These rules are made for one purpose: to ensure that Picture Wars is a constant battle of art, quick thinking, creativity,
and ingenuity, that no person can create an ultimate, unconditional object to win a game. At first, when we started playing PW,
there were no rules. But as we played more and more, we saw that there HAD to be an establishment of rules for guiding those
to play. These rules are to keep the playing of Picture Wars an unexpected fun and unpredictable game. As long as you keep in
mind that things aren't always what they seem and you have a very creative mind, then you'll make a great PW player!
II - History
I'm not really sure who truely started this. All I know is that I and a few friends innovated with it mainly in 1999 and beyond.
III - Time
EVERYTHING is frozen in time at the point of each person's turn. Nothing goes in motion until the game ends. There is
also no limit to how long some one can make a move unless otherwise determined before a game.
IV - Attacker
The attacker's goal is to draw a situation that the character will be doomed to death. The attacker has to use a different
scenario each time or alter old scenarios. The attacker cannot use any divine influence to ensure that the defender will
lose. The attacker cannot redefine the defender. An example would be coloring the head black and drawing a fuse to make it a bomb As a matter
Once an object is defined by using a text label, it cannot be redefined. The attacker must kill the character to win.
V - Defender
The defender must protect his/her character from the attacker by creating new objects or altering old objects to
neutralize the attacker's creations of destruction. The defender cannot be anyone invincible to ensure that his/her character will
stay alive. As well as the attacker, the defender has to find a different way to survive the attacker's scenario each time.
The defender cannot move to another place or change into another object to evade attack. The defender has to keep his character
alive either for a preset amount of time, or until the drawing space is all filled up. Should either events occur, the
defender wins.
VI - Textboxes (labels)
Both the attacker and the defender have something called textboxes (also called labels) that allow many things into the
realm of Picture Wars. (Not available in mode 3) It simply lets you be more specific in the game. They can be very helpful.
If someone uses one and it has no lines bordering it, it can be altered by adding words. You cannot cross anything out or add
material if it is bounded. You also cannot have the textbox more than 8 words. The reason why is lets say that you want to
label a bomb and in the label you say...
"Bomb that can blow anything up and if it's disabled it will automatically home in on who it was disabled by and then unleash a
napalm cannon that fries anything in it's path including you. This bomb is also fissure proof, plug proof, on/off switch
proof, tamper proof, water proof, basically ANYTHING proof. Let's just say NOTHING can stop it."
This is too tedious and unnecessary. It also takes up too much viable space that the attacker may need for future attacks.
VII - The Bunny
The bunny is something the defender can use to prevent harm from him for only one turn. The bunny cannot be killed. The
defender just simply draws the bunny in harms way and properly labels it. Therefore, the attacker will have to alter his attack
and plan another. If attacker fails to do this, the defender wins. If the defender fails to label the bunny, it can be
redefined by the attacker and the defender cannot use it again even though it was technically never used. The defender's
character cannot be "The Bunny"
VIII - Justification
Justification is the art of describing what you are doing if a label is unclear. The attacker or defender can request more
information if it's needed of their opponent's move.
Each person playing draws their own character on the same sheet of paper. In this mode, you are both the attacker and
defender. You may attack any opponent during your turn and only one. The next player must attack someone that is not in
danger and so on. It is not allowed that any character could be in danger from more than one attack. If your character is in
danger and it's your turn, you must protect yourself from the attack or you'll be out of the game. This mode is generally
complicated and is suggested for experienced players.
Another version of this is teams. Two people could play the role of the defender while two could play the role of the attacker.
The two would be able to exchange thoughts and ideas for their next move. This is recommended for a long game. :P
MODE 3 - Classic PW
In this mode, there are no labels whatsoever. Each player just simply draws an object to destroy the defender/neutralize the
attacker. Depending what role you have.