Log In | Main | Log | Players | Rules | Proposals | Board | Weather | Forum |
Item | Tradeable? | Container? | Liquid? | Resource? | Effect upon use | Special rules |
---|---|---|---|---|---|---|
Canteen | Yes | Yes (can hold 1 liquid item) | No | No | ||
Fusion Magnet | No | No | No | No | A player may not have more than one Fusion Magnet. If a square is occupied by exactly two players who have Fusion Magnets and those two players are not fused with each other, those players' other heads become Normal and the players with Fusion Magnets fuse with each other. The Fusion Magnets disappear after this happens. If two players who are fused to each other both own Fusion Magnets, both Fusion Magnets disappear. | |
Sticker (of any sticker type) | Yes | No | No | No | The player using this item replaces one sticker on one side of a die he owns with the used sticker. | |
Hacksaw | Yes | No | No | No | When used by a fused player, both him and his other head become normal, be unable to be fused again until they take a turn, and be unable to move for 3 days. | Can only be used by a player who would be able to take a turn. |
Anti-Fusion Potion | Yes | No | No | No | The player using this item cannot become fused for 9 days. However, there is a 10% chance that this item will backfire and have no effect. There will be no indication that the item has backfired. | |
Sherpa | Yes | No | No | No | The player using this item treats all mountainous squares as if they had no peaks during the turn on which this item was used. | Can only be used by a player after rolling the dice for a turn but before moving. |
Camel | Yes | No | No | No | The player using this item treats all deserts as if they were plains during the turn on which this item was used. | Can only be used by a player after rolling the dice for a turn but before moving. |
Alligator | Yes | No | No | No | The player using this item treats all swamps as if they were plains during the turn on which this item was used. | Can only be used by a player after rolling the dice for a turn but before moving. |
Meteorite (of type smithore, crystite, or dilithium) | Yes | No | No | No | ||
Water | Yes | No | Yes | No | The player using this item stops being dehydrated. If the water is stagnant, the player becomes ill for 4 days, which has the same effects as a meteorite injury. | May only be used by a dehydrated player. Water in a canteen turns stagnant 10 days after it is filled. |
Healing Potion | Yes | No | Yes | No | The player using this item loses all of his injuries. | |
Smithore | Yes | No | No | Yes | Players may not have more than 50 units of Smithore. Any excess amount is lost. | |
Crystite | Yes | No | No | Yes | 8 units of Crystite and a canteen containing water can be used to create a Healing Potion. | Players may not have more than 50 units of Crystite. Any excess amount is lost. |
Dilithium | Yes | No | No | Yes | Players may not have more than 50 units of Dilithium. Any excess amount is lost. | |
Food | Yes | No | No | Yes | The player using Food gains 9 action points for each food used. | May only be used at the end of a player's turn, up to a maximum of 4 per turn. |
Energy | Yes | No | No | Yes | ||
Melange | Yes | No | No | No | The player using this item may add or subtract one movement point from their total for the turn on which this item was used. | Can only be used by a player after rolling the dice for a turn but before moving. If a player uses a Melange but does not use another Melange within 1 week, that player cannot gain action points for 3 days. |
Resource | Terrain | |||
---|---|---|---|---|
Desert | Plains | Oasis | Swamp | |
Smithore | 1 | 1 | 0 | 0 |
Food | 0 | 3 | 2 | 1 |
Energy | 4 | 3 | 2 | 1 |
Crystite | 0 | 0 | 0 | 0 |
Roll | Adjustment |
---|---|
1 | -3 |
2 to 7 | -2 |
8 to 31 | -1 |
32 to 69 | 0 |
70 to 93 | +1 |
94 to 99 | +2 |
100 | +3 |
Terrain | Effects | Special rules |
---|---|---|
Desert | If a player takes a turn and does not pass over or land on any non-desert squares, he becomes dehydrated. If a player lands on a desert, there is a 25% chance he will receive a camel. | |
Mountains | Lose 1 movement point for each peak in the square. | Any square that contains at least one peak is mountainous, in addition to other terrain types in that square. If a player lands on a mountainous square, there is a 25% chance he will receive a sherpa. |
Plains | ||
Oasis | If a dehydrated player passes over or lands on an oasis, he stops being dehydrated. If a player lands on an oasis, he receives a canteen filled with water. If a player passes over or lands on an oasis, all canteens owned by that player containing water are emptied, and then all empty canteens owned by that player are filled with water. | |
Swamp | Lose 2 movement points | If a player lands on a swamp, there is a 25% chance he will receive an alligator. |
Roll | Peaks |
---|---|
1 to 20 | 1 |
21 to 30 | 2 |
31 to 35 | 3 |
36 to 100 | 0 |
Name | Combat strength | Action list | Special rules | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Rber Ducky |
| Players who occupy the same square as a Rber Ducky cannot leave that square. This overrides any other rule that would allow a player to leave a square. | |||||||||||||||||||||
Octotonitron |
| When an Octotonitron is killed, the player who killed it gains a normal d8. | |||||||||||||||||||||
Shai-Hulud |
| If a Shai-Hulud occupies a swamp square, it is killed. |
State | Effect upon start | Effect until state changes | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Drought | Randomly select 1/4 of the squares (rounded down), and change their terrain types:
| Rough Terrain effects for Swamp are ignored. Players cannot receive canteens at Oases. | |||||||||
Dry | |||||||||||
Normal | |||||||||||
Rainy | Players cannot become dehydrated. | ||||||||||
Flooded | All dehydrated players stop being dehydrated. Randomly select 1/4 of the squares (rounded down), and change their terrain types:
|
Current weather state | Dice roll | ||||||||
---|---|---|---|---|---|---|---|---|---|
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | |
Drought | Drought | Dry | Normal | Rainy | |||||
Dry | Drought | Dry | Normal | Rainy | |||||
Normal | Drought | Dry | Normal | Rainy | Flooded | ||||
Rainy | Dry | Normal | Rainy | Flooded | |||||
Flooded | Dry | Normal | Rainy | Flooded |
Name | Sides | Initial stickers | Effects |
---|---|---|---|
Normal d6 | 6 |
| |
Normal d8 | 8 |
|
Name | Frequency | Class | Energy cost | Target | Effect |
---|---|---|---|---|---|
1 | 10 | Movement | 0 | Gain 1 movement point | |
2 | 10 | Movement | 0 | Gain 2 movement points | |
3 | 10 | Movement | 0 | Gain 3 movement points | |
4 | 10 | Movement | 0 | Gain 4 movement points | |
5 | 10 | Movement | 0 | Gain 5 movement points | |
6 | 10 | Movement | 0 | Gain 6 movement points | |
-1 | 10 | Movement | 0 | Gain -1 movement point | |
-2 | 10 | Movement | 0 | Gain -2 movement points | |
-3 | 10 | Movement | 0 | Gain -3 movement points | |
-4 | 10 | Movement | 0 | Gain -4 movement points | |
-5 | 10 | Movement | 0 | Gain -5 movement points | |
-6 | 10 | Movement | 0 | Gain -6 movement points | |
0 | 10 | Movement | 0 | Gain 0 movement points | |
7 | Movement | 0 | Gain 7 movement points | ||
8 | Movement | 0 | Gain 8 movement points | ||
Pickpocket | 10 | Attack | 1 | One player | The attacker steals $100 from the target. If the target has less than $100, the attacker steals all of the target's money. |
Wedgie | 5 | Attack | 1 | One player or monster | If the target is a player, he does not gain action points for the next 6 hours. If the target is a monster, it rests for an additional 24 hours. |
King of the Hill | 5 | Attack | 3 | One or more players | The targets are pushed to randomly selected bordering squares. |
Steal Item | 1 | Attack | 10 | One player | The attacker steals one item of his choice, other than dice, from the target. |
Bulldozer | 5 | Special | 2 | The player who rolled this sticker may move all peaks from the square he landed on into any one bordering square. | |
Healing | 5 | Special | 5 | The player who rolled this sticker loses all injuries | |
Fusion Ward | 2 | Special | 5 | The player who rolled this sticker cannot fuse with other players until his next turn. |
Action | Effect |
---|---|
Add Side |
|
Remove Side |
|
Bore Hole |
|
Fill Hole |
|
Item | Price | Quantity |
---|---|---|
Hacksaw | $300 | 5 |
Anti-Fusion Potion | $500 | 5 |
Canteen | $250 | 0 |
Achievement | Gamerscore | Requirements |
---|---|---|
Payday | 5 | Pass from the highest numbered square to the lowest numbered square and elect to receive your salary. |
Barter | 10 | Complete a trade with another player, other than a trade of money for money. |
Beast Rider | 20 | Use a Sherpa, a Camel, and an Alligator. |
Snake Eyes | 5 | Roll the dice and have both dice land on sides labelled 1. |
Double Deuce | 5 | Roll the dice and have both dice land on sides labelled 2. |
Three for Me | 5 | Roll the dice and have both dice land on sides labelled 3. |
Four Score | 5 | Roll the dice and have both dice land on sides labelled 4. |
Five Alive | 5 | Roll the dice and have both dice land on sides labelled 5. |
High Roller | 5 | Roll the dice and have both dice land on sides labelled 6. |
Not Going Anywhere for a While? | 10 | After rolling the dice, your roll causes you to end your turn on the same square you started your turn on. |
Prisoner | 5 | Be trapped by the Rber Ducky. |
Shopper | 5 | Purchase an item at a Shop. |
Cleaned the Place Out | 20 | Purchase the last of an item at a Shop. |
Water... | 15 | Become dehydrated. |
Planned Fusion | 15 | Become fused by the effects of a Fusion Magnet. |
Unplanned Fusion | 10 | Use a hacksaw to separate yourself from your Other Head. |
World Traveller | 50 | Have landed on every square currently in existence. |
Everyone Hates You | 30 | Have a proposal you created be rejected with 0 Yes votes. |
Everyone Loves You | 60 | Have a proposal you created be accepted with 0 No votes. |