A game for psychics, or those who claim to be anyways. Lets see if you possess the power of the supernatural, or even the highly empathic, or even the intuitive with a keen eye to read people.
This is the main point collection card. They're is 4 of them numbered 2 / 4 / 8 / 16 based on a doubling system. There is no subtraction in this game, only categorical.
Increases your hand for the next turn in order to plot more complex combinations.
Decreases the opponents hand on the next turn in order to squelch their options.
Blocks only the 2 points.
Blocks only the 4 points.
Blocks only the 8 points.
Blocks only the 16 points.
A collaborative game that pits all players against 1 kingpin uses these red cards.
There are 4 general kinds of cards in your hand: Collections, the means to game victory. Warding, the means to cancel their collections. Utility, the means to gain advantages for future turns. Augment, the means to alter other cards this turn. Much like paper/rock/scissors trio but as Wards/Collects/Utility counter system. Then theres augments which alter odds and power these cards.