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  "description": "NOTE: The bottom hands were done freehand, without pencil sketching. I miraculously didn't ruin it! (Actually, I ruined the \"scissor\" at the bottom )\n\nCharacter and Item cards\n\nVitality/Resistance(Default 30/15)- Reduce Vitality through damage to KO, Resistance by other means...\nStrong move- Your best move, does double damage (Stackable)\nWeak point- Damage is doubled when attacked by this move (Stackable)\nSoft spot(Move/Zone)- The right move on the right spot...\nGear/Carry(Default 6/12)- How many tools/weapons and gear/armor pieces(layers) you can have and the maximum total score they can have.\n\n\n\nTools: equipped on either or both hands (Large) or stashed (Item)\nWeapon/Guard- Increase or reduce damage\nItem- Assorted effect, like healing or support; some have a limited amount of uses.\n\nGear: equipped in at least one Hit zone (Hi/Mid/Lo)\nArmor- Reduces damage or blocks attacks/effects.\nAccessory- Just for looks... making stripping harder!\n\n\n\n\n\n\n\nCards and Decks\n\n\nPlay Deck- must have at least 2 of each Basic R/P/S and a minimum of 30 cards. Draw to have 5 cards in hand each turn.\nSuper R/P/S- Wins a Clash against a normal R/P/S\nPower R/P/S- Greater damage, chipping through Clashes\nClash R/P/S- Successive Clashes increase power\nCombo R/P/S- Successive hits increase Power\nEcho R/P/S- Successive repeats increase Power\n\n\n\nTrick Deck- must have a minimum of 10 cards, including [x]Drawback cards from adding (+) cards. Draw and reveal one before combat each turn. Add it to your hand{} when it applies.\n{}Swift- Play one more card in your line(draw one from your deck if your hand is empty). Opponent plays one from his hand/deck to match.\n(+)Trip- Remove one random card from your opponent's line. Cards without match are instant hits!\nDelay- Your opponent discards one card\n(+)Sneak- Draw one more card\nGuard(requires Guard equipped)- Prevent one weak point or Critical hit\n{}Special- Your Strong move, doing twice the usual damage!\n{}Finisher- Your Strong move, doing twice the usual damage. If it hits on Critical or Massive damage, WIN!\n{}Mirror- Play it in your line to copy the opponent's card to Clash\n{}Counter- Play it in your line to trump the opponent's card to Counter\nAnti R/P/S- Reverses R/P/S triangle!\nBlock R/P/S- Removes opponent's R/P/S for 1 turn\n(+)Mind Scan- Reveal a random card in opponent's hand/line\nMirror Win- You automatically win a Clash!\nR/P/S Curse- Curses opponent, takes damage when it uses that type.\nR/P/S Mad- Opponent must play ALL cards in hand of that type (Reveal hand after playing a line, then redraw)\n[x]R/P/S You're Cursed! You take damage when using that type!\n[x]R/P/S Mad- You must play ALL cards in hand of that type (Reveal hand after playing a line, then redraw)\n[x]Mirror Lose- You automatically LOSE a Clash !\n[x]Reveal- Reveal Random card in YOUR hand/line!\n[x]Lose R/P/S- Removes YOUR R/P/S for 1 turn\n[x]Stumble- Remove one random card from your line! Cards without match are instant hits!\n[x]Stagger- Discard one card!\n[x]Slip- Your opponent draws one more card!\n[x]Vulnerable- Attacks to you Weak point have their damage DOUBLED!\n[x]Critical- First hit against you is DOUBLED!\n\nGame Flow\n\n1. Draw- Draw from your Play Deck until you have 5 cards in hand.\n\n2. Ready- Draw and reveal one card from your Trick Deck. Add it to your hand{} when it applies.\n\n3. Action- You may Activate or Use any Tools or Items you have.\n\n4. Attack- The Attacker plays face-down as many cards as wanted in a Strike Line. The Defender plays as many as possible. Reveal and resolve the Line from left to right, following any Trick card effects that apply. Remove each losing card from the Line to leave only the Hits. When all Hits are noted, Choose the Hit Zone (Hi/Mid/Lo)for each, and resolve Pierce or Break when necessary.\n\n5. End- Clear out all cards. Turn passes to the opponent.\n\nPierce/Break- Gear cards can be damaged and removed by Hitting with the right skill. Armor cards can be pierced and weakened by the right skill or Tool effect.\n\nReshuffle- If your Play Deck is exhausted when you have to draw, shuffle your discarded Play cards (removing any Tricks cards, if any) shuffle them, and remove 2 random cards. Put the rest as the new deck. If your Trick Deck is exhausted when you have to draw, shuffle your discarded Play cards, shuffle them, and remove 1 random card. Put the rest as the new deck.\n\nKO- Reduce Vitality to 0\n\n?- Reduce Resistance to 0",
  "description_bbcode_parsed": "<span style='word-wrap: break-word;'>NOTE: The bottom hands were done freehand, without pencil sketching. I miraculously didn&#039;t ruin it! (Actually, I ruined the &quot;scissor&quot; at the bottom )<br /><br />Character and Item cards<br /><br />Vitality/Resistance(Default 30/15)- Reduce Vitality through damage to KO, Resistance by other means...<br />Strong move- Your best move, does double damage (Stackable)<br />Weak point- Damage is doubled when attacked by this move (Stackable)<br />Soft spot(Move/Zone)- The right move on the right spot...<br />Gear/Carry(Default 6/12)- How many tools/weapons and gear/armor pieces(layers) you can have and the maximum total score they can have.<br /><br /><br /><br />Tools: equipped on either or both hands (Large) or stashed (Item)<br />Weapon/Guard- Increase or reduce damage<br />Item- Assorted effect, like healing or support; some have a limited amount of uses.<br /><br />Gear: equipped in at least one Hit zone (Hi/Mid/Lo)<br />Armor- Reduces damage or blocks attacks/effects.<br />Accessory- Just for looks... making stripping harder!<br /><br /><br /><br /><br /><br /><br /><br />Cards and Decks<br /><br /><br />Play Deck- must have at least 2 of each Basic R/P/S and a minimum of 30 cards. Draw to have 5 cards in hand each turn.<br />Super R/P/S- Wins a Clash against a normal R/P/S<br />Power R/P/S- Greater damage, chipping through Clashes<br />Clash R/P/S- Successive Clashes increase power<br />Combo R/P/S- Successive hits increase Power<br />Echo R/P/S- Successive repeats increase Power<br /><br /><br /><br />Trick Deck- must have a minimum of 10 cards, including [x]Drawback cards from adding (+) cards. Draw and reveal one before combat each turn. Add it to your hand{} when it applies.<br />{}Swift- Play one more card in your line(draw one from your deck if your hand is empty). Opponent plays one from his hand/deck to match.<br />(+)Trip- Remove one random card from your opponent&#039;s line. Cards without match are instant hits!<br />Delay- Your opponent discards one card<br />(+)Sneak- Draw one more card<br />Guard(requires Guard equipped)- Prevent one weak point or Critical hit<br />{}Special- Your Strong move, doing twice the usual damage!<br />{}Finisher- Your Strong move, doing twice the usual damage. If it hits on Critical or Massive damage, WIN!<br />{}Mirror- Play it in your line to copy the opponent&#039;s card to Clash<br />{}Counter- Play it in your line to trump the opponent&#039;s card to Counter<br />Anti R/P/S- Reverses R/P/S triangle!<br />Block R/P/S- Removes opponent&#039;s R/P/S for 1 turn<br />(+)Mind Scan- Reveal a random card in opponent&#039;s hand/line<br />Mirror Win- You automatically win a Clash!<br />R/P/S Curse- Curses opponent, takes damage when it uses that type.<br />R/P/S Mad- Opponent must play ALL cards in hand of that type (Reveal hand after playing a line, then redraw)<br />[x]R/P/S You&#039;re Cursed! You take damage when using that type!<br />[x]R/P/S Mad- You must play ALL cards in hand of that type (Reveal hand after playing a line, then redraw)<br />[x]Mirror Lose- You automatically LOSE a Clash !<br />[x]Reveal- Reveal Random card in YOUR hand/line!<br />[x]Lose R/P/S- Removes YOUR R/P/S for 1 turn<br />[x]Stumble- Remove one random card from your line! Cards without match are instant hits!<br />[x]Stagger- Discard one card!<br />[x]Slip- Your opponent draws one more card!<br />[x]Vulnerable- Attacks to you Weak point have their damage DOUBLED!<br />[x]Critical- First hit against you is DOUBLED!<br /><br />Game Flow<br /><br />1. Draw- Draw from your Play Deck until you have 5 cards in hand.<br /><br />2. Ready- Draw and reveal one card from your Trick Deck. Add it to your hand{} when it applies.<br /><br />3. Action- You may Activate or Use any Tools or Items you have.<br /><br />4. Attack- The Attacker plays face-down as many cards as wanted in a Strike Line. The Defender plays as many as possible. Reveal and resolve the Line from left to right, following any Trick card effects that apply. Remove each losing card from the Line to leave only the Hits. When all Hits are noted, Choose the Hit Zone (Hi/Mid/Lo)for each, and resolve Pierce or Break when necessary.<br /><br />5. End- Clear out all cards. Turn passes to the opponent.<br /><br />Pierce/Break- Gear cards can be damaged and removed by Hitting with the right skill. Armor cards can be pierced and weakened by the right skill or Tool effect.<br /><br />Reshuffle- If your Play Deck is exhausted when you have to draw, shuffle your discarded Play cards (removing any Tricks cards, if any) shuffle them, and remove 2 random cards. Put the rest as the new deck. If your Trick Deck is exhausted when you have to draw, shuffle your discarded Play cards, shuffle them, and remove 1 random card. Put the rest as the new deck.<br /><br />KO- Reduce Vitality to 0<br /><br />?- Reduce Resistance to 0</span>",
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