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  "description": "This will serve as a working sheet for the boardgame.\nInput about the game mechanics is welcome.\n\nThis is [u]not [/u] a place to offer your characters for the game. All posts with such content will be ignored.",
  "description_bbcode_parsed": "<span style='word-wrap: break-word;'>This will serve as a working sheet for the boardgame.<br />Input about the game mechanics is welcome.<br /><br />This is <span class='underline'>not </span> a place to offer your characters for the game. All posts with such content will be ignored.</span>",
  "writing": "Teasing the babysitter - WIP\n\n[u]Setting the game up:[/u]\nEvery player chooses a cub and one of the starting rooms for cubs (there is a maxium of 6 players).\nChoose your babysitter and place him in the living room.\n(Cubs and Babysitters can be any gender, but I will be using the male form for now cause it is tiring writing him/her he/she all the time)\n\nThen each player draws 2 trouble maker cards, 2 tease cards (do not show your cards) and 1 event card. Your maximum hand size is 6. If you end your turn and have more then 6 cards you have to discard enough till you have 6.\n\n[u]Playing a turn:[/u]\nThe game is played in turns. Each cub gets to go once per turn after which the babysitter acts (he is an NPC and his actions depend on the cubs actions).\n\nEach turn a cub has 2 actions he can do. The possible actions are.\n[b]1. Move:[/b] A cub can move 3 rooms with each action.\n[b]2. Play a troublemaker card:[/b] How do you lure the babysitter to you to tease him? You make trouble. Paint walls, break stuff, make noise, etc... These cards trigger the babysitter to move to your position once it is his turn. When this happens the babysitter can move any number of rooms.\n[b]3. Hide:[/b] You can hide to not be found by the babysitter. You can use this to escape punishment.\n[b]4. Draw a card:[/b] You can draw a tease or troublemaker card.\n[b]5. Play certain even cards:[/b] Some event cards can only be played in your turn. When you do it consumes one action.\n\n[u]Teasing the babysitter:[/u]\nThe babysitter starts in the living room and will stay there unless he hears one of the cubs making trouble. After he has taken care of the troublemaker he will return to the livingroom on his turn, where he waits for new signs of trouble.\n\nTo tease a babysitter you first need a tease card. Each tease card has certain conditions that must be met before it can be played. Most depend on a certain room to work, others need you to pass several rooms or other things. As a general rule, the easier the conditions are to meet the lower the reward is and/or the higher the risk.\n\nSecondly you need to lure the babysitter to your position to be able to play your tease card (if tease cards do not depend on a room you can also move to the babysitter instead). To do this you play a troublemaker card. Once it is the babysitter's turn he will come to you (regardless where you are). However, he will go to the cub that made the most trouble. So if 3 cubs all played troublemaker cards he will go to the cub with the highest value (if there is a tie then he goes to the nearest cub first, if it is still a tie throw a coin).\nSo the higher the trouble card the more likely it is to lure the babysitter to you, but you also run a higher risk of getting punished. If the babysitter does not come to you on a turn you can forfeit all actions next turn to re-use your trouble maker card with its value reduced by 1. You can do this until the value reaches 0. Otherwise a played card is discarded.\n\nOnce the babysitter has been teased for 10 squirt points he becomes aroused. All attempts to tease are made 2 easier and earn one extra Squirt point. After he has been teased for 25 squirt points he enters „Rape Mode“. He moves 4 rooms each turn and when he captures a cub he begins fucking it roughly (draw a punishment card and add 1 to the value).\n\n[u]The rooms:[/u]\n\nEach room has a „Hide“ rating indicating how easy it is to hide in them. To hide in a room you roll a 1d8 and see if you can roll higher or equal to the number of the room.\n\nSome rooms have additional uses:\n\nMom and Dad's Bedroom, Walk in Closet\nThese two rooms are offlimits. The cubs are not allowed in these rooms and the babysitter will stop them from entering (if he is around). However the cards playable there usually have big bonuses.\n\nCub room 1 to 6\nEach cub has his own room. His home turf so to say. They start here and get sent back to here when punished. A cub hiding in his own room gets a +2 bonus to his 1d8 roll to see if he hides successfully.\n\nLivingroom\nThe starting point for the babysitter and the place where he comes back to when he is done punishing cubs. He also has to be in this room to prevent cubs from going into the bedroom and the walk-in closet.\n\n\n[u]The cards:[/u]\n\nTroublemaker Cards:\nThese cards are used to „call“ the babysitter to you. Each card has two values.\nThe first value says how effective the card is at calling and the second is the penalty you get on your tease. If for whatever reason you call a babysitter and have no fitting tease card to play, assume the minimum value (1) to check for your punishment.\n\nTease Cards:\nThese cards are used to tease the babysitter. The more risky the tease the more squirt points you get. Each card has 2 values.\nThe first value is the squirt points you get if the tease is successful. The second value represents how risky your tease is. To see if your tease is successful you roll a 1d8. If you roll equal or higher than the value of the card your tease is successful. If you roll below you get punished.\n\nPunishment cards:\nThese cards show you what the babysitter does with you once you fail a tease. There are 10 punishment cards. They have their own stack and are shuffled completely once you have drawn 5 of them.\n\nEvent cards\nEven cards are special cards to fuck with other cub's plans, make it easier/harder to tease, call etc...\nMost can be played at any time while some must be played while its your turn. You can draw an even card only after a successful tease.\n\n\n[u]Example play:[/u]\n\nPlayers are Bob, Benny and Clara. Babysitter is Frank.\n\nRound 1:\n\nBob goes first. He is very lucky since he has a tease card for the playroom („Slipped on doll crotch grab“). So he just moves to the playroom and plays the troublemaker card „Painting the walls“ which has a value of 5, face downwards in front of him (so the others don't know what value he has). Since he has moved and played a card his turn is over.\n\nBenny goes next. He only has a complicated tease card that needs several conditions and one for the walk in closet he can't get in yet. So he decides to just move into the hallway since he has many options to go to from here and draws another tease card. His actions are spent and his turn is over.\n\nClara has a tease card for the backyard, but she can't reach it yet so she moves twice to get there. This also ends her turn.\n\nNow it is Franks turn. Since only 1 cub played a troublemaker card he moves to Bob and confronts him about the painted walls. Now Bob can play his Tease card. He trips over a doll and gets a firm grip on Franks crotch. „Painting the walls“ has a penalty of 3 and the „Slipped on doll crotch grab“ has a value of 2. So Bob has to roll 5 or higher on the 1d8 to tease the babysitter.\nHe rolls and gets a 7. Bob is happy since he now gets 2 Squirt points and the babysitter does not punish him. And he gets to draw an event card.\nThe babysitters turn ends.\n\nRound 2:\n\nBob gets to go again. He has 5 cards now. 2 event cards, 1 tease and 1 troublemaker card. Since the babysitter is with him in the same room already, he decides to play it risky and uses the „Show your weiner/pussy card“. This card can be played anywhere, but has a value of 6, making it very risky. And indeed Bob rolls a 2 and fails the check. He has to draw a punishment card and draws „Smacking the bottom“ which gives 2 punish points.\n\nNow its Benny's turn. Since the babysitter is gone he can now move into the walk in closet and play his troublemaker card. He only has „Make funny noises“ which has a value of 1 though.\n\nClara is in the backyard now. She plays the troublemaker card „Throwing a tantrum“ with a value of 3 and then draws another troublemaker card as her 2md action.\n\nNow it is Franks turn again. Now 2 cubs are making trouble. Both cards are revealed and Clara's 3 beats Benny's 1. However Benny plays his event card now „Clean up“ which allows him to clean up a room (the yard couts as room too) and get out of trouble. He plays it on Clara, so that Frank ignores her.\nWith now only 1 person calling out Frank goes to Bob and catches him in the walk-in close where he found the parents sex toys (Tease Card „Found sex toys“).\nThis card has a value of 3 and „make funny noises“ gives no penalty to the tease check. With good chances he rolls and gets 4. This is enough to succeed and he gets a whoopin' 5 squirt points for that.\n\nClara has lost her chance at points due to Benny's event card, she now eagerly awaits the next round where she can play „Framed“ on Benny. This card can only be played when a cub is in the same room the babysitter and gives the cub an instant punishment with a low chance of escape. However it cannot be used off-turn as the other card and so she has to wait till it is her turn again.\n\n[u]Cards:[/u]\n\n[b]Punishment Cards:[/b]\n1) „Sent to your room“ - You have to go to your room and skip a round.\n2) „Ear walk“ - You are dragged back into your room by your ears and have to stay there. You have to skip a round and you get 1 punishment point.\n3) „Spanked Bottom“ - You get smacked till your cheeks burn. 2 punishment points.\n4) „Spanked Naked Bottom“ - Not only do you get your butt slapped, you also get humiliated by the exposed rear. 3 punishment points.\n5) „Stern Lecture“ - Not really painful but boring as heck. 1 punishment point and you have only 1 action next round.\n6) „Castor Oil“ - Seems like the babysitter has a thing for classics. You get 1 punishment point and have to spend 2 rounds in the nearest bathroom/toilet. You only have 1 action each turn and you can't leave the room.\n7) „Handcuffed“ - You get 1 punishment point and get handcuffed to a heavy object in the room you are in and can't leave. You have to roll 5 or higher on a 1d8 to free yourself. You have however all your actions and can do anything you want as long as you don't leave the room.\n8) „Leashed“ - The babysitter decides to keep a close eye on you and puts you on a leash. You are now dragged to whereever he goes. And you also get 2 punishment points. You get free as soon as he punishes another cub.\n9) „Stand in a corner“ - You have to stand in a corner doing nothing. Are you brave enough to defy the babysitters will? Roll higher than 3 to find out.\n10) „Do the dishes“ - You have to do the dishes and it stinks, as do you. You have a 1 penalty to tease until you successfully tease once.\n\n[b]Event Cards (unless otherwise noted they can be played anytime):[/b]\nThere are more than 1 card from some event cards. All in all there are around 40.\n1) Pizza delivery: Forces the babysitter into the hallway to get the pizza. Useful to spoil another cub's tease attempt or to make way past the living room.\n2) Framed: You can frame another cub for something he didn't do. Can only be played on your turn and the cub and babysitter have to be in the same room.\n3) Bed sheet of advanced hiding: Nobody can see you under this bed sheet. +3 to the next hiding attempt.\n4) Clean up: You instantly clean up a mess someone made. This card can negate any troublemaker card.\n5) Sexy underwear: Look at what you found. You get +2 bonus to your next tease attempt.\n6) Chewing Gum on the floor: Someone stepped into extra sticky chewing gum. You can prevent someone from moving the next time it is his turn (babysitter or cub). Can only be played during your turn.\n7) Car doors: Oh no! Parents are back already? Oh false alarm. Still, the babysitter runs back into the living room in a flash.\n8) Sugar Rush: With the help of a heavy dose of sugar you can move 5 rooms per action instead of 3. Lasts 1 round.\n9) Energy Drink: Coffeine and sugar have severe effects on a cub's metabolism. You get 1 extra action in your next round.\n10) Secret Stash from the attic: This card can only be played when in the attic and it's your turn. You can search through any discard pile and take one card of your choice.\n11) Locked in: Play this card when someone is in a bathroom or a toilet. The door locks and they can't leave for 2 rounds. Can only be played when it is your turn.\n12) Kitchen desaster: You made a total mess out of the kitchen, but you can weasel out of cleaning. The babysitter must spend 2 rounds staying in the kitchen and cleaning up. He won't respond to any troublemaker cards until he is done. A cub may assist him to cut down the time to one round.\n13) Get out of jail: Use this whenever you are prevented from moving. This card ends the condition that prevents you from moving.\n14) Big teary eyes: No one can resist your charm. Use this card if you would get punished to reduce the punishment by 2 (can't reduce the points below zero).\n15) ?\n16) ?\n17) ?\n18) ?\n19) ?\n20) ?\n\n[b]Troublemaker Cards:[/b]\n1) Make funny noises: Call Value 1, Tease Penalty 0\n2) Break Stuff: Call Value 3, Tease Penalty 2\n3) Paint the Walls: Call Value 2, Tease Penalty 2 (Special, this card does not loose Call value when you re-use it.)\n4) Throw a tantrum: Call Value 4, Tease Penalty 3\n5) Whine loudly: Call Value 2, Tease Penalty 1\n6) Set fire to something: Call Value 5, Tease Penalty 4\n7) Splash water around: Call Value 2, Tease Penalty 0 (only usable in a bathroom)\n8) Play an instrument (badly): Call Value 3, Tease Penalty 1 (only usable in the music room)\n9) Play with the good cutlery: Call Value 4, Tease Penalty 2 (only usable in the dinner Room)\n10) Repeated Flushing: Call Value 2, Tease Penalty 0 (only usable in the toilet)\n11) Flush the car keys: Call Value 7, Tease Penalty 5 (only usable in the toilet)\n12) Bang some pots: Call Value 4, Tease Penalty 2 (only usable in the kitchen)\n13) Scribble naughty things on important documents: Call Value 2, Tease Penalty 0 (only usable in the study)\n14) Switching to the adult channel: Call Value 4, Punishment Penalty 3 (only usable in the Play and Living room). Earns you 1 extra squirt point when you successfully tease.\n15) Read your secret adult magazines: Call Value 3, Punishment Penalty 2 (only usable in your own room). Earns you 1 extra squirt point when you successfully tease.\n16) Waterhosing (squirt people passing by with the waterhose): Call Value 4, Punishment Penalty 2 (can only be played in the backyard).\n17) ?\n18) ?\n19) ?\n20) ?\n\nNote: Make characters change sequence or last player has advantage to see who played troublemaker cards and choose his own better.",
  "writing_bbcode_parsed": "<span style='word-wrap: break-word;'>Teasing the babysitter - WIP<br /><br /><span class='underline'>Setting the game up:</span><br />Every player chooses a cub and one of the starting rooms for cubs (there is a maxium of 6 players).<br />Choose your babysitter and place him in the living room.<br />(Cubs and Babysitters can be any gender, but I will be using the male form for now cause it is tiring writing him/her he/she all the time)<br /><br />Then each player draws 2 trouble maker cards, 2 tease cards (do not show your cards) and 1 event card. Your maximum hand size is 6. If you end your turn and have more then 6 cards you have to discard enough till you have 6.<br /><br /><span class='underline'>Playing a turn:</span><br />The game is played in turns. Each cub gets to go once per turn after which the babysitter acts (he is an NPC and his actions depend on the cubs actions).<br /><br />Each turn a cub has 2 actions he can do. The possible actions are.<br /><strong>1. Move:</strong> A cub can move 3 rooms with each action.<br /><strong>2. Play a troublemaker card:</strong> How do you lure the babysitter to you to tease him? You make trouble. Paint walls, break stuff, make noise, etc... These cards trigger the babysitter to move to your position once it is his turn. When this happens the babysitter can move any number of rooms.<br /><strong>3. Hide:</strong> You can hide to not be found by the babysitter. You can use this to escape punishment.<br /><strong>4. Draw a card:</strong> You can draw a tease or troublemaker card.<br /><strong>5. Play certain even cards:</strong> Some event cards can only be played in your turn. When you do it consumes one action.<br /><br /><span class='underline'>Teasing the babysitter:</span><br />The babysitter starts in the living room and will stay there unless he hears one of the cubs making trouble. After he has taken care of the troublemaker he will return to the livingroom on his turn, where he waits for new signs of trouble.<br /><br />To tease a babysitter you first need a tease card. Each tease card has certain conditions that must be met before it can be played. Most depend on a certain room to work, others need you to pass several rooms or other things. As a general rule, the easier the conditions are to meet the lower the reward is and/or the higher the risk.<br /><br />Secondly you need to lure the babysitter to your position to be able to play your tease card (if tease cards do not depend on a room you can also move to the babysitter instead). To do this you play a troublemaker card. Once it is the babysitter&#039;s turn he will come to you (regardless where you are). However, he will go to the cub that made the most trouble. So if 3 cubs all played troublemaker cards he will go to the cub with the highest value (if there is a tie then he goes to the nearest cub first, if it is still a tie throw a coin).<br />So the higher the trouble card the more likely it is to lure the babysitter to you, but you also run a higher risk of getting punished. If the babysitter does not come to you on a turn you can forfeit all actions next turn to re-use your trouble maker card with its value reduced by 1. You can do this until the value reaches 0. Otherwise a played card is discarded.<br /><br />Once the babysitter has been teased for 10 squirt points he becomes aroused. All attempts to tease are made 2 easier and earn one extra Squirt point. After he has been teased for 25 squirt points he enters &bdquo;Rape Mode&ldquo;. He moves 4 rooms each turn and when he captures a cub he begins fucking it roughly (draw a punishment card and add 1 to the value).<br /><br /><span class='underline'>The rooms:</span><br /><br />Each room has a &bdquo;Hide&ldquo; rating indicating how easy it is to hide in them. To hide in a room you roll a 1d8 and see if you can roll higher or equal to the number of the room.<br /><br />Some rooms have additional uses:<br /><br />Mom and Dad&#039;s Bedroom, Walk in Closet<br />These two rooms are offlimits. The cubs are not allowed in these rooms and the babysitter will stop them from entering (if he is around). However the cards playable there usually have big bonuses.<br /><br />Cub room 1 to 6<br />Each cub has his own room. His home turf so to say. They start here and get sent back to here when punished. A cub hiding in his own room gets a +2 bonus to his 1d8 roll to see if he hides successfully.<br /><br />Livingroom<br />The starting point for the babysitter and the place where he comes back to when he is done punishing cubs. He also has to be in this room to prevent cubs from going into the bedroom and the walk-in closet.<br /><br /><br /><span class='underline'>The cards:</span><br /><br />Troublemaker Cards:<br />These cards are used to &bdquo;call&ldquo; the babysitter to you. Each card has two values.<br />The first value says how effective the card is at calling and the second is the penalty you get on your tease. If for whatever reason you call a babysitter and have no fitting tease card to play, assume the minimum value (1) to check for your punishment.<br /><br />Tease Cards:<br />These cards are used to tease the babysitter. The more risky the tease the more squirt points you get. Each card has 2 values.<br />The first value is the squirt points you get if the tease is successful. The second value represents how risky your tease is. To see if your tease is successful you roll a 1d8. If you roll equal or higher than the value of the card your tease is successful. If you roll below you get punished.<br /><br />Punishment cards:<br />These cards show you what the babysitter does with you once you fail a tease. There are 10 punishment cards. They have their own stack and are shuffled completely once you have drawn 5 of them.<br /><br />Event cards<br />Even cards are special cards to fuck with other cub&#039;s plans, make it easier/harder to tease, call etc...<br />Most can be played at any time while some must be played while its your turn. You can draw an even card only after a successful tease.<br /><br /><br /><span class='underline'>Example play:</span><br /><br />Players are Bob, Benny and Clara. Babysitter is Frank.<br /><br />Round 1:<br /><br />Bob goes first. He is very lucky since he has a tease card for the playroom (&bdquo;Slipped on doll crotch grab&ldquo;). So he just moves to the playroom and plays the troublemaker card &bdquo;Painting the walls&ldquo; which has a value of 5, face downwards in front of him (so the others don&#039;t know what value he has). Since he has moved and played a card his turn is over.<br /><br />Benny goes next. He only has a complicated tease card that needs several conditions and one for the walk in closet he can&#039;t get in yet. So he decides to just move into the hallway since he has many options to go to from here and draws another tease card. His actions are spent and his turn is over.<br /><br />Clara has a tease card for the backyard, but she can&#039;t reach it yet so she moves twice to get there. This also ends her turn.<br /><br />Now it is Franks turn. Since only 1 cub played a troublemaker card he moves to Bob and confronts him about the painted walls. Now Bob can play his Tease card. He trips over a doll and gets a firm grip on Franks crotch. &bdquo;Painting the walls&ldquo; has a penalty of 3 and the &bdquo;Slipped on doll crotch grab&ldquo; has a value of 2. So Bob has to roll 5 or higher on the 1d8 to tease the babysitter.<br />He rolls and gets a 7. Bob is happy since he now gets 2 Squirt points and the babysitter does not punish him. And he gets to draw an event card.<br />The babysitters turn ends.<br /><br />Round 2:<br /><br />Bob gets to go again. He has 5 cards now. 2 event cards, 1 tease and 1 troublemaker card. Since the babysitter is with him in the same room already, he decides to play it risky and uses the &bdquo;Show your weiner/pussy card&ldquo;. This card can be played anywhere, but has a value of 6, making it very risky. And indeed Bob rolls a 2 and fails the check. He has to draw a punishment card and draws &bdquo;Smacking the bottom&ldquo; which gives 2 punish points.<br /><br />Now its Benny&#039;s turn. Since the babysitter is gone he can now move into the walk in closet and play his troublemaker card. He only has &bdquo;Make funny noises&ldquo; which has a value of 1 though.<br /><br />Clara is in the backyard now. She plays the troublemaker card &bdquo;Throwing a tantrum&ldquo; with a value of 3 and then draws another troublemaker card as her 2md action.<br /><br />Now it is Franks turn again. Now 2 cubs are making trouble. Both cards are revealed and Clara&#039;s 3 beats Benny&#039;s 1. However Benny plays his event card now &bdquo;Clean up&ldquo; which allows him to clean up a room (the yard couts as room too) and get out of trouble. He plays it on Clara, so that Frank ignores her.<br />With now only 1 person calling out Frank goes to Bob and catches him in the walk-in close where he found the parents sex toys (Tease Card &bdquo;Found sex toys&ldquo;).<br />This card has a value of 3 and &bdquo;make funny noises&ldquo; gives no penalty to the tease check. With good chances he rolls and gets 4. This is enough to succeed and he gets a whoopin&#039; 5 squirt points for that.<br /><br />Clara has lost her chance at points due to Benny&#039;s event card, she now eagerly awaits the next round where she can play &bdquo;Framed&ldquo; on Benny. This card can only be played when a cub is in the same room the babysitter and gives the cub an instant punishment with a low chance of escape. However it cannot be used off-turn as the other card and so she has to wait till it is her turn again.<br /><br /><span class='underline'>Cards:</span><br /><br /><strong>Punishment Cards:</strong><br />1) &bdquo;Sent to your room&ldquo; - You have to go to your room and skip a round.<br />2) &bdquo;Ear walk&ldquo; - You are dragged back into your room by your ears and have to stay there. You have to skip a round and you get 1 punishment point.<br />3) &bdquo;Spanked Bottom&ldquo; - You get smacked till your cheeks burn. 2 punishment points.<br />4) &bdquo;Spanked Naked Bottom&ldquo; - Not only do you get your butt slapped, you also get humiliated by the exposed rear. 3 punishment points.<br />5) &bdquo;Stern Lecture&ldquo; - Not really painful but boring as heck. 1 punishment point and you have only 1 action next round.<br />6) &bdquo;Castor Oil&ldquo; - Seems like the babysitter has a thing for classics. You get 1 punishment point and have to spend 2 rounds in the nearest bathroom/toilet. You only have 1 action each turn and you can&#039;t leave the room.<br />7) &bdquo;Handcuffed&ldquo; - You get 1 punishment point and get handcuffed to a heavy object in the room you are in and can&#039;t leave. You have to roll 5 or higher on a 1d8 to free yourself. You have however all your actions and can do anything you want as long as you don&#039;t leave the room.<br />8) &bdquo;Leashed&ldquo; - The babysitter decides to keep a close eye on you and puts you on a leash. You are now dragged to whereever he goes. And you also get 2 punishment points. You get free as soon as he punishes another cub.<br />9) &bdquo;Stand in a corner&ldquo; - You have to stand in a corner doing nothing. Are you brave enough to defy the babysitters will? Roll higher than 3 to find out.<br />10) &bdquo;Do the dishes&ldquo; - You have to do the dishes and it stinks, as do you. You have a 1 penalty to tease until you successfully tease once.<br /><br /><strong>Event Cards (unless otherwise noted they can be played anytime):</strong><br />There are more than 1 card from some event cards. All in all there are around 40.<br />1) Pizza delivery: Forces the babysitter into the hallway to get the pizza. Useful to spoil another cub&#039;s tease attempt or to make way past the living room.<br />2) Framed: You can frame another cub for something he didn&#039;t do. Can only be played on your turn and the cub and babysitter have to be in the same room.<br />3) Bed sheet of advanced hiding: Nobody can see you under this bed sheet. +3 to the next hiding attempt.<br />4) Clean up: You instantly clean up a mess someone made. This card can negate any troublemaker card.<br />5) Sexy underwear: Look at what you found. You get +2 bonus to your next tease attempt.<br />6) Chewing Gum on the floor: Someone stepped into extra sticky chewing gum. You can prevent someone from moving the next time it is his turn (babysitter or cub). Can only be played during your turn.<br />7) Car doors: Oh no! Parents are back already? Oh false alarm. Still, the babysitter runs back into the living room in a flash.<br />8) Sugar Rush: With the help of a heavy dose of sugar you can move 5 rooms per action instead of 3. Lasts 1 round.<br />9) Energy Drink: Coffeine and sugar have severe effects on a cub&#039;s metabolism. You get 1 extra action in your next round.<br />10) Secret Stash from the attic: This card can only be played when in the attic and it&#039;s your turn. You can search through any discard pile and take one card of your choice.<br />11) Locked in: Play this card when someone is in a bathroom or a toilet. The door locks and they can&#039;t leave for 2 rounds. Can only be played when it is your turn.<br />12) Kitchen desaster: You made a total mess out of the kitchen, but you can weasel out of cleaning. The babysitter must spend 2 rounds staying in the kitchen and cleaning up. He won&#039;t respond to any troublemaker cards until he is done. A cub may assist him to cut down the time to one round.<br />13) Get out of jail: Use this whenever you are prevented from moving. This card ends the condition that prevents you from moving.<br />14) Big teary eyes: No one can resist your charm. Use this card if you would get punished to reduce the punishment by 2 (can&#039;t reduce the points below zero).<br />15) ?<br />16) ?<br />17) ?<br />18) ?<br />19) ?<br />20) ?<br /><br /><strong>Troublemaker Cards:</strong><br />1) Make funny noises: Call Value 1, Tease Penalty 0<br />2) Break Stuff: Call Value 3, Tease Penalty 2<br />3) Paint the Walls: Call Value 2, Tease Penalty 2 (Special, this card does not loose Call value when you re-use it.)<br />4) Throw a tantrum: Call Value 4, Tease Penalty 3<br />5) Whine loudly: Call Value 2, Tease Penalty 1<br />6) Set fire to something: Call Value 5, Tease Penalty 4<br />7) Splash water around: Call Value 2, Tease Penalty 0 (only usable in a bathroom)<br />8) Play an instrument (badly): Call Value 3, Tease Penalty 1 (only usable in the music room)<br />9) Play with the good cutlery: Call Value 4, Tease Penalty 2 (only usable in the dinner Room)<br />10) Repeated Flushing: Call Value 2, Tease Penalty 0 (only usable in the toilet)<br />11) Flush the car keys: Call Value 7, Tease Penalty 5 (only usable in the toilet)<br />12) Bang some pots: Call Value 4, Tease Penalty 2 (only usable in the kitchen)<br />13) Scribble naughty things on important documents: Call Value 2, Tease Penalty 0 (only usable in the study)<br />14) Switching to the adult channel: Call Value 4, Punishment Penalty 3 (only usable in the Play and Living room). Earns you 1 extra squirt point when you successfully tease.<br />15) Read your secret adult magazines: Call Value 3, Punishment Penalty 2 (only usable in your own room). Earns you 1 extra squirt point when you successfully tease.<br />16) Waterhosing (squirt people passing by with the waterhose): Call Value 4, Punishment Penalty 2 (can only be played in the backyard).<br />17) ?<br />18) ?<br />19) ?<br />20) ?<br /><br />Note: Make characters change sequence or last player has advantage to see who played troublemaker cards and choose his own better.</span>",
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