Laws and Stuff

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Revision as of 03:30, 1 December 2009 by 75.60.12.16 (talk)
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Do not pass Go, do not play some shitty game, play Laws and Stuff!

Explanation

Laws and stuff is a game involving laws. And stuff. The primary goal of the game is, surprisingly, not winning. Anyone who thinks this is the primary goal must not have ever played any other game in their life, because the primary goal of a game is fun! Fun for all! So if you aren't having fun, you're doing it wrong. Take the "Terrorist" card; only terrorists don't have fun.

Rules

Each player starts with the following:
Health: 20
Fatigue: 10
Mana: 5

A player loses the game if they lose all their health.
A player loses 12 health if they lose all their fatigue.
A player loses 6 fatigue if they lose all their mana.
The game can be played with a minimum of 2 players.
Multipliers in the game stack by -1 on additional multipliers*.
Play starts randomly and goes clockwise. For online play, predetermine an order and stick to it.
Each player's turn is broken into three parts: the start of the turn, the turn itself, and the end of the turn.
At the start of the turn, relevant effects resolve and then it is that player's turn.
During a player's turn, relevant effects resolve and then the player must either use a law or use a non-law. A law or non-law that is played remains on the field and is unusable by other players until it is canceled or resolved. At the end of thirty seconds a player stops searching the Laws and Stuff and plays a Law or a Stuff.
Anything that the player is not restricted from using may be used. Then all relevant effects resolve again.
The end of the turn, all relevant effects resolve for that portion. Then it is the next player's start of turn.
Micro-turns in between player turns are for allowing people to perform Laws and Stuff such as Entitlement during them. If a player's turn is skipped, they don't take a start of turn, turn, or end of turn. The micro-turn still exists, though, so a skipped player in effect creates two micro-turns side by side. If a player has an effect on them which would resolve during their start of turn, turn, or end of turn, it does not resolve until their next turn which is not skipped.
Skipped turns stack, so if a player has a skipped turn which has not taken place yet and something causes them to have another skipped turn, they also skip their turn after that.

  • A player uses Backstabbing, dealing 3 damage to target player. That player then uses Law of Revenge on their turn against the player who backstabbed them. Law of Revenge's damage multiplier of 2x combines with Backstabbing's multiplier of 2x for a total of 3x, not 4x. 3x and 3x would be 5x. 4x and 2x makes 5x.

Optional Rules

Timer: Each player has 30 seconds to play their turn. Recommended if all the players have played several games.

Whew, glad that's over with! Now onto the Laws and Stuff.

Laws and Stuff

All cards can be divided into three categories, which are placed in separate piles during real life play and a metaphorical pile in online play. The three piles are Laws, Stuff, and Misc. Laws are free to use and are always a solid choice, though some have drawbacks. Stuff always have a cost, but generally are more powerful than laws. Finally, the Misc. pile are all other cards for the purpose of, for example, holding the "Terrorist" card before any player has received it.

Template

Name: Name of the Law, Stuff, or Misc. Card goes here. Cost: This is for Stuff only. You have to pay this amount before activating the Stuff. If you can't do this, you can't activate the Stuff. Effect: Effect for Law or Stuff goes here. Misc. cards may have words here that don't mean anything instead of an effect.

Laws

These are the current Laws.

Law of the Land
Effect: This law acts like target law. Default target law: Law of Striking. The target law can only be changed using Law of Law Changing.

Law of Swift Striking
Effect: This law can only be used on the first turn. Target player loses 2 health.

Law of Striking
Effect: Target player loses 1 health.

Law of Law Changing
Effect: Change target law of Law of the Land. This law can only be used by the ruler of the land. Default ruler of the land: No one. The ruler of the land can only be changed by Take over the Land.

Law Enforcement
Effect: This law can only be used by the ruler of the land. Target player must activate Law of the Land on that player's next turn.

Law of Pain
Effect: You lose 1 health.

Law of Lawlessness
Effect: Target player can't use laws for that player's next two turns.

Law of Revenge
Effect: Target player that had directly caused you to lose health on that player's last turn loses twice that amount of health. Skip your next turn. This law cannot be used in response to damage caused by this law.

Law of Charging
Effect: You gain 1 fatigue.

Law of Conversion
Effect: You lose 1 mana. You gain 1 fatigue. You take another turn.

Law of Super-Charging
Effect: You gain 3 fatigue. You skip your next turn.

Law of Aid
Effect: Target player, besides yourself, gains 1 health.

Law of Mana-Health
Effect: Target player, besides yourself, loses 1 mana and then gains 3 health.

Law of Uselessness
Effect: Nothing happens.

Law of Abuse
Effect: Target player loses 2 health and then gains 2 health.

Law of Bleeding
Effect: Target player doesn't gain health the next time that player would.

Law of Shielding
Effect: Prevent the next loss of 1 health to yourself.

Law of Demon Summoning
Effect: You count as having a demon summoned. Any player who counts as having a demon summoned loses 1 health during the start of that player's turn.

Law of Demon Striking
Effect: This law can only be used by a player who counts as having a demon summoned. Target player loses 3 health.

Law of Terrorists
Effect: Target player with the "Terrorist" card loses 2 health and skips that player's next turn.

Law of Contract
Effect: Present a written contract to target player. If that player signs the contract, it is a binding contract. If you or that players breaks a binding contract, the player who broke the binding contract loses immediately and the binding contract is no longer a binding contract. Only actions can be agreed upon in a contract. Health, fatigue, mana, and turns are not directly transferable as part of a contract. This law may be activated at any time and does not count towards turn usage.

Law of Heavy Striking
Effect: Target player loses 4 health. You skip your next two turns.

Law of Combo-Strike
Effect: This law can only be used by a player who had activated Law of Striking on that player's last turn. Target player loses 1 fatigue.

Law of Double Combo-Strike
Effect: This law may only be used by a player who had activated Law of Combo-Strike on their last turn. Target player loses 1 health and 1 fatigue. You skip your next turn.

Law of Bears
Effect: They have claws. Target player counts as a bear.

Law of Claw
Effect: This law can only be used by a player who counts as a bear. Target player loses 2 health.

Law of Hunting
Effect: The next time target player would lose health, that player loses one additional health.

Law of Desperation
Effect: You gain 2 fatigue and 1 mana. During the end of your next turn, you lose all your fatigue and mana. You take another turn.

Law of Protection.
Effect: The next time target player would lose health, they do not. Instead, you lose the amount of health that target player would have lost.

Law of Peace
Effect: Target player can't activate a law which reduces the health of any player for that player's next 3 turns.

Law of Luck.
Effect: You flip a coin. If heads, target player loses 1 fatigue. If tails, you lose 1 fatigue.

Non-Laws

These are the current Non-Laws

Name: Sanctuary Cost: 3 points Effect: You gain 5 health points. The next two times you would lose health points, you do not. You skip your next two turns.

Name: Health Swap Cost: 5 demi-points Effect: You and target player swap health point amounts

Name: Double Law Cost: 6 points Effect: You select a law. You activate it twice in a row.

Name: Temporary Law Cost: 6 points Effect: During the next turn, target non-law counts as a law. It still has a cost. You take another turn.

Name: Demonic Terrorist Activities Cost: 3 demi-points Effect: This non-law can only be activated by a player who has the "Terrorist" card and counts as having a demon summoned. Target player loses 10 health points.

Name: Forced Demon Summoning Cost: 4 points Effect: Target player counts as having a demon summoned.

Name: Terrorist Label Cost: 1 point Effect: You take the "Terrorist" card.

Name: No Terrorists Allowed Cost: 1 point Effect: No player can have the "Terrorist" card. If a player current has the "Terrorist" card, that player no longer has the "Terrorist" card.

Name: Scare Tactics Cost: 1 health point Effect: This non-law can only be used by a player with the "Terrorist" card. Target player loses 1 health point. Target player loses 1 health point. Target player loses 1 health point.

Name: Incorrectly Label Terrorist Cost: 6 points Effect: Target player takes the "Terrorist" card.

Name: Label Terrorist Cost: 1 point Effect: Target player who used the non-law Bomb! during their last turn takes the "Terrorist" card.

Name: No explosives! Cost: 1 point Effect: No player can use the non-law Bomb! for the rest of the game.

Name: Bomb Delay Cost: 1 point Effect: You take another turn. You are affected by Bomb! during the end of your next turn after your next turn.

Name: Bomb Diffusion Cost: 2 points Effect: You take another turn. You rock!

Name: Bomb! Cost: 1 point Effect: Target player loses 5 health points during the end of their next turn unless that player uses the non-law Bomb!, Bomb Diffusion, or Bomb Delay.

Name: Allergic Reaction Cost: 3 points Effect: The next time target player would gain 1 health point, that player instead loses 1 health point.

Name: Spin-Break Cost: 6 points Effect: Target player loses 1 health point. Target player loses 1 point. Target player gains 1 health point. You take another turn.

Name: Demi-Fist Cost: 3 demi-points Effect: Target player loses 5 health points.

Name: Demon Banishing Cost: 1 point Effect: Target player who counts as having a demon summoned loses 2 health points and no longer counts as having a demon summoned.

Name: Needed Useless Law Cost: 1 point. Effect: Target player must use Law of Uselessness on their next turn. That player takes a turn immediately. Play then resumes as normal.

Name: Demi-Shock Cost: 2 points Effect: You gain 1 demi-point. You skip your next turn.

Name: Temporary Respite Cost: 1 point Effect: You gain 3 health points. You lose 2 health points during the start of your next turn. You lose 1 health point during the end of your next turn.

Name: Win Cost: 15 points, 10 demi-points Effect: You win!

Name: Entitlement Cost: 3 demi-points Effect: You take a turn immediately, then play resumes as normal. This non-law may be activated at any time.

Name: Time-travel Cost: 1 demi-point Effect: The next turn counts as any turn of your choice. You take another turn.

Name: Secret Law Cost: 3 points Effect: Choose and write down a single law. You may activate the written down law at any time. Afterwards, the chosen law is longer written down.

Name: Cheap Shot Cost: 2 points Effect: Target player loses 1 health point. You take another turn.

Name: Prevention Cost: 1 point Effect: Target player skips their next turn.

Name: Backstabbing Cost: 1 point Effect: Target player loses 3 health points. The next time you would lose health points, instead lose twice that amount.

Name: Take over the Land Cost: 2 points Effect: Change the ruler of the land to yourself.

Name: Bear Trap Cost: 1 point Effect: Target player who counts as a bear loses 2 health points and then chooses between losing 3 additional health points or skipping their next turn. This non-law can't be used by the same player more than once.

Name: Bear Country Cost: 5 points Effect: All players count as a bear.

Name: Not a Bear Cost: 1 point Effect: You no longer count as a bear.

Name: Right to Bear Arms Cost: 1 point Effect: Target player who counts as a bear is immune to the non-law Bear Trap.

Name: Steal Cost: 1 point Effect: Target player loses a point. You gain a point.

Name: Stop! Thief! Cost: 1 point 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.

Misc.

Name: "Terrorist" Words: You are one.

Final Word

And that's Laws and Stuff! Questions? Law/Non-Law ideas? Post them in the discussion and I'll consider then. Don't just add Law/Non-Laws yourself.

PS: This game will constantly have new Laws and Non-Laws added to it as I think of them.