Lunch Money - animorpherv1's Turn

For completed/abandoned Mish Mash Games.
yawetag
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Post Post #0  (ISO)  » Mon Jan 12, 2009 1:00 am

Lunch Money

Players Still Conscious
5) mykonian - 12 DPs
6) animorpherv1 - 8 DPs <--- Current turn
8) Sudo_Nym - 10 DPs

Players Unconscious
4) chenhsi
2) Drench
1) animorpherv1 (the original - replaced Cybele later in the game)
3) xelada
7) UnofficialRulerOfEveryone

animorpherv1's Turn - You may:
  • Use a Basic Attack Card (ex: elbow [target] [change elbow to attack you wish to use])
  • Use a Weapon Card (knife [target] [change knife to weapon you wish to use])
  • Use a Big Combo card (big combo [target])
  • Use a Grab card (grab [target])
  • Use a Poke in the Eye card (poke [target])
  • Use a Stomp card (stomp [target])
  • Use an Uppercut2 card(uppercut2 [target])
  • Discard cards and receive new ones (discard [card number(s) you wish to discard])
  • Use as many First Aid cards as you wish, up to restoring life to 15 DPs (first aid [number to use])
  • Pass (pass)


You have until June 7 at 9:00pm Central (-0600) to respond.
Last edited by yawetag on Wed Jun 03, 2009 8:53 pm, edited 178 times in total.

yawetag
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Post Post #1  (ISO)  » Mon Jan 12, 2009 1:02 am

Moderator Rules

1) All moves should be bolded and the first line of the player's post. If players wish to table talk, it is invited at all times by all players. If performing table talk during a move, please place it after your move.
2) As the rules state, "colorful banter is an important part, so don't be afraid to get into the game by describing in vivid detail the insults you perform upon your opponents." I hope the chat is lively!
3) Feel free to ask questions. Either PM me or precede the questions with "Mod".
4) Red text is reserved for the Moderator. No invisible or small text is allowed.
5) Your cards will be PMed to you. Each PM will give the new cards you drew, then the five cards that compromise your hand. Each card will have a number to the left, which corresponds to the card number you would use if discarding.
6) With each turn (and in the first post), I will announce whose turn it is, the status of that player, and their available plays. These plays will not be customized based on the player's cards, but a general list of plays the player may use. If an incorrect play is made, I will announce it and allow the player to play again. This does not extend the deadline.
7) Each player will have 4 days from my update to move. If a move is not made, your turn will be made as if you "passed". I will try to find a replacement for a player that deadlines 3 times in a row, but the game will not stall while waiting.
8) A standard Lunch Money deck will be used to determine card order. When the deck is depleted, the used cards will be shuffled to begin a new draw deck.
9) For any random information, random.org will be used.
10) If you are comfortable in the rules of the game and know that your turn is next, feel free to make the turn prior to my update. Remember, however, that if you do not have a full hand, you may miss out on a better play.

yawetag
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Post Post #2  (ISO)  » Mon Jan 12, 2009 1:02 am

Lunch Money Rules

Lunch Money is a game for two or more people. Here, we will attempt to play with 8 players, but I will play with fewer if demand is not that high.

The rules will follow along with the official Lunch Money Rules, with one big exception. The Humiliation cards can only be played by the player being attacked (the official rules allow any player to play it at any time). This change is simply to keep the game moving faster. A few other smaller exceptions were made as well, but none change gameplay drastically.

Starting the Game
Each player starts the game with fifteen "damage points." Each player is dealt five cards. The remaining cards are used as a draw pile. When the draw pile is depleted, all used cards will be shuffled to make a new draw pile.

Objective
You play cards to take your opponents' damage points from them, and to defend your own damage points. A player who runs out of damage points is "unconscious" and out of the game. The object of the game is to be the last person with any damage points left; in other words, the last person still "conscious" and in the game.

Play
Play begins with a randomly-chosen player and proceeds down the list (you will be numbered in order). This player may initiate an action: She may play a card, discard any number of cards from her hand and draw back up to five cards, or pass. Any card used (except Weapon Cards) are lost. After her action has been resolved (meaning other players have had a chance to respond with their cards -- defending against attacks, for example, or intervening with a special card), all players receive cards (if necessary) to return the number in their hands to five, and it is the end of her turn. The sequence of one turn for each player is called a round.

Making Attacks: On your turn you'll usually play a card to attack another player. Cards that do this include Basic Attack Cards, Weapon Cards, and certain Specialty Cards. Sometimes you will play a sequence of cards (such as Grab, Powerplay, and a Basic Attack Card together). Your opponent may have cards to prevent you from succeding, or to stop you from continuing the sequence of cards. You can also spend your turn playing First Aid Defense Cards.

Defending Against Attacks: When someone plays a card on you, you may be able to respond with a Defense Card.

Table Talk: Colorful banter is an important part of Lunch Money, so don't be afraid to get into the game by describing in vivid detail the insults you perform upon your opponents. Don't be surprised by the imaginative things they do to you in return, and remember: it's just a game.

Card Types
There are four types of cards. Each type has its own coloration, to make them easy to recognize at a glance: Basic Attack Cards (green), Defense Cards (blue), Weapon Cards (magenta, or dark red), and Specialty Cards (orange). The colors do not have to be used by the players, but will be used by the Moderator to ease players in understanding the action.

Basic Attack Cards
Elbow, Hail Mary, Headbutt, Hook, Jab, Kick, Pimp Slap, Uppercut: Each one of these cards has a number. This is the amount of damage points taken from the victim if nothing stops the attack. These cards may be Dodged or Blocked.

Roundhouse, Spinning Backfist: These Basic Attacks have one special trait: If they are avoided by a Dodge card, the attack proceeds to the next player (left or right, chosen randomly) and that player must defend against the attack or suffer the damage. If the second player dodges, the attack proceeds again in the same direction. If everyone between the original target and the attacker dodges, there is no effect (i.e., the attacker doesn't hit herself). If one of these cards is Blocked, the attack does NOT proceed to another player.

Defense Cards
Dodge, Block: A player who has been attacked may defend herself with either of these cards. Simply play the Defense Card, and you don't lose any damage points. See individual Basic Attack and Specialty Cards for their interaction with these Defense Cards; sometimes a Defense Card is not permitted (in the case of "free attacks").

First Aid: Each First Aid is worth 2 damage points, restored to the player who plays the card. You can play as many First Aid cards as you have in your hand on your turn. You can play First Aid (as many as you have) when another player attacks you, but only if the damage you otherwise take sends you to zero or fewer damage points.

Freedom: This card counters or breaks any Grab, Headlock, or Choke.

Disarm: This card is played against any Weapon Card attack. No damage points are lost by the defender, and the Weapon Card is lost.

Humiliation: This card can be played as any defense card to humiliate the attacker and ruin her best laid plans.

The holder of this card may use this card at any point a typical defense card could be used. When using the card, the holder will describe a sequence of events that will humiliate, but not physically harm, the victim. Once properly humiliated, the victim is open to (and cannot defend against, except with another Humiliation) one free Basic Attack or Weapon Card from the player that played this card.

Weapon Cards
Knife, Chain, Pipe, Hammer: Each one of these cards has a number. This is the number of damage points taken from the victim if nothing stops the attack. Unlike Basic Attack Cards, Weapon Cards return to your hand after use (unless countered by a Disarm). These cards may be Dodged, Blocked, or Disarmed.

Specialty Cards
Big Combo: The Big Combo entitles the player with this card to dream up any two fancy moves (such as a front kick followed by a spinning elbow strike) and announce them as the card is played. Defending against this attack requires two Defense Cards. If a defender only has one Defense Card to play against the Big Combo, then only half of the attack landed and half damage (i.e., 3 points) is taken.

Choke (Grab+Choke) or (Block+Grab+Choke): A Choke card is only played after a Grab card and immediately takes one damage point from the victim. (Assuming the Grab wasn't avoided, the only immediate defense against the Choke is Humiliation and Freedom.)

Cards that will break a Choke when the victim's turn comes are: Freedom, Stomp, Headbutt, and Humiliation. Until the victim plays one of these cards, she will continue to lose one damage point each time the attacker's turn comes around until she is unconscious. On her own turn, the victim can play one of those cards (to escape the Choke), discard cards from her hand in an attempt to draw an appropriate card, or play Basic Attack cards on players other than her attacker at half damage (round down).

As long as the Choke remains, both attacker and victim are helpless and cannot defend themselves from attacks by other players. The attacker may choose to release the Choke at any time (e.g., in order to Block or Dodge an attack from another player).

Grab (Grab) or (Block+Grab): A Grab card is usually played in combination with other cards. A successful Grab permits the player to one free Basic Attack or Weapon Card, which cannot be Dodged or Blocked. A Grab also sets up certain specialty cards: Choke, Headlock, and Powerplay (see their descriptions).

A Grab may be played as the start of an action on a player's turn. In that case, the Grab may be countered by Dodge or Freedom, but not Block.

A Grab may also be played immediately after a Block has been played. The defender who played the Block has the first option to play a Grab card (and follow up). But if a defender plays Block and has no Grab, the attacker now has the option to play a Grab and follow it with a free attack.

Headlock (Grab+Headlock) or (Block+Grab+Headlock): A Headlock card is only played after a Grab card (assuming the Grab wasn't avoided, the only immediate defense against the Headlock is Humiliation and Freedom). The Headlock card renders the victim completely helpless and entitles the attacker to as many free Jab, Uppercut, and Stomp cards as she has in her hand every round.

As long as the Headlock remains, the victim is helpless and cannot defend herself from attacks by other players. Cards that will break a Headlock when the victim's turn comes are Freedom, Stomp, and Humiliation. On her own turn, the victim can only play one of those cards (to escape the Headlock), or discard cards from her hand in an attempt to draw one of those cards she needs.

The attacker may choose to release the Headlock at any time; for instance, she may engage a Headlock, deliver the appropriate attacks, and then release the Headlock in the same turn. While the Headlock is in place, the attacker may not attack players other than the Headlock's victim.

Poke in the Eye: If this attack is successful (it may be Dodged or Blocked), the victim loses one damage point and is completely helpless for two turns (the turn she was attacked and the turn of the next person after the attacker; if the victim would be next, she loses her turn), and may not attack or defend herself in that time. The player who did the poking gets the first free shot (but only with a Basic Attack Card).

Powerplay (Grab+Powerplay) or (Block+Grab+Powerplay): A Powerplay card is only played after a Grab card (assuming the Grab wasn't avoided, the only defense against the Powerplay is Humiliation). The player using the Powerplay must describe how she manhandles the victim to cause 3 damage points and set up the victim for any single, free Basic Attack card.

Stomp: The victim of this attack must make her next attack at half damage (round down) regardless of when that next attack is made. The Stomp may be Dodged or Blocked.

Uppercut2: This attack is an uppercut so powerful it lifts the victim off the ground and onto her back, making her helpless and open to one free Basic Attack Card. The Uppercut2 may be Dodged or Blocked.

yawetag
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Post Post #3  (ISO)  » Mon Jan 12, 2009 1:03 am

Lunch Money Card Summary

Following a quick summary of the cards in Lunch Money. The number in red after each card name denotes how many of the card are in the deck

Basic Attack CardsElbow (4): Does 2 damage.

Hail Mary (1): Does 7 damage.

Headbutt (4): Does 3 damage.

Hook (4): Does 2 damage.

Jab (4): Does 1 damage.

Kick (4 of each): Does 2 or 4 damage.

Pimp Slap (4): Does 2 damage.

Roundhouse (4): Does 4 damage. If Dodged, damage applied to next player.

Spinning Backfist (4): Does 3 damage. If Dodged, damage applied to next player.

Uppercut (4): Does 3 damage.


Weapon CardsChain (1): Does 3 damage. Returns to attacker's hand after damage listed on card is delivered.

Hammer (1): Does 3 damage. Returns to attacker's hand after damage listed on card is delivered.

Knife (1): Does 3 damage. Returns to attacker's hand after damage listed on card is delivered.

Pipe (1): Does 3 damage. Returns to attacker's hand after damage listed on card is delivered.


Defense CardsBlock (10): Counters Basic Attacks, Weapons, Big Combo (partially), Poke in the Eye, Stomp, and Uppercut2.

Disarm (4): Counters Weapon Cards, which is discarded.

Dodge (8): Counters Basic Attacks, Weapons, Big Combo (partially), Poke in the Eye, Stomp, and Uppercut2. Dodge also counters Grab.

First Aid (8): Restores two points of damage.

Freedom (4): Counters Grab, Headlock, or Choke.

Humiliation (4): Played as any defense card to humiliate the attacker and ruin her best laid plans.


Specialty CardsBig Combo (4): Does 6 damage. Combo description required. Each Dodge or Block played cancel 3 points of damage.

Choke (Grab + Choke) or (Block + Grab + Choke) (1): Does 1 damage immediately, 1 damage on each of the attacker's turns indefinitely. Victim may break the Choke on her turn with Freedom, Stomp, Headbutt, or Humiliation. While being choked, victim may only play one of those cards, discard cards, or launch Basic Attacks at players other than the choker - at half damage. Neither choker nor victim may play Defense Cards (other than as listed above) while the Choke continues. Choke may be released at any time.

Grab (Grab) or (Block + Grab) (8): Successful Grab permits one free Basic Attack, or works in combination with other cards as described.

Headlock (Grab + Headlock) or (Block + Grab + Headlock) (1): Attacker may unload all Jab, Uppercut, and Stomp in hand on victim. Victim cannot do anything but play Freedom, Stomp, or Humiliation to escape, and may only play one of those cards or draw on her turn. Victim may not defend against any attacks. Attacker may not attack other players. Headlock may be released at any time.

Poke in the Eye (4): Does 1 damage. Attacker gets free Basic Attack. Next player's Basic Attack (if on Poke victim) may not be Dodged or Blocked. If Poke victim is next, she loses her turn.

Powerplay (Grab + Powerplay) or (Block + Grab + Powerplay) (4): Does 3 damage. Permits an additional free Basic Attack. Must describe physical manhandling.

Stomp (4): Does 1 damage. Victim's next attack does half damage (rounded down).

Uppercut2 (1): Does 6 damage. Attacker gets additional free Basic Attack.

chenhsi
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Post Post #4  (ISO)  » Mon Jan 12, 2009 1:25 am

Hmm..

Maybe.

I'll think about it, reply in the morning.

/reserve if I can.
I lost the game.

yawetag
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Post Post #5  (ISO)  » Mon Jan 12, 2009 1:34 am

chenhsi wrote:Hmm..

Maybe.

I'll think about it, reply in the morning.

/reserve if I can.


I'm sure there will still be a spot open in the morning. If not, you're in if you want it.
Last edited by yawetag on Mon Jan 12, 2009 10:10 am, edited 1 time in total.

Drench
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Post Post #6  (ISO)  » Mon Jan 12, 2009 1:51 am

/in please.
join your union

mykonian
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Post Post #7  (ISO)  » Mon Jan 12, 2009 3:01 am

/in
Surrender, imagine and of course wear something nice.

animorpherv1
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Post Post #8  (ISO)  » Mon Jan 12, 2009 9:25 am

/yes
"Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare

"Ani is right 100% of the time" - Alisae

chenhsi
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Post Post #9  (ISO)  » Mon Jan 12, 2009 11:13 am

Ok, /in
I lost the game.

xelada
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Post Post #10  (ISO)  » Mon Jan 12, 2009 12:04 pm

/inzorz

Sudo_Nym
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Post Post #11  (ISO)  » Mon Jan 12, 2009 12:46 pm

/in in a manner, which, if you were to ask a friend of his, if that were possible, given his current condition of dead, would most likely be found to be somewhat reminiscint of Flynn.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.

UnofficialRulerOfEveryone
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Post Post #12  (ISO)  » Mon Jan 12, 2009 3:20 pm

I want to /in for this, not read the rules 100% yet, but it seems very fun, and I can definitely finish up reading between now and when it starts.
Show

Cybele
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Post Post #13  (ISO)  » Mon Jan 12, 2009 5:45 pm

Weep not for me, for I am dead.
Last edited by Cybele on Tue Mar 31, 2009 1:22 am, edited 1 time in total.
Winner of Biggest Risk Award - SURVIVOR: EON

Panzerjager
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Post Post #14  (ISO)  » Mon Jan 12, 2009 7:13 pm

Shit, I wanted in, I play Lunch Money a lot.
Sometimes a sandwich is just a sandwich.

GTKAS

yawetag
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Post Post #15  (ISO)  » Mon Jan 12, 2009 8:29 pm

Panzer: You're first on the reserves. Also, if I begin a 2nd game after this one, I'll be sure to let you know beforehand.
"In wartime, truth is so precious that she should always be attended by a bodyguard of lies." --Winston Churchill
"The ignorance of one voter in a democracy impairs the security of all." --John F. Kennedy

Typically only on during the evenings.

Cybele
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Post Post #16  (ISO)  » Mon Jan 12, 2009 8:31 pm

Weep not for me, for I am dead.
Last edited by Cybele on Tue Mar 31, 2009 1:22 am, edited 1 time in total.
Winner of Biggest Risk Award - SURVIVOR: EON

yawetag
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Post Post #17  (ISO)  » Mon Jan 12, 2009 8:32 pm

OK. The game is beginning. I used random.org to place everyone:

There were 8 items in your list. Here they are in random order:

1. animorpherv1
2. Drench
3. xelada
4. chenhsi
5. mykonian
6. Cybele
7. UnofficialRulerOfEveryone
8. Sudo_Nym

Timestamp: 2009-01-13 01:31:17 UTC


I will be shuffling and dealing cards shortly. Each of you will receive a PM of your cards.

animorpherv1
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Post Post #18  (ISO)  » Mon Jan 12, 2009 8:35 pm

oh yay. Every time I don't wanna go first I do.
"Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare

"Ani is right 100% of the time" - Alisae

yawetag
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Post Post #19  (ISO)  » Mon Jan 12, 2009 9:19 pm

OK. Cards have been dealt and PMed. Game is beginning. Have fun everyone!

animorpherv1's Turn - You may:
  • Use a Basic Attack Card (ex: elbow [target] [change elbow to attack you wish to use])
  • Use a Weapon Card (knife [target] [change knife to weapon you wish to use])
  • Use a Big Combo card (big combo [target])
  • Use a Grab card (grab [target])
  • Use a Poke in the Eye card (poke [target])
  • Use a Stomp card (stomp [target])
  • Use an Uppercut2 card(uppercut2 [target])
  • Discard cards and receive new ones (discard [card number(s) you wish to discard])
  • Pass (pass)


You have until January 16 at 8:20pm Central (-0600) to respond.

Remember that table talk is encouraged by all parties (especially the one making a turn)!

Sudo_Nym
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Post Post #20  (ISO)  » Mon Jan 12, 2009 9:19 pm

Verily, I do say unto you, prepare for a face-bashing.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.

animorpherv1
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Post Post #21  (ISO)  » Mon Jan 12, 2009 9:22 pm

Stomp [Cybele]


You take too long.

Also, it's ur turn in CC.
"Animorpherv1's posts are so powerful that prolonged exposure may cause vertigo, nausea, acute tinnitus, and in rare cases, death." - vonflare

"Ani is right 100% of the time" - Alisae

Cybele
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Post Post #22  (ISO)  » Mon Jan 12, 2009 9:25 pm

Weep not for me, for I am dead.
Last edited by Cybele on Tue Mar 31, 2009 1:22 am, edited 1 time in total.
Winner of Biggest Risk Award - SURVIVOR: EON

yawetag
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Post Post #23  (ISO)  » Mon Jan 12, 2009 9:27 pm

I received a question through PM that I'd like to post here:

If we use cards that grant a free attack, do we post that in the original attack, or wait for the first attack to resolve, and then post the free attack?


You will have to wait, simply because the player could play a Humiliation card to stop the attack at that point.

For example, you play Uppercut2. I will then give the victim 4 days to play, but their only options are the Humiliation card. If they don't have it, they have to pass. After their move, it would be your turn to play, and your options will be a Basic Attack or Pass.

yawetag
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Post Post #24  (ISO)  » Mon Jan 12, 2009 9:30 pm

animorpherv1 uses Stomp on Cybele. Cybele fails to defend and loses 1 DP.

New cards dealt.


Drench's Turn - You may:
  • Use a Basic Attack Card (ex: elbow [target] [change elbow to attack you wish to use])
  • Use a Weapon Card (knife [target] [change knife to weapon you wish to use])
  • Use a Big Combo card (big combo [target])
  • Use a Grab card (grab [target])
  • Use a Poke in the Eye card (poke [target])
  • Use a Stomp card (stomp [target])
  • Use an Uppercut2 card(uppercut2 [target])
  • Discard cards and receive new ones (discard [card number(s) you wish to discard])
  • Pass (pass)


You have until January 16 at 8:35pm Central (-0600) to respond.

Remember that table talk is encouraged by all parties (especially the one making a turn)!

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