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Post by DarkfireTaimatsu on Mar 23, 2006 3:17:17 GMT -5
As you probably don't know, I have my own TCG, which I made myself. It plays a little like a classic RPG video game (Dragon Warrior, Final Fantasy, Golden Sun, etc.). Card game-wise, it's like a cross between Yu-Gi-Oh! and Pokémon's respective card games, with a dash of the old Digimon card game thrown in. I wrote all the rules myself, and every so often, I release a new expansion set of 36 cards (there are well over 500 cards now). Most sets have some sort of theme, and one such expansion set was devoted to Charby the Vampirate. I'd like to share my cards with all of you. Not all 36 at once, of course, but updated every couple days with some new ones. It doesn't matter if you don't entirely understand how a card works, and I won't try to explain 'em too in-depth here. But most cards echo something in the CTV universe (the Menu card, for example, destroys other cards in the hand, echoing how much Menu likes to eat. Final disclaimer an' such: I don't sell these. They are made solely for my own use and enjoyment. So I'm not making money off someone else's stuff (if I was, I could be sued by so many companies, not the least of which would be Nintendo of America). Also, I'd like to thank my good friend Lysinias for her help in making all the spiffy (if very small) images on the cards. They wouldn't be half as cool without her. I apologise, also, for the small size, as the cards are made in (of all things) PowerPoint, and are nine to a slide. Let's start with a set of cards all about the expansion's namesake. Charby is a neat card, as he can direct an attack towards himself. This way, you can protect your weaker creatures or make a creature weaker than Charby destroy itself by attacking him. And even if Charby takes one for the team, he'll come back during your next turn (a neat feature of Vampire class cards, which is noted by the symbol to the right of the picture). Ah, but where would Charby be without his Staff? The Staff of Oswego is an equippable Magic card, but it can only be equipped to Vampire-class creatures (like Charby). The Staff then requires you to flip a coin. You get three cards and a 1000-point boost if you get heads (the equivalent of turning into Angel Charby), or a 1500-point boost and loss of your whole hand if you get tails (the equivalent of turning into Devil Charby). You can also discard the Staff and Charby to play your Angel Charby or Devil Charby card. To top it off, you can return the Staff to your hand if you pay 500 points. Not bad, eh? Angel Charby, in addition to boosting Charby's stats, grants you 2 cards from your deck every time you attack successfully, which can be very useful. You can still play Angel Charby without the Staff of Oswego, but it'll cost you 15 cards from your hand--a hefty price. Lastly (for today), we have Devil Charby. This lecherous rascal has a rather impressive Attack stat (but lacks defensive power). Devil Charby is forced to attack any Female in play, if there is any--even on your own side of the field. Even if there isn't one, he's still unweildly, as you must flip a coin before attacking. If you get tails, you can't attack that turn. Bummer. He carries the same 15-card cost to play without the Staff as his blue-haired counterpart does.
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Post by Daggertooth on Mar 23, 2006 3:56:05 GMT -5
lol, great cards you got there. I am familiar with cards by way of Magic the Gathering. Not quite the same structure, but still a standard CCG. I do like the Angel charby and normal Charby. I wouldn't play the devil charby simply cause I think the draw back severly outweighs the added bonus in strength. But then I'm making assessments without knowing the rules. looking good though. So did you just make the CCG for the sake of making it or do you have a circle of friends you play with? I wonder if aprentice (a shareware made for playing CCG games online) can be used to play your game... Daggertooth
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Post by Dundee on Mar 23, 2006 9:16:03 GMT -5
Wow. That is SO COOL. Man, just spiffy up those images a bit, make the text a little more clear, and have Amy design an awespiffen back to the cards, and I would buy the entire set. Yeah, I used to play Magic: The Gathering too, with my brother, but since I only get to see him about 5 minutes every day now, I need to find a new partner. *waits for the Kavonn card*
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Post by DarkfireTaimatsu on Mar 23, 2006 12:28:57 GMT -5
^-^ You won't have to wait long for his, I bet... I used to play it with the neighbour kids from time to time, but now I usually just make it coz it's fun and I'm bored. And as to Devil Charby's negatives outweighing his positives... I have to put balance somewhere. But there's always a way around it. ^-^ In simpler terms, there are some rather unfair cards in previous expansions, including one that lets you pick the result of a coin flip.
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Post by Zolah on Mar 23, 2006 13:25:15 GMT -5
Cool, as dagger said it very familiar to the gathering ( big fan )
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Post by Shippo_no_Neko on Mar 23, 2006 16:25:01 GMT -5
Reminds Shippo of Yu-Gi-Oh. I actually really like Yu-Gi-Oh! Well, the game and the Manga. The anime was serious crappage. Anyway, this seems like a really fun game! I'd like to play, sometime!
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Scardy G.
Full Member
God Hates The Dirty Ones
Posts: 233
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Post by Scardy G. on Mar 23, 2006 20:05:58 GMT -5
Yu-Gi_Oh the game rocks hard... I don't think I could take learning another TCG, though...
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Post by Violet on Mar 23, 2006 20:15:58 GMT -5
I think Yu-gi-oh is trying to take over the world...nice cards!
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Post by DarkfireTaimatsu on Mar 23, 2006 20:44:10 GMT -5
Oh, you like 'em, eh? Then I'll have to put up some more for y'all. As requested, here's Kavonn! Kavonn has a special ability, making him very versatile and more than just a fighter. He can help you draw more cards (just like his hat lets him get new items). However, it can also make you discard cards, just like sometimes his hat doesn't help him when he wants. Kavonn requires a bit of strategy, coz unlike most other creatures with abilities, he can't attack in the same turn. Kavonn's Hat is a nice card that lets you draw (or discard) even more cards, in the same way as Kavonn himself. Potentially, you could gain or lose up to five cards if you play both. The Jackalope is a throwaway card that can be quite useful. It can't attack, but also can't be destroyed. It's a simple barrier card that you can use to protect another creature, killing the Jackalope instead of the other creature. Ah, but not all is well with Kavonn and his hat. The Portal Parasite is a Magic Star (meaning it stays in play until you choose to discard it) that forces you to shuffle a card back into your deck for every one you draw. If you have less in your hand than you draw, it can just make a cycle effect. But at least you're not discarding them, right...? Right?
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Post by Dundee on Mar 23, 2006 21:14:00 GMT -5
Niiiiiiiiiiiiiiiiiiiice... I won't ask you for anymore tonight, these will be juuuust fiiiiine... I love how you've applied the character's personalities into what the cards can do, that is just really ingenius.
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Post by lysinias on Mar 23, 2006 21:39:40 GMT -5
^^ Finally showing these off eh? I have the original picture files used saved, they're larger pictures, and many have been converted for use as MSN icons for those interested... I have some AIM ones too, but they don't look as good.
Still like the idea of the game. ^^ I've never played a TCG, though I've had to design a card of myself for one for a graphics class, based off of Magic Gathering. Man those cards are beautiful... Anyway, yeah. Felt like I should say something... Was glad to help with the cards. ^^
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Post by Daggertooth on Mar 25, 2006 4:54:09 GMT -5
Knowing a CCG helps in understanding the cards only to an extent. There are so many different card games out there, star treck, star wars, dune, legend of the five rings, yugio, pokemon, and many many more. The local card shop has tons of different games. Alot of the games I've never seen before and more often than not involve scantily clad females in some sort of school uniform.
There seems to be one universal truth though, and that there is a very high disproportion between the number of guys who play the card game and the number of girls. I know maybe three girls who play Magic. And rarely ever see girls play the other games....odd?
So Tai, you gonna tell us the rules of your game?
Daggertooth
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Post by DarkfireTaimatsu on Mar 25, 2006 13:05:08 GMT -5
I c'n paste the rulebook here, I suppose...
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Post by Shippo_no_Neko on Mar 25, 2006 13:07:55 GMT -5
yeah! I'd love to learn how to play! I lvoe the "Kavonn" set, BTW!
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Post by DarkfireTaimatsu on Mar 25, 2006 13:25:02 GMT -5
Dragon Blaster Magna Cards Battle Card Game Rulebook Dragon Blaster Magna Cards Battle Card Game is a game of skill and strategy, with just a bit of luck. Creatures take turns destroying their foes while using various Magic Spells to power up. Each creature has one or two of twenty different Powers, which dictate how it performs in battle against another creature. The goal is to reduce your opponent's life-meter to 0 before they can do the same to you. Before you play: Each player must have a deck of at least 50 cards. Beyond that, there is no limit. However, when two players have decks of noticably different sizes, the one with the fewer may shuffle his discard pile and make a new deck if he should run out of cards. A deck can contain only one copy of a particular card. Both players' life-meters and magic-meters are set at 10,000 Pts each. How to play: 1. Both players shuffle their decks. 2. Flip a coin and call it. If you are right, you go first. If you are wrong, your opponent goes first. 3. Draw 5 cards as an opening hand a. If your hand has no creatures, show it to your opponent and shuffle it back into your deck. Draw a new hand. Your opponent may draw an additional card. (If neither starts with a creature, no additional card is drawn.) 4. Place the creature you wish to start with face-down in the duel zone 5. You may play up to 5 additional creatures face-down in the Offline zone 6. Reveal your creature(s) to your opponent. 7. Each player takes a turn before the attack. ( See: Turn Structure) 8. You and your opponent attack. ( See: How to Attack) 9. The defeated creature(s) go to the discard pile. The winner may draw a card from their deck. 10. When one player's life-meter reaches 0, that player loses. ( See: How to Win) Turn Structure: Before an attack, both players take turns doing any of the following. A turn always starts by drawing one card from your deck. Also during your turn, your Magic-meter increases by 200 Pts. You may then do any of the following: a. Play as many Magic Spells as you like (as long as you have enough Pts). b. Place as many creatures in your Offline as you like. The Offline may have no more than 5 creatures at a time. c. Switch your Active creature with one of your Offline creatures. You may do this only once a turn. d. Change a creature to a higher form. ( See: Kinds of Creatures) e. Switch your Active creature's Battle Mode. A Defending creature cannot attack, but its Pt value is reduced to 0 while it's Defending. You may do this only once a turn. f. Return an Offline creature to your hand. You may do this only once a turn. After you have done all you want, your turn is over. Play then proceeds to either your opponent's turn or to the Attack Phase (depending on who goes first). How to Attack: All creatures have their own name, ATK (Attack points), DFN (Defence points), Power(s), and Pt value. First, check both Active creatures' Powers. If one has Strength (a + where their Powers intersect on the chart), double its ATK. (ex: Flare has Strength over Glacier.) If one has a Weakness (a - where their Powers intersect on the chart), halve its ATK. (ex: Flare has a Weakness to Mountain.) If one is Powerless (an X where their Powers intersect on the chart), its ATK is reduced to 0. (ex: Flare is Powerless to Ocean.) **[Note: If a creature is Defending, apply the chart to its DFN rather than its ATK] Next, look at the cards' ATK and DFN. If the target is Defending, compare the Defender's DFN to the Attacker's ATK. If both are in Battle Mode, compare both creatures' ATK. Make sure you include the effects of any Magic that may alter ATK or DFN. Whichever is higher is the winner. The creature that lost is sent to the discard pile, and its Pt value is subtracted from its controller's life-meter. (If the destroyed creature was Defending, its controller does not lose any Pts.) If the Defending creature's DFN is higher than the Attacker's ATK, the attacker is destroyed instead. The Attacker's Pt value is subtracted from its controller's life-meter. Magic Spells: The Magic cards are the key to your victory. They have various effects, ranging from powering up your creatures to drawing more cards to destroying your opponent's creatures and many other effects. A deck without Magic is unlikely to win. Every Magic card has its own Pt value (just like a creature). When played, the caster's 10,000-Pt magic-meter is reduced by the card's Pt value. Every turn, you gain 200 more Pts. If you don't have the Pts, you can't play a particular Magic card. How to Win: There are a number of ways to win. The most common way is by reducing your opponent's life-meter from 10,000 to 0. You win as soon as it does. Another way is if your opponent has no Active creature. If at any time, all your opponent's creatures are destroyed, but their life-meter is in tact, they draw five cards. If there are any playable creatures among them, they may choose one and play it. The other four cards are discarded. If they do not draw a creature, they lose. Unlike most TCGs, you do not normally lose if your deck runs out of cards. If this happens at the beginning of your turn, you may shuffle your discard pile and put it in your deck zone. However, if you run out of cards during your turn (ex: Book of Ages requires you to draw 10 cards from your deck), you lose when you cannot draw the required amount. Kinds of Cards: Firstly, there are two basic kinds of cards: Magic and Creature. They can be broken down into several groups. Creature Types: Magic Creature: These creatures have a special effect, like a Magic card. They work just like a Magic card, except they can also attack and they have no impact on your magic-meter. Female: One of the most common special types of creature. Females are no different from non-Females, except that they are affected differently by various cards. These are marked with a [Venus Symbol] in the corner. Demon: The 12 Demons of Halloween are marked with a [No Symbol] in the corner. These cards' effects can be used multiple times (once a turn). Toon: Toon creatures are very difficult to destroy in battle. To attack a Toon creature, you must first flip a coin. If heads, you may attack as normal. If tails, however, your attack fails. Toons are marked with a [Smiley Face] in the corner. Ritual: A Ritual creature cannot be played directly from the hand. First, the appropriate Magic card must be played (ex: The Flute of Summoning Dragon to play the Blue-Eyes Ultimate Dragon). When the card has been used (and appropriate sacrifices made), the Ritual creature is played as your Active creature. These are often some of the most powerful creatures in the game. They are marked with a † in the corner. Vampire: Vampire creatures return to the owner's hand after being destroyed, rather than the discard pile. To play a Vampire, you must also discard one other card from your hand. They are marked with a [Vampy Symbol] in the corner. Changed Creatures: A changed creature is a creature changed from another (duh). You can play them by discarding the first creature and replacing it with the new one. They are noticed by the ' Changed from:' phrase written at the bottom, listing what cards can turn into this one. They cannot be played directly from the hand. It also costs 50 Pts from both meters (life and magic) to change a creature. Sometimes you may also need a particular Magic card to change. Equipped Creatures: Some creatures have the power to act as an attached card (see below). When destroyed, these cards can be attached to a creature instead of being discarded. On the Attachment List, they are marked with an * (but are not marked in the actual card game). Once attached, they are no longer creatures, but Magic cards and are thus treated as such until they are discarded or returned to the hand. Magic Types: Magic Star: There is really only one kind of special Magic card. They are called Magic Stars. Whereas most Magic cards are discarded after the Attack Phase they are played in, Magic Stars stay in play--at no additional cost to your magic-meter! Each player can have only one Magic Star in play at a time, however. If you want to play a new Magic Star, you must first discard the old one. Most Magic Stars affect both players, so be careful. Magic Stars are marked with a « in the corner hence, the name). Equipping Magic: Some Magic cards can be used as equipment and attached to the creature for as long as it's in play. Some will say whether they can be attached, but others do not. A list is included with these instructions of all Magic cards that can be attached. When you attach a card, you must also pay 50 Pts from both meters (life and magic) to attach it. The card's effect continues for as long as it is attached. More than one card can be attached to any particular creature. The cards become separate again when they are discarded or returned to the hand (The exception is Spirit Sword).
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Post by DarkfireTaimatsu on Mar 25, 2006 13:26:09 GMT -5
Attachment List Metal Box Cursed Sword Buzzy Beetle Shell Cocoon of Change Ice Pick any of the Upgrades Toon Bomb's Attack Muramasa Jupiter Djinni Mars Djinni Mercury Djinni Venus Djinni Kunai with Chain Sun Moon P-Wing Screwball Hybrid Seeker Missile Hammer Ray Gun * Mystical Elf Shadow Maelstrom any Kanohi Mask Team Spirit Toxic Cosmetics Crest of Light Allergy Spore Silver Blade Alluring Forces Amplifier Steel Armor Vampiric Bite Shadow Spell Spirit Sword Millennium Puzzle Millennium Ring Millennium Eye Millennium Necklace Millennium Scales Millennium Rod Millennium Key * Lightning Rod * Holy Altar * Deep Jellyfish * Possessed Object * Flame Pillar * Steel Wall Ember's Boots The Mark of Scath Tetsusaiga Feminine Disguise Puppet Control Demon Scythe Staff of Oswego Vengeance Aberration Spike Defence Skull Pendant
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Post by Wolfy on Mar 25, 2006 13:26:37 GMT -5
Woah...so...much...detail...
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Post by DarkfireTaimatsu on Mar 25, 2006 13:32:07 GMT -5
Yeup... That's my TCG. The spacing doesn't apply to the post, apparently, and most of the symbols don't show up. But whatever.
Also, there's a table, showing how card types do against each other. I can't put it here, though.
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Post by DarkfireTaimatsu on Mar 29, 2006 18:04:35 GMT -5
Who next? How 'bout Mye-related cards? Mye can use her powers as a spellcaster to summon one Magic card to your hand every turn. Sweet deal! Mye's also a Female creature, which just means certain cards affect her differently. Achoo! The Sneeze Spell lets you change Mye into her bunny-demon form, at the cost of two Magic cards. And, when it comes back to the hand, Mye comes with it, which is nice. Completing the loop is Bunny Mye. She can return Sneeze Spell (and herself) to your hand, which in turn brings back Mye too. Then you can play 'em all over again. It's a loop, yeah? To round out Mye's set, we have Zerlocke. Zerlocke gains 300 ATK points when fighting against a non-Shadow-type creature. HOWEVER... Poor Zerlocke is so smitten, he can't even attack if Bunny Mye is in play. As for Zerlocke's super weapon and other forms? Maybe in another expansion. *wink*
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Post by Daggertooth on Mar 29, 2006 21:25:55 GMT -5
Bwah ha ha ha. You're Zerlock deck has no chance against my Mye deck! Ha, look at him, stuck sitting there while I can attack at will. what? no, I don't think the demon weapon verson of Zerlock might have an ability specificaly negative towards Mye which would in turn destroy this line of thinking. Thats just crazy talk....
ooh look, the starts of a rumor mill for cards yet to be released. Now if only my sources can leak a print run or some beta tested cards.....
Daggertooth
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Post by Stonestrike on Mar 30, 2006 15:34:37 GMT -5
These are great! I want a deck.
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Post by DarkfireTaimatsu on Mar 30, 2006 22:50:38 GMT -5
Another set? Sure! Who? Everyone's not-so-favourite pitiable demon-boy, o' course! Zeno's a bit of a useful card. He lets you search your deck and take any card you like, but only while he's active. Not bad. Not bad at all. Ah, Zeno's special weapon... The Demon Scythe can only be attached to a Shadow creature, and then gives them a massive power boost. After three turns, however, both cards go to the discard pile. So, when using it, pick carefully what you attach it to, and strike while the iron's hot. Scythe Zeno's a big, bad version of Zeno. First, you have to destroy two other Shadow creatures on your side to play it--which can be a hefty cost, and tough to get. Then, if you attach the Scythe to this Zeno, your opponent can't use Magic cards either. Nasty. But, like any creature, he'll be destroyed in 3 turns once he grabs that scythe. They can look forward to that, at least--if they're not totally destroyed by then. To round out the bunch, we have Mini-Zeno. He's not very strong... But he has an interesting power. If destroyed, you can pay a cheap cost (although more than you would lose if it was destroyed) to keep it in play. As a bonus, everything on your side is ALSO treated as a Mini-Zeno--same stats, type, point value, ability, and all. This can keep other cards safe until you wish to get rid of Mini-Zeno. It requires clever play.
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Post by Dundee on Mar 30, 2006 23:24:01 GMT -5
SWEET!!!!! Zeno is SO CUTE in that first card!! The Demon Scythe can be attatched to any Shadow Creature?... Weird. But cool, me likeys. Keep up the good work!
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Post by Stonestrike on Mar 30, 2006 23:29:37 GMT -5
Sweet! But Taimatsu, did you just say NOT-so-favourite character? Am I the only one who likes Zeno?
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Post by Dundee on Mar 30, 2006 23:30:28 GMT -5
Well, since he's pretty much losing in the hurt/heal a character thread...
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Post by Stonestrike on Mar 30, 2006 23:31:39 GMT -5
Then I will defend him until he comes out on top!
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Post by guest on Mar 30, 2006 23:37:30 GMT -5
CUUUUUUUUTEEEE! Thats totally going to be a real deck one of these days. And Ill buy them all. I LOVE ZENO!!!
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Post by Daggertooth on Mar 31, 2006 1:35:09 GMT -5
Wow, Zeno is super powerful. Thats what, an extra card of your choice a turn? You could easily pull out the scyth and scyth zeno. Problem with that is it is a four to three trade. I mean the scythed scyth zeno will pretty much kill anything your oponent blocks with. Still with three successful attacks you kill three creatures but you lose two shadow creatures, scyth zeno, and the scyth. Would be worse if your opponent dropped down mini-zeno.
Course the scythe could always be held untill a finisher is needed. That scythed zeno is fairly strong by itself.
Too bad Zeno isn't a shadow. Would be nice to sacrafice it to the scythe zeno.
I like the mini-zeno's. 150 life for an indefinite stall tactic is always good. Pump its power with some magic and you are assured victory...maybe.
Daggertooth
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Post by DarkfireTaimatsu on Mar 31, 2006 20:32:40 GMT -5
Well, continuing the logical progression of cards, next we have these! Tony's basically the reverse of Zeno. Instead of adding to your hand, he subtracts from your opponents. Plus, you get to see all the other cards in their hand. This all is supposed to mimic his dream powers. Vengeance is a pretty good card. It makes your card take less damage when it's destroyed, and then it takes the opponent with it. Nice. And I always said this would be an excellent picture on a trading card. Hexavier is a nice defencive card. He can use his pendant's power to negate the effect of one card once per turn--be it an attacking creature or a magical spell. Really nice. Where would Hexavier be without his Skull Pendant? It basically has the same effect as Hex himself, at a slight cost. With both on the field, you can negate two cards per turn. Nice defence, eh? Bonus 5th card today! Here we have Shot Down! As long as Shot Down! is in play, any time a Female is played, the opponent must return a non-Female to their hand. However, remember that Magic Stars work on BOTH players as long as they're in play. So careful how you use 'em.
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Post by Dundee on Mar 31, 2006 22:32:35 GMT -5
Aaaah... And there's all my favorite characters. Good feeling. Very nice. Makes me feel all warm and fuzzy inside. ^.^
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