Atmosfear (App)/Card List

*Note: Most of these cards are the same as those in the 2004 game.*
## FATE

* **LUCKY** (x4) If your number is **1-4** you may have 1-4 **free** turn(s).
* **REALLY LUCKY** (x2) If your number is **5/6** you may have 5/6 **free** turns.
* **RELEASED** (x2) Use this card to release yourself from the BLACK HOLE. Return to back of pack after use.
* **RELEASED II** Use this card to release yourself from the BLACK HOLE, then pass it to the player on your right.
* **ROLL BOTH DICE** Roll a **7 or higher** to take a key. Roll **lower than 7** and you are banished to the BLACK HOLE.
* **ROLL THE DICE** Roll an **odd** number and have **2 free** turns. Roll an **even** number and **miss 2** turns.
* **ROLL THE DICE** Roll your number and you may take a key.
* **RETURN A KEY** (x6) All players must return one **<color>** key to the board. If you do not have a/an **<color>** key you must miss two turns.
* **THE PLAGUE** You have been infected with the plague. You must limp around using only **one die** and can no longer use the **Flight** stones. The only cure is to pass on this card, and the plague, to another player by landing on the same stone. *Place this card directly in front of you for all to see*
* **DUEL** All players must move immediately to a DUEL stone in the realm to their left and can attack one another instantly if they desire.
* **MAGGOT VS MAGGOT** The players on your left must duel each other immediately.
* **KEY PLAY** Take one key from any opponent and return it to the realm in which it was found.
* **KEY PLAY** Take one key from each realm and immediately remove them from the game.
* **KEY PLAY** Take one key from each player and remove those keys from the game.
* **NASTY** Banish the player of your choice to the nearest BLACK HOLE.
* **IMMUNITY** Use this card to ward off any penalty at any time during the game *Once used, this card must be passed to the player on your left.*
* **CHOICES** All players return one key to the realm in which it was found OR roll their number to play again.
* **CHOICES** All players must turn their racks around so that all may see their keys OR roll one die and return that many keys to the board.
* **CHOICES** All players must return to their headstones and roll their number before they can play again OR return one key to the realm in which it was found.
* **LEFT & RIGHT** The player on your **left** is banished to the nearest BLACK HOLE and the player on your **right** must return to its headstone.
* **DO NOT READ THIS CARD ALOUD** (x6) If <HARBINGER'S NAME> tries to take a key from you, pass on this card with this message: *Bad luck, fang face/hair ball/hag face/brat/rag-bag/flesh-bag. I'll keep that key and take one of yours!*
* **CURSED** If you have the cursed BLACK KEY wait until a player is on the inner ring, then hand them the key and this message: *Not so fast little Maggot!* Return to back of pack after use.
* **PICK A NUMBER** The player on your **left** must pick a number between 1 and 6 to decide their fate:
	+ 1. Return one key to its realm
	+ 2. Take a key from the player on your right
	+ 3. Roll an odd number to play again
	+ 4. Miss a turn
	+ 5. Go back 5 spaces
	+ 6. Return to your headstone
* **PICK A NUMBER** The player on your **left** must pick a number between 1 and 6 to decide their fate:
	+ 1. Miss 2 turns
	+ 2. Go straight to the nearest BLACK HOLE
	+ 3. Collect one key from any player
	+ 4. Return one key to its realm
	+ 5. Return to your headstone
	+ 6. Roll your number to take a key.
* **PICK A NUMBER** The player on your **right** must pick a number between 1 and 6 to decide their fate:
	+ 1. Go straight to the nearest BLACK HOLE
	+ 2. Roll an odd number to play again
	+ 3. Return to your headstone
	+ 4. Take a key from the player on your left
	+ 5. Miss a turn
	+ 6. Return one key to its realm

## TIME

* **ANYTIME** Use this card to release yourself from the BLACK HOLE. Return to back of pack after use.
* **ANYTIME** If you are in the BLACK HOLE, hand this card to an opponent and they must trade places with you. Return to back of pack after use.
* **AT 45:20** You may take a key from the realm you are in. Return to back of pack if time has expired.
* **AT 42:45** Grab the dice and take 2 free turns. Return to back of pack if time has expired.
* **FROM 41:40 - 36:40** (x6) If The Gatekeeper calls on <Harbinger's name>, roll one die. If you can roll the <Harbinger's alias>'s number you can take a key from her/his realm. Return to back of pack if time has expired.
* **AT 40:00** SCREAM "*STOP!*" If you scare anyone, take a key from the realm you are in. Return to back of pack if time has expired.
* **AT 39:50** Give this card to any opponent who has an even number and tell the loser: *You cannot play again until **38:55!*** Return to back of pack if time has expired.
* **AT 39:20** If any opponent is on a TIME stone, hand them this card and this message: *You're BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **AT 38:57** If any opponent is on a KEY stone, hand them this card with this message: *You are BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **AT 37:40** Pick on an opponent. Hand them this card with this message: *You are BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **AT 36:50** Take all the Chosen One's TIME cards and tell that loser: *Serves you right!* Return to back of pack if time has expired.
* **AT 35:47** SCREAM "STOP!" Any opponent you scare must give you all their TIME cards. Return to back of pack if time has expired.
* **AT 34:50** Give this to the Chosen One with this message: *Miss two turns, you nasty scum!* Return to back of pack if time has expired.
* **AT 33:42** If you are in the BLACK HOLE, you are released. Return to back of pack if time has expired.
* **AT 32:23** Give this card to the Chosen One and tell that loser: *You are BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **AT 31:23** If you are in the BLACK HOLE, give this card to an opponent and they must trade places with you. Return to back of pack if time has expired.
* **AT 30:36** If an opponent has just BANISHED you to the BLACK HOLE, hand them this card with this message: *Swap places with me, you backstabbing Maggot!* Return to back of pack if time has expired.
* **AT 29:35** Move to the nearest FATE stone and pick up a Fate Card. Return to back of pack if time has expired.
* **AT 28:50** If the cursed Black Key is still on the board, give it to an opponent and tell the loser: *You deal with it!* Return to back of pack if time has expired.
* **AT 27:30** SCREAM "STOP!" Any opponent you scare is BANISHED to the BLACK HOLE. Return to back of pack if time has expired.
* **FROM 26:50 - 25:32** If an opponent wins a key during this time, take that key, return it to the board and tell the loser: *Easy come, easy go!* Return to back of pack if time has expired.
* **AT 23:00** If any opponent has six keys or more, hand them this card with this message: *You are BANISHED, you show-off!* Return to back of pack if time has expired.
* **AT 21:30** If you are in the BLACK HOLE, you are now released. Return to back of pack if time has expired.
* **AT 20:10** Roll one die. If an opponent has that number they must turn their rack around so all their keys are exposed for the remainder of the game. Return to back of pack if time has expired.
* **AT 17:37** Wait for your turn to come around and take 2 FREE turns. Return to back of pack if time has expired.
* **AT 15:50** If you are in the BLACK HOLE, you are released. Return to back of pack if time has expired.
* **AT 14:25** Give this card and this message to the one who holds the most keys: *Return one key!* Return to back of pack if time has expired.
* **AT 13:00** Take all the TIME cards from the one with the highest number and give them this message: *No time to lose, Loser!* Return to back of pack if time has expired.
* **AT 12:37** Hand this card to any opponent on the inside track and tell the loser: *You cannot play again until **11:37!*** Return to back of pack if time has expired.
* **AT 12:15** Give this card with this message to the one with the most keys: *Return one key, sucker!* Return to back of pack if time has expired.
* **AT 12:10** If you are on the inside track and an opponent has told you that you cannot play until **11:37**, throw the punishment back in their face. It is they who cannot play until **11:37!** Return to back of pack if time has expired.
* **FROM 12:10 - 9:30** If you have just been asked to roll your number, you can take an extra turn to try and succeed in that task. Return to back of pack if time has expired.
* **AT 10:32** Wait for your turn and take 2 FREE TURNS. Return to back of pack if time has expired.
* **FROM 10:10 - 8:30** Play HAVOC by giving this message to the Chosen One: *Miss 2 turns!* Return to back of pack if time has expired.
* **AT 9:50** Wait for your turn and take 3 FREE TURNS. Return to back of pack if time has expired.
* **AT 9:15** SCREAM "STOP!" Any opponent you scare must give you all their TIME cards. Return to back of pack if time has expired.
* **AT 8:40** If you are in the BLACK HOLE, you are now released. Return to back of pack if time has expired.
* **AT 7:20** Wait for your turn and take 3 FREE TURNS. Return to back of pack if time has expired.
* **AT 5:22** Take a purple key from the board. Return to back of pack if time has expired.
* **FROM 5:00 - 0:00** During this time, this card gives you release from the BLACK HOLE.
* **AT 4:50** (x2) Take a green/blue key from the board. Return to back of pack if time has expired.
* **AT 3:50** Grab the dice and take 2 free turns. Return to back of pack if time has expired.
* **AT 3:45** Take a red key from the board. Return to back of pack if time has expired.
* **AT 3:45** Force an opponent to return to their headstone. Return to back of pack if time has expired.
* **AT 3:40** Give this card and this message to an opponent who has all 6 keys: *Return to your headstone and wait until **2:40** before you can play again!* Return to back of pack if time has expired.
* **AT 3:35** If you are stuck in a BLACK HOLE, this card will release you. Return to back of pack if time has expired.
* **FROM 3:30 - 0:00** You may trade a key with any willing opponent. Return to back of pack if time has expired.
* **AT 3:30** You may trade a key with any willing opponent. Return to back of pack if time has expired.
* **AT 2:30** If any opponent just won a key give them this card with this message: *You are BANISHED to the BLACK HOLE!* Return to back of pack if time has expired.
* **AT 2:30** Take an orange key from the board. Return to back of pack if time has expired.
* **AT 2:30** Take one key from anywhere on the board. Return to back of pack if time has expired.
* **AT 2:30** You can take one key from any player. Return to back of pack if time has expired.
* **FROM 2:30 - 0:00** Take one key from anywhere on the board. Return to back of pack if time has expired.
* **AT 2:15** Take one key from the realm you are in. Return to back of pack if time has expired.
* **AT 2:15** If you have the Black Key roll one die. If an opponent has the number rolled hand them the cursed key with this message: *Now try winning!* Return to back of pack if time has expired.
* **AT 2:15** Take one key from anywhere on the board. Return to back of pack if time has expired.
* **AT 1:40** Take a yellow key from the board. Return to back of pack if time has expired.
* **AT 1:35** Hand this card to any opponent on their way to the WELL OF FEARS and tell the loser: *Do not play again until **1:00*****!** Return to back of pack if time has expired.
* **AT 0:50** SCREAM! If you scare anyone you can take a key from anywhere on the board. Return to back of pack if time has expired.