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Belcher's Bluff (v5)
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by Ben Lubar
You've received this pamphlet at your request for information on the almighty Order of Om.
Latest Changes
Changed actions to effect cards to help differentiate them from tokens.
Notice: Challengers Desired!
Greetings!
There are few things more daring than drinking the deadly-sweet juice of raw omnomberries. Its infamy is indisputable. And so, we, the masters of our craft, have banded together to spread the word of our choicest of games: Belcher's Bluff.
The rules are simple:
- Rounds occur every thirty seconds.
- Participants perform one action per round.
- Actions are limited to: drinking omnomberry juice, drinking water, bluffing, or belching.
- If the participant does not drink juice, the opposer's belch is bolstered.
- Belched-on bluffers cannot bluff for two rounds.
- Belchers cannot belch again until three drinks-juice or water-are consumed.
- Water can only be consumed after three other actions.
- Advanced drinkers can use Signature Moves once per match.
Our order is comprised of six masters, each a keeper of a coveted Signature Move. Should you defeat them, their secrets will be yours! If you think yourself ready, see the attached list for the masters' locations.
May your mug be ever full,
-The Order of Om
Posted at Dreamer's Terrace
by Caiwyn the Corsair
Belcher's Bluff is a game of determination and deceit. Drinking this vile substance is detrimental to your health. Drink as much as you can, but be careful: whoever loses their stamina first concedes the match.
We're drinking raw omnomberry juice, chilled to sour perfection. The omnomberry grows only in Orr and is disgusting until cooked. Heat removes the toxins, but chilling it- oh, it makes for an entertaining game.
Cards
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- You must always perform an action or signature move.
- Passive
- Unless Action (1) or Signature (1): Play From Hand (1): Card Drink
- Summon Boring Mechanical Card
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- Take a swig of omnomberry juice.
- Take 20 Damage
- Action
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- Fake a Drink.
- VS Belch: Unless Back in My Day: Summon 3 You Got Me!
- Action
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- Drink Water.
- Heal 10
- Summon 4 More, Please!
- Action
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- Let loose a Belch.
- VS Water: Multiply Healing by 0 for opponent
- Unless VS Drink or Water: If HP (50): Damage Opponent 5 and Unless HP (50): If HP (20): Damage Opponent 10 and Unless HP (20): Damage Opponent 20
- Summon 3 I Need A Drink.
- Action
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- You -wish- you could have more Water.
- Lose 1 per round
- Setup (Modify TP Cost (+1): Card Water) (except the first time)
- If Woo: Only Once: Passive
- Cooldown
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- Your opponent is watching you closely. You can't Bluff.
- Lose 1 per round
- Setup (Modify TP Cost (+1): Card Bluff) (except the first time)
- If Critique: Only Once: Passive
- Cooldown
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- You can't Belch again yet.
- Unless Drink or Water: Only Once: Passive and Setup (Modify TP Cost (+1): Card Belch)
- Passive and Setup (Modify TP Cost (+1): Card Belch) (except the first time)
- Cooldown
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- Decreases percentage of health lost from the next three Drinks.
- Exile Self
- Summon 3 Boast
- Signature
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- "All hands on deck! I'm going to swig me some swill!"
- If Drink: Heal 10 (only once)
- Unless Drink: Only Once: Passive
- Lose 1 per round
- Belcher's Buff
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- Prevent your opponent from using Water for the next three turns.
- Exile Self
- Summon 4 Woo as opponent
- Signature
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- "Wooooohooooo!"
- You cannot drink Water
- Lose 1 per round
- Setup (Modify TP Cost (+1): Card Water) (except the first time)
- Belcher's Buff
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- Increases percentage of health gained from the next Water.
- Exile Self
- Summon a random any card
- Signature
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- "I'll rearrange your components! Chemistry wins!"
- If Water: Heal 30
- Unless Water: Passive
- Belcher's Buff
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- Your next Bluff cannot be punished.
- Exile Self
- Summon Back in My Day
- Signature
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- "Back in my day, we dug tunnels with just a swill to whet..."
- If Bluff: Multiply Damage Effects by 0
- Unless Bluff: Passive
- Belcher's Buff
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- Opponent's next Bluff within three turns is automatically punished.
- Exile Self
- Summon 4 Spirits Vision
- Signature
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- "The eye of the sun sees all!"
- VS Bluff: Play From Hand (1): Card Belch
- Lose 1 per round
- Unless Spirits Vision: VS Bluff: Play From Hand (1): Card Belch and Numb Own Card Spirits Vision (∞) (only once)
- Belcher's Buff
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- Prevent opponent from using Bluff for the next three turns.
- Exile Self
- Summon 4 Critique as opponent
- Signature
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- "Let's take a moment to appreciate this blend's bold undertones."
- You cannot Bluff
- Lose 1 per round
- Setup (Modify TP Cost (+1): Card Bluff) (except the first time)
- Belcher's Buff