Dvorak Export: Quidditch deck


Instructions

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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

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

Quaffle
Thing
The large red ball, that has to go through the hoops to score goals.
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Golden Snitch
Thing
The Snitch is the smallest ball, golden and with tiny wings. Each Player selects a number of Seeker cards from their hand, and reveals them simultaneously. The Player with the highest Seeker total grabs the Snitch and gets 150 points, and the game ends. If the Seeker cards are equal then the Snitch gets away, is sent to the discard pile, and the game continues.
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Sweeping Play +3
Action
Great swooping forward moves give you a brief, but potent, advantage. Add 3 to your dominance.
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Lightning Passing +1
Thing
Being trained to pass the ball quickly between players makes your team great to watch and hard to beat. Add 1 to your dominance at the start of your turn.
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Lightning Passing +1
Thing
Being trained to pass the ball quickly between players makes your team great to watch and hard to beat. Add 1 to your dominance at the start of your turn.
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Flying High
Thing
Staying above the opposition helps you keep the ball. Choose a Thing when you play this card. As long as you possess the Quaffle, that Thing is blank. When you score, return Flying High to your hand.
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Trick Play +4/2/1
Action
Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance.
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Trick Play +4/2/1
Action
Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance.
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Trick Play +4/2/1
Action
Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance.
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Playing Tough +1
Thing
A useful tactic until the ref spots you. At the start of your turn add one to your dominance and roll a die; on a 1 destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn.
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Playing Tough +1
Thing
A useful tactic until the ref spots you. At the start of your turn add one to your dominance, and roll a die; on a 1 destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn.
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Tactical Bludgering -2
Action
Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up.
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Tactical Bludgering -2
Action
Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up.
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Tactical Bludgering -2
Action
Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up.
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Weaving +1
Action
Raise your dominance by one.
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Weaving +1
Action
Raise your dominance by one.
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Weaving +1
Action
Raise your dominance by one.
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Weaving +1
Action
Raise your dominance by one.
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Blistering Speed +2
Action
Unless an opponent has a faster broomstick than yours in play or can discard one from their hand, add two to your dominance score.
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Outside Problems -1
Thing
The opposition are distracted by problems in their lives off the pitch. Pick an opponent - at the start of their turns, drop their dominance by one. Destroy this card when their dominance reaches zero or exceeds yours.
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Supporters +1
Thing
At the start of your turn, if your dominance score is lower than that of each opponent, add one to it.
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Supporters +1
Thing
At the start of your turn, if your dominance score is lower than that of each opponent, add one to it.
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"It's all gone quiet over there!" +1
Action
Add one to your dominance. The Player with the most points may draw a card.
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Dopplebeater Defence
Action
Both your beaters hit the bludger to give it a frightening speed and power. Discard a card to pick an opponent. They miss a turn. You may not choose the Bludger manoeuvre this turn.
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Match Nerves
Thing
Pick an opponent. At the beginning of their turn roll a die. On a 1-2 they are unable to draw a card. When they score a goal destroy Match Nerves.
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Rain -1?
Thing
At the start of each Player's turn, roll a die. On a 1-3 they can pick a Player whose dominance drops by one. On a 5-6 their dominance drops by one. On a 6 this card is destroyed.
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Saved
Action
Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle.
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Saved
Action
Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle.
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Saved
Action
Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle.
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Strayed Off The Pitch
Action
Leaving the pitch is a foul and the Quaffle is passed to the Player on its current owner's left. A Pass card may not be played in response.
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Stunned By A Bludger
Action
A player can be KO'd by a well-placed bludger. Destroy a player card.
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Stunned By A Bludger
Action
A player can be KO'd by a well-placed bludger. Destroy a player card.
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Pass
Action
Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it.
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Pass
Action
Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it.
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Penalty
Action
You are awarded a penalty and will score a goal (10 pts, Quaffle to centre) unless an opponent discards two cards to save it.
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Blagging
Action
Grabbing hold of an opponent's broom is a despicable tactic. A chosen opponent must discard two cards, but you are caught and must give away a penalty goal (10 pts, Quaffle to centre). You can play this card at any time, even during an opponent's turn.
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Bludger the Seeker
Seeker - Seeker
When you see the Seeker going for the snitch the best thing to do is knock him off his broom.
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Bludger the Seeker
Seeker - Seeker
When you see the Seeker going for the snitch the best thing to do is knock him off his broom.
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Daring Risk
Seeker - Seeker
Sometimes catching the snitch means taking a risk.
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Perfect Catch
Seeker - Seeker
A Seeker needs to have the safest pair of hands.
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Obstruction By The Chaser
Seeker - Seeker
Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card
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Obstruction By The Chaser
Seeker - Seeker
Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card
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Nudge Off Course
Seeker - Seeker
Often Seekers will be side by side as they go for the snitch.
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Quick Off The Mark
Seeker - Seeker
As soon as you see that snitch you need to be going for it.
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Wronski Feint
Action
A Seeker can dive to the ground as if he sees the Snitch in order to make his opposite number crash. Pick a player. That player reveals their hand and discards two Seeker cards. If they had no Seeker Cards, you lose a point of dominance. After you have played this card, you may not Search or play the Golden Snitch for your next three turns.
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Nippy Seeker
Thing - Player
When the Golden Snitch is played, add 1 to your Seeker total (only if Nippy Seeker is in play).
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Accurate Beater
Thing - Player
You only need to beat an opponent's dominance score by two to choose Bludger as a Manoeuvre, not beat it by three. If you also have Powerful Beater you may use either his ability or this one; you may not use both.
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Powerful Beater
Thing - Player
When you choose the Bludger Manoeuvre the card your opponent discards must be chosen randomly. If you also have Accurate Beater you may use either his ability or this one; you may not use both.
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Crack-shot Chaser
Thing - Player
You only need to beat an opponent's dominance score by three to choose Score as a Manoeuvre, not beat it by four.
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Sure-handed Chaser
Thing - Player
While you possess the Quaffle, opponents may not choose the Snatch manoeuvre unless their dominance beats yours by at least two.
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Competitive Captain
Thing - Player
When you choose the Outfly manoeuvre, you may draw two cards, then discard two cards.
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Top Keeper
Thing - Player
Whenever an opponent scores a goal against you roll a die. On a 5 or 6, the goal is saved and you take possession of the Quaffle.
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Nimbus 2000 +1
Thing - Broomstick
Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card.
Destroy Nimbus 2000 when you play another broomstick card.
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Nimbus 2000 +1
Thing - Broomstick
Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card.
Destroy Nimbus 2000 when you play another broomstick card.
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Nimbus 2001 +1
Thing - Broomstick
Faster than the Nimbus 2000. Add one to your dominance at the start of your turn if no opponent has a faster broomstick.
Destroy Nimbus 2001 when you play another broomstick card.
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Firebolt +1
Thing
Fastest Broomstick. Add one to your dominance at the start of your turn. No broomstick can save your opponents now.
Destroy Firebolt when you play another broomstick card.
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