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Some Special FALLING CardsPresented at absolutely no risk to ourselves by Cheapass Games. Listed below are some suggested cards for adding to and "improving" your FALLING deck. They are for advanced players only, not strictly legal, and presented completely for entertainment purposes and without significant playtest by the evil minds at Cheapass Games. The number in parenthesis is the number we'd suggest adding to a deck. Don't add more than one or two different cards at once, unless you are capable of handling a good deal of "fun." Hint: A couple of these cards share names with cards from BRAWL, and one of them is clearly from Deluxe Lord of the Fries. And it just so happens that all three card games are the same size. We'll leave it up to you to improvise the rest, but suffice it to say that you don't need to buy another FALLING deck and mark it up unless you really want to. Cliff (1): This is a Ground card, but it gets shuffled into the deck. Playing with a Cliff can be especially hilarious when, by the time the Cliff comes out, everyone forgets you were playing with one. Clear (3): Plays like a Stop. Destroys an entire stack. (Previously called "Flock of Seagulls.") Reverse (4): Rider. After dealing to you, the dealer reverses direction. Hop (6): Rider. After dealing to you, the dealer skips over the next player. Jump (4): Rider. Acts as a Skip, but the Dealer may either sweep it or give it to another player after executing it. Anvil (1): Anvil introduces a class of card called "Hard Riders." (This makes the others "Easy Riders," a nuance which is not lost on us.) Hard Riders can be grabbed, pushed, and stopped like normal Riders, but the Dealer does not sweep them after he executes them. So, they are semi-permanent. Anvil is a Hard Rider, and behaves like a Hit. Parachute (1): Hard Rider, behaves like a Skip. Helicopter (1): Hard Rider, behaves like a Split. Bun (16): You can use this card plus a Cow Meat and Cheese to make a Cheezabunga. Other than that, it's a dead card. Okay, maybe sixteen of these is a little too many. Breather (1): When Breather comes off the deck, the Dealer stops dealing for a silent count of twenty, and discards the Breather card. Players can continue to play cards on each other during this time. The Dealer will resume dealing with the person who got the Breather card. (Jon Wilkie) Freeze (1): Similar to Breather, but in this case the players can't play any cards, and the dealer only counts to ten. The Dealer should call out "Freeze" when this card comes out, to let everyone know they need to stop playing. (Jon Wilkie) Sperm Whale (2): Or "Bowl of Petunias," You can play this card between two other players to represent a new player. (Who is thinking, "oh no, not again.") The phantom player gets dealt to as normal, and can have cards played on him, but doesn't play any cards himself. (John Leitheuser) Trampoline (1): Shuffle this in with the Ground cards. It's a non-Ground, which essentially keeps you alive for one more round. (MJ Daniels) As you can see, some of these cards are pretty dangerous. One or two special cards is really all you need to throw the game into utter chaos. And please, don't force new players to use them. Are you insane? |