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Miscellany

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#2076050 ·published 2011-06-07 08:52 UTC
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:::::Nebraska:::::

::PLAYER::
You command a Mech.
You start with 40 HP.
You draw four cards to your Junkyard.  Your Junkyard can have no more than 4 cards at any time.
Your mech has Heat, Nuke, and Rust.  You must make rolls when adding new junk to your mech, called Stress Tests.
When you reach 0 HP, you lose.
When you fail a Stress Test, you lose.



::CARDS::
There are three types of cards.
If a type is not stated for the card, it is a Junk card.  Event and Quick cards have their types indicated.
Junk cards apply permanently to your mech, until an effect removes them.
Event cards happen once and are removed from the game.
Some cards have Corn--counters which indicate their available energy.  Some effects call for the usage of Corn.  If no Corn is available to pay, the effect cannot occur.



::EVENTS AND EFFECTS::
Some Junk cards will have contingencies and Events which are activated under certain conditions.  These Events are resolved like ordinary Events.
When an Event is activated from a Junk card, the card is tapped.  This prevents its usage until next turn (or when a different event may untap it).  Only one Event may be used on a Junk card at a time; when this Event taps the card, other Events cannot be used.



::STRESS TESTS::
Every Junk card adds Heat, Nuke, or Rust to your machine.
When you play a new Junk card to your machine, you must perform a Stress Test.
Add up all of the associated stress factor (whether it is Heat, Nuke, or Rust) and determine the target value.
For instance, if you have cards with 1, 2, and 1 Heat and you just added a new card with 1 Heat; the target value is 5.
Cast a 1d20.  If the rolled number is equal to or higher than the target value, you are fine.  If the rolled number is less than the target value, you suffer a Breakdown.
When you Breakdown, remove all Junk from your mech and discard all cards.  Lose 1 HP for each Stress Factor on the Junk cards removed from your mech.  For instance, if you removed a Heat 2 and a Nuke 4 card, you lose 6 HP (2 plus 4).  This loss of HP cannot be remedied by any means.  If you suffered this Breakdown during your turn, your turn immediately ends.
Sometimes, other effects may demand a Stress Test for you or an opponent.  These are resolved in the same way, using the stress factor indicated.



::YOUR TURN::
First, uptap all previously tapped Junk cards.

Secondly, you may:
(1) activate any number of Junk already on your Mech, and tap each Junk after it is used; and
(2) resolve the effects of activated Junk, applying damage to opponents if needed;

Third, you may:
(1) draw one card (or two if you have no cards); and
(2) discard any number of cards from your Junkyard, making sure you have no more than 4 cards; and
(2) play any Junk or Event cards.

If, during this step, you play a Junk card, remember to perform a Stress Test with its appropriate stress factor: whichever stress factor that it adds towards.  Remove all resolved Event cards from play.



::EFFECTS LIST::
Aerial - roll 1d6 when you would take damage from Junk; on a 4, 5, or 6, you take no damage.
X Armor - reduce all damage applied to you by X; only the highest value of X applies, different sources of Armor cannot be added together.
CORN X - comes into play with X corn.
X Damage - reduce target's HP by X.
X Drain - reduce target's HP by X and restore that much HP, to no more than 20 HP.
Force X Test - target must make a Stress Test using factor X.
Harvest X (for Y) - add X corn counters to this card (or for card Y).
HEAT X - applies X heat to mech.
Make X Test - you must make a Stress Test using factor X.
NUKE X - applies X nuke to mech.
Pay X - use X corn counters to activate the effect.
X Piercing - this attack ignores the first X points of the target’s armor.
X Repair - restore X HP, to no more than 20 HP.
RUST X - applies X rust to mech.
Seeking - this attack ignores the Aerial status of its target