Flower Bouquet
Description: A beautiful collection of mystical flower plucked from the life-giving Mushroom Kingdom grassland in springtime. There are five possible effects but only three turns to discover them - like all beautiful things, time seems to be an inevitable enemy.
Appearance: A bouquet with one each of a Fire Flower, Ice Flower, Gold Flower, Copy Flower and Island Flower (Yoshi's Island flower ;P).
Cost: 20-30 coins (place dependent)
Effect: Lasts for three turns, at the beginning of each turn (including turn of activation) one of the following effects may happen:
>Fire Flower - if you pass somebody en route, you throw fireballs at them and steal 40 coins from them.
>Ice Flower - choose a rival to throw iceballs at, they'll freeze in place and can't move on their next turn.
>Gold Flower - your rivals will turn gold for their next turn and drop coins on the spaces they pass. Such coins are available for pickup by any player, but they expire after 5 turns.
>Copy Flower - after a random coice of rival, you make two moves - one from your original spot, and one from chosen rival's starting space. Both spaces landed on (plus any mid-turn event) will take effect, but your ending space is where you would have landed normally. The copycat's move takes precedence over your original move.
>Island Flower - get bonus coins/item/Star for rolling a certain number in your roll. 5 yielads an item, 10 a Star, and others various amount of coins (3 through 20).
An item effect will not re-activate if already used in one of the bouquet's three active turns.
Why?: Fresh flowers are the essence of spring, and the variety of flowers in this item represents the colorful nature that exists in the Kingdom and captures that spring feeling. I didn't want to make the abilities too different in power (well, my own judgement of power anyway) so things like Fire are stronger than what they might be. There may be a swing towards Copy/Island Flower abilities but hey, some flowers are more beautiful than others. ._. Limiting the item's efficacy to three turns, and random effect choice, aims to reduce exploitability of the item if a player gets into lucky situations.
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