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Name: Draw Spreader
Points: 20 times the number of opponents in the game
Parents: Draw Two and Draw Two
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A little inbreeding caused this offspring to be a bit quirky: it works like the Draw Two except all other players in the game must draw two cards. The player who played the card may then play again.
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Name: Reverse Draw Two
Points: 40
Parents: Reverse and Draw Two
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Just like it sounds, this one reverses the direction of play and the next player in the new direction must draw two cards, forfeiting her turn.
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Name: Delayed Blast Draw Two
Points: 40
Parents: Skip and Draw Two
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Skips the next player and the following player must draw two cards, forfeiting her turn.
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Name: Reverse Reverse
Points: 10
Parents: Reverse and Reverse
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This inbred is the dumbest of all: it reverses the direction of play twice, accomplishing absolutely nothing!
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Name: Reverse Skip
Points: 40
Parents: Reverse and Skip
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Reverses the direction of play and then skips the next player in the new direction, forfeiting her turn.
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Name: Double Skip
Points: 40
Parents: Skip and Skip
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A rare case of inbreeding that didn't go wrong: this skips the next two players, forfeiting both of their turns.
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A number of new Wild cards have appeared, either as offspring of other cards, or spontaneous mutations.
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Name: Draw Double Wild
Points: 0
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This works like the Draw Four Wild except that it doubles the current cumulative number of cards to be drawn. If it is not played on top of another Wild Draw card, it effectively "doubles" 0, meaning no cards will be drawn, just like a plain Wild. It's worth 0 points, so save it for a good occasion where it'll really hurt your opponent!
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Name: Reverse Draw Four Wild
Points: 150
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Like the Draw Four Wild, but reverses the direction of play first. If someone plays a Draw Four card against you, this can be used like the Screwdriver but better: it adds more cards too!
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Name: Delayed Blast Draw Four Wild
Points: 100
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Like the Draw Four Wild, but first skips the next player and the following player must draw.
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Name: Mystery Wild
Points: 100
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Like the Draw Four Wild, but the number of cards to be drawn is whatever the number of the last card played was (ie, if it was a Red 9, then 9 cards will be drawn). If the last card was not a number card, behaves exactly like the Draw Four Wild (4 cards drawn).
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Name: Target Practice Wild
Points: 150
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Like the Draw Four Wild, except that for each of the four cards to be drawn (or more if it is cumulative), the player who played it may choose who will draw that card. This card is a powerful weapon: it cannot be stopped by most conventional means, and it ends any cumulative addition of draw penalties.
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A number of cards spontaneously appeared out of nowhere, possibly through mutation, or perhaps more sinister means...
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Name: Holy Defender
Points: cuts the holding player's score in half
Parents: Red 0 and ???
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The Holy Defender is a very nice card to have. When played against any Wild Draw card, the ill effects of that card pass over the player and on to the next player. In other words, play this and the next player will have to draw the cards instead of you. This card will halve your score at the end of the hand, so hang on to it and play it only if you need to!
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Name: Quitter
Points: 100
Parents: Green 0 and ???
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When you play the Quitter, you get to select one other player. Together, the two of you will quit the hand, taking points for all the cards currently in your hand. It's best to avoid playing this card until as late as possible in the hand, so you don't have too many cards left. And make sure you pick the player with the most cards to join you!
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Name: Screwdriver
Points: 100
Parents: Blue 0 and ???
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This card lets you screw your opponent. When played against a Wild Draw card, the player of the Wild Draw must draw the cards instead of you. Essentially saying "Screw You!" to the other player. Revenge is sweet, isn't it?
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Name: Kobe
Points: 666
Parents: Yellow 8 and Jordon
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Kobe is a selfish card hog. It takes all of your cards for itself, so you can't play them, even though you still have them. With its whiny, egotistical "Me! Me!" attitude, it demands that you play it before any other card in your hand. That means you'll be stuck, unable to do anything until you have an opportunity to play on a Yellow or 8. You'll also notice that Kobe is the most expensive to have on your team, er, hand. Get rid of it as soon as possible and your whole team, umm, hand will be better off!
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Name: Blender
Points: 30
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The Blender is a fun card to play: it randomly redistributes everyone's hands to other people. You might get your neighbor's hand or you might get the hand of someone across the table, who knows? All you know for sure is you'll most likely end up with a new set of cards after this play.
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Name: Randomizer
Points: 30
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The Randomizer is similar to the Blender, but it takes things to the next level. Instead of randomly redistributing hands around, it randomly redistributes all the cards in play. It's as if everyone put all their cards in a big pile in the middle of the table, shuffled it around, and then grabbed random cards out of that pile. You never know what you're gonna get!
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Name: Trader Joe
Points: 35
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Trader Joe is similar to the Blender, but it gives you more control. When played, the player gets to pick another player with whom to trade hands. Best to pick whoever has the fewest cards!
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Name: Musical Chairs
Points: 30
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Everyone loves a good game of musical chairs, right? When this card is played, a mad scramble begins around the table as all the players move around, keeping their eyes on a chair for when the music stops. By the time it's finished, everyone will have a new place around the table.
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Name: Dance Fever
Points: 35
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This is your opportunity to get out on the dance floor and show your best moves! The player of this card gets to pick a dance partner (or she may decide to dance solo) and by the end of the dance, they will have traded places around the table.
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Name: Spy
Points: 100
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The Spy card lets you commit a little espionage against one of your opponents. You can pick any player whose cards you will get to see for the rest of the hand, but there is a catch: that player will get to see your cards too! It's a dilemma you'll have to figure out for yourself.
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Name: Dung
Points: 100 or enough to match the highest score of the hand, whichever is greater
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This card really stinks. It may only be played as the last card in your hand (thus you must win the hand). If you hold it at the end of the hand, you are guaranteed to at least match the highest score of the hand. Sucks, doesn't it? But if you're clever (and a little lucky), there are a few ways to get rid of it... (we'll leave that as an exercise for the reader)
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And last, but definitely most, are the GOD cards, who had a hand in starting all of this madness. If you want to learn more about the original GODS these cards are named for, look here. All GOD cards may be played on any card of their color, or any other GOD card.
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Name: Booty
Points: 100
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When played, Booty will boot someone out of the game for you. Normally, a computer player will take over for that person, and she will be able to reconnect and resume her hand. But with the help of the Borg, Booty becomes more powerful, completely eliminating the chosen player without a replacement. Play Booty on top of the Borg in order to acheive this effect. She may still reconnect, but will lose all her cards and score!
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Name: Borg
Points: 200
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The Borg is the strongest UNA GOD. Simply possessing it in your hand will make you completely invulnerable to any Draw 2/4/etc attack. Keep it in your hand as long as you can to enjoy this immunity, but don't wait too long, or you'll pay a stiff penalty! The stout strength of the Borg also means that any meddling Mapster-holding player may not bump you off your seat.
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Name: Byondo
Points: 500
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Byondo is the most powerful card in the game. Filled with the aura of one of BYOND's creators, it can actually get inside the internal workings of BYOND and help you cheat. While you hold the Byondo in your hand, you are immune to a number of attacks:
- A Skip card that would skip you has no effect
- A Reverse card played when you would have otherwise been next has no effect
- The Quitter has no effect when played against you
- Trader Joe has no effect when you are chosen by whoever played it
- If someone playing the Spy card targets you, you get to see her hand but she can't see yours!
Unfortunately even Byondo cannot kurtis its way out of drawing cards, it simply lacks the strength of the Borg. It can be played on any card, and can masquerade as any card so well that nobody will ever know it was actually Byondo. In addition, it helps you cheat by allowing you to slip up to 2 cards under it when you play it - nobody will know the difference!
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Name: Mapster
Points: 200
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Mapster gives you exceptional navigation abilities, allowing you to break free of your chair and freely roam the table as long as you hold it in your hand. You can even trade places with other players by pushing them off their chairs. You have to be persistent, though, they will fight back. If you go pushing people around too much, you'll get tired and weak. Just wait a little while for your strength to come back.
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Name: Zippy
Points: -100
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After you play Zippy, you become zippy yourself for the rest of the hand: from then on, you will get to play 2 cards every turn. This powerful card carries with it a great dilemma: it is worth -100 points, so do you keep it and take the negative points, or do you play it to get rid of your remaining cards faster? Only you can decide...
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