Dvorak Export: Technopoly 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 :

Automatic
Action - Positive
May not be activated by a Robot; is instead able to activate itself, once per turn.
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Ecological
Action - Positive
If a Machine, any Fuel can be used to fuel its activations.
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Invulnerable
Action - Positive
This Object cannot be destroyed, even when burnt as Fuel. This takes precedence over all other Attributes.
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Plentiful
Action - Positive
Whenever one of these Objects would be created, two are created instead.
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Protective
Action - Positive
Other Object types you own may only be attacked if you own more of them than you do of this Object.
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Rapid-Fire
Action - Positive
If a Machine, it may be Activated twice per turn (by the same Robot, or by itself if Automatic).
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Researched
Action - Positive
The next Attribute card added to this Object by its inventor may not be responded to by opponents.
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Retaliatory
Action - Positive
If an Attacker loses a battle against this Object, the Attacker is destroyed.
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Self-Replicating
Action - Positive
Object is able to make a copy of itself, once per turn.
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Synthetic
Action - Positive
Select an existing Fuel, when you invent this. This Object may be used in place of that Fuel, when fuelling or constructing Machines.
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Analyser
Action - Positive
Activate: Destroy a Machine you own, and gain the Technology for it.
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Attacker
Action - Positive
Activate: Attack an Object as if this Machine were a Robot.
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Convertor
Action - Positive
Activate: Change a Fuel Object you own into any other Fuel.
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Copier
Action - Positive
Activate: Generate a copy of an Object you own.
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Destroyer
Action - Positive
Activate: Destroy any Object.
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Liberator
Action - Positive
Activate: Choose an Object, and roll as if attacking it. If successful, you may steal that Object instead.
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Manipulator
Action - Positive
Activate: Invent a new Object, or create a known Object, or activate a Machine, or Attack another Object.
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Miner
Action - Positive
Activate: Create two copies of a Fuel you have Mining Rights for.
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Monitor
Action - Positive
Activate: Look at any opponent's hand.
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Researcher
Action - Positive
Activate: Draw an Attribute card at the end of this turn. (If you use this multiple times in a turn, you still only get one card.)
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Scavenger
Action - Positive
Activate: Create a copy of an Object which was destroyed or burnt since your last turn, and which belonged to an opponent.
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Synthesiser
Action - Positive
Choose an existing Fuel, when you invent this. Activate: Generate that Fuel.
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Transmitter
Action - Positive
Activate: You may choose to add or subtract ten from the endgame roll, at the end of the round. (Multiple usage doesn't increase this.)
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Fixed
Action - Neutral
This Object cannot be stolen or traded.
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Mysterious
Action - Neutral
Any Player may skip their turn to remove this Attribute and replace it with one from their hand.
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Fuel: 1A
Action - Negative
Requires 1 Fuel to be burnt per activation.
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Fuel: 1A
Action - Negative
Requires 1 Fuel to be burnt per activation.
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Fuel: 1A
Action - Negative
Requires 1 Fuel to be burnt per activation.
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Fuel: 2A
Action - Negative
Requires 2 Fuel to be burnt per activation.
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Fuel: 3A
Action - Negative
Requires 3 Fuel to be burnt per activation.
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Fuel: 1C
Action - Negative
Requires 1 Fuel to be burnt per creation.
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Fuel: 1C
Action - Negative
Requires 1 Fuel to be burnt per creation.
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Fuel: 1C
Action - Negative
Requires 1 Fuel to be burnt per creation.
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Fuel: 2C
Action - Negative
Requires 2 Fuel to be burnt per creation.
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Fuel: 3C
Action - Negative
Requires 3 Fuel to be burnt per creation.
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Fuel: 1A*
Action - Negative
Requires 1 Fuel to be burnt per activation. Whoever plays this card may choose the Fuel.
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Fuel: 1C*
Action - Negative
Requires 1 Fuel to be burnt per creation. Whoever plays this card may choose the Fuel.
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Fuel: 1P
Action - Negative
Requires 1 Fuel to be burnt every turn. If the owner declines to burn the Fuel for this Object, the Object is destroyed.
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Elaborate
Action - Negative
This Object requires 3 Robots to create or activate.
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Evaporating
Action - Negative
At the end of your turns, you must destroy one Evaporating Object you control.
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Flawed
Action - Negative
This Object is abandoned during the design stage, and can never be mined or created.
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Fragile
Action - Negative
This Object will automatically lose, when attacked.
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Hazardous
Action - Negative
If a Machine, the activating Robot is destroyed, when activated. If Fuel, the Robot activating the Machine it is feeding is destroyed.
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High-Maintenance
Action - Negative
At the end of a Player's turn, destroy all High-Maintenance Objects they own which were not monitored by a Robot during that turn.
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Illegal
Action - Negative
If you own any Illegal objects, you cannot win the game.
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Inert
Action - Negative
This Object cannot be used to fuel anything.
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Limited
Action - Negative
If a Fuel, it can only be mined during this round and the next three.
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Noisy
Action - Negative
When created or activated, no other types of Object may be created or activated in the same turn.
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One-Shot
Action - Negative
If a Machine, it is destroyed immediately after being activated.
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Pollutant
Action - Negative
Counts as -1 to score, instead of +1, during endgame.
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Polluting
Action - Negative
Creates a 'Waste' Object (the inventor may name it) every time it is created or activated. (Such Waste Objects count as -1 to score, during endgame.)
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Slow
Action - Negative
If a Machine, it may not be activated if it was activated during the owner's previous turn.
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Unique
Action - Negative
Each Player may only own one of these; excess are automatically destroyed.
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Unpredictable
Action - Negative
Whenever this Machine is activated, its owner nominates an opponent - that opponent makes all choices required by the activation ability.
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Unstable
Action - Negative
If one of these Objects is destroyed, all other Objects of its type belonging to its owner are also destroyed.
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Unstoppable
Action - Negative
Any Player able to create this Object must create two of them per turn, before doing anything else.
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Worthless
Action - Negative
This Object counts for nothing when totalling scores at endgame.
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