War on Terror Liar Loser
Therapy Card Game
Rules by mentaldisorder.com/loser
WARNING: THIS IS A DANGEROUS PSYCHOLOGICAL OPERATIONS ON THE GLOBAL COMMUNITY
I ask the questions.
What if they had a war and nobody came? Now imagine the brilliant governing elites decided to have a war and only volunteers, proxies, and liberal law enforcement lunatics showed up. Are we winning or losing? Expect to come face to face with a brutal truth of transparency and some uncomfortable facts as you play
War on Terror Liar Loser
War on Terror Liar Loser card game requires the ability to deceive and detect an opponent's deception by effectively manipulating the hand of the king.
One creative genius of this card game involves shuffling and dealing a deck of cards. Direction of text or image does not matter when shuffling or dealing cards. Simply shuffle and deal with the image or text of a card facing in any direction. This unique design expedites set up and decreases time between rounds. (Try to keep text of your cards hidden in your hand from other players until examination of common hand.)
Another creative genius of this card game involves the end-game. Like the notorious card game called Mental Disorder by www.mentaldisorder.com this infamous game also ends when a vanquished condition occurs. A vanquished condition exists when a player’s hand size is reduced to zero. This hapless fellow is the War on Terror Liar Loser loser and his embellished Obituary is to be authored and announced by the winner of the game. This peculiar, weird, and unique end-game design adequately reflects the always macabre state of public affairs on which it is based.
War on Terror Liar Loser is a card version of the well known and historic game called, Liar's dice. The mechanics of play is basically the same. Substitute cards for dice.
Set up game. Players start with three cards at beginning of game. Shuffle cards and deal. Each card identifies Loser or Winner in the upper left hand corner on a text side.
Players manipulate their "game changer" hand by discarding up to three cards in their hand and replacing them with an equivalent number of new cards from the deck or discard pile.
Formation of common hand is now complete. The common hand contains the collective difference of all Loser cards and Winner cards. Do not mix the common hand cards together. Keep individual "game changer" hands separate and text secret from other players until examination.
The player with the most real or imagined authority goes first by quantifying losers in his opening bid. Player turn order alternates counterinsurgency clockwise. Winner of previous round goes first in next round.
Players must raise the bid or challenge the previous bid in turn.
In a five player game, zero losers is the lowest bid and 15 losers is the highest bid.
Each player has two choices during his turn. Make a higher bid or challenge the previous bid as being wrong (false) by saying "liar."
If the current player thinks the previous player's bid was wrong (and) challenges it, examine common hand to determine whether the bid was valid (correct or sufficient). If the number of Losers revealed is at least as high as the bid, then the bid is valid, in which case the bidder wins. Otherwise the challenger wins the round.
Example: If a bid of "13 Losers" is challenged, the bid is successful (and the player who made it wins) if there are 13 or more losers in the common hand. The bid fails (the bidder is a liar and the challenger wins) if there are fewer than 13 Losers in the common hand.
There are multiple rounds. Winning player of each round increases hand size by one card. Losing player decreases hand size by one. All other players hand size remains the same.
Game ends when any player is without a card. Player without a card is vanquished; he is the loser of War on Terror Liar Loser. The winner is the player with the most cards. In case of tie, player with the most Rumsfeld, Cheney, and Bush cards is the winner. If still tied, player with the most Winner cards is the winner. In the event of another tie, player with the most cards containing "law" in text wins. In case a tie still remains, loser identifies the winner. Winner of game writes and publicly reads Death Notice of the Loser as all other players listen.
Brief Summary of Rules from step 1 to 9:
1) Get in the mood.
2) Set up game and deal 3 cards to all players.
3) Manipulate cards.
4) Form common hand.
5) Bid or challenge.
5) Examine common hand.
6) Increase hand size by one card for winner.
7) Decrease hand size by one card for loser.
8) Check for “end game” vanquished condition.
9) Go to step 3 or Listen to Death Notice.
Final Comments by Thomas Hobbes and Edmund Burke and Jack London:
"The final cause, end, or design of men, who naturally love liberty, and dominion over others ....." published Thomas Hobbes in 1651 is "getting themselves out from that miserable condition of war" for "terror is a passion," declared Edmund Burke in 1757 "which always produces delight when it does not press too close" whereas "out of his puniness and fright, he challenged and menaced the whole wide world," asserted Jack London in explaining the behavior of White Fang and the pursuit of happiness.
Game designer/author profile:
It has been over a decade since the fall of the proud house of Charles S Severance. How many other patriarchs have also been humiliated by unwanted "kidnapping" social programs in the last ten years? Crippling wounds never heal and denial is a fun way to forget failure. Although isolated from "a pearl of great price," Severance remains defiant against liberal government interference, encouraged by the effective exportation of democracy, and elated by "family service" reports of adversity in the very very dangerous land of Allah and Thor.
Thanks to play testers: Dave "Trotsky" Mindock, steadfast expert on the history of money and "Lenin”, a mercurial man of letters and recalcitrant gamers.
Research: projects.washingtonpost.com/fallen, militarytimes.com/valor/, Wikipedia, the free encyclopedia, and other exploitation rags.
Necromancy Variant: Players reverse "Winner" with "Loser" or "Loser" with "Winner" on one card during manipulation step by announcing or superstitiously summoning the personal name, respectively.
Adult Strip Variant: Losing player of each round takes off one article of clothing chosen by winning player.
Unilateral Variant: Players may unilaterally bid or challenge at any time. This asymmetric approach disrupts the standard counterinsurgency clockwise player turn order. Who is the leader?
Frontier Variant: Any wild combination of above or unknown-to-author variant is acceptable rules and may be included in this manual of instruction.
Cry Baby Group Hug Therapy Variant: Most mauled, disfigured, and humiliated veteran makes three minute speech at begining of play.
Observation: Oppress the weak, Submit to the strong, status quo or status woe ?
By the way if you had not noticed I am an expert witness on terrorism, mental illness, irregular warfare, psychological operations (psyops), subversion, risk assessment, danger, phony soldiers, revolution, systems administration, public affairs, tomahawk right, intelligence, uncertainty, society of mutual protection, law of corporate responsibility, torture, Cumberland Compact, and the endgame.
Machiavelli, Rafael Sabatini, and HP Lovecraft – these are three more ancient ones worth reading before you play this game.
Effectively export democracy, nation building bureaucrats, delusional pretty boys in uniform, precocious “don’t ask don’t tell” homosexual “do you have any weapons in the vehicle” state troopers, ambitious career female military parasites, stupid social workers, and the very very "dangerous gift of eloquence" because it is in the best interest of the child.
Vive le terror, vengeance, and winning,
Charles Stanard Severance, principle investigator, author, coureur de bois, charlatan, and Count from the Backwoods of America.
therapy@mentaldisorder.com
mentaldisorder.com is the internationally recognized on-line authority on mental disorder