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Free Card Game! Print out at home! Only 12 cards in the game so it is cheap to print!

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Free Card Game!
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Cheap to print!
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To Print out at home!

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Only 12 cards on 2 A4 pages used in the game!
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So it will not be expensive to print out!
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The Two A4 Cards sheets for you to print and cut out 
Are found a bit further down, 
About halfway down this page,  
Just after the basic instructions!
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I am declaring this game as public domain so it is free to share!
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Working title
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An Energy Of Enemies!
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THE THEME!
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"The whole basis of this game"
"Is about keeping secrets and bluffing!"
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"NUFF SAID!"
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This card game only has 12 cards in the pack.

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BUT you must use all 12 cards in your game! 
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Playing time 15 to 30 mins
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Players 2 - 12 But ideally 4 to 6.
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I am declaring this game as public domain so it is free to share!
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How to win?
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Take everyone else cards and be the last person standing!
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How to lose?
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End up with no cards left.
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Who goes first?
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Deal all the card out so everyone has the same number of cards!
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(I will tell you what to do with the extra cards later!)
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(They still need to be used in your game!)
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The person with the card titled
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Air Negative

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Goes first!
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Do we have to use all 12 cards!
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Yes! 

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It is very important for game balance that all 12 cards are used at first!
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"But there are 12 Cards and an odd number of people playing, what do we do with leftover cards!"
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After the initial dealing, the person with the card labelled.
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Water Negative
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Gets all the remaining cards!
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Order of play.
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The person whose turn it is is called the attacker.
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They simply choose who to attack.
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The person they choose to attack will become the next attacker and therefore the next person to have a turn!
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How to attack.

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The attacker place's a card down and declares an attack against any defending player of their choice!
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All cards have 2 qualities.
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And Element and Energy Polarity
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The Elements are,
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EARTH
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AIR
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FIRE
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WATER

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And the Polarities are
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POSITIVE
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NEGATIVE
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NEUTRAL
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The card placed down is counted as "On Table"
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At least one card MUST be played (if the Attacker has any!)
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The DEFENDER has to counter the card by either playing a card that
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A) Has the opposite element,

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Or

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B) The Opposite Polarity (If Negative or Positive)

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Or A neutral Polarity if the attacking cards also have a Natural Polarity.
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NOTE:
A defending card only has the to have ONE of its two features to be the opposite to the Attackers Card!
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One counted feature is enough!
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You do NOT need both card features to be countered!
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Either of these conditions successfully placed, that is the opposite, defends against the attack from that card!
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WHAT DO YOU MEAN EXACTLY BY OPPOSITE!?
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It is pretty intuitive but here is a quick rundown anyway!
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FIRE and WATER are OPPOSITE!
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EARTH and AIR are OPPOSITE
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NEGATIVE and POSITIVE are OPPOSITE
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NEUTRAL is counted by other NEUTRAL cards! 
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HOW MANY CARDS
 CAN THE ATTACKER USE IN ONE TURN?
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The number of tries the attacker can have against the defender is only 2.

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(By have another try,)
( I obviously mean, the attacker places a second card down out of their HAND and onto the TABLE, For the Defender to attempt to counter.) .
Even if the first attack scores a hit, they are still allowed a second card try for extra damage!
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(But They do not have to if they do not want to!)
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NEUTRAL CARD SPECIAL ABILITY!
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Normally you are only allowed 2 tries, 

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HOWEVER!
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There is an Exception for when an Attacker plays any Neutral cards!
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All NEUTRAL CARDS can all be played in addition to the ATTACKERS normal 2 card attempt limit!
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(The ATTACKER can do fewer attempts if he wants, they do not have to make a maximum possible number of attacks if they do not want to!)
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(They might want to keep some cards a secret!)
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THE ATTACKERS PRICE FOR FAILURE!
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If all the ATTACKERS attempts fail then they must choose one of their own cards to give to the successful defender!
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As a price for their failure!
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Both player then retrieve all their own cards from off the TABLE and put them back into their card hands!
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The Defender now becomes an attacker and chooses who to attack!
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A Successful Attack.
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Any cards that can Not be counted against will do ONE Damage to the DEFENDER!
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NOTE
The DEFENDER does NOT have to defend against all or any attacking cards,
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To either hide what they have or to keep a card in their hand, a DEFENDER can choose to "Take The Hit" instead!
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That is their choice!
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They do NOT have to inform the ATTACKER or what they are doing!
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When all the attempts have been done then calculate all the damage!
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How to Add all the damage done!
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On top of the 1 damage for each 1 card not counted there is also some additional damage to pay!
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+1 Damage for each FIRE Card the Attacker still has in his hand.
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NOTE!
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At least one other card, that has not been cancelled by the Defender, Must be played On Table to get this bonus!
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(DO not count extra damage for fire cards that have been played onto the TABLE! )
(Only count the ones that are still in their hand!)
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+1 Damage per POSITIVE polarity card!
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NOTE!
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At least one other card, that has not been cancelled by the Defender, Must be played On Table to get this bonus!
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(DO not count extra damage for Positive cards that have been played onto the TABLE! )
(Only count the ones that are still in their hand!)

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But to get these extra damage Bonuses the ATTACKER will have to show the cards he is using to get this damage bonus, (Declare those cards)!
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However,
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They might not want to admit that they have those cards at this time, in which case he can keep them secret but obviously he will not get the damage bonus if they are not declared!
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NOTE THIS EXTRA POWERFUL 
FIRE POSITIVE CARD!
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Defender Reducing Damage!
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The defender can reduce the damage taken if they have these card in their hand!
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They can reduce the damage taken by ONE for each EARTH card they have in their hand!
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(DO not count extra damage resistance for Earth cards that have been played onto the TABLE! )
(Only count the ones that are still in their hand!)
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They can reduce the damage by one for each NEUTRAL card they have in their hand!
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(DO not count extra damage resistance for Neutral cards that have been played onto the TABLE! )
(Only count the ones that are still in their hand!)
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However,
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The DEFENDER might not want to admit that they have those cards at this time, in which case they can keep them secret but obviously they will not get the damage bonus if they are not declared!

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NOTE THIS EXTRA POWERFUL 

EARTH NEUTRAL CARD!
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DEFENDER NEGATIVE CARD CURSE!
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For each card with a NEGATIVE polarity, the DEFENDER must pay an Extra 1 point of damage and show and declare them!
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Even if they don't want to!
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NEGATIVE cards can never be kept a secret!
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Even if all the attack attempts did NO damage, the mere fact that you were defending sill means you must declare all Negative cards AND pay 1 damage for each one in your hand.
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(DO not count extra damage for Negative cards that have been played onto the TABLE! )
(Only count the ones that are still in the defender's hand!)

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SUPER VERY IMPORTANT DESIGN NOTE!
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While the whole basis of this game is about keeping secrets and bluffing!
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ALL NEGATIVE cards are an exception to this philosophy!
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These are the only cards that must ALWAYS be declared!
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ANY player at ANY time can command ALL the other players to reveal, show and remind who the whole game, of who has the NEGATIVE cards!
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We have a load of Damage! Now What.
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You take the damage of your Life or Hit Points 

(Whatever you prefer to call them!) 
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You do NOT need to have a scrap of paper to write them down!
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Your Life or Hit Points are simply the "Cards in your Hand" 
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(Note: Never the ones played on the TABLE!).
The DEFENDER must give the ATTACKER equal to the value of Damage dealt.
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The DEFENDER gets to decide what cards to give! 
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For each One point of damage, the DEFENDER must USUALLY pay the ATTACKER One card of the DEFENDERS choice!
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THE SPECIAL WATER CARD ABILITY!
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All WATER cards count as 2 points towards paying for any damage debt instead of the normal 1 point per damage!
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LETS TALK ABOUT THE AIR CARDS!
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As well as Canceling out any FIRE cards played on to the TABLE the air cards also have a few extra features.
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Special Air Card Ability! Extra Attacks.
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Because Air means Speed, an Attacker can use any Air cards to Buy an extra attack,
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You pay the AIR card used to the person you are attacking!
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Extra Attack Turn!
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After an Attack, you can give 1 give Air Card to a person you just attacked to get a second attack against them in that same turn
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What if you what to attack again but against a different target!
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To Attack Extra Turn Different Target!
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After an Attack, you can give 2 give Air Cards to a person you have not attacked this turn, to get a second attack turn, against them!
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The last person attacked is the one that becomes the new attacker!
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ANOTHER SPECIAL AIR CARD ABILITY IS TO USE IT INSTEAD OF ATTACKING IN YOU TURN!
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Special Action!

FORCE A SWAP!.
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You can use one of these actions instead of a normal attack!
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WIND FORCE!
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Force a player to swap this Wind Card for a random one out of their hand!
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They can give 1 Earth Card to the Attacker, instead, to stop them!
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GALE FORCE!
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Force a player to layout all their card to see,
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And swap 2 Wind Cards for any one card of theirs of your choice!
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They can give 1 Earth Card to the Attacker instead to stop them from doing this!
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(Yes, you read correctly, still only one single EARTH card to stop the swap!) 
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If they stop an attacker from doing a GALE-FORCE manoeuvre by giving them 1 EARTH card instead then they also get to keep one 2 wind cards (of the attackers choice) as a penalty to the ATTACKER for them trying to be so sneaky!

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The person that was forced to swap or stopped a swap with an EARTH Card now becomes the new Attacker!
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NEGATIVE CARDS STILL COUNT ON SWAP MANOEUVRES!
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Forcing a Swap STILL COUNTS AS A TYPE OF ATTACK AND ANY NEGATIVE cards in the Defenders hand still have to be declared and still do one damage each that must be paid to the attacker!
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MORE ON HOW TO LOSE!
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PAY THE DEBT OF DIE!
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Points of damage Debt can ONLY be paid out of the cards left in the DEFENDERS hand!
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They can NOT pay any Damage Debt with any of the cards ON THE TABLE!
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If you can not pay the full debt you must still attempt to do so until your hand in empty!
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If you still Owe any Damage debt, then you are DEAD!
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If you are only at a flat Zero but clear of Damage Debt, 

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Then pick up all your own cards that are still ON TABLE, RETURN THEM BACK TO YOUR HAND!
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And stay in the game!
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The Attacker also pick up all their own cards that are still on the table and return them to their own hand!
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As the previous Defender, you now become the attacker and can choose who to attack!

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I SURVIVED THE ATTACK!

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NOW, WHAT?

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AS EXPLAINED DIRECTLY ABOVE!
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Once all the owed cards are paid to the ATTACKER Only from The DEFENDERS HAND,
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(Not touching or using the cards on the table!)
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The Attack officially ends!
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The ATTACKERS turn Officially Ends!
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Both The DEFENDER and the ATTACKER return ALL their own cards that are still on the TABLE, 
Back into their own HANDS!
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The DEFENDER now Becomes the new ATTACKER and can Attack anyone they wish!
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IM DEAD!! NOW, WHAT??
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Look and see how many players are left in the game!
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DO not count the very now very dead defender or the attacker.
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Count them up!
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For each remaining player, the Attacking Victor can cherry pick any one card from the Dead Victims ON TABLE cards!
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VICTIMS REVENGE!
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But here is the slightly cool bit,
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After the Victorious Attacker has taken all the card he is allowed!
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(Remember they can only take One for each remaining player).
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Whatever cards are left are giving out and allocated in any way the Defeated Defender wishes.
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He can give them all to one person or spread them out as they see fit.
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It is totally up to them!
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They can even, decide not to hand any of them out and leave any or all of them out from the rest of the game entirely!
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This is the last chance to calculate an act of possible revenge by gifting the right cards to the player that might be able to successfully avenge you!


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VERY IMPORTANT RULE CLARIFICATION!
ABOUT THE
EARTH NEGATIVE CARD!
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"Hang on? If the Earth ability reduces damage on an attack by 'One' and the Negative Curse adds 'One' damage, do not they just simply cancel each other out? 
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"Does that mean this card does nothing at all?"
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The Answer : 
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Yes and No!
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Depending on the situation!
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Yes,
In a normal attack, if the DEFENDER receives any Damage from any of the Attacks on Table cards then yes, they simply cancel each other out!
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BUT
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That is only IF damage is received from the ATTACKERS ON TABLE CARDS!
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IF no damage hit the DEFENDER form off the TABLE, For instance....
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"If the attack is either a FORCED SWAP from the use of AIR CARD abilities,"
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as just one example,
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Then the NEGATIVE CARD curse still takes effect and makes the DEFENDER OWE ONE Damage!
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Both EARTH and NEUTRAL Cards ONLY STOP DAMAGE FROM DIRECT ON TABLE ATTACKS!
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While NEGATIVE CURSE Damage happens no matter what type of attack happens, Even if the nature of the attack (including any failed TABLE Attacks) does no actual damage itself! 
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NOW PLAY THE GAME!
IF YOU ENJOY IT THEN SHARE IT!
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That is all the Basics, although there is some additional rule at the bottom of this page!
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Special rules for if you happen to get 3 Identical Elements in your hand or 4 identical polarity types in your hand!
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But first I present the 12 cards,
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They are in 2 A4 Page layouts for easy printing!
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The first page has 9 of the cards.
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The Second page has the remaining 3 cards and optional card backs for to you to also use if you wish,
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I will also add a Page of Card backs to make life a bit easier.
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Simply cut out the cards and play.
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After the Additional Rules, I will also post a super large scale version of all cards to help supply other home productions options for you all!

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ADDITIONAL RULES!
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You have seen all the Basics!
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Here are some additional rules!
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Special rules for if you happen to get 3 Identical Elements in your hand or 4 identical polarity types in your hand!
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ELEMENTAL SETS!

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OPTIONS FOR WHEN YOU HAVE ALL 3 OF AN ELEMENTAL CARD OF THE SAME TYPE!
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ALL 3 FIRE CARDS!
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DEHYDRATED!
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This Manoeuvre is instead of a normal attack!
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The DAMAGE Penalty for the defender having any NEGATIVE cards in their hand STILL APPLIES!.
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The Attacker Gives ALL 3 of their FIRE CARDS to the Defender.
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That Defender must remove ALL WATER CARDS from their collection and hand them out among all the other players in any way the DEFENDER chooses!
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The DEFENDER becomes the new ATTACKER!
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ALL 3 WATER CARDS!

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MOON TIDES!
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This manoeuvre is in response to a Successful attack when it becomes time to pay for all the damage!
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The DAMAGE Penalty for the defender having any NEGATIVE cards in their hand STILL APPLIES!.
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The Defender must remove ALL WATER CARDS from their collection and hand them out among all the other players in any way the DEFENDER chooses!
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For that one attack only! All Damage Debt if forgiven and ignored!
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The DEFENDER becomes the new ATTACKER!
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ALL 3 EARTH CARDS!
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WALL OF MUD!
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This manoeuvre is in response to a Successful attack when it becomes time to pay for all the damage!
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The Defender gives ALL 3 of their EARTH cards to the Attacker!
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No matter how much damage was meant to be done!
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That Damage Debt from this ATTACK is now counted as paid in full!
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The DEFENDER becomes the new ATTACKER!
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ALL 3 AIR CARDS!
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WHIRLWIND!
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Used by a Defender to INTERRUPT and Avoid an attack!
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Can not be used UNTIL or UNLESS the ATTACKER has placed a Second Cared ON THE TABLE!
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ONLY THE SECOND CARD!
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IF THE ATTACKER PUTS A THIRD CARD DOWN THEN THIS MANOEUVRE CAN NO LONGER BE USE IN THIS ATTACK!
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The DAMAGE Penalty for the defender having any NEGATIVE cards in their hand STILL APPLIES!.
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The Defender must remove 2 AIR CARDS (NOT ALL) from their collection and hand them out among all the other players in any way the DEFENDER chooses!
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All Damage is cancelled and the rest of the Attack is also Canceled!
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The ATTACKER TURN IS NOW OVER!
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(Even if they now have some of the AIR cards! they can not use them for extra attacks this turn!)
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The DEFENDER becomes the new ATTACKER!
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POLARITY ENERGY!

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Because it is harder to collect 4 cards instead of 3 these are a little more potent than the ELEMENTAL SETS!
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ALL 4 POSSATIVE CARDS!

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PLAZMA STRIKE!
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This Mannoover is instead of a normal attack!
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Hand all 4 POSITIVE CARDS to the Defender!
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Do NOT put any cards on THE TABLE!
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Automatically do 6 DAMAGE!
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Damage can still be reduced with EARTH and NEUTRAL cards!
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DO NOT forget the Defender still has also to pay Damage for any NEGATIVE Cards in their hand!
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ALL 4 NEUTRAL CARDS!
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STASIS QUO!
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Can be Played at any time!
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The Defender must remove ALL NEUTRAL CARDS, AND ALL NEGATIVE cards from their collection and hand them out among all the other players in any way that Player chooses!
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This player is Immune to ALL DAMAGE for a number of the Whole Attack Turns equal to the number of players currently in the game (not including themselves!)
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Let us call this number their STASIS SHEILDS!
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NOTE: The Term Number of Whole Attack Turns!
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Other players will have to attack this player to deduct the number of STASIS SHEILDS this player has if they eery hope to any damage and defeat them!
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One Whole Attack Turn takes away one STASIS SHEILD!
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ALL 4 NEGATIVE CARDS!
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THE VOIDED SOUL!
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This is the Big Daddy of Plays!
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You have been being poisoned with Negative Damage All this time while collecting these!
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SO you Deserve a really cool manoeuvre!
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This manoeuvre is in response to a Successful attack when it becomes time to pay for all the damage, including all the damage you would have had to pay for having these 4 NEGATIVE cards!
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Give all 4 of these NEGATIVE cards to you ATTACKER!
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All the Damage the DEFENDER Owed from this attack, that they would normally have been paid to the ATTACKER is now Cancelled!
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INSTEAD!
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The ATTACKER NOW OWES THE DEFENDER!
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The Attacker now must pay for all the Damage for their own attack they did to the DEFENDER!
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AND IN ADDITION!
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The 4 extra damage TO THE DEFENDER for NOW having the 4 NEGATIVE cards in their hand now!
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The DEFENDER still counts as having been the DEFENDER despite not having to pay off any of their own damage!
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The DEFENDER still becomes the new ATTACKER!
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SUPER SIZE ME!
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I have also posted a super large scale version of all cards to help supply other home productions options for you all!
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Admin 
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Free Card Game!
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Print out at home!
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Only 12 cards On 2 A4 Pages in the game so it is cheap to print!
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https://www.lombot.co.uk/p/blog-page_468.html
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!





















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! . RULE 1 : . Always try and follow ALL the rules! . . RULE 2 : . "IF" you DO break a rule,  . Then DAM WELL Break E'm Good N' Hard! . (You are going to get just as punished for doing a half measure as you are going full bore nuke!) . #CummingsTheCovidSpreader . ! . .

HEADS UP MATH NERDS! There is a new sexy form of statistical analysis in town!

! . HEADS UP MATH NERDS! . . There is a new form of widely used statistical analysis that typically presents its data on a 0-100% scale. . Know as the POOAS method. . It is now the most widely used form of data presentation in the world! . Now used globally by all governments a staggering 84.3 % of the time! . Yet you may not yet have ever heard of it. . . . . THE POOAS Method! . . . . PROUDLY ONLY PRINTED ON NON-GMO PAPER! . PROUDLY  ONLY USES NON-GMO INK! . . From S. A Chasim. PHucD. OCD. With a Forward By Dr Jonathan Swift. DM . ONLY £6.66p GBP! CLICK HERE  TO GET YOURS! . https://www.lombot.co.uk/p/fake-warning-do-not-publih.html . . . . . THE  POOAS   Method! . . . ( Pulled Out Of Arse Statistics!)  . . Used by a Politician or Lobbyist near you!. . ! . HELP! . I have a crap load of books everywhere! . I do not put them in any order! . I am super untidy, . I have not been able to find my book about "Applied Chaos Th

GEEK ATTACK! WAS Thanos VERY STUPID! OR VERY WISE??!! The Solution He COULD have used! AND the one reason he might not have chosen to use it! V3

GEEK ATTACK! WAS Thanos VERY STUPID! OR VERY WISE??!! The Solution He COULD have used! AND the one reason he might not have chosen to use it!  The newest content is below the intro piece, Scroll past previous content a short way to get to it!  (NOTE:  NOT MY MEME!  PURLEY POSTED  TO SHOW WHAT I AM REPLYING TOO!)  I reckon Thanos WILL have made a load to new for the resources for the universe! BUT Let us assume the MCU abides by the rule that "energy cannot be created," But if energy cannot be created he would have to take the raw energy needed to create those resources from somewhere. Find something he deems expendable to reduce disassemble and to mere energy to redistribute to resource creation! I wonder where he could have gotten the extra energy to make those resources. Does anyone happen to have any bright ideas? PPS WAS Thanos VERY STUPID! OR VERY WISE??!! The Solution He COULD have us

I AM STILL WAITING FOR YOU TOMMY ROBINSON! If Anyone happens to see that Tommy person! Please remind him that my open challenge to him is still waiting to be accepted! Pass it on!

. I AM STILL WAITING FOR YOU TOMMY ROBINSON! . If Anyone happens to see that Tommy person! Please remind him that my open challenge to him is still waiting to be accepted! Pass it on! . . . It took over 5 hours to collate this data and work out these figures! . . . ! . But you can not compare white people with Muslims! . They are two different categories! . But this fact is what makes the extrapolated math possible. . I felt safe in making and combining the 2 following assumptions. , 1) . That a maximum of 2% of the Muslim population in the UK was White. . And . 2) . That a maximum of 2% of White people in the UK was Muslim . These are the only assumption in the math that was done, all the rest was achieved using solid figures! . If the target chosen by the racist had been a faith that had been largely white then the mathematical extrapolation could not have been safely done and their lies revealed. . I love the irony that this is one time a type of “Ra

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