 6 fatigue<br/> Effect: Target player takes the "Terrorist" card. '''Label Terrorist''' <br/> Cost: 1 fatigue <br/> Effect: Target player who used the stuff Bomb! during their last turn takes the "Terrorist" card. '''No explosives!''' <br/> Cost: 1 fatigue <br/> Effect: No player can use the stuff Bomb! for the rest of the game. '''Bomb Delay''' <br/> Cost: 1 fatigue <br/> Effect: You take another turn. You are affected by Bomb! during the end of your next turn after your next turn. '''Bomb Defusing''' <br/> Cost: 2 fatigue <br/> Effect: You take another turn. You rock! '''Bomb!''' <br/> Cost: 1 fatigue<br/> Effect: Target player loses 5 health points during the end of their next turn unless that player uses the stuff Bomb!, Bomb Defusing, or Bomb Delay. This stuff does not need to be resolved before it can be played again. '''Allergic Reaction''' <br/> Cost: 3 fatigue <br/> Effect: The next time target player would gain 1 health, that player instead loses 1 health. '''Spin-Break''' <br/> Cost: 6 fatigue <br/> Effect: Divide three health loss among any number of players, in any way so long as everyone who is targeted takes at least one point of health loss. You gain 1 health. You take another turn. '''Demi-Fist''' <br/> Cost: 3 mana<br/> Effect: Target player loses 5 health. '''Demon Banishing''' <br/> Cost: 1 fatigue <br/> Effect: Target player who counts as having a demon summoned loses 2 health and no longer counts as having a demon summoned. '''Needed Useless Law''' <br/> Cost: 1 fatigue <br/> Effect: Target player must use Law of Uselessness on that player's next turn. That player takes a turn immediately. Play then resumes as normal. '''Mana-Shock''' <br/> Cost: 2 fatigue<br/> Effect: You gain 1 mana. You skip your next turn. '''Temporary Respite''' <br/> Cost: 1 fatigue<br/> Effect: You gain 3 health. You lose 2 health during the start of your next turn. You lose 1 health during the end of your next turn. '''Win''' <br/> Cost: 15 fatigue, 10 mana<br/> Effect: You win! '''Entitlement''' <br/> Cost: 3 mana <br/> Effect: You take a turn immediately, then play resumes as normal. This stuff may be activated at any time. '''Time-travel''' <br/> Cost: 1 mana<br/> Effect: The next turn counts as any turn of your choice. You take another turn. '''Secret Law''' <br/> Cost: 3 fatigue <br/> Effect: Choose and write down a single law. You may activate the written down law at any time. Afterwards, the chosen law is no longer written down. '''Cheap Shot''' <br/> Cost: 2 fatigue<br/> Effect: Target player loses 1 health. You take another turn. '''Prevention''' <br/> Cost: 1 fatigue<br/> Effect: Target player skips that player's next turn. '''Backstabbing''' <br/> Cost: 1 fatigue<br/> Effect: Target player loses 3 health. The next time you would lose health, you instead lose twice that amount. '''Take over the Land''' <br/> Cost: 2 fatigue<br/> Effect: Change the ruler of the land to yourself. '''Bear Trap''' <br/> Cost: 1 fatigue<br/> Effect: Target player who counts as a bear loses 2 health and then chooses between losing 3 additional health or skipping that player's next turn. This stuff can't be used by the same player more than once per game. '''Bear Country''' <br/> Cost: 5 fatigue<br/> Effect: All players count as a bear. '''Not a Bear''' <br/> Cost: 1 fatigue<br/> Effect: You no longer count as a bear. '''Right to Bear Arms''' <br/> Cost: 1 fatigue<br/> Effect: Target player who counts as a bear is immune to the non-law Bear Trap. '''Steal''' <br/> Cost: 1 fatigue<br/> Effect: Target player loses a fatigue. You gain a fatigue. '''Stop! Thief!''' <br/> Cost: 1 fatigue <br/> Effect: Target player who used Steal on their last turn counts as a thief. A player who counts as a thief may not use laws.
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