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From the Kickstarter:
A totally unique, customized for craziness system that I probably should come up with a catchy name for. Here is how it works:
Risk and uncertainty (the hallmark of great games everywhere) are emulated by a dice and card mechanic. Sure we could just say, "Do whatever you want!" but that is not really a game. It is a substitute teacher saddled with an over-sugared kindergarten (surprisingly similar to our convention sessions...)
When a player wants to use a superpower or do something that could fail horribly, they draw a challenge card and attempt to do what the card commands.
This might be to roll doubles on your dice, or to quickly eat something you find on the table, or to compose a short poem about your desired results.
Product is intended to include a rules booklet and (printable) cards.