% ----- helper macros -----
% Beginning of Turn
\newcommand{\BT}{Play this card at the beginning of your turn.}

% End of Turn
\newcommand{\ET}{Play this card at the end of your turn.}

% After Turn
\newcommand{\AT}{Play this card after your opponent's turn.}

% Turn Replacement
\newcommand{\TR}{Replace your turn by this card.}

% Opponent's Turn
\newcommand{\OT}{Play this card during your opponent's turn.}

% Opponent's Card
\newcommand{\OC}{Play this card right after your opponent played a card.}


% .. any time cards
\card{Crybaby}{
If your opponent says or does something that seems offensive to you, play this
card and remove one of his Pawns.
}{You can play this card at any time.}

\card{Tabula Rasa}{
Discard all the cards in your hand, and draw five new cards.
}{You can play this card at any time.}

% .. silly / misc continuous effect cards
\card{\CE Respect}{
As soon as this card starts its effect, any player making negative comments
about the card game immediately looses a Pawn, choosen by his opponent.
}{\ET}{\iMP}

\card{\CE Omertà}{
The next player to say the name of a piece, except the King, has to forfeit
a piece of this type. If he no longer has a piece of this type, the card
continues its effect. This card is discarded once it triggers.
}{\ET}{\iMA}

\card{\CE Starving}{
The two players now have to take one piece every turn. The effect of this
card lasts until one of the players can't take a piece.
}{\ET}

\card{\CE Origins}{
Players can no longer play any card. The effect of this card lasts until one
King is in check.
}{\ET}

\card{\CE Ceasefire}{
It is now impossible for any player to take any piece. The effect of this card
lasts until one King is in check.
}{\ET}

\card{\CE Fair trade}{
For three turns, swap your seat with your opponent, but don't swap your hands.
During these three moves, a player is perfectly able to win using his
new color. Note that the notion of turn is tied to the player, and not to the
color on the board.
}{\ET}

\card{\CE Pass}{
When you play this card, you pass your turn. Later during the game, after
another of your turns, you may trigger this card, and play again. Discard
this card after triggering it.
}{\TR}

% .. bombs
\card{\CE Trap}{
While playing this card, write down on a piece of paper the location of one
square, either empty, or occupied by one of your pieces. As soon as an opposite piece
lands on that square, a bomb explodes and the piece is removed from the
board. If it's the King, the bomb explodes but the King is unaffected. Discard this
card after the bomb explodes.
}{\ET}{\iBoard\inoK}

\card{\CE Attentat}{
While playing this card, write down on a piece of paper the location of one
square, either empty, or occupied by one of your pieces. As soon as an opposite piece
lands on that square, a bomb explodes and the piece is removed from the
board. If it's the King, the bomb explodes but the King is unaffected. Discard this
card after the bomb explodes.
}{\ET}{\iBoard\inoK}

% .. board changers
\card{\CE Flood}{
The board is reduced to the smallest possible rectangle containing all of the
pieces currently on the board.
}{\ET}{\iBoard}

\card{\CE Church}{
Chose an empty square of the board to become the Church. Until the end of the
game, any piece exitting this square can do so as a Bishop. There can be only
one Church in play.
}{\ET}{\iBoard}

\card{\CE Barrier}{
Put a two squares-long barrier, straight or in square angle, between any square
on the board. This barrier can't be crossed, except by pieces which moves are
already naturally jumping above obstacles.
}{\ET}{\iBoard}

\card{\CE Black hole}{
Mark one empty square of the board to be removed from
the game. No piece will be able to stop on it or pass over it.
}{\ET}{\iBoard}

\card{\CE Wormhole}{
Mark any two squares of the board. These are now connected, and any piece standing
on them can go to the other square instead of doing a normal move.
}{\ET}{\iBoard}

% .. piece changers
\card{\CE Neutrality}{
Mark a piece of your opponent (except the King or Queens) to become a neutral one. A
neutral piece can be used by both players, and can take pieces from both
players.
}{\ET}{\iBA\inoK}

\card{\CE Inception}{
One of the pieces of your opponent falls deep asleep, and can't move anymore, until
it is taken, or the King of your opponent is in check.
}{\ET}{\iBA}

\card{\CE Peace}{
Mark one of your pieces, except the King, to become non violent until the end of the
game. This piece can no longer take any piece, nor be taken, but can still put
the King in check.
}{\ET}{\iWA\inoK}

\card{\CE Magnetism}{
One of your pieces becomes a magnet. From now on, any piece located on one of
its eight surrounding squares will be stuck there and won't be able to move.
}{\ET}{\iWA}

\card{\CE Poison}{
Mark one of your pieces to become poisoned. If a piece of your opponent takes it, both
are removed from the board.
}{\ET}{\iWA}

\card{\CE Coup d'État}{
Your King becomes a mere Prince. It will move as usual, but is now a normal
piece, able to be taken by your opponent. Another of your Pawns, Bishops or
Knights takes the throne. This piece is the one your opponent will have to
checkmate.
}{\ET}{\iWK\iWB\iWN\iWP}

\card{\CE Stand-in}{
If the starting square of your King is empty, you can spawn another King there.
From now on, you can end a turn with one of your King to be in check, and you
can even have it being taken. This card's effect lasts until you have only
one King left.
}{\ET}{\iWK}

\card{\CE Fusion}{
Fuse any of your piece with any other (effectively removing one of them from
the game). The resulting piece can now move as any of the two pieces. The King
can't fuse.
}{\TR}{\iWA\inoK}

\card{\CE Crab}{
Mark one of your Pawns to become a Crab. The Crab moves in diagonal, forward or
backward, as a Bishop would, but only one square. Should it arrive on the last
row, it will be promoted, as a normal Pawn would.
}{\ET}{\iWP}

\card{\CE Kangaroo}{
Mark any Knight to become a Kangaroo. The Kangaroo moves as a
Knight, but twice. The first move has to end on an empty square. The
Kangaroo can't stop after its first move.
}{\ET}{\iMN}

\card{\CE Camel}{
Mark any Knight to become a Camel. Like a Knight, a Camel can jump over any
obstacle. But instead of moving in a $2\uparrow 1\rightarrow$ pattern,
a Camel moves in a $3\uparrow 2\rightarrow$ pattern.
}{\ET}{\iMN}

% .. black <--> white swappers
\card{Official visit}{
Swap your King with your opponent's, as long as it doesn't cause any of them to
be in check.
}{\ET}{\iWK\SW\iBK}

\card{Good friends}{
Swap one of your Queens with one of your opponent's.
}{\TR}{\iWQ\SW\iBQ}

\card{Conversion}{
Swap one of your Bishops with one of your opponent's.
}{\ET}{\iWB\SW\iBB}

\card{Deserters}{
Swap one of your Knights with one of your opponent's.
}{\ET}{\iWN\SW\iBN}

\card{Urbanism}{
Swap one of your Rooks with one of your opponent's.
}{\ET}{\iWR\SW\iBR}

% .. white <--> white swappers
\card{Chivalry}{
Swap one of your Bishop with one of your Knights.
}{\ET}{\iWB\SW\iWN}

\card{Asylum}{
Swap one of your Bishops with one of your Rooks.
}{\ET}{\iWB\SW\iWR}

\card{Stable}{
Swap one of your Knights with one of your Rooks.
}{\ET}{\iWN\SW\iWR}

% .. black <--> black swappers
\card{Religulous}{
Swap a Knight of your opponent with one of his Bishops.
}{\ET}{\iBB\SW\iBN}

\card{Rebuke}{
Swap one of your opponent's Bishops with one of his Rooks.
}{\ET}{\iBB\SW\iBR}

\card{Stall}{
Swap one of your opponent's Knight with one of his Rooks.
}{\ET}{\iBN\SW\iBR}

% .. black movers
\card{Phase shift}{
Temporarily remove a piece out of the board for the duration of your turn. Put
this piece back where it was after your turn, meaning you can pass through that
square with any of your pieces, but you can't stay on it.
}{\BT}

\card{Olé!}{
If your opponent wants to take one of your pieces with a Queen, a Bishop or a
Rook, and he doesn't have any piece behind yours, you may play this
card. The piece he meant to take is unharmed, and his piece continues forward,
until it takes another one of your pieces, stops next to one of his pieces, or falls
out of the board, in which case it is removed from the board.
}{\OT}{\iBQ\iBB\iBR}

\card{Icy road}{
If your opponent moved a Queen, a Bishop or a Rook without taking any of your
pieces, you may play this card. Continue moving his piece in its direction,
until it takes one of your pieces, stops next to one of his pieces, or falls
out of the board, in which case it is removed from the board.
}{\AT}{\iBQ\iBB\iBR}

\card{Mercy}{
If your opponent wants to take one of your Pawns with a Queen, a Bishop or a Rook,
you may play this card. The opposing piece doesn't take your Pawn, and stops its move
just before your Pawn.
}{\OT}{\iBQ\iBB\iBR}

% .. white movers
\card{Private jet}{
Move your King to any free square of the board.
}{\TR}{\iWK}

\card{Fantoche}{
If your King is in check, you may play this card. Swap your King with
one of your Pawns.
}{\TR}{\iWK\SW\iWP}

\card{Castlerock}{
If your King and one of your Rooks are on the same line, and there's only empty
squares between them, you may play this card. Move your King and your Rook as
if you were castling them: first move your King next to the Rook, then move
the Rook on the opposite side of the King.
}{\TR}{\iWK\iWR}

\card{Darling}{
Either move your King on a free square surrounding your Queen, or move your
Queen on a free square surrounding your King.
}{\TR}{\iWK\iWQ}

\card{Courting}{
Move one of your Knights on an empty square surrounding your Queen.
}{\TR}{\iWN}

\card{Favorite}{
Move any of your pieces (except Pawns) the same way as a Queen. You can't take
a piece with this move.
}{\TR}{\iWA}

\card{Faith}{
If you just moved a Bishop without taking any piece, you may play this card.
Play this Bishop again.
}{\ET}{\iWB}

\card{Prayer}{
Move any of your pieces as if it was a Bishop. You can't take a piece with this
move.
}{\TR}{\iWA}

\card{Derby}{
If you just moved a Knight without taking any piece, you may play this card.
Play this Knight again.
}{\ET}{\iWN}

\card{Dub}{
Move any of your pieces as if it was a Knight. You can't take a piece with
this move.
}{\TR}{\iWA}

\card{Pegasus}{
Move one of your Knights on any free square of the board of opposite color of
the one it is currently standing on.
}{\TR}{\iWN}

\card{Rookie's luck}{
If you just moved a Rook without taking any piece, you may play this card. Play
this Rook again.
}{\ET}{\iWR}

\card{Double}{
Move two pieces of the same type - two Bishops, two Knights,
two Rooks or two Pawns - using their normal moving rules.
}{\TR}{\iWB\iWN\iWR\iWP}

\card{Bulldozer}{
Move one of your Queens, Bishops or Rooks using its normal movement rules, but
by taking all the pieces of your opponent in its path. Your piece only stops when
it reached the side of the board or one of your pieces.
}{\TR}{\iWQ\iWB\iWR}

\card{Jumper}{
One of your Rooks can, at the end of its move, continue on its line for two
more squares by jumping over one piece, be it yours or your opponent's. This
move can only happen if it takes a piece.
}{\ET}{\iWR}

\card{Banzai!}{
Move one of your Pawns three squares ahead. Your opponent will not be able to
take it \textit{en passant}.
}{\TR}{\iWP}

\card{Breakthrough}{
One of your Pawns takes a piece by moving straight forward.
}{\TR}{\iWP}

\card{Scouts}{
Move two of your Pawns two squares in front of them.
}{\TR}{\iWP\iWP}

\card{Charge!}{
Move as many of your Pawns as you want one square forward, as long as they have a free
square in front of them.
}{\TR}{\iWP\iWP\iWP\iWP}

\card{Push}{
Move one of your Pawns into the occupied square in front of it, effectivelly
pushing that piece into the next square. If that square is also occupied,
that piece is also pushed, and so on and so forth. If a piece is pushed
outside the boundaries of the board, it is removed from the game.
}{\TR}{\iWP}

\card{Modesty}{
Move any of your pieces as if it was a Pawn. If you move a piece this way on
the last row, you can promote it.
}{\TR}{\iWA}

\card{Chameleon}{
Move one of your pieces (except a Pawn) in the same manner as the piece
your opponent just moved. You can't take a piece with this move.
}{\TR}{\iWA}

\card{Checkers}{
Move one of your Pawns as if you were playing checkers, by jumping over any
number of pieces in diagonal. However, unlike checkers, you don't take the
pieces you have jumped over.
}{\TR}{\iWP}

\card{Back up}{
One of your Pawns takes a piece of your opponent by moving backwards, but still on
a diagonal square.
}{\TR}{\iWP}

\card{Trailer}{
Move a Pawn, without taking any piece, and pull the piece behind it, so it
stays immediately behind it.
}{\TR}{\iWP}

\card{Cheerleaders}{
Move two of your Pawns in the same diagonal move, without taking any piece
from your opponent.
}{\ET}{\iWP\iWP}

\card{Serial killer}{
If you just took a piece using a Pawn, you may play this card. Continue moving
this Pawn in the same direction, as long as it can continue taking pieces from
your opponent.
}{\ET}{\iWP}

\newcommand{\sN}{
\begin{tikzpicture}[y=0.80pt, x=0.80pt, xscale=0.2, yscale=-0.2, inner sep=0pt, outer sep=0pt]
\input{icons/sBN}
\end{tikzpicture}
}
\card{Cylinder}{
For this move, the board becomes a cylinder, and the left and right sides are
linked.\\
\vspace{0.10in}
\begin{tikzpicture}[remember picture, x=0.15in, y=0.15in, text ragged]
    \node [inner sep=0pt, outer sep=0pt, minimum size=0pt, text width=0pt] (CylinderBoard) {};
    \foreach \i in {1,...,12}{
        \foreach \j in {1,...,8}{
            \pgfmathsetmacro{\sq}{max(0, (-1)^(\i+\j))};
            \pgfmathsetmacro{\weight}{(\sq + 2 * max(0, \sq * (-1)^(floor((\i - 3) / 8) + floor((\j - 1) / 8)))) * 30};
            \pgfmathsetmacro{\rx}{\i+1};
            \pgfmathsetmacro{\ry}{\j+1};
            \fill [gray!\weight] (\i, \j) rectangle (\rx, \ry);
        }
    }
    \draw [cap = rect] (3, 1) -- (11, 1) (3, 9) -- (11, 9);
    \draw [style = dashed, opacity = 0.5] (3, 1) -- (3, 9) (11, 1) -- (11, 9);
\end{tikzpicture}
\begin{tikzpicture}[remember picture, overlay, x=0.15in, y=0.15in, text ragged]
    \node [xshift=96.5, yshift=34] at (CylinderBoard.south) { \sN };
    \begin{scope}[gray!50, opacity=0.2]
        \node [xshift=116.2, yshift=44] at (CylinderBoard.south) { \sN };
    \end{scope}
    \begin{scope}[gray, opacity=0.2]
        \node [xshift=117.2, yshift=44.5] at (CylinderBoard.south) { \sN };
    \end{scope}
    \begin{scope}[black!50]
        \node [xshift=118.2, yshift=45] at (CylinderBoard.south) { \sN };
    \end{scope}

    \begin{scope}[black!50]
        \node [xshift=9.8, yshift=34] at (CylinderBoard.south) { \sN };
    \end{scope}
    \begin{scope}[gray!50, opacity=0.5]
        \node [xshift=29.5, yshift=44] at (CylinderBoard.south) { \sN };
    \end{scope}
    \begin{scope}[gray, opacity=0.5]
        \node [xshift=30.5, yshift=44.5] at (CylinderBoard.south) { \sN };
    \end{scope}
    \node [xshift=31.5, yshift=45] at (CylinderBoard.south) { \sN };

    \node [xshift=17, yshift=40] at (CylinderBoard.south) [black!50] {
        \begin{tikzpicture}[y=0.80pt, x=0.80pt, xscale=0.2, yscale=-0.2, inner sep=0pt, outer sep=0pt]
            \draw [->, line cap = round, double] (0, 35) -- (70, 0);
        \end{tikzpicture}
    };
    \node [xshift=103.7, yshift=40] at (CylinderBoard.south) [black!80] {
        \begin{tikzpicture}[y=0.80pt, x=0.80pt, xscale=0.2, yscale=-0.2, inner sep=0pt, outer sep=0pt]
            \draw [->, line cap = round, double] (0, 35) -- (70, 0);
        \end{tikzpicture}
    };
\end{tikzpicture}
}{\BT}{\iBoard}

\card{Pomppufiilis}{
Move one of your Bishops by making it bounce on the sides of the board.
}{\TR}{\iWB}

\card{Leapfrog}{
Move any your pieces, following its usual movement rules, but only by jumping
over your own pieces. You can't take a piece with this move.
}{\TR}{\iWA}

\card{Tango}{
Move any of your pieces by doing the same exact move you just did (same
direction, same distance), as long as the move is valid. For example, no
other piece should be in the path, except when reproducing Knight moves.
This move may take another piece.
}{\ET}{\iWA}

\card{Rock'n'Roll}{
If your opponent has no piece on your first row, then you can rearrange all of
the pieces there as you see fit.
}{\TR}{\iWA}

\card{Home}{
Move one of your pieces (except Pawns) on a square it could've been at the
beginning of the game. This move may take a piece of your opponent.
}{\TR}{\iWA}

\card{Foursquare}{
If three of the four corners of the board are occupied by a piece, then you may
play this card. Move one of your pieces in the remaining free corner.
}{\TR}{\iWA}

\card{Periphery}{
Move one of your pieces (except a Pawn) from a square on the first or last column or row
to an empty square on the first or last column or row.
}{\TR}{\iWA}

\card{Mortar}{
If you take a piece during your turn, you may play this card and put your piece
back where it was at the beginning of your turn.
}{\ET}{\iWA}

\card{Cohabitation}{
Move one of your pieces on the same square as one of your other pieces. If your
opponent lands on this square, both pieces are taken.
}{\TR}{\iWA}

\card{Vendetta}{
Swap one of your Pawns with one of your Bishops, Knights or Rooks.
}{\TR}{\iWB\iWN\iWR\SW\iWP}

% .. black movers
\card{Nearsighted}{
If your opponent just moved a Bishop, a Rook, or a Queen, you can play this
card. Roll his move back to the square that piece came from, but one,
effectively turning that move into a one-square move.
}{\AT}{\iBQ\iBB\iBR}

\card{Inquisition}{
Instead of moving one of your pieces, move one of your opponent's Bishops, and
take one of his own pieces.
}{\TR}{\iBB}

\card{Stampede}{
If your opponent just moved a Knight, you can play this card. Cancel this last
move, and move the same Knight yourself. This move can take any piece, be it
yours or your opponent's.
}{\AT}{\iBN}

\card{Solid Snake}{
Swap one, two or three of your Pawns with Pawns of your opponent.
}{\TR}{\iWP\iWP\iBP\iBP}

\card{Diktat}{
Choose which kind of piece (except King or Queen) that your opponent will have
to move at his next turn.
}{\ET}{\iBA\inoK}

\card{Corruption}{
Move a piece of your opponent using its normal movement rules. You can't take
a piece with this move.
}{\TR}{\iBA}

\card{Quadrille}{
All pieces on the squares in all four corners of the board move 90 degrees in
the direction of your choice. Since the moves are simultaneous, no piece is
being taken.
}{\ET}{\iMA}

\card{Exile}{
You can choose one piece of your oppoent (except the King) and put it on one of the empty square
located at the four corners of the board. Your opponent won't be able to move
this piece next turn.
}{\ET}{\inoK\iBA}

\card{Boo!}{
Move a Pawn of your opponent one or two squares back, as long as the path is
clear, and the destination square is empty.
}{\ET}{\iBP}

\card{Schisme}{
Any Bishop which can freely move one square horizontally or vertically without
taking any piece has to do so. Your opponent moves his Bishops first.
}{\ET}{\iWB\iWB\iBB\iBB}

\card{Rewind}{
Put a piece of your opponent back to a square it could've started at the
beginning of the game, as long as this square is empty.
}{\ET}{\iBA}

% .. white adders
\card{Dalai Lama}{
If your opponent just took one of your pieces, you can play this card. Put the
piece back on one of its possible starting squares, as long as it is empty.
}{\AT}

\card{Voodoo}{
If your King is in check, or even checkmate, then you may play this card. Choose
one piece your opponent previously took, and put it between your King and the
menacing piece.
}{\TR}{\iWK}

\card{Encore}{
Choose one of your previously taken pieces (except the Queen), and put it
on an empty square where it could've started at the beginning of the game.
}{\ET}{\iWA}

\card{Airborne}{
Choose one of your previously taken Pawns and put it on one of the four squares in
the middle of the board, as long as it is empty.
}{\TR}{\iWP}

\card{Jenga}{
If you can keep this card balanced on your King for at least 5 seconds, you
will be able to either choose a previously taken piece and put it on an
empty square of your choice, or play another turn.
}{\ET}

\card{Zombies}{
Each opponent puts back two previously captured Pawns on their second row, one
after the other, starting with your opponent.
}{\ET}{\iWP\iWP\iBP\iBP}

\card{Princess}{
If you no longer have a Queen, and its starting square is empty, spawn a
Princess there. A Princess moves in eight directions, as a Queen, but only for
one or two squares.
}{\ET}{\iWQ}

\card{Ambition}{
Replace one of your Pawns by any piece your opponent has taken from you,
except the Queen.
}{\ET}{\iWP}

% .. transformers
\card{Meritorious}{
If you just moved a Pawn on your sixth row, you may play this card. Promote that
Pawn into the piece of your choice.
}{\ET}{\iWP}

\card{Seniority}{
If you have only one or two Pawns left on the board, you can use this card to
promote them into a piece of your choice, Queen excepted.
}{\ET}{\iWP}

\card{Paladin}{
Choose one Knight on the board to become religious. It will now move like a
Bishop.
}{\ET}{\iMN}

\card{Judas}{
If your opponent just put your King in check, or even checkmate, then you can
play this card. Select a piece that puts your King in check to change color.
}{\AT}

\card{Shapeshifter}{
The piece you just moved and took another piece with becomes a piece of that type.
}{\ET}{\iWA}

% .. takers
\card{Retaliation}{
If your opponent just took one of your pieces (except a Pawn), you can play
this card. Remove one Pawn of your opponent.
}{\AT}{\iBP}

\card{Ninja}{
If your opponent wants to take one of your pieces, you may play this card. Take
your opponent's attacking piece, and let yours stay in place.
}{\OT}{\iBA}

\card{Traitor}{
If there is a Pawn located closer to you than your opponent, then you may play
this card, and change this Pawn's color.
}{\BT}{\iBP}

\card{Custom duty}{
If the last move of your opponent crossed the border between the fourth and fifth
row, then you may play this card. Your opponent needs to pay a tax by
removing the Pawn of his choice, or undo his move and forfeit his turn.
}{\AT}{\iBP}

\card{Depression}{
Remove one Pawn of your opponent of which all surrounding squares are empty.
}{\ET}{\iBP}

\card{Apartheid}{
Remove from the board all Black Pawns located on a white square, and all White
Pawns located on a black square.
}{\ET}{\iWP\iWP\iBP\iBP}

\card{Zealot}{
If one of your Bishops is able to take more than one piece of your opponent,
you may play this card. Your Bishop will explode in four parts,
each of them going in diagonal, to take pieces from your opponent. Your Bishop
is then removed from the game.
}{\TR}{\iWB}

\card{Sacrifice}{
If one of your Knights is able to take more than one piece of your opponent,
you may play this card. Your Knight will explode in eight parts,
each of them landing in a potential movement destination, to take pieces
from your opponent. Your Knight is then removed from the game.
}{\TR}{\iWN}

\card{Kidnapping}{
Your opponent turns his head for 10 seconds, and you take one of his pieces.
He then has 10 seconds to figure out which piece you took, and on which square
it was placed. If he is wrong, the piece will be forfeit.
}{\ET}{\iBA}

\card{Laser}{
One of your Queens, Bishops or Rooks shoots a laser in any of its usual moving
direction. Any piece on the path of the laser, friendy or not, is destoyed and
removed from the board. Kings are not affected, but they don't stop the ray.
}{\ET}{\iWQ\iWB\iWR\inoK}

\card{A-Bomb}{
As long as it didn't take any piece, the piece you just moved explodes. It is
then removed from the board, as well as all the pieces located on its eight
surrounding squares. The King is not affected.
}{\ET}{\iMA\inoK}

\card{Duel}{
Play this card if your opponent took one of your pieces. Challenge your
opponent to a duel of your choice, as long as it involves randomness. For example, rolling a dice,
flipping a coin, playing roshambo, or anything you like. If you win, you may
place your piece back on its square, and remove the piece of your opponent from the game.
}{\AT}

% .. cancellers
\card{Nope}{
This card cancels any card at the moment it is played, and before it starts its
effect.
}{\OC}

\card{Niet}{
This card cancels any card at the moment it is played, and before it starts its
effect.
}{\OC}

\card{No}{
This card cancels any card at the moment it is played, and before it starts its
effect.
}{\OC}

\card{Negative}{
This card cancels any card at the moment it is played, and before it starts its
effect.
}{\OC}

\card{Veto}{
If your opponent just put your King in check, even checkmate, then you can play
this card. Cancel the move your opponent just did. He will not do another move
in replacement.
}{\AT}

\card{Repealed}{
The move your opponent just did is cancelled. He has to play a different move.
}{\AT}

\card{Cancelled}{
The move your opponent just did is cancelled. He has to play a different move.
}{\AT}

\card{Abolished}{
The move your opponent just did is cancelled. He has to play a different move.
}{\AT}

% .. white-takers
\card{Cannibalism}{
Take one of your pieces with another one of your own.
}{\TR}{\iWA}

\card{Disintegrate}{
Remove one of your own pieces from the board.
}{\ET}{\iWA}

\card{Provocation}{
During his incoming turn, your opponent has to take one of your pieces. If he can't, he
will forfeit his turn.
}{\ET}

\card{Fodder}{
If your opponent just took one of your pieces, and you still have Pawns, you
can play this card. Choose one of your Pawns, and swap it with the piece
your opponent just took.
}{\AT}{\iWP\SW\iWA}

% .. card modifiers
\card{Vulture}{
Take the card your opponent just played, and put it in your hand, Do not draw a
new card after playing this card.
}{\OC}

\card{Flush}{
You play all the cards from your hand this turn. You will draw replacement cards
after emptying your hand.
}{\BT}

\card{Swap}{
Swap your hand with your opponent. He will draw one card to replace this one
instead of you.
}{\BT}

\card{Peeker}{
If your opponent just took one of your pieces (except a Pawn), you can play
this card. Look at the cards from the drawing deck, and choose one card, that
you put in your hand. Do not draw a card in replacement of this one.
}{\AT}

\card{Mirror}{
This card will reproduce the effect of the last card played by your opponent.
}{\OC}

\card{Trash can}{
Discard any card marked with \CE\ that is currently in effect in the game.
}{\ET}

% .. misc
\card{Chronometer}{
Your opponent has 15 seconds to play his next turn. Past this time, he will
forfeit his turn.
}{\ET}

\card{Ingerence}{
Ask the closest non-player to play the next two turns, as he wishes, except
the Kings.
}{\BT}{\inoK}

\card{Shield}{
Your opponent can't take the piece you just moved this turn.
}{\ET}

\card{Scrying}{
Write down on a piece of paper your guess of which piece your opponent is
going to play. If you are right, his move is cancelled, and he will
forfeit his turn.
}{\ET}

\card{Regency}{
You are making your King disappear from the board for the duration of your
opponent's turn. Before the start of your turn, you will have to place your King
back, by putting it on any square on the first or last column or row of the board.
}{\ET}{\iWK}

\card{Round Robin}{
Rotate the board 90 degrees in the direction you want. Pawns are still moving
towards your opponent. Any Pawn on the last row automatically gets promoted,
and any Pawn on the second row can now move two squares.
}{\ET}{\iBoard}
