On the Subject of Exploding Mittens
Switching one letter always wards off copyright, so we’re fine as long as we don’t mention Exploding Kitt- ...Whoops. Well, at least our game actually explodes!
This module presents you with a face-down deck of infinite cards, a discard pile and three-card hand.
Clicking on the deck will draw the top card of the deck and add it to your hand. If you draw an Exploding Mitten or try to draw when your hand already has 3 cards, you will get a strike and the card will stay at the top of the deck.
Clicking on the discard pile will put the card on top of the deck into the discard pile instead of your hand. Doing this when you can validly* play a card from your hand will cause a strike, and will not discard the card.
Clicking on a card on your hand will play that card to the top of the discard pile, however, as written on page 3, there are conditions to playing cards.
If you play an incorrect card, the card will remain in your hand and you will get a strike.
To defuse the module, draw a defuse card and play it when an Exploding Mittens is on top of the deck.
Every Nth card will be an Exploding Mitten, where N is the number of batteries modulo 5, plus 9. At the beginning of the module, you will start at a random place in this cycle.
There is guaranteed to be exactly one Defuse card between two consecutive Exploding Mittens.
* Defuse cards can (not must) always be placed when an Exploding Kitten is the top card of the deck, and do not have to be played if it is the last valid card in your hand. Otherwise, they follow the same rules as other cards.