<rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/">
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	<title>Game: 1000 Blank White Cards</title>
	<link>http://www.boardgamegeek.com/boardgame/4550</link>
	<language>en-us</language>
	<lastBuildDate>Fri, 05 Sep 2008 21:47:09 -0500</lastBuildDate>
	<pubDate>Fri, 05 Sep 2008 21:47:09 -0500</pubDate>
	<webMaster>aldie@boardgamegeek.com</webMaster>
	<description>BoardGameGeek features information related to the board gaming hobby</description><item>
	<title>Thread: Re: Rule question...</title>
	<description>This is a house rule of course, it's dependent on how you prefer to play it, but my rule of thumb has generally been that as long as a card is still in effect, it should stay on the table somewhere. The only reason point-granting cards would be discarded with these rules is if another card made you lose them. I actually make cards that depend on the number of point-granting cards in play, or invert the value of one card, or let you trade played cards with an opponent, so I just tally the points at the end (in the case of cards like &quot;2-to-the-X Points,&quot; this may require pencil and paper or a calculator to keep track of).</description>
	<link>http://www.boardgamegeek.com/article/2487242#2487242</link>
	<pubDate>2008-07-21T15:18:04+00:00</pubDate>
	<dc:creator>nupanick</dc:creator>
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	<title>Thread: Re: THE House Rules/Excessive Boundaries Thread</title>
	<description>I think this is a good idea, and I may actually WRITE UP the unwritten rules that we usually agree on and put them in the card box (they can be overwritten by creative cards, of course).&lt;br&gt;&lt;br&gt;Your &quot;Hall of Lame&quot; idea is creative and a good way to teach people what not to do, my rule of thumb is &quot;If your opponent played a card like this, would it make the game cease to be fun? If so, DON'T USE THIS CARD.&quot; &lt;br&gt;&lt;br&gt;Basically, I don't mind inflationary points (I in fact once added  a &quot;2^X points&quot; card, whose value increases as more cards are played) and I put up with most cards that use other cards (like my &quot;banana creme pie&quot; card that does nothing without the banana) or even cards that are straight-up taken from other games (Has anyone else here ever made a card that looks just like &quot;Play 2&quot; from Fluxx?). What I don't like is when a card &quot;breaks&quot; the game beyond repair (like instant-win cards, player-eliminating cards, and cards that effectively reduce the deck to either all blanks or no blanks).&lt;br&gt;&lt;br&gt;Actually, that &quot;Hall of Lame&quot; sounds a lot like the &quot;Suck Box.&quot; Is it based on that or did you invent it independently?</description>
	<link>http://www.boardgamegeek.com/article/2487215#2487215</link>
	<pubDate>2008-07-21T15:09:53+00:00</pubDate>
	<dc:creator>nupanick</dc:creator>
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	<title>Image</title>
	<description>
		Do panda bears have belly buttons? &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic330499_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/330499</link>
	<pubDate>2008-05-08T02:00:48+00:00</pubDate>
	<dc:creator>ArsLoqui</dc:creator>
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	<title>Image</title>
	<description>
		The 'Tiger Trap' is a tuna fish sandwich, by the way. &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic330273_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/330273</link>
	<pubDate>2008-05-07T05:28:18+00:00</pubDate>
	<dc:creator>ArsLoqui</dc:creator>
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	<title>Thread: Re: Sick, Twisted, Obscene, Offensive</title>
	<description>&lt;b&gt;MasterHalco wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I have a group that plays this game two to three times a year.  I'd say 85% of the cards we make are crude, scatalogical, pornographic, sexist, racist, bigotted, foul, schizophrenic, twisted, or otherwise obscene.  10% are personal attacks on players or people we know, and 5% are harmless.  That means 95% of our cards are downright offensive.&lt;br&gt;&lt;br&gt;1) Is this typical of your games? 2) Should we seek help? 3) How do you guys set boundaries and maintain the humor?&lt;/i&gt;&lt;br&gt;&lt;br&gt;Yes, you should seek help.&lt;br&gt;&lt;br&gt;But, seriously, if the cards bother you, you could talk to your friends about them.  Try to put it in a way that isn't threatening and really explain what it is about the cards that you think is harmful towards others.  I wouldn't want bigotted, racist or sexist cards in my deck.  &lt;br&gt;&lt;br&gt;Crude, scatalogical, pornographic, foul, twisted and obscene, maybe.  &lt;img src=&quot;http://files.boardgamegeek.com/images/smile.gif&quot; alt=&quot;:)&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/2087986#2087986</link>
	<pubDate>2008-02-16T22:03:50+00:00</pubDate>
	<dc:creator>nerman8r</dc:creator>
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	<title>Thread: Re: Rules question</title>
	<description>&lt;b&gt;rictorg wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Uhm... what is there to prevent me from drawing up a card that says &quot;I win and the game is now over&quot;?&lt;/i&gt;&lt;br&gt;&lt;br&gt;How about the card someone else could make that says &quot;Counter another card being played, and the person who made it is a big dork.&quot;</description>
	<link>http://www.boardgamegeek.com/article/2087976#2087976</link>
	<pubDate>2008-02-16T22:00:22+00:00</pubDate>
	<dc:creator>nerman8r</dc:creator>
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	<title>Thread: Re: Rules question</title>
	<description>And I will play &quot;Steel Ovaries&quot;, giving +1000 points to all players with well-protected internal ovaries instead of vulnerable external testicles. &lt;br&gt;&lt;br&gt;*innocent look*&lt;br&gt;&lt;br&gt;(If you prefer, use the gender-neutral alternate text, &quot;give 1000 points to all players who do not currently have a card referencing testicles in play or on their drawing board.&quot;)</description>
	<link>http://www.boardgamegeek.com/article/2035674#2035674</link>
	<pubDate>2008-01-26T07:12:53+00:00</pubDate>
	<dc:creator>Morganza</dc:creator>
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	<title>Thread: THE House Rules/Excessive Boundaries Thread</title>
	<description>So, the freedom of this game is what makes this such a hit...&lt;br&gt;&lt;br&gt;Well, once I've been gloated over for the XXth time because someone got the &quot;Atom Bomb&quot; Card, the &quot;Ace of DOOM&quot; Card, the &quot;What does this button do?&quot; Card, or the &quot;Your Girlfriend Always Wins. ALWAYS.&quot; Card before I did, that thought gets dropped like hot rocks. (Many cards in our decks had the same function. I guess we weren't that creative after all.) Haven't played it since I left college, almost four years ago.&lt;br&gt;Now that I've matured in my game tastes, from Risk to Settlers, and from Monopoly to Imperial, I recently found a stack of business cards that I had printed for the 1KBWCG, and my brain started forming some interesting house rules. Running these past my old friends, and collecting ideas from them, we vowed to give them a good 'ole &quot;college try&quot; next time we were all in the same state. So here's what we came up with, a theory in turning chaos into beauty:&lt;br&gt;&lt;br&gt;THE BASIC HOUSE RULES (or, How We All Mutually Agree the Game Rules Work Before Anyone Plays a Card That Changes the Game Rules, or HWAMAGRWBAPCTCGR for short):&lt;br&gt;-4 Card Hands (Four is better than five, because there are four sides to the tables we play on, four sides to the cards we play with, and four Teenage Mutant Ninja Turtles! COWABUNGA!)&lt;br&gt;-Play Passes to the Left&lt;br&gt;-Play One Card on Anyone (Including Yourself) on Your Turn. (It goes Face-Up in front of that Player.)&lt;br&gt;-Draw One Card at the End of Your Turn&lt;br&gt;-No Cards may be Player-Specific (i.e. &quot;Sam gives me all his points&quot;)&lt;br&gt;-No &quot;Instant Win&quot; Cards&lt;br&gt;&lt;br&gt;Now, the HWAMAGRWBAPCTCGR can only get us so far, and we all felt bored with the rudimentary challenge of amassing the most &quot;Non-Negative-able Infinity Points&quot; Cards, so to help the strategy along, the following rules were made to make a more interesting game:&lt;br&gt;&lt;br&gt;&lt;b&gt;1. THE SUITS:&lt;/b&gt; &lt;br&gt;Each player creates (or nominates a previously created) eight cards for play. All of these cards have a &quot;Suit&quot; that is common among each of the eight cards. &lt;br&gt;Also, each card has a spacially acceptable non-negative unique-to-the-suit integer point value associated with it (such as 0 thru 25, no repeats). So seeing the &quot;Six of Farts&quot; or the &quot;Twenty-Four of Crysthanthimums&quot; would be most acceptable. Also, each card may or may not have an Effect on it.&lt;br&gt;Sample Cards:&lt;br&gt;&quot;Eight of Curses (DUCKTAPE OVER MOUTH): If you speak, flip over some other card of yours, which then yeilds no points.&quot;&lt;br&gt;&quot;Seventeen of Poor Sportsmanship (STEALING): While this card is in your hand, you may try to steal a played card from another player and add it to yours. If you're caught, discard this card to call it even.&quot;&lt;br&gt;&quot;Zero of Negation: Put on top of any card you have. NEGATED!&quot; &lt;i&gt;This card would normally be created during the game, See Rule 2.&lt;/i&gt;&lt;br&gt;It wouldn't be unreasonable to throw in a couple of stray cards without a complete suit of eight, especially if they have great effects or drawings!&lt;br&gt;&lt;br&gt;&lt;b&gt;1A. SCORING WITH 'THE SUITS':&lt;/b&gt; &lt;br&gt;When the game is over, each player chooses any FOUR (think COWABUNGA!) suits. The lowest point value of those suits that they have scored is their final score!&lt;br&gt;Example: Sam has each one of the cards mentioned above, as well as an &quot;Eight of Farts&quot;. He chooses Poor Sportsmanship(17), Curses(8), Crysthanthimums(24), and Farts(8+6). Sam's score is 8 (Curses is the Lowest).&lt;br&gt;&lt;br&gt;&lt;b&gt;2. BLANK WILD CARDS:&lt;/b&gt;&lt;br&gt;Blank Cards don't go in the deck. Instead each player has ONE blank card that they may scribble on when it's NOT their turn (Following the Suit/Value/Effect structure). They can only pick this up when 1)It's finished and will not be edited again, and 2)When they are allowed to draw a card from the deck.&lt;br&gt;&lt;br&gt;&lt;b&gt;3. THE COMMITTEE:&lt;/b&gt;&lt;br&gt;If a card is played that is deemed 'unfair' by the majority of the players, it is immediately removed from play, and is confined within the &quot;Hall of Lame&quot; rubber band that floats inside the card box. Normally, these are pulled out when a newbie joins in to make an example. It's generally frowned upon to deem cards unfair several turns after they've been played.&lt;br&gt;&lt;br&gt;So, in a gi-normous nutshell, that's it. Perhaps too much thought for this game, but we're looking forward to trying it out.&lt;br&gt;&lt;br&gt;Any thoughts are welcome about these theoretical rules, except:&lt;br&gt;&quot;You missed the point. It's not supposed to have any rules. Besides, you and your friends are too competitive for this sort of thing.&quot;&lt;br&gt;&lt;i&gt;Then why are you looking at a &quot;Rules&quot; Thread for this game, anyway? 'Besides', you certainly won't do well in my circle of winning-is-everything yet Ninja-Turtles-are-still-awesome friends. Consider yourself uninvited next time we play! &lt;/i&gt;&lt;br&gt;&lt;br&gt;Or instead, what house rules work better for all of you?</description>
	<link>http://www.boardgamegeek.com/article/2035651#2035651</link>
	<pubDate>2008-01-26T06:40:30+00:00</pubDate>
	<dc:creator>ngajoe</dc:creator>
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	<title>Thread: Re: Sick, Twisted, Obscene, Offensive</title>
	<description>I've only played this in a family setting so although we do dally in the scatalogical, things are pretty clean otherwise.&lt;br&gt;&lt;br&gt;You have to play with the people you play with I guess.  You could change the cards you personally make and make them less offensive, but if the crowd you are with revels in the obscene and shocking, then there isn't much that you can do.&lt;br&gt;&lt;br&gt;You could set up a rule that anyone who is personally offended by a card can disqualify it, as long as they replace it with a card of similar game effect, but different theme.  Maybe by editing the card itself.  I could see a group who is obsessed with this type of entertainment nixing that rule from the start though.&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2033085#2033085</link>
	<pubDate>2008-01-25T13:29:46+00:00</pubDate>
	<dc:creator>TheChin!</dc:creator>
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	<title>Thread: Re: Sick, Twisted, Obscene, Offensive</title>
	<description>A crude sense of humour is a must with the people I play this with, but it rarely hits the table -- and most of us have usually had a few drinks before we even start playing 1KBWC.&lt;br&gt;&lt;br&gt;Chris&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/2033068#2033068</link>
	<pubDate>2008-01-25T13:20:35+00:00</pubDate>
	<dc:creator>ctalbot</dc:creator>
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	<title>Thread: Sick, Twisted, Obscene, Offensive</title>
	<description>I have a group that plays this game two to three times a year.  I'd say 85% of the cards we make are crude, scatalogical, pornographic, sexist, racist, bigotted, foul, schizophrenic, twisted, or otherwise obscene.  10% are personal attacks on players or people we know, and 5% are harmless.  That means 95% of our cards are downright offensive.&lt;br&gt;&lt;br&gt;1) Is this typical of your games? 2) Should we seek help? 3) How do you guys set boundaries and maintain the humor?</description>
	<link>http://www.boardgamegeek.com/article/2032745#2032745</link>
	<pubDate>2008-01-25T08:03:23+00:00</pubDate>
	<dc:creator>MasterHalco</dc:creator>
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	<title>Thread: Re: Rules question</title>
	<description>&lt;b&gt;daveroswell wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I can play the &quot;monkey castrate&quot; card, leaving everyone's newly gained monkey testicles powerless.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Fine, I'll make a card that makes all testicle cards in play titanium.  Now they are titanium monkey testicles that are not castratable.&lt;br&gt;&lt;br&gt;I will then play &quot;testicles for breakfastcles&quot;, where monkey testicles are worth 10 tasty points each.</description>
	<link>http://www.boardgamegeek.com/article/2032650#2032650</link>
	<pubDate>2008-01-25T06:17:09+00:00</pubDate>
	<dc:creator>chaddyboy_2000</dc:creator>
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	<title>Thread: Re: Rules question</title>
	<description>&lt;b&gt;daveroswell wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;I can play the &quot;monkey castrate&quot; card, leaving everyone's newly gained monkey testicles powerless.&lt;/i&gt;&lt;br&gt;&lt;br&gt;Is that the card that's subtitled &quot;-35&amp;#176 (Brass Primates)&quot;?</description>
	<link>http://www.boardgamegeek.com/article/2032461#2032461</link>
	<pubDate>2008-01-25T04:08:54+00:00</pubDate>
	<dc:creator>Thosw</dc:creator>
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	<title>Thread: Re: Rules question</title>
	<description>I can play the &quot;monkey castrate&quot; card, leaving everyone's newly gained monkey testicles powerless.</description>
	<link>http://www.boardgamegeek.com/article/2031900#2031900</link>
	<pubDate>2008-01-24T23:26:36+00:00</pubDate>
	<dc:creator>daveroswell</dc:creator>
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	<title>Thread: Re: Rules question</title>
	<description>What's to stop me from playing &quot;Monkey Testicle Party&quot;, where everyone gains one monkey testicle token?</description>
	<link>http://www.boardgamegeek.com/article/2031824#2031824</link>
	<pubDate>2008-01-24T22:57:23+00:00</pubDate>
	<dc:creator>chaddyboy_2000</dc:creator>
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	<title>Thread: Re: Rules question</title>
	<description>Also, if you are playing the 2 unique deck variant, I can always play &lt;i&gt;I am the Resurrection&lt;/i&gt; with card text &quot;Cancel effect of last card played by opponent. This card may be played after the game has ended and can continue an ended game as well as cancelling any win/loss that occurred due to the canceled card.&quot;</description>
	<link>http://www.boardgamegeek.com/article/2031808#2031808</link>
	<pubDate>2008-01-24T22:51:48+00:00</pubDate>
	<dc:creator>diamondspider</dc:creator>
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	<title>Thread: Re: Rules question</title>
	<description>To wit: It will probably be the only game of 1kBWC you'll ever play with those friends.</description>
	<link>http://www.boardgamegeek.com/article/2031711#2031711</link>
	<pubDate>2008-01-24T22:18:22+00:00</pubDate>
	<dc:creator>Thosw</dc:creator>
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	<title>Thread: Re: Rules question</title>
	<description>Well, nothing really. But the point of this game is less to win and more to just have fun.</description>
	<link>http://www.boardgamegeek.com/article/2031620#2031620</link>
	<pubDate>2008-01-24T21:47:25+00:00</pubDate>
	<dc:creator>Orph</dc:creator>
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	<title>Thread: Rules question</title>
	<description>Uhm... what is there to prevent me from drawing up a card that says &quot;I win and the game is now over&quot;?</description>
	<link>http://www.boardgamegeek.com/article/2031559#2031559</link>
	<pubDate>2008-01-24T21:30:18+00:00</pubDate>
	<dc:creator>rictorg</dc:creator>
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	<title>Thread: Re: A Question-And-Answer Review for the Curious</title>
	<description>Those are good house rules. For me the only frustrating thing that happens in 1kBWC is losing a turn. It should be banned! I guess I could have made a card that said &quot;players may not be skipped or lose turns&quot;, but it's a good house rule.</description>
	<link>http://www.boardgamegeek.com/article/1990306#1990306</link>
	<pubDate>2008-01-08T23:16:33+00:00</pubDate>
	<dc:creator>Aarontu</dc:creator>
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	<title>Thread: Re: You'll Show Them!  You'll Show Them All!!!</title>
	<description>&lt;img src=&quot;http://files.boardgamegeek.com/images/thumbs-up.gif&quot; alt=&quot;thumbsup&quot; border=&quot;0&quot;&gt; for writing a strategy article for this zany game/activity! &lt;img src=&quot;http://files.boardgamegeek.com/images/laugh.gif&quot; alt=&quot;:laugh:&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1990286#1990286</link>
	<pubDate>2008-01-08T23:10:28+00:00</pubDate>
	<dc:creator>Aarontu</dc:creator>
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	<title>Thread: Re: A Question-And-Answer Review for the Curious</title>
	<description>I can second the recommendation.  Also, on a side note, if you ever play with someone who went to art school then you should save all of the cards.    They may someday be worth money!</description>
	<link>http://www.boardgamegeek.com/article/1986908#1986908</link>
	<pubDate>2008-01-07T23:58:59+00:00</pubDate>
	<dc:creator>Mease19</dc:creator>
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	<title>Thread: Re: A Question-And-Answer Review for the Curious</title>
	<description>&lt;b&gt;Sexy Amy wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;A great game for the right kind of group.  Doesn't work for zombies, unless they've recently eaten brains.&lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt;&lt;/i&gt;&lt;br&gt;&lt;br&gt;Said zombies would probably prefer something a little closer to home, like &lt;a class='gamelink' target='_blank' href=&quot;/game/22019&quot;&gt;Zombietown&lt;/a&gt;.</description>
	<link>http://www.boardgamegeek.com/article/1986718#1986718</link>
	<pubDate>2008-01-07T23:03:39+00:00</pubDate>
	<dc:creator>Sitnaltax</dc:creator>
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	<title>Thread: Re: A Question-And-Answer Review for the Curious</title>
	<description>A great game for the right kind of group.  Doesn't work for zombies, unless they've recently eaten brains.&lt;img src=&quot;http://files.boardgamegeek.com/images/zombie.gif&quot; alt=&quot;zombie&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1984785#1984785</link>
	<pubDate>2008-01-07T14:49:56+00:00</pubDate>
	<dc:creator>Sexy Amy</dc:creator>
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	<title>Thread: A Question-And-Answer Review for the Curious</title>
	<description>1000 Blank White Cards is more of a group activity or parlor game than a proper board game. Despite this, I find it to be a blast. I don't usually favor rules explanations in a review, but this &lt;i&gt;is&lt;/i&gt; a game all about breaking the rules! Also, more so than most games, you'll probably have a pretty clear &quot;personal review&quot; in your head by the time you get through...&lt;br&gt;&lt;br&gt;&lt;b&gt;Components&lt;/b&gt;&lt;br&gt;&lt;br&gt;As the name suggests, you need blank white cards. Unruled index cards cut in half, with pens, are the norm. For a &quot;deluxe&quot; experience I prefer the bridge size cards available at &lt;a href=&quot;http://www.eaieducation.com/530658.html&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;EAI Education&lt;/a&gt; and multicolor Sharpies. Contrary to the suggestion of the name, you need only about 10 cards per player.&lt;br&gt;&lt;br&gt;&lt;b&gt;Setup&lt;/b&gt;&lt;br&gt;&lt;br&gt;If you have no seed deck from a previous game, each player creates 6 cards before the game begins. When all players are finished, their creations are shuffled together, along with 4 blank cards per player, to form the draw deck.&lt;br&gt;&lt;br&gt;If you have a seed deck, use 5 cards from it per player, 3 blank cards to each player to start, and 2 blank cards per player shuffled into the deck.&lt;br&gt;&lt;br&gt;&lt;b&gt;Players create their own cards?&lt;/b&gt;&lt;br&gt;&lt;br&gt;Yes. Each card should have a title, an illustration, and an effect. For example, you could have a card entitled &quot;Toast&quot; with a picture of a slice of toast and an effect that says &quot;gain 25 points.&quot; Or you could create a card entitled &quot;Atkins Diet&quot; with a picture of a doctor with an effect that says &quot;all carbohydrate-related cards are worth negative points.&quot;&lt;br&gt;&lt;br&gt;&lt;b&gt;Points? What are we trying to do here?&lt;/b&gt;&lt;br&gt;&lt;br&gt;The object of the game, in case you were still wondering, is to make the other players laugh at your clever cards. The futile struggle for points is the creative framework you build around.&lt;br&gt;&lt;br&gt;&lt;b&gt;Are there any rules at all for creating cards?&lt;/b&gt;&lt;br&gt;&lt;br&gt;Not really, but there are some house rules for courtesy:&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-1.gif&quot; alt='1' border=0&gt; You should not interfere with other players' ability to play the game--no &quot;lose your turn&quot; effects.&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-2.gif&quot; alt='2' border=0&gt; Cards shouldn't require bookkeeping; it's just too much work. No &quot;gain 50 points every time someone makes a Your Mom joke.&quot; Each card should speak for itself.&lt;br&gt;&lt;img src=&quot;http://files.boardgamegeek.com/images/die-white-3.gif&quot; alt='3' border=0&gt; Of your initial cards, at least half should be meat-and-potatoes cards that gain or lose points. -1000 to 1000 is the usual range but exceptions are rife.&lt;br&gt;&lt;br&gt;&lt;b&gt;So what do I do if a player tries to gain 1 million points?&lt;/b&gt;&lt;br&gt;&lt;br&gt;Remember, there are blank cards in the deck. So someone can make a card called &quot;Hubris&quot;: all point values worth over 10000 are worth negative instead. Or try &quot;Ozymandias&quot;: all players with over 1000000 points have 0 points instead. There is no limit of ways to shut down any strategy.&lt;br&gt;&lt;br&gt;&lt;b&gt;OK, so we have our deck. How do you play?&lt;/b&gt;&lt;br&gt;&lt;br&gt;Everyone gets 5 cards. On your turn, draw a card from the deck, then play a card.&lt;br&gt;&lt;br&gt;When you play a card, you can either put it in front of a specific player (yourself or someone else), or in the center where it affects everyone. Some cards might not make sense both ways, so just do one or the other. Finally, there is a discard pile. Cards that are removed from play go there, and if a card isn't written to stay in play, it goes straight there.&lt;br&gt;&lt;br&gt;Some cards might let you play them out of turn. E.g. &quot;Selective Deafness&quot;, text: &quot;When someone plays a card on you, play this card to discard it instead.&quot; That's fine.&lt;br&gt;&lt;br&gt;&lt;b&gt;I drew a blank card!&lt;/b&gt;&lt;br&gt;&lt;br&gt;Great! You get to create it during play, so use it to resolve or make the most of an unanticipated situation. As a courtesy, do your drawing while the other players are taking their turns.&lt;br&gt;&lt;br&gt;&lt;b&gt;When does the game end?&lt;/b&gt;&lt;br&gt;&lt;br&gt;When any player has no cards to play on his or her turn and the draw deck is empty, the game is over. Any player who cares to, which is often nobody, may examine the points to see who has the most.&lt;br&gt;&lt;br&gt;&lt;b&gt;That's it?&lt;/b&gt;&lt;br&gt;&lt;br&gt;No, actually. Spread out all the cards. Then everyone chooses their 4 favorite cards created by other people, and finally, one of their own. These cards become the seed deck for the next game. Players who have a lot of their cards picked may choose to feel satisfaction.&lt;br&gt;&lt;br&gt;&lt;b&gt;But... Will I Like It?&lt;/b&gt;&lt;br&gt;&lt;br&gt;There's an easy way to tell. If you've reached this point of the review and are still interested or curious, you will probably like it. If you're already contemplating your trip to the office supply store to buy index cards, you'll probably love it. In either of these cases, please, give it a try! You won't regret the minimal expense. If you think this all sounds stupid or boring, you probably won't like it.&lt;br&gt;&lt;br&gt;My experience is that 1000 Blank White Cards plays well as a party-type game. Gaming experience is not required. Unsurprisingly, it should prove popular with people who value creativity, spontaneity, irony, or some combination of these.</description>
	<link>http://www.boardgamegeek.com/article/1984114#1984114</link>
	<pubDate>2008-01-07T06:35:59+00:00</pubDate>
	<dc:creator>Sitnaltax</dc:creator>
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	<title>Thread: Re: Rule question...</title>
	<description>We've actually had several cards whose point values are dependent on the state of the game when they're played, or a decision of the player.  So we just have all players keep a tally of their score on a separate card, and discard all point cards as soon as they're played.</description>
	<link>http://www.boardgamegeek.com/article/1961437#1961437</link>
	<pubDate>2007-12-28T07:43:45+00:00</pubDate>
	<dc:creator>jeffhos</dc:creator>
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	<title>Thread: Re: 1,000 Story-telling Cards</title>
	<description>Those are good ideas, although I still like being able to interrupt the storyteller.</description>
	<link>http://www.boardgamegeek.com/article/1944725#1944725</link>
	<pubDate>2007-12-19T05:33:26+00:00</pubDate>
	<dc:creator>nerman8r</dc:creator>
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	<title>Thread: Re: 1,000 Story-telling Cards</title>
	<description>We've done this as well.&lt;br&gt;&lt;br&gt;Some things we do to add to it:&lt;br&gt;&lt;br&gt;If one player is telling the story, they do it in chapters.  Each new chapter has a randomly played card that has to be incorporated.&lt;br&gt;&lt;br&gt;For multiple players, each new chapter is told be a different person, and they too draw a new card that is incorporated...&lt;br&gt;&lt;br&gt;Alternatively, people hold hands of cards and play one to be incorporated by the storyteller (rather than a randomly drawn card).  </description>
	<link>http://www.boardgamegeek.com/article/1942213#1942213</link>
	<pubDate>2007-12-18T15:19:05+00:00</pubDate>
	<dc:creator>The Warp</dc:creator>
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	<title>Thread: Re: Some fun cards I have made</title>
	<description>&lt;b&gt;nerman8r wrote:&lt;/b&gt;&lt;br&gt;&lt;i&gt;Why would you want to play a card where you have to give three cards to another player?&lt;/i&gt;&lt;br&gt;&lt;br&gt;We sometimes make cards that have &quot;Play only on yourself&quot;, or &quot;Play only on a Player that has _____ in play&quot;.  If you had a crappy card in your hand, giving it to another player would be better.   We also have things like &quot;Choose a random card from your opponent- he must play that card on his next turn&quot; and all kinds of things like that.</description>
	<link>http://www.boardgamegeek.com/article/1942205#1942205</link>
	<pubDate>2007-12-18T15:16:15+00:00</pubDate>
	<dc:creator>The Warp</dc:creator>
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	<title>Image</title>
	<description>
		Cards I always put into the game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic279998_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/279998</link>
	<pubDate>2007-12-17T05:27:07+00:00</pubDate>
	<dc:creator>The Warp</dc:creator>
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	<title>Image</title>
	<description>
		Cards from the last game we played &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic279997_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/279997</link>
	<pubDate>2007-12-17T05:26:40+00:00</pubDate>
	<dc:creator>The Warp</dc:creator>
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	<title>Thread: Re: Exactly how do you play?</title>
	<description>Exactly how do you play? - That is the question.</description>
	<link>http://www.boardgamegeek.com/article/1905109#1905109</link>
	<pubDate>2007-12-04T20:51:45+00:00</pubDate>
	<dc:creator>Mease19</dc:creator>
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	<title>Thread: Re: Exactly how do you play?</title>
	<description>Check the links at the bottom of the BGG entry for the game.&lt;br&gt;&lt;br&gt;I stumbled onto this one: &lt;a href=&quot;http://www.geocities.com/nconner23/bwcards.html&quot; target=&quot;_blank&quot; class=&quot;postlink&quot; rel=&quot;nofollow&quot;&gt;&lt;A target='_blank' href=&quot;http://www.geocities.com/nconner23/bwcards.html&quot; rel=&quot;nofollow&quot;&gt;http://www.geocities.com/nconner23/bwcards.html&lt;/A&gt;&lt;/a&gt; before reading about the game here, and then discovered the database entry. It's a pretty good synopsis, I think.&lt;br&gt;&lt;br&gt;Tried this game on Thanksgiving, with 11 people, ranging in age from teens to grandparents. Impossibly, it was a hit! (I do suggest fewer people, though, and definitely on a table, as opposed to sprawled around the living room like we were.)&lt;br&gt;&lt;br&gt;Some people didn't quite get it (the 'truth or dare' card involving flaming dog poo comes to mind) but everyone had fun. And some people really got into the spirit. (The Three-of-David-Spades was pretty memorable, as was 'The Race Card')&lt;br&gt;&lt;br&gt;Good stuff!&lt;br&gt;&lt;br&gt;</description>
	<link>http://www.boardgamegeek.com/article/1905105#1905105</link>
	<pubDate>2007-12-04T20:49:49+00:00</pubDate>
	<dc:creator>Marqos</dc:creator>
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	<title>Thread: Re: Exactly how do you play?</title>
	<description>You can use the established rules for the game, or you can play as we were taught by Chaddyboy_2000 during BGG.Con 2007.&lt;br&gt;&lt;br&gt;Basically, you need about 10x as many blank cards as you have players.  If you have a seed deck of previously-used cards, then pull out 5 for each player in the game and mix in with the blanks.  If you have no seed cards, give each player 5 additional blank cards and let them make up their own.  Look at examples for inspiration.&lt;br&gt;&lt;br&gt;Shuffle the seed cards into the blanks and deal everyone 5 cards.  On your turn, play a card on yourself, another person, or everybody, then draw a new card from the deck.  When it's not your turn, use your pen to make any blanks in your hand into new cards.&lt;br&gt;&lt;br&gt;Once all the blanks have been made into new cards, the game ends.&lt;br&gt;&lt;br&gt;At this stage of the game, divide up the cards among all the players, who will go through the ones they have and choose their favorites.  Those become the seed cards for the next game.  Discard the rest if you want.&lt;br&gt;&lt;br&gt;Oh, and have fun.  The game has no point (hands 2 cards to Dave?) and the score doesn't matter.</description>
	<link>http://www.boardgamegeek.com/article/1905078#1905078</link>
	<pubDate>2007-12-04T20:41:18+00:00</pubDate>
	<dc:creator>Thosw</dc:creator>
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	<title>Thread: Exactly how do you play?</title>
	<description>I realize much of this game will be made up as you go, but what rules exist to govern the basic game of 1kBWC?&lt;br&gt;&lt;br&gt;It sounds like fun, but I've never played before. Thanks!&lt;br&gt;&lt;br&gt;- Seth</description>
	<link>http://www.boardgamegeek.com/article/1904956#1904956</link>
	<pubDate>2007-12-04T20:00:32+00:00</pubDate>
	<dc:creator>sedjtroll</dc:creator>
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	<title>Thread: Re: You'll Show Them!  You'll Show Them All!!!</title>
	<description>What about playing cards that can be played out of turn, and let you draw more cards in addition to giving you points?</description>
	<link>http://www.boardgamegeek.com/article/1875344#1875344</link>
	<pubDate>2007-11-21T18:49:20+00:00</pubDate>
	<dc:creator>nerman8r</dc:creator>
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	<title>Thread: You'll Show Them!  You'll Show Them All!!!</title>
	<description>1000 Blank White Cards is an oft-overlooked game when it comes to strategy. The basic game play allows for diverse strategy options, and many potential pitfalls. I will attempt to cover the most major of these here.&lt;br&gt;&lt;br&gt;&lt;b&gt;Big Point Cards&lt;/b&gt;&lt;br&gt;When you create a card, it can have points up to +1000 or down to -1000. As often as possible, create cards that give you +1000 and others -1000. In fact, you may explicitly create cards that can only give you these points (or to which you are immune). Good examples of this would be &quot;The Competitive Kev Virus (-1000 points, does not affect Kev)&quot; or &quot;Kev is a God (+1000 points, only for Kev)&quot;. You can create as many of these cards as you want!&lt;br&gt;&lt;br&gt;&lt;b&gt;Destroy Useful Cards&lt;/b&gt;&lt;br&gt;Another prime strategy is to destroy the cards that are giving other people points. In fact, create cards that destroy ALL point-giving cards except yours. An example would be &quot;World War XI (everyone loses all +point cards except whoever played this card)&quot;. If you want to be really nasty, prevent people from playing new positive point cards with something like, &quot;Your Breath Stinks (no positive point cards may be played, except by Kev who has rosy fresh breath)&quot;.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Tax Collector&lt;/b&gt;&lt;br&gt;As with any game, it is vitally important to find loopholes. While positive and negative points-per-card are limited to 1000, you can find creative ways to get more bang for you buck. The classic example of this is the &quot;Tax Collector&quot; card, which gives its owner 10% of all points on the table. Alternatives might include a card that gives you everyone else's positive point cards.&lt;br&gt;&lt;br&gt;&lt;b&gt;Psychological Warfare 101&lt;/b&gt;&lt;br&gt;In every card you create, use at least one pun. Two or three is ideal. The more poetry and rhyme you can use, the less sanity the other players will have to counter your moves. In fact, one of the best ways to win 1KBWC is to draw an accurate rendering of Cthulhu. This has been known to win games instantly, as other players are incapacitated from playing. Be careful, however, not to look directly at the card yourself.&lt;br&gt;&lt;br&gt;&lt;b&gt;Combine Strategies&lt;/b&gt;&lt;br&gt;1000 Blank White Cards lends itself well to combined strategies. If you have the ability to write a novel on a grain of rice, you can create cards every turn that perform all of the above strategies. The more the card does, the better! Bonus points if no one else can read your handwriting, and you have to tell them what the card does.&lt;br&gt;&lt;br&gt;&lt;b&gt;I Win Card&lt;/b&gt;&lt;br&gt;As a last-ditch effort, you can always create a card that claims the game ends and you win. Remember, playing the game isn't important. It's all about whether you win or lose.&lt;br&gt;&lt;br&gt;&lt;b&gt;Definistration&lt;/b&gt;&lt;br&gt;Any time you use the above strategies, there is a distinct possibility that you will be thrown out a window. In preparation for this, I suggest wearing padded clothing. When possible, try to select a play location that does not contain windows or is on the first floor.</description>
	<link>http://www.boardgamegeek.com/article/1874837#1874837</link>
	<pubDate>2007-11-21T15:29:14+00:00</pubDate>
	<dc:creator>itjoe</dc:creator>
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	<title>Thread: Re: Creativity Running Wild</title>
	<description>Well said. My experience is also that 1KBWC plays well as a party game even with non-boardgamers.</description>
	<link>http://www.boardgamegeek.com/article/1874150#1874150</link>
	<pubDate>2007-11-21T05:01:08+00:00</pubDate>
	<dc:creator>Sitnaltax</dc:creator>
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	<title>Thread: Creativity Running Wild</title>
	<description>&lt;b&gt;Introduction&lt;/b&gt;&lt;br&gt;1000 Blank White Cards (1kBWC) is one of the most unique gaming experiences out there. While most games provide a concrete framework for play, 1kBWC is more like a set of loose guidelines for general mayhem.&lt;br&gt;&lt;br&gt;&lt;b&gt;The Basic Game&lt;/b&gt;&lt;br&gt;The basic game consists of drawing up to five cards, and drawing/playing one card each turn. If you draw a blank card, you may/must create a new card. In this way, the game evolves through the course of play. Since the best cards are saved from each game, you end up with a game that develops and refines itself over time.&lt;br&gt;&lt;br&gt;&lt;b&gt;Humor&lt;/b&gt;&lt;br&gt;Humor plays a large part in 1kBWC. The best games by far are those littered with inside jokes, quirky illustrations, and cryptic phrases. The humor quickly tailors itself to the taste of the particular group playing, and often changes drastically with different players. It can go from raunchy to satirical, and everywhere in between.&lt;br&gt;&lt;br&gt;&lt;b&gt;Game Design&lt;/b&gt;&lt;br&gt;Playing 1kBWC with a group of game designers is like playing Pictionary at a webcomic panel. If you can imagine it, you can make it a rule. While similar to Nomic, 1kBWC does not require a majority vote to make (or break) rules. This can lead to utter chaos as the game degenerates into a complex series of sub-games, or simplicity when a single card removes all others from play. Cards are quickly created to reference other cards already in play, which provides for a natural balance in the game.&lt;br&gt;&lt;br&gt;&lt;b&gt;Art&lt;/b&gt;&lt;br&gt;One of the most entertaining parts of this game is the art sketched on each card. It can be as simple as a stick figure or as complex as a caricature. In fact, sometimes the simpler drawings can be funnier and more interesting. The only limitation is your imagination, and the group you play with. For the more adventurous, you could even keep a stack of magazines nearby and use small pictures instead.&lt;br&gt;&lt;br&gt;&lt;b&gt;Alcohol&lt;/b&gt;&lt;br&gt;This is one of the few games that seems to get better after a few drinks. The hilarity and absurdity escalate into the nirvana of half-drunk social games.&lt;br&gt;&lt;br&gt;&lt;b&gt;Make Your Own CCG&lt;/b&gt;&lt;br&gt;As a side note, this could be a great way to work with friends on creating your own CCG. It wouldn't be hard to take the best concepts and art, reprint them, and package them into a separate game. If nothing else, it's a great way to start thinking about the concepts of designing a CCG. The ability of players to respond to each other with new cards showcases the problems and advantages to releasing new sets with different power levels and abilities.&lt;br&gt;&lt;br&gt;&lt;b&gt;Overall&lt;/b&gt;&lt;br&gt;1000 Blank White Cards is a great game that most people will enjoy, and everyone should try at least once. With a little creativity and a sense of humor, it can be one of the most fun games you'll ever play.</description>
	<link>http://www.boardgamegeek.com/article/1873241#1873241</link>
	<pubDate>2007-11-20T21:24:43+00:00</pubDate>
	<dc:creator>itjoe</dc:creator>
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	<title>Image</title>
	<description>
		A few choice cards from our Harry Potter themed game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic245598_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/245598</link>
	<pubDate>2007-09-09T14:54:37+00:00</pubDate>
	<dc:creator>martamoonpie</dc:creator>
</item><item>
	<title>Image</title>
	<description>
		A few choice cards from our Harry Potter themed game &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic245597_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/245597</link>
	<pubDate>2007-09-09T14:53:47+00:00</pubDate>
	<dc:creator>martamoonpie</dc:creator>
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	<title>Thread: Re: Some fun cards I have made</title>
	<description>How about this?&lt;br&gt;&lt;br&gt;Scavenger: Discard your hand.  Each player must give you a card.&lt;br&gt;&lt;br&gt;You get to deplete everyone's hand, but the cost is that you end up with the crappiest cards from each player's hand.</description>
	<link>http://www.boardgamegeek.com/article/1707803#1707803</link>
	<pubDate>2007-09-06T18:45:48+00:00</pubDate>
	<dc:creator>nerman8r</dc:creator>
</item><item>
	<title>Thread: Re: Some fun cards I have made</title>
	<description>Why would you want to play a card where you have to give three cards to another player?</description>
	<link>http://www.boardgamegeek.com/article/1707793#1707793</link>
	<pubDate>2007-09-06T18:43:19+00:00</pubDate>
	<dc:creator>nerman8r</dc:creator>
</item><item>
	<title>Thread: Some fun cards I have made</title>
	<description>Here are a few cards I have made:&lt;br&gt;&lt;br&gt;COMMUNISM: Shuffle all players hands together and deal them out equally.&lt;br&gt;SWITCH: Switch hands with any player.&lt;br&gt;THE BIG 3: Give 3 cards to another player.&lt;br&gt;STEAL: Take 3 cards from another player.&lt;br&gt;Enjoy!&lt;img src=&quot;http://files.boardgamegeek.com/images/sauron.gif&quot; alt=&quot;sauron&quot; border=&quot;0&quot;&gt;</description>
	<link>http://www.boardgamegeek.com/article/1700182#1700182</link>
	<pubDate>2007-09-02T21:41:24+00:00</pubDate>
	<dc:creator>Itiac Nolcin</dc:creator>
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	<title>Thread: How we play 1kBWC</title>
	<description>This is one of the best games to play, provided you play with a good group.  These are some of the things that help our games play a bit smoother feel free to use any or none of these ideas.&lt;br&gt;&lt;br&gt;1. Prepare!  This one is really simple, at the end of a gaming session hand out blank cards for people to take home and work on for the next time so that you don't have to waste 30+ minutes drawing cards.&lt;br&gt;&lt;br&gt;2. Theme.  This may destroy the point for some people but we have found that having a theme can help focus creativity.  Some of the decks we've come up with; Superheroes, Mythology, RPG's, Literature, Video Games, and Chaos (the standard play style)&lt;br&gt;&lt;br&gt;3. Hand Size.  During some of our earlier games we found some issues with people not having anything to play, or only having one card to play that was blank.  We now have people draw up to a hand of five at the end of their turn to avoid similar problems.&lt;br&gt;&lt;br&gt;4. Victory.  We play with points but they don't decide the victor.  Instead at the end of the game whoever has the most cards voted through becomes the winner of the game.  This encourages new players and old to be as creative and funny as possible.&lt;br&gt;&lt;br&gt;5. Cards on Hand.  I keep all the decks we have made so that I can let people who are interested in playing have a look at them to give them an idea of how the game is played.  It also helps with explaining the anatomy of a card.&lt;br&gt;&lt;br&gt;Again some purists may find these changes ruin the &quot;random&quot; nature of the game but we have a blast and that's all that matters.</description>
	<link>http://www.boardgamegeek.com/article/1659969#1659969</link>
	<pubDate>2007-08-13T04:20:07+00:00</pubDate>
	<dc:creator>NLink</dc:creator>
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	<title>Thread: Re: Rule question...</title>
	<description>We play that the cards stay in front of you as a running tally, but then we also play that you can't play cards to the centre of the table.  Some cards refer to the person &quot;controlling&quot; the card, such as &quot;draw an extra card every turn&quot; while others specifically say that they affect all players, such as &quot;each player draws an extra card every turn&quot;.</description>
	<link>http://www.boardgamegeek.com/article/1594409#1594409</link>
	<pubDate>2007-07-07T23:04:38+00:00</pubDate>
	<dc:creator>nerman8r</dc:creator>
</item><item>
	<title>Thread: Rule question...</title>
	<description>Yeah, yeah, seems silly for this game, and people probably have different ones, but:&lt;br&gt;&lt;br&gt;Do the cards in front of you count as the running tally of points, or are the cards played and discarded and the points tallied elsewhere? I figured it was the first, but if cards can be played on &quot;everybody&quot; then I would think you'd need to keep a tally running somewhere.</description>
	<link>http://www.boardgamegeek.com/article/1593425#1593425</link>
	<pubDate>2007-07-07T04:48:13+00:00</pubDate>
	<dc:creator>cferejohn</dc:creator>
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	<title>Thread: Re: Some questions</title>
	<description>It's really just a freeform kinda thing.  If you have nothing but blank cards I would take around 40%  of the cards and deal those out evenly first. Have people write stuff on those cards and then shuffle them back in with the blank cards as a way to &quot;seed&quot; the deck with some ideas.&lt;br&gt;&lt;br&gt;You probably won't have many &quot;rounds&quot; in the game.  It usually just keeps going until it ends, several hours later.</description>
	<link>http://www.boardgamegeek.com/article/1579419#1579419</link>
	<pubDate>2007-06-28T02:29:20+00:00</pubDate>
	<dc:creator>fizzix</dc:creator>
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	<title>Thread: Some questions</title>
	<description>Ok, I bought some index cards a while again and recently found them, and instantly though of this game. I have a question, do you only draw the cards before the game or during the game? The pregame rules say that you do them beforehand but the other parts imply you do them during...&lt;br&gt;&lt;br&gt;EDIT: Ok, I re-read through the rules. Now, correct me if I'm wrong, but you put your blanks  on the table, along with cards from previous rounds, and when you get those you fill them out. But they ALSO pass out blank cards to players which they make before hand.</description>
	<link>http://www.boardgamegeek.com/article/1579363#1579363</link>
	<pubDate>2007-06-28T01:54:17+00:00</pubDate>
	<dc:creator>PoisonedV</dc:creator>
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	<title>Image</title>
	<description>
		You can't use your pen... a real dangerous card!!! &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic207396_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/207396</link>
	<pubDate>2007-04-28T14:31:57+00:00</pubDate>
	<dc:creator>WasQ</dc:creator>
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	<title>Image</title>
	<description>
		My hand full of cards at Queimada (Barcelona, Spain) &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic207394_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/207394</link>
	<pubDate>2007-04-28T14:25:08+00:00</pubDate>
	<dc:creator>WasQ</dc:creator>
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	<title>Image</title>
	<description>
		A sampling of cards from the last Wilson Compound BWW Night &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic199828_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/199828</link>
	<pubDate>2007-04-01T03:20:16+00:00</pubDate>
	<dc:creator>ReverendS</dc:creator>
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	<title>Image</title>
	<description>
		A sampling of cards from the last Wilson Compound BWW Night &lt;br&gt;
		&lt;img src="http://images.boardgamegeek.com/images/pic199827_mt.jpg"&gt;
	</description>
	<link>http://www.boardgamegeek.com/image/199827</link>
	<pubDate>2007-04-01T03:19:19+00:00</pubDate>
	<dc:creator>ReverendS</dc:creator>
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	<title>Thread: Re: Concerning the Epilogue</title>
	<description>Whatever floats your boat, dude.&lt;br&gt;&lt;br&gt;Personally, I do the epilogue if it seems like people are really into the game and have energy afterwards.  Often this is not the case, so there won't be a pre-made &quot;seed&quot; for the next game, or sometimes I create a seed with a theme, such as one card made by every player who has ever made a card.</description>
	<link>http://www.boardgamegeek.com/article/1320708#1320708</link>
	<pubDate>2007-02-05T04:34:29+00:00</pubDate>
	<dc:creator>nerman8r</dc:creator>
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	<title>Thread: Concerning the Epilogue</title>
	<description>I understand that most players, after a game is over, will go through all the cards and elect which ones stay in the deck and which ones don't. I've found, however, that the game can go just fine if this part is skipped. After each game, all non-blank cards go into one master deck, which I keep with me in a box.&lt;br&gt;&lt;br&gt;Before a new game begins, I'll simply take the deck of existing cards and shuffle in an approximately equivalent amount of blank cards, such that about half the deck is blank. Any remaing blank cards that are still on hand are kept in a seperate pile. Everyone draws five cards from the deck, and play commences. Doing it this way allows things to get going quickly, and people can still make cards whenever they feel like. If their hand doesn't happen to have any blank cards, they're free to take a card from the blank pile whenever they wish.&lt;br&gt;&lt;br&gt;Having every card that has ever been made in any previous game, regardless of what the cards are like, can actually be quite interesting. The most obvious thing that happens is that the contents of your hand will be extremely random, but also, since there's cards that are specific to certain people or situations from the past that may not be relevant in the current game, such cards will effectivlely be turned into non sequitors, or, if they end up in the hands of a creative person, be used for some other purpose than they were originally intended for (my group does allow the modification of existing cards). The master deck has, however, become quite large after several games (it's around 300 cards now), so sometimes we'll just shuffle it then remove half. This not only makes it easier to keep the pile from being a Jenga-like height, but also makes the task of removing the blank cards from the deck after the game a bit easier for me.&lt;br&gt;&lt;br&gt;Opinions on this?</description>
	<link>http://www.boardgamegeek.com/article/1320082#1320082</link>
	<pubDate>2007-02-04T17:45:49+00:00</pubDate>
	<dc:creator>Krem</dc:creator>
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	<title>Thread: Re: 1,000 Story-telling Cards</title>
	<description>A bunch of red and green cards from Apples to Apples is perfect for doing this.</description>
	<link>http://www.boardgamegeek.com/article/1299800#1299800</link>
	<pubDate>2007-01-26T12:26:18+00:00</pubDate>
	<dc:creator>atrium</dc:creator>
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	<title>Thread: Re: how do you prevent this?</title>
	<description>We use an easy method - you can write on any blank cards you have during other players turns only, and at the end your turn you shuffle any new cards you created into the deck. This way, if your make a card worth maximum points, then it's likely to end up being picked up by someone else, and that's the risk you take.&lt;br&gt; </description>
	<link>http://www.boardgamegeek.com/article/1299798#1299798</link>
	<pubDate>2007-01-26T12:24:25+00:00</pubDate>
	<dc:creator>atrium</dc:creator>
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	<title>Thread: 1000 BLANK WHITE CARDS (reseña en español)</title>
	<description>Mil Cartas en Blanco es un juego cuyo objetivo es crearse uno mismo las cartas con las que se juega. La versión original fue creada por Nathan McQuillan, en Madison, Wisconsin. Una nueva edición apareció a finales de 2001 de la mano de Riff Conner, y ha sido exhaustivamente probada por la Discordian Intelligence Agency (Riff Conner, Mark y Kelly Hennies, y David Youtz), acompañados de diversas estrellas invitadas. En esta última edición se han añadido varias reglas directrices para proporcionar mayor jugabilidad. La traducción al español es de Jokin González, y la hizó exproceso para la BSK con el permiso de su autor.&lt;br&gt;&lt;br&gt;Este juego es es muy adecuado para estimular la creatividad artística, los odios entre jugadores y especialmente, para divertirse! Es un juego sucio que bien llevado es muy divertido (hay que tener especial cuidado porque suele desmadrarse). Recuerdo algunas de las partidas en las Convivencias Lúdicas de Biel de la BSK memorables,y todavía guardo algunas de las cartas que utilizamos. Como juego social o party no tiene desperdicio, y su coste es bastante barato en relación con las horas de diversión que proporciona. Ideal para jugarlo en acampadas, jornadas, kedadas o reuniones de grupo, siempre y cuando, no se tenga ningún sentido del ridículo.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;EL JUEGO&lt;/b&gt;&lt;br&gt;&lt;br&gt;A partir de un conjunto inicial de reglas que establecen el proceso de cambio normativo, los jugadores, en cada turno, diseñan nuevas cartas y proponen nuevas normas que aplicar al juego. En Mil Cartas en Blanco se sabe cómo se inicia pero nunca cómo puede continuar o finalizar. Todo está permitido.&lt;br&gt;&lt;br&gt;En el turno de cada jugador, se robará la carta superior del mazo, y jugará una carta de su mano (también puede jugar la que acaba de robar). Esa carta puede jugarse sobre uno mismo, sobre otro jugador, o en el centro de la mesa, en cuyo caso afecta a todos los jugadores, incluido uno mismo. Si la carta tiene un valor numérico o cualquier otro tipo de efecto duradero, ésta se mantiene frente al jugador sobre el que se ha usado (o en el centro de la mesa, se entiende) hasta que de alguna manera sea anulada, descartada o retirada por alguna otra carta. Si no tiene efectos duraderos, se colocará en la pila de descartes, sin más. Si tienes una carta blanca en tu mano, agarra tu boli con decisión y convierte el espacio vacío en un naipe jugable.&lt;br&gt;&lt;br&gt;En caso de que no puedas jugar ninguna carta en tu turno (es decir, no tienes ninguna carta en blanco, y ninguna de las que tienes en la mano puede ser jugada en este momento), robarás una segunda carta del mazo y pasarás tu turno al jugador a tu izquierda.&lt;br&gt;&lt;br&gt;El turno rota en sentido de las agujas del reloj (a no ser que haya alguna carta que lo modifique) y se juega hasta que se agota el mazo de cartas. Entonces, cada jugador sumará los puntos que proporcionen las cartas que tenga frente a sí, y añadirá los puntos otorgados por las cartas en el centro de la mesa para conocer su puntuación total. El jugador que tenga más puntos, gana. Sencillo, ¿verdad?&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;LAS CARTAS:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Toda carta debe contener los siguiente:&lt;br&gt;&lt;br&gt;- El título. Cada carta se identifica por su título. Cuánto más llamativo o cachondo sea, mejor.&lt;br&gt;&lt;br&gt;- La ilustración. De cualquier clase y condición. Las dotes artísticas, si bien son recomendables, no son necesarias. Si puedes dibujar un monigote, puedes dibujar una carta.&lt;br&gt;&lt;br&gt;- Los valores en puntos. Generalmente van de 100 a 1000 en intervalos de cien, y pueden ser positivos o negativos.&lt;br&gt;&lt;br&gt;- Instrucciones. Cualquier norma, ley, proposición o regla habitual en un juego de cartas (Pierde un turno, roba otra carta, etc.), instrucciones atípicas (Baila como un pollo ardiendo), o algo completamente extraño (Cómete esta carta sin conseguir ningún efecto psicodélico). Cuánto más divertidas sean, y a más jugadores afecten, mayor diversión&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;MATERIALES NECESARIOS:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Un bolígrafo para cada uno, preferiblemente negro. No uses rotuladores, ya que la tinta suele calar hasta el reverso de las cartas. Los bolis de tinta líquida tipo Pilot son estupendos.&lt;br&gt;&lt;br&gt;Un montón de... cartas en blanco. Lo ideal es usar tarjetas para índice sin rayas cortadas por la mitad (95x65mm). Necesitarás cuarenta, sesenta o noventa, en función del número de jugadores y de las partidas que hayas jugado anteriormente. Por si acaso, es buena idea tener unas cuantas más a mano.&lt;br&gt;&lt;br&gt;Si has jugado anteriormente, necesitas todo el taco de cartas que has usado para la partida anterior.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;OTROS JUEGOS PARECIDOS:&lt;/b&gt;&lt;br&gt;&lt;br&gt;En cierta manera me recuerda bastante al Nomic de Peter Suber, pero enfocado más a juego de cartas y menos teórico. Hace bastantes años jugué a una versión parecida al Mil Cartas en Blanco llamado Calvin Magic Ball con cartas de Magic: The Gathering. Calvin Magic Ball es uno de los juegos que se inventa Calvin en las tiras cómicas para jugar con Hobbes. Lamentablemente, no conservo las reglas.&lt;br&gt;&lt;br&gt;&lt;br&gt;&lt;b&gt;ENLACES:&lt;/b&gt;&lt;br&gt;&lt;br&gt;Reglas en español:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.labsk.net/index.php?topic=229&quot; rel=&quot;nofollow&quot;&gt;http://www.labsk.net/index.php?topic=229&lt;/A&gt;.0&lt;br&gt;&lt;br&gt;Reglas en inglés:&lt;br&gt;&lt;A target='_blank' href=&quot;http://www.geocities.com/nconner23/bwcards.html&quot; rel=&quot;nofollow&quot;&gt;http://www.geocities.com/nconner23/bwcards.html&lt;/A&gt;</description>
	<link>http://www.boardgamegeek.com/article/1256553#1256553</link>
	<pubDate>2007-01-04T11:02:04+00:00</pubDate>
	<dc:creator>jcd2001es</dc:creator>
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	<title>Thread: Re: how do you prevent this?</title>
	<description>Just make a card that says &quot;Anyone that awards themselves more than 1,000 points with one card must remove all of their clothing.&quot;</description>
	<link>http://www.boardgamegeek.com/article/1250974#1250974</link>
	<pubDate>2007-01-01T18:45:57+00:00</pubDate>
	<dc:creator>tornspace</dc:creator>
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	<title>Thread: Re: 2-player?</title>
	<description>I had two friends over one day, and was surprised when one suggested we play this.  I thought it was more a game for larger groups, but it was pretty good with three.  It really matters who the people are, I think.</description>
	<link>http://www.boardgamegeek.com/article/1216500#1216500</link>
	<pubDate>2006-12-10T05:09:15+00:00</pubDate>
	<dc:creator>nerman8r</dc:creator>
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