Dvorak Export: Platform Game deck


Instructions

Adjust these settings until the cards fit comfortably, with the correct number per page, in your browser's Print Preview.

When you're happy with the settings, send all but the first page to your printer, and cut the cards out with something sharp. Either stick the results onto cardboard, slip them into deck-protectors with some spare CCG cards for padding, or just play with them as flimsy bits of paper.

Deck-Print Settings

Card Height :cm Title Box Height :cm
Card Width :cm Text Box, Min. Height :cm
Cards per Page :x Text Size :

Checkboard Cliff
Thing
Requires 1 Jump.
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Tricky Platform
Thing
Either make a 2-Jump, or toss a coin, to pass. If the coin comes up tails, lose a life and don't pass.
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Flying Bug
Thing
Requires 1 Jump. The opponent playing this card may play an additional obstacle this turn.
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Icy Platform
Thing
At the start of your turn, if your opponent passed an Obstacle during their last turn, Icy Platform is also passed. Otherwise your opponent loses a Life, if you have any other Obstacles. (Icy Platform cannot be passed normally.)
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Mystery Block
Action
Draw and reveal three cards; if you draw any Obstacles, they go into play under your opponent's control.
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Bonus Level
Action
If your opponent has no Obstacles in play, draw three cards.
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Invincibility
Action
Pass all obstacles currently in front of you.
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Trampoline
Thing
Requires 1 Jump. Player's Jump next turn is doubled.
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Spiked Pit
Thing
Requires 1 Jump.
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Bottomless Pit
Thing
Requires 1 Jump.
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Lava Pit
Thing
Requires 1 Jump.
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Jumping Fish
Thing
Requires a 3-Jump on every other turn after the one it comes into play; a 1-Jump otherwise.
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Speed Burst
Action
Make two 1-Jumps.
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Super-Jump
Action
Make a 2-Jump.
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Boss Monster
Thing
Each turn, requires a 1-jump to not lose a life. If a greater jump is used, Boss takes one damage, is passed after 3 damage.
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Level Marker
Thing
Requires a 1-Jump. When Level Marker is passed, you may immediately put any number of Obstacles into play from your hand.
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Low Ceiling
Thing
Requires a 1-Jump. Opponent may not make Jumps higher than 1. You may not draw cards.
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Rolling Boulder
Thing
At the start of your turn, destroy Rolling Boulder and opponent loses a life. Requires a 2-jump.
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Green Pipe
Action
Return all Obstacles an opponent controls to their hand.
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Mine Cart
Thing
Opponent must pass one of your obstacles every turn or lose a life.
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Mushroom
Thing
Not an obstacle. Player who controls this may double all their Jumps, and loses this card if they lose a life.
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Rickety Bridge
Thing
Requires 1 Jump. If another player ends their turn while you have this on play, they lose a life and this card is discarded.
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Underwater Zone
Thing
At the end of any turn in which your opponent failed to pass an obstacle, they lose a life. Destroy Underwater Zone when you have two or fewer obstacles.
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Bladed Pendulum
Thing
Requires 1 Jump. Optionally, use a 2-Jump to gain control of this card.
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Auto-Scrolling Zone
Thing
At the end of the opponent's turn, if you have five Obstacles in play or more, they lose a life. Destroy Auto-Scrolling Zone when you have two or fewer obstacles.
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Secret
Action
Destroy an Obstacle and replace it with one from your hand.
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1UP
Action
Gain 1 life.
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Frustrating Level
Thing
Your obstacles must be passed in alphabetical order, except this one, which can only be passed last.
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Cheat
Action
Destroy an Obstacle, or draw two cards, or gain a life. Give this card to an opponent instead of discarding it.
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Fireball
Action
Destroy an Obstacle. Discard up to two cards to destroy one Obstacle per card.
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Robot Sentry
Thing
Requires a 1-Jump. If passed with less than a 2-Jump, opponent loses a life.
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Magic Feather
Action
Repeat the jumps you did on the last turn.
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Skeleton
Thing
Requires a 1-Jump. If passed and it wasn't your last obstacle, return it to your hand instead of destroying it.
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Pterodactyls
Thing
Opponent loses a life for every jump greater than a 1-Jump. Destroy Pterodactyls when you control no other obstacles.
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