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Chapter 4 by CrawlingM CrawlingM

Who gets the first turn?

(shuffled deck lists game 1)

(sorry this wasn't meant to be published and it's a few steps down a unpublished branch so I was hoping it wouldn't pop up. I'll leave it around for now. Basically a random "spin the bottle" game mixed with CAH that lets the players choose what to put into the sentence of challenge cards, then they get boon cards to modify the results.)

(I'll leave this here for now, but I shuffled the decks and made another hidden chapter to keep you all in the dark about the order)

Edit 2: I see some are using this so I might as well share a link so you can copy the source more easily.

https://docs.google.com/spreadsheets/d/1jL5D1If64MLmlm-ECIpBN-1IhGhOMuURcPLTnp6O_Dg/edit?usp=sharing

Since it's meant to be decks I've made a spreadsheet page that gives you shuffled decks with numbers and the original order of cards. You could probably just roll randomly as well but I like the card drawing mechanic. If I do more work on this I'll probably revise the spreadsheet for future rounds.

Challenge Deck

1: Damnation, [3]have learned your true name [2]*, they can make you [1]

2: [1] Only wants [2] and it's [3]

3: [1]: Oh, you like my [2], [3]? You can [4].

4: Better not go outside, the streets are crawling with [1]

5: Aliens messed with [1]'s DNA and that's why they [2].

6: Oh no, we're temporarily transported into a [1] movie and [3] just got [2].

7: [1] has impressive [2]! Anyone who stares for too long will definitely [3]!

8: [1] admits it, they really are [2].

9: The secret is out! [1] is actually a zipped up suit with [2] inside of it!

10: What do you mean, we're out of [1]? We need more for [1]!

11: [3] Owes the [1] mob after buying some [2] from them. Hopefully they can get [4] in time to pay them back.

12: The mystical pawn shop sold [3] a wizard's top hat. It lets them do neat magical tricks like [1], but sometimes an inexperienced user might [2] instead.

13: [3] picked up what seems to be a cursed item from the weird magic item shop. It is a [2] that [1], but it's cursed because [4].

14: Costume party gone wrong? [2] dressed up as a [1], but the outfit won't come off and [3].

15: Oh no! the Djinn fulfilled one of [1] wishes ([1] announces the wish), but corrupted it by [2].

16: Don't get in [1]'s way when they're feeling [2], it makes them [3].

17: A whole new world! The world is slowly being changed to be more like [1].

18: Write your own sentence! [1] gets to change something about themselves, someone else, or the world in general! Lucky!

19: After all, why shouldn't I keep it? [1] has found [2] and intends to keep it, but it will slowly turn them into [3]

20: [1] and [2] hit their heads together and swapped bodies!

21: [1] ain't [2] enough for [3] and [4]

22: [1] Got bitten by a [2] and it gave [1] [3]

23: [1] loves it when they get [2]

24: I drink your milkshake! [2] gets to steal a trait from [1].

25: [2] can stay as a [1] and wake up in their bed and believe what they want to believe, or [2] can come to [3], become a [4] and see how deep the rabbit hole goes...

26: Magician mishap. [1] swaps [2] with [3]. *

27: Two steps forwards, one step back. [1] gains [1b] but [3] chooses a trait that they lose.

28: Where [1] is going, they won't need [2]

29: [1] is gettin' too [2] for [3]

30: Someone patched the rulebook of the universe: [1] now [2].

31: Can [1] really get [2] into [3]

32: [1] and [2] are in [3] club. We don't talk about [3] club

33: No catch! [1] gets a trait of their own choosing.

34: Right after [1], that's when [2] starts to [3]

35: Subscribe for more! [2] has a big online following, because for every subscriber milestone they [1]!

36: It's your destiny [1], you are meant to be [2].

37: The odd one in the group. [2] remains normal and gets a boon card,

38: Dare! [1] must [2] or they will [3]!

39: [1]... Was it a good idea to go back in time and become [2]'s [3]? *

40: is it a [1]? Is it a [2]? no. It's [3]!

41: Oof it's [1] flu season, and [2] seems to have gotten it. Lets just hope its not infectious anymore.

42: Cursed: You should have had some pocket change [1], that exotic beggar cursed you to [2].

43: Oh my god, did you know [1] totally got a crush on [2]. [1] is totally their type too!*

44: Hahaha, [1] made fun of a truth teller at the carnival and now they've been cursed with [2].

45: Little did they know, [4] just got turned into a [3] with an urge for [2] and [1] is aware of this.

46: Someone brought a bottle of that new fancy drink. Unfortunately as [1] had a sip, you realize it's actually [2].

47: No, [1]. [2] is your [3]. Search your feelings, you know it to be true.*

48: A magical talking [1] appears! [2] is its current owner and it can [3].

49: Go with [1] if you want to [2]

50: Mask off. [2]'s tired of keeping up appearances, revealing themselves to actually be a complete [1] under it all.

51: [1] got cursed and gets turned into [1] when doused with cold water.

52: That's private! [1] has kept [2] a secret all their lives.

53: No [1], [2] Expects you to [3]

54: Turning the dial. [1] turns the multiverse dial and swaps into a reality where [2].

55: You best start believin' in [1], [2] is one!

56: [1] does [2] now? They [2] now.

57: Do you feel [1], well, do ya [2]?

58: Sometimes, the magnitude of [1]'s [2], it's almost frightening

59: Tag you're it! [2] just gained [1], and may transfer it to someone else by tagging them. No take backsies!

60: Bless you. Every time [2] sneezes, they [1].

61: [1]: Hey! Who stole my [2]?

62: You shouldn't have sould your soul to the stranger by the crossroads for [3], [1]. now you're **** to [2] to buy it back.

63: Who put out this bowl of magical [1] that turns people into [2]?

64: Truth! [1] must tell the truth that [2], or they have to [3] to [4]!

65: Try walking in their shoes for a while! The Genie swaps [1]'s [2] with [3]'s, to teach them a lesson. *

Boon Deck

1: Bribing the Genie: Play on your turn. You can slightly modify something affecting your person. (23)

2: A stroke of luck: Play on your turn. While active, owner gets to re-roll a spin once per round around the table. If you get selected by a spin, sacrifice this card to select a different target than yourself. (101)

3: Finger snap: Play on your turn to undo mental effects on yourself or someone else to reset yourself to your Normal State. While you have this card on your hand you will be aware you may be under mental effects, but you can't act on that awareness except choosing to play this card on your turn. (81)

4: Twist fate: Use before a new challenge card is revealed. You can look at a number of cards equal to players at the top of the deck and put them back in the order of your choosing. (109)

5: Mirror shield: Play right before something is about to effect you, retarget effect to another target. If someone gets hit twice by the same effect, it becomes their new Normal State. (90)

6: Hypnotized Modifier: play before a final spin. add a sentence that influences the mental state of the targets of the challenge. (74)

7: Bribing the Genie: Play on your turn. You can slightly modify something affecting your person. (25)

8: Bribing the Genie: Play on your turn. You can slightly modify something affecting your person. (24)

9: Restoration: Play on your turn. You can reduce or remove a trait on yourself you find negative. (41)

10: Finger snap: Play on your turn to undo mental effects on yourself or someone else to reset yourself to your Normal State. While you have this card on your hand you will be aware you may be under mental effects, but you can't act on that awareness except choosing to play this card on your turn. (80)

11: Editor intervention: Play before final spin. Do a minor edit to the text of a challenge card. Adding, modifying or removing a single word and then doing minor adjustments to make the sentence make sense. (64)

12: Spin Immunity: Use before person targeting spin, you cannot be chosen for that spin. (16)

13: Hypnotized Modifier: play before a final spin. add a sentence that influences the mental state of the targets of the challenge. (77)

14: Spin Immunity: Use before person targeting spin, you cannot be chosen for that spin. (17)

15: (114)

16: Enhancement: Play on your turn. You can boost or create a new trait on yourself, but you can't remove or reduce existing traits. (28)

17: Spin Immunity: Use before person targeting spin, you cannot be chosen for that spin. (19)

18: Counterspell: Counter a boon card that has been played. (51)

19: Enhancement: Play on your turn. You can boost or create a new trait on yourself, but you can't remove or reduce existing traits. (33)

20: Nope: spin the bottle again, must be used before the next spin is over. (3)

21: Enhancement: Play on your turn. You can boost or create a new trait on yourself, but you can't remove or reduce existing traits. (32)

22: Nope: spin the bottle again, must be used before the next spin is over. (1)

23: Burglary: Play on your turn. Steal two boon cards at random from an opposing player's hand. (87)

24: Feature creep: Play before first spin. Add a sentence or some words somewhere in the text of a card, can add one extra spin target in that sentence. (68)

25: Hypnotized Modifier: play before a final spin. add a sentence that influences the mental state of the targets of the challenge. (73)

26: Hypnotized Modifier: play before a final spin. add a sentence that influences the mental state of the targets of the challenge. (72)

27: Awareness: Play on your turn, target gains awareness of changes done to them. counters mental changes if it matches or is above (97)

28: Finger snap: Play on your turn to undo mental effects on yourself or someone else to reset yourself to your Normal State. While you have this card on your hand you will be aware you may be under mental effects, but you can't act on that awareness except choosing to play this card on your turn. (82)

29: Bribing the Genie: Play on your turn. You can slightly modify something affecting your person. (21)

30: Burglary: Play on your turn. Steal two boon cards at random from an opposing player's hand. (88)

31: Poor hearing Genie: adjust the final sentence slightly with a rhyming word or the likes, must be used before or during final spin, but wording can be adjusted after spin. (10)

32: Bribing the Genie: Play on your turn. You can slightly modify something affecting your person. (26)

33: Editor intervention: Play before final spin. Do a minor edit to the text of a challenge card. Adding, modifying or removing a single word and then doing minor adjustments to make the sentence make sense. (65)

34: Enhancement: Play on your turn. You can boost or create a new trait on yourself, but you can't remove or reduce existing traits. (34)

35: Enhancement: Play on your turn. You can boost or create a new trait on yourself, but you can't remove or reduce existing traits. (31)

36: Finger snap: Play on your turn to undo mental effects on yourself or someone else to reset yourself to your Normal State. While you have this card on your hand you will be aware you may be under mental effects, but you can't act on that awareness except choosing to play this card on your turn. (84)

37: Evil Twin. Use on your turn, target player is split into two persons and the target gets to choose which way the traits are split. Both will argue they are the original. Can only be used on someone when they have multiple new traits. (106)

38: Counterspell: Counter a boon card that has been played. (48)

39: Enhancement: Play on your turn. You can boost or create a new trait on yourself, but you can't remove or reduce existing traits. (29)

40: Normalize: Play on your turn. You can make changes done to one target permanent, making them think things have always been this way. (52)

41: A stroke of luck: Play on your turn. While active, owner gets to re-roll a spin once per round around the table. If you get selected by a spin, sacrifice this card to select a different target than yourself. (100)

42: Vow of poverty. Use on your turn. lose an amount of wealth of your choosing, but you get a boost or a new trait that befits the loss. (112)

43: Freaky Friday: Play on your turn. Swap all traits between two players. (93)

44: Epic Magic wand: Play on your turn. You wave a wand at all the other players and give them a trait of your choosing, overwriting contradicting traits. (94)

45: Twist fate: Use before a new challenge card is revealed. You can look at a number of cards equal to players at the top of the deck and put them back in the order of your choosing. (108)

46: Normalize: Play on your turn. You can make changes done to one target permanent, making them think things have always been this way. (55)

47: Finger snap: Play on your turn to undo mental effects on yourself or someone else to reset yourself to your Normal State. While you have this card on your hand you will be aware you may be under mental effects, but you can't act on that awareness except choosing to play this card on your turn. (83)

48: Restoration: Play on your turn. You can reduce or remove a trait on yourself you find negative. (40)

49: Nope: spin the bottle again, must be used before the next spin is over. (4)

50: Evil Twin. Use on your turn, target player is split into two persons and the target gets to choose which way the traits are split. Both will argue they are the original. Can only be used on someone when they have multiple new traits. (107)

51: Bribing the Genie: Play on your turn. You can slightly modify something affecting your person. (20)

52: Restoration: Play on your turn. You can reduce or remove a trait on yourself you find negative. (39)

53: Hypnotized Modifier: play before a final spin. add a sentence that influences the mental state of the targets of the challenge. (70)

54: Counterspell: Counter a boon card that has been played. (44)

55: Editor intervention: Play before final spin. Do a minor edit to the text of a challenge card. Adding, modifying or removing a single word and then doing minor adjustments to make the sentence make sense. (62)

56: Bribing the Genie: Play on your turn. You can slightly modify something affecting your person. (22)

57: Spin Immunity: Use before person targeting spin, you cannot be chosen for that spin. (15)

58: Awareness: Play on your turn, target gains awareness of changes done to them. counters mental changes if it matches or is above (96)

59: Awareness: Play on your turn, target gains awareness of changes done to them. counters mental changes if it matches or is above (98)

60: Restoration: Play on your turn. You can reduce or remove a trait on yourself you find negative. (43)

61: Enhancement: Play on your turn. You can boost or create a new trait on yourself, but you can't remove or reduce existing traits. (35)

62: Me too: Insert yourself to a challenge card's sentence to get an advantage or avoid a disadvantage. Must be used before final spin. (56)

63: Feature creep: Play before first spin. Add a sentence or some words somewhere in the text of a card, can add one extra spin target in that sentence. (69)

64: Counterspell: Counter a boon card that has been played. (45)

65: Awareness: Play on your turn, target gains awareness of changes done to them. counters mental changes if it matches or is above (99)

66: Me too: Insert yourself to a challenge card's sentence to get an advantage or avoid a disadvantage. Must be used before final spin. (59)

67: Restoration: Play on your turn. You can reduce or remove a trait on yourself you find negative. (42)

68: Restoration: Play on your turn. You can reduce or remove a trait on yourself you find negative. (36)

69: Finger snap: Play on your turn to undo mental effects on yourself or someone else to reset yourself to your Normal State. While you have this card on your hand you will be aware you may be under mental effects, but you can't act on that awareness except choosing to play this card on your turn. (78)

70: Normalize: Play on your turn. You can make changes done to one target permanent, making them think things have always been this way. (54)

71: Freaky Friday: Play on your turn. Swap all traits between two players. (92)

72: Counterspell: Counter a boon card that has been played. (50)

73: Me too: Insert yourself to a challenge card's sentence to get an advantage or avoid a disadvantage. Must be used before final spin. (58)

74: Counterspell: Counter a boon card that has been played. (46)

75: Spin Immunity: Use before person targeting spin, you cannot be chosen for that spin. (13)

76: Restoration: Play on your turn. You can reduce or remove a trait on yourself you find negative. (37)

77: Nope: spin the bottle again, must be used before the next spin is over. (6)

78: Vow of poverty. Use on your turn. lose an amount of wealth of your choosing, but you get a boost or a new trait that befits the loss. (113)

79: No free lunch: Use on your turn. Gain a numerical wealth boost of your choice, but [1] gets to choose a fitting flaw you have to pay for it, proportional to the size of the boost. (110)

80: Mirror shield: Play right before something is about to effect you, retarget effect to another target. If someone gets hit twice by the same effect, it becomes their new Normal State. (91)

81: Nope: spin the bottle again, must be used before the next spin is over. (7)

82: Counterspell: Counter a boon card that has been played. (49)

83: Feature creep: Play before first spin. Add a sentence or some words somewhere in the text of a card, can add one extra spin target in that sentence. (67)

84: Enhancement: Play on your turn. You can boost or create a new trait on yourself, but you can't remove or reduce existing traits. (30)

85: Finger snap: Play on your turn to undo mental effects on yourself or someone else to reset yourself to your Normal State. While you have this card on your hand you will be aware you may be under mental effects, but you can't act on that awareness except choosing to play this card on your turn. (85)

86: Hypnotized Modifier: play before a final spin. add a sentence that influences the mental state of the targets of the challenge. (76)

87: Me too: Insert yourself to a challenge card's sentence to get an advantage or avoid a disadvantage. Must be used before final spin. (57)

88: Uno Skip! Skip the current challenge card. Must be played before new challenge card is revealed. (102)

89: Uno Skip! Skip the current challenge card. Must be played before new challenge card is revealed. (105)

90: Poor hearing Genie: adjust the final sentence slightly with a rhyming word or the likes, must be used before or during final spin, but wording can be adjusted after spin. (11)

91: Burglary: Play on your turn. Steal two boon cards at random from an opposing player's hand. (86)

92: Counterspell: Counter a boon card that has been played. (47)

93: Spin Immunity: Use before person targeting spin, you cannot be chosen for that spin. (18)

94: Epic Magic wand: Play on your turn. You wave a wand at all the other players and give them a trait of your choosing, overwriting contradicting traits. (95)

95: Feature creep: Play before first spin. Add a sentence or some words somewhere in the text of a card, can add one extra spin target in that sentence. (66)

96: Hypnotized Modifier: play before a final spin. add a sentence that influences the mental state of the targets of the challenge. (75)

97: Spin Immunity: Use before person targeting spin, you cannot be chosen for that spin. (14)

98: Poor hearing Genie: adjust the final sentence slightly with a rhyming word or the likes, must be used before or during final spin, but wording can be adjusted after spin. (9)

99: Uno Skip! Skip the current challenge card. Must be played before new challenge card is revealed. (103)

100: Burglary: Play on your turn. Steal two boon cards at random from an opposing player's hand. (89)

101: Bribing the Genie: Play on your turn. You can slightly modify something affecting your person. (27)

102: No free lunch: Use on your turn. Gain a numerical wealth boost of your choice, but [1] gets to choose a fitting flaw you have to pay for it, proportional to the size of the boost. (111)

103: Editor intervention: Play before final spin. Do a minor edit to the text of a challenge card. Adding, modifying or removing a single word and then doing minor adjustments to make the sentence make sense. (63)

104: Backup: play on your turn. Saves your current state when played. While active you vaguely remember your "backup" self. Sacrifice the card anytime to partially or completely restore yourself to the state you were when playing this card. (61)

105: Normalize: Play on your turn. You can make changes done to one target permanent, making them think things have always been this way. (53)

106: Hypnotized Modifier: play before a final spin. add a sentence that influences the mental state of the targets of the challenge. (71)

107: Spin Immunity: Use before person targeting spin, you cannot be chosen for that spin. (12)

108: Backup: play on your turn. Saves your current state when played. While active you vaguely remember your "backup" self. Sacrifice the card anytime to partially or completely restore yourself to the state you were when playing this card. (60)

109: Nope: spin the bottle again, must be used before the next spin is over. (2)

110: Uno Skip! Skip the current challenge card. Must be played before new challenge card is revealed. (104)

111: Finger snap: Play on your turn to undo mental effects on yourself or someone else to reset yourself to your Normal State. While you have this card on your hand you will be aware you may be under mental effects, but you can't act on that awareness except choosing to play this card on your turn. (79)

112: Restoration: Play on your turn. You can reduce or remove a trait on yourself you find negative. (38)

113: Nope: spin the bottle again, must be used before the next spin is over. (5)

114: Poor hearing Genie: adjust the final sentence slightly with a rhyming word or the likes, must be used before or during final spin, but wording can be adjusted after spin. (8)

What's next?

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