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Here is an expansion Jack Reda came up with to do for the challenge deck what Special Destiny cards did for the destiny pile. Included in this post are: 1) rules 2) The text of some sample cards 3) Postscript routines to print them. -------------Special Challenge cards---------------- by Jack Reda Special challenge cards have variable value, usually dependent upon the card played by their opponent. There are special Attack cards and special Compromise cards. Special Attack: All special attack cards have a formula to determine their value. For all intents and purposes if you play a Special Attack card you have played a card of the value it calculates out to. Any calculations take place before any power effects. For example: If Red plays a 10 and Green plays a special challenge card that says "Your total equals the total played by your opponent minus 1" then the outcome is; Red 10, Green 9. If Green was the mirror (and she had reversed the cards) than outcome would be; Red 1, Green 90! A compromise card is a zero for the purposes of calculation (for powers like the Count or the Capacitor). If two Special Challenge cards are played that create a paradox, the card played by the offensive player is considered to be a zero. For example: If red attacks green system with a "Your opponent|s card X 2" and green defends with a "Your opponent|s card +5" then the total is; Red 0, Green 5. Along similar lines, any power that seeks to reveal a value for a special attack card before the card can be calculated shows the card to be worth zero. If the owner has reason to KNOW what his or her card will be he or she must answer truthfully otherwise they MUST assume their card is zero. For example: |Red, are you going to play a card greater then 5?| (assuming there is some force in play obliging red to answer blue|s question truthfully). Red who has a "number of bases you own times your opponent's card" challenge card would have to answer "No, blue". If Red had seen the card that blue was playing (suppose a 40) Red would then have to answer "Yes". Likewise if Red was planning to play a "number of players in the game" Special attack card and there were six players red would have to answer "Yes". Special compromise: Special Compromise cards cards are treated just like normal compromise cards except for the differences noted on the card. They typically change the reward for the compromising player. Unless noted otherwise on the card, a special compromise VS. another compromise (normal or special) causes a deal; the special compromise effects are ignored. Here are some examples: % Special Attack EQUAL - This card is equal to the challenge card played by your opponent. Times Two - This card is equal to the challenge card played by your opponent times two. # BASES - This card is equal to the number of bases you own (including home and moon bases). LUCRE - This card is equal to the total amount of Lucre you possess. SAFE - This card is equal to the number of tokens you have OUT of the warp. Opponent's CARDS - This card is equal to the number of cards held by your opponent. Opponent's BASES - This card is equal to the number of bases your opponent owns (including home and moon bases). Opponent's LUCRE - This card is equal to the total amount of Lucre your opponent possess. Half - This card is equal to half the challenge card played by your opponent. TOKENS - This card is equal to the number of tokens involved in this challenge. % Special Compromise Collect double consolation as a result of this compromise. Collect half consolation as a result of this compromise. Collect lucre for consolation instead of cards as a result of this compromise. Collect normal consolation as a result of this compromise but only lose one token. Collect consolation from your opponents allies as well as your opponent as a result of this compromise. Collect from the deck (instead of your opponent) any consolation resulting of this compromise. Send your opponents allies to the warp instead of collecting consolation as a result of this compromise. Your allies go home instead of to the warp. Collect normal consolation as a result of this compromise. -------Snipity Snipity --------Cut here ------- %!%! % PRINT SPECIAL CHALLENGE CARDS % version 1.0, March 1994 % Code copyrighted (C) 1994, Marcus Porter, nvmkp01@nt.com % Freeware, you may destribute as you see fit as long as this notice % is retained. % This code is meant inserted into Ken Cox's card printing routines % after CARDS.PS and before the card descriptions. This is simply % a modification of some of Ken's routines. % Special Challenge CARDS /SCdictInfoDict 16 dict def SCdictInfoDict begin /SChallengeType { TypeFont setfont (Special Challenge) 147 TypeYpos Right } def /SCdictFont /Helvetica-Bold findfont 26 scalefont def /SCtextFont /NewHelvetica findfont [10 0 0 12 0 0 ] makefont def /SCboldFont /Helvetica-Bold findfont [10 0 0 12 0 0 ] makefont def /LeftMargin 15 def /RightMargin Width LeftMargin sub def /LineLength RightMargin LeftMargin sub def /Index { 0 index StandardIndex } def /Type { ChallengeType } def /Name { SCdictFont setfont /SCypos 190 def 3 index { Xcenter SCypos Center /SCypos SCypos 27 sub def } forall } def /Special { SCdictFont setfont (SPECIAL) Xcenter 10 Center} def /Description { /SCypos SCypos 7 sub def SCboldFont setfont LeftMargin SCypos moveto 2 index show ( ) show SCtextFont setfont 1 index type /arraytype eq { 1 index { show /SCypos SCypos 13 sub def LeftMargin SCypos moveto } forall } { currentpoint pop RightMargin exch sub dup 20 gt { 2 index BreakLine show } { pop 1 index } ifelse /SCypos SCypos 13 sub def { dup length 0 eq { pop exit } if LeftMargin SCypos moveto LineLength exch BreakLine show /SCypos SCypos 13 sub def } loop } ifelse } def end /SpecialAttack { SCdictInfoDict begin 5 -1 roll { NewCard Index Type Name Description Special EndCard } repeat 4 { pop } repeat end } def /SCompromise { CompInfoDict begin 2 -1 roll { NewCard Index Type SName Name SCnote OriginalCards not { Artwork } if EndCard } repeat end } def Setup % Special Attack 1 [(EQUAL)] (This card) (is equal to the challenge card played by your opponent.) (=) SpecialAttack 1 [(Times) (Two)] (This card) (is equal to the challenge card played by your opponent times two.) (X2) SpecialAttack 1 [(# BASES)] (This card) (is equal to the number of bases you own \(including home and moon bases\).) (\373) SpecialAttack 1 [(LUCRE)] (This card) (is equal to the total amount of Lucre you possess.) ($) SpecialAttack 1 [(SAFE)] (This card) (is equal to the number of tokens you have OUT of the warp.) (\250) SpecialAttack 1 [(Opponent\251s)(CARDS)] (This card) (is equal to the number of cards held by your opponent.) (\352) SpecialAttack 1 [(Opponent\251s) (BASES)] (This card) (is equal to the number of bases your opponent owns \(including home and moon bases\).) (\373) SpecialAttack 1 [(Opponent\251s) (LUCRE)] (This card) (is equal to the total amount of Lucre your opponent possess.) (\243) SpecialAttack 1 [(Half)] (This card) (is equal to half the challenge card played by your opponent.) (1\2242) SpecialAttack 1 [(TOKENS)] (This card) (is equal to the number of tokens involved in this challenge.) (\267) SpecialAttack % Special Compromise 1 (Collect double consolation as a result of this compromise.) SCompromise 1 (Collect half consolation as a result of this compromise.) SCompromise 1 (Collect lucre for consolation instead of cards as a result of this compromise.) SCompromise 1 (Collect normal consolation as a result of this compromise but only lose one token.) SCompromise 1 (Collect consolation from your opponent\251s allies as well as your opponent as a result of this compromise.) SCompromise 1 (Collect from the deck \(instead of your opponent\) any consolation resulting of this compromise.) SCompromise 1 (Send your opponent\251s allies to the warp instead of collecting consolation as a result of this compromise.) SCompromise 1 (Your allies go home instead of to the warp. Collect normal consolation as a result of this compromise.) SCompromise