Cards Against Insanity- Super Smash Bros. Room 1 (DeadlyxImpulse VS. Sashe2705)

Welcome to Cards Against Insanity!
This version, the one you are playing, is the Super Smash Bros. version of the game. This card game is about order, but that doesn't mean things can't get hectic. Here's how a standard match is set up:
Each player has a selection of ten randomly selected cards. They can choose three.

Players set up their three cards next to each other. Each set is across from the opponents.

A coin is flipped, and whomever wins the toss goes first.

Said player uses an attack from each card, with certain moves having priority over others within your own team. These moves are healing moves or mending moves. This means if a character like Dedede uses Food Hoard and Diddy Kong (whom is on the same team) uses Tail Wiggling, Dedede's attack would factor first since it's a healing move.

The player (whom lost the coin toss) uses an attack from each card, with the same rules applying. Since you go last, however, you are able to use Counters much more easily, since you know if you are getting attacked. It's worth mentioning that Counters factor for the first move it's hit by, so list your actions carefully!

Damage and chance are calculated, if a card runs out of HP, they are considered out and the other two stay in their place.


Each "round" goes something along this. However, there's a lot to factor. Several abilities give certain moves of your teams/yours priority over the opponents, such as "Princess Potential" which allows your teams mending attacks to go first.
Counters work in which if you are going last (you could use it first, but it's pretty much useless then) you can use your counter to attempt to reflect a SINGLE attack against you towards the attacker. Absorbing moves also absorb a single attack you are targetted by.
Other moves have certain calculations that are used via random number generator, such as the chance of inflicting a status condition. Some abilities have calculations required as well, such as "Ninja Stealth" where every attack you are hit by has a 5% chance of missing.
Note, three players cannot all attack the opponent (if the opponent standardly has 65 HP right off the bat), only two can in a turn unless the match becomes 3 versus 1.

HP:
Health points. These are what calculate the survival of your card. Certain moves can repair or "heal" your HP, and are relatively common to have within your cards.

MA:
Magic. Magic is what allows you to use a special attack, often times more powerful than your run-of-the-mill standard attack. Certain moves can repair or "mend" your MA, and are relatively common to have with your cards.

Def:
Defense. A somewhat uncommon stat, where each defense point has every move you are hit by have 5 Dg shaved off. However, Defense is ignored if the move would be nullified entirely by the attack, so if you have two Defense points and are hit by an attack with 10 Dg, the Defense is ignored. Some characters can boost a Defense point, but it's rare to have. Other attacks can break a defense layer, rendering it unusable for the rest of the game.

Status Conditions:
Poison: Reduces 1 MA each turn for five turns
Burn: Reduces 2 HP each turn for three turns
Paralysis: 50% chance to not move each turn for three turns
Sleep: You can't move for three turns
Flinch: You can't move that turn, it's not necessarily a status condition

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Above is the beginning Card Map for Room 1 of the Super Smash Bros. Pack of Cards Against Insanity. The top row is DeadlyxImpulse's team and the bottom is Sashe2705's team!​
This game does not start until FRIDAY, 4PM EST
Don't post until it starts!​
The coin toss will not be decided for turn one until the match starts.​
 
Turn 1 is complete! Let's see what happened!

DeadlyxImpulse won the coin toss, they went first this turn.
Donkey Kong used DK Pride, losing 30 HP (going from 120 HP to 90 HP) in exchange for burning Ganondorf, paralyzing Sheik, and poisoning Dr. Mario. These status conditions will occur at the end of the turn!
Pac-Man used Power Pellet on DK, losing 20 HP (going from 90 HP to 70 HP) in exchange for healing 10 HP of Donkey Kongs (going from 90 HP to 100 HP) and giving him a Defense layer!
Diddy Kong used Peanut Popgun on Dr. Mario! It hit three times (15 Dg). Dr. Mario's Defense layer minimized damage to 10, cutting his HP from 65 to 55!

Sashe2705 went last, but here's what they did.
Sheik used Ninja Glare, removing 10 Magic of hers. It paralyzed Diddy Kong and Donkey Kong! These status conditions will occur at the end of the turn!
Dr. Mario used Power Pill on Donkey Kong, removing 10 Magic of his. It did 10 Damage (Donkey Kong's HP is now at 90). Doctorate Guard activated! Dr. Mario is protected from Peanut Popgun!
Ganondorf's Triforce of Power activated, he moved last. Wizard Choke does 20 Damage instead of 25 because of Donkey Kong's Defense layer, his HP is now at 65!

Ganondorf is burned! His HP is at 108! Burn lasts two more turns
Dr. Mario is poisoned! His Magic is at 14! Poison lasts four more turns
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TURN TWO START
DeadlyxImpulse moves first again!
Diddy Kong and Donkey Kong both can't move! Paralysis lasts 2 more turns

Sashe2705's Sheik can't move! Paralysis lasts 2 more turns
 
Turn 2 has ended! DeadlyxImpulse went first.

Diddy Kong is paralyzed! He can't move! Paralysis lasts for one more turn!
Donkey Kong is paralyzed! He can't move! Paralysis lasts for one more turn!
Pac-Man used Punching Pouncer on Dr. Mario! It hits! Dr. Mario has 30 HP left! Pac-Man is healed 5 HP.

Sheik is paralyzed! She can't move!
Dr. Mario used Power Pill on Pac-Man. He has 4 Magic left. It did 10 damage, giving Pac-Man only 65 HP left. He is also protected from Punching Pouncer.
Ganondorf used Wizard Choke on Pac-Man. It did 25 Dg, leaving him with only 40 HP left. AND it burned him!

Ganondorf's burn left him with 106 HP! Burn lasts for one more turn.
Dr. Mario is poisoned! It leaves him with 3 Magic! Poison lasts for three more turns.
Pac-Man is burned! He only has 38 HP left! Burn lasts for two more turns.

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TURN THREE START
Sashe2705 moves first!
Sheik managed to evade her paralysis! She has one more chance for the paralysis to work.

Donkey Kong managed to evade his paralysis! He has one more chance for the paralysis to work.
Diddy Kong managed to evade his paralysis! He has one more chance for the paralysis to work.
 
Sashe2705 said:
AbsolPowers said:
ERROR:
Sheik cannot use Ninja Glare on a select target. Nor is the paralysis gone yet (it will be after it's factored for next turn).

Would (Sashe2705) like to reconsider their turn?

What am I doing? I meant Needle Storm, not Ninja Glare. So, I cannot use Sheik this turn. Okay then, the other actions remain the same.

Ignoring the last part, as Sheik CAN move this turn (paralysis only stops you from moving 50% of the time) just the paralysis hasn't "left her system" if you will.
 
AbsolPowers said:
Sashe2705 said:
AbsolPowers said:
ERROR:
Sheik cannot use Ninja Glare on a select target. Nor is the paralysis gone yet (it will be after it's factored for next turn).

Would (Sashe2705) like to reconsider their turn?

What am I doing? I meant Needle Storm, not Ninja Glare. So, I cannot use Sheik this turn. Okay then, the other actions remain the same.

Ignoring the last part, as Sheik CAN move this turn (paralysis only stops you from moving 50% of the time) just the paralysis hasn't "left her system" if you will.

Then there are my moves:

Ganondorf: Use Twilight Slam on Pac-Man

Sheik: Use Needle Storm on DK

Dr. Mario: Use Blue Pill on Dr. Mario
 
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