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the trump card of the game, is usually used as a
Defense since it immediately cancels the effect of any single card. However, since it can be played at any time and for any reason (without the player needing to wait for his or her turn), it can also be used offensively to, for example, cancel another
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cards do a set amount of damage (i.e., take away health points) if not countered. Damage ranges from one to seven points depending on the card played. Basic
Attacks can be countered by Block or Dodge. If not countered, the targeted player marks off the appropriate number of points, and the turn ends.
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usually do damage, but have other effects as well. For example, Poke In The Eye does only one point of direct damage, but also renders the target unable to defend against a follow-up attack from the same player who used Poke In The Eye, and either leaves the target defenseless against an attack from
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ongoing damage, such as
Headlock. First Aid "heals" two points of damage when played. Any number of First Aid cards may be played at the same time, either on a player's turn, or as a last-ditch defense if a player takes enough damage from an attack that he or she would otherwise be out of the game.
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In the game, players control a character with fifteen "health" points, and draw a hand of five cards. The players take turns playing cards to "attack" other players, who try to block, dodge, and counterattack the attacker. When the defender is done responding, he or she takes any applicable damage,
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like Basic
Attacks, do simple damage (always three points) without additional harmful effects to the target, but unlike all other cards, they are not discarded when played. A player can thus use the Hammer, for example, repeatedly over the course of many turns. Weapon attacks may be countered with
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cards either negate
Attacks, allowing the target to avoid taking damage, or repair damage already taken. Dodge may be used against any attack card: Block against any attack other than Grab. Freedom is useful only against Grab attacks, and may also be used to escape from Special Attacks that do
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the next player to take a turn, or, if the next player is the victim, makes the victim lose a turn. Special
Attacks can be countered by playing Block, Dodge, or, in the case of Grab (which does no initial damage, but sets up the victim for other attacks like Headlock and Choke), Freedom.
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According to the game directions, Humiliation, when played, should always be accompanied by a detailed description of what has been done to thoroughly
Humiliate the victim. This is an example of the way the game encourages boasting and trash talking as part of the fun.
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There are several types of cards, including Basic
Attacks, Special Attacks, Weapons, and Defense cards. Each is distinguished by a different background color to the artwork: for example, the images on Defense cards have a blue tint.
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Block or Dodge. They can also be countered by the otherwise useless Disarm, which forces the attacker to discard the Weapon. Persons playing Disarm are not allowed to capture the weapon for their own use.
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succeeds at what it sets out to do, which is to provide a quick, fun-packed combat game that takes virtually no preparation and can be learnt in five minutes. Even if the artwork is a bit weird."
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and both players then redraw their hands to five cards, passing the turn to the next player. When a player loses all her health points she passes out. The last one "conscious" wins the game.
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The art on the cards consists of dark, somewhat Gothic photographic images of a small girl (photos by Andrew Yates), usually accompanied by humorous quotes pertaining to the card's name.
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said that "what puts it on this list is the twisted sensibility of using arty photographs of innocent young girls in spooky settings, juxtaposed with the cruel whimsy on the card text."
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The game's name derives from its theme, that of children involved in a schoolyard fight. There is also a small expansion set called
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player's successful Dodge or use of First Aid. Humiliation cannot be countered except with the use of another
Humiliation.
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magazine, rating it a 7 out of 10 overall. Butcher comments that "
248:. Academy of Adventure Gaming, Arts, & Design. Archived from
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designed by C.E. Wiedman and released in May 1996 by
302:"Australian Realms Magazine - Complete Collection"
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278:"Second Sight: The Millennium's Best Card Game"
202:Forbeck, Matt (June 1996). "On the shelves".
226:Butcher, Andy (July 1996). "Games Reviews".
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53:, and a larger sequel/expansion called
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165:The Millennium's Best Card Games
353:Lunch Money - Sticks and Stones
318:Pearcy, Derek (May–June 1996).
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246:"Origins Award winners (1996)"
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402:Card games introduced in 1996
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328:. No. 19. p. 42.
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407:Dedicated deck card games
140:Legend of the Five Rings
137:in a three-way tie with
21:is an elimination-style
142:: Battle of Beiden Pass
135:Best Card Game of 1996
110:Andy Butcher reviewed
412:Origins Award winners
210:Wizard Entertainment
388:at The Game Report
382:Independent review
369:Independent review
417:Atlas Games games
232:Future Publishing
182:Australian Realms
50:Sticks and Stones
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282:Pyramid (Online)
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129:jointly won the
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208:. No. 14.
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159:magazine named
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74:Special Attacks
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342:at Atlas Games
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276:(1999-12-17).
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340:Official site
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320:"Lunch Money"
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252:on 2007-11-05
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304:. June 1988.
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285:. Retrieved
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254:. Retrieved
250:the original
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169:Scott Haring
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386:Lunch Money
373:Lunch Money
347:Lunch Money
161:Lunch Money
127:Lunch Money
120:Lunch Money
112:Lunch Money
27:Atlas Games
18:Lunch Money
396:Categories
359:Beer Money
287:2008-02-17
256:2007-09-18
190:References
163:as one of
56:Beer Money
167:. Editor
153:In 1999,
125:In 1997,
106:Reception
23:card game
81:Weapons,
36:Gameplay
325:Pyramid
205:InQuest
175:Reviews
156:Pyramid
88:Defense
377:RPGnet
228:Arcane
147:Mythos
116:Arcane
234:: 75.
230:(8).
356:and
144:and
133:for
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185:#29
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