Castles deck

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Castles deck
Designer jftsang
Date 25 November 2007
Players 2 (or 2 teams)
This is an untested deck. Its cards are complete, but it hasn't yet been tested.
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)
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Rules

Setup

At the start of the game, the players choose their colour and select from the deck the five cards that are of their colour. The Castle card is put into play on the Middle Zone, and the other four start off in the hand. Both players then draw five cards (Red first) and play begins (Red first).

Castle

Each player or team has one Castle card to start off with, and must defend it. It has 50HP (as shown on the corner). When either team's Castle is destroyed they lose the game.

Zones

The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn.

Red  Castle Zone
================
Red  Middle Zone
----------------
   Frontline   
----------------
   Frontline   
----------------
Blue Middle Zone
================
Blue Castle Zone

Units

"Unit" is used to mean Soldiers, Civilians and special units.

You may play any number of Soldiers and/or Civilians each turn. When you play a unit, it goes to either your Castle Zone or your Middle Zone. You may want to play soldiers to your Middle Zone and your Civilians to your Castle Zone.

Every unit or building card has a number, which is their HP value. When a card's HP falls to 0 it is discarded.

Civilians can repair the Castle and perform other feats.

Soldiers can attack and deal damage to opponent Soldiers or Buildings.

Buildings

Buildings do something as long as they are in play. Buildings can only be played if a Builder is in play, and can only be played into the zone the Builder is in.

Special Units

The General, Spy, Assassin and Wizard are special leaders in the game. They are far more powerful than the ordinary Soldiers.

Spells and Tactics

Spells and Tactics are both Actions. Spells may only be played if your Wizard is in play, and Tactics may only be played if your General is in play.

Card Listing

50
Castle
Building
When this card is destroyed you lose the game.
5
General
Special
All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn.
2
Wizard
Special
Action: Deal 2 damage to any Soldier or Civilian in play that is not in your opponent's Castle Zone.
1
Spy
Special
This card can move 2 zones per turn and can enter your opponent's Castle Zone. It cannot be attacked by Soldiers if in your opponent's Castle Zone. While it is in your own Castle Zone this card is treated as a Civilian. Action: Reveal up to two cards in your opponent's hand if this card is in your opponent's Castle Zone.
1
Assassin
Special
This card can move 2 zones per turn and can enter your opponent's Castle Zone. Action: Destroy an opponent's special unit that is in this card's zone.
50
Castle
Building
When this card is destroyed you lose the game.
5
General
Special
All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn.
2
Wizard
Special
Action: Deal 2 damage to any Soldier or Civilian in play that is not in your opponent's Castle Zone.
1
Spy
Special
This card can move 2 zones per turn and can enter your opponent's Castle Zone. It cannot be attacked by Soldiers if in your opponent's Castle Zone. While it is in your own Castle Zone this card is treated as a Civilian. Action: Reveal up to two cards in your opponent's hand if this card is in your opponent's Castle Zone.
1
Assassin
Special
This card can move 2 zones per turn and can enter your opponent's Castle Zone. Action: Destroy an opponent's special unit that is in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
1
Builder
Civilian
Action: Play a Building from your hand into the zone that this card is currently in.
1
Builder
Civilian
Action: Play a Building from your hand into the zone that this card is currently in.
1
Builder
Civilian
Action: Play a Building from your hand into the zone that this card is currently in.
1
Builder
Civilian
Action: Play a Building from your hand into the zone that this card is currently in.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Healer
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
1
Healer
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
1
Healer
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
1
Healer
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
8
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
8
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
8
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
8
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
5
Catapult
Building
This card may be moved if there is at least one Civilian or Soldier in the same zone with this card that is also moved. Action: Deal 1 damage to Wall or Castle if it is within two zones of this card but not in the same zone as this card.
5
Catapult
Building
This card may be moved if there is at least one Civilian or Soldier in the same zone with this card that is also moved. Action: Deal 1 damage to Wall or Castle if it is within two zones of this card but not in the same zone as this card.
2
Scaling Ladder
Building
If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone.
2
Scaling Ladder
Building
If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone.
15
Wall
Building
Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
15
Wall
Building
Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
1
Blacksmith
Building
Play this card into your Castle Zone. All Soldiers deal +1 damage while this card is in play.
1
Blacksmith
Building
Play this card into your Castle Zone. All Soldiers deal +1 damage while this card is in play.
1
Military Camp
Building
Play this card into your Castle Zone. While this card is in play your opponent may not play Rout.
1
Military Camp
Building
Play this card into your Castle Zone. While this card is in play your opponent may not play Rout.
Repair
Action
Choose a Building. It receives +5 HP.
Repair
Action
Choose a Building. It receives +5 HP.
Medicine
Action
Choose a Civilian or Soldier. It receives +1 HP.
Medicine
Action
Choose a Civilian or Soldier. It receives +1 HP.
Charge
Action - Tactic
Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage.
Charge
Action - Tactic
Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage.
Arrow Rain
Action - Tactic
Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn.
Arrow Rain
Action - Tactic
Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn.
Cause Rout
Action - Tactic
Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play.
Cause Rout
Action - Tactic
Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play.
Trap
Action - Instant
Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
Trap
Action - Instant
Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
Trap
Action - Instant
Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
Trap
Action - Instant
Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
Rally Forces
Action - Tactic
Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone.
Rally Forces
Action - Tactic
Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone.
Ambush
Action - Tactic
Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
Ambush
Action - Tactic
Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
Incendiarism
Action - Tactic
Deal 3 damage to all units in a particular zone.
Incendiarism
Action - Tactic
Deal 3 damage to all units in a particular zone.
Resurrection
Action - Spell
Look through the discard pile for two cards and put them into your hand.
Resurrection
Action - Spell
Look through the discard pile for two cards and put them into your hand.
Plague
Action - Spell
Deal 2 damage to all Soldiers and Civilians in your opponent's Castle Zone (including your own).
Plague
Action - Spell
Deal 2 damage to all Soldiers and Civilians in your opponent's Castle Zone (including your own).
Lightning Storm
Action - Spell
Deal 3 damage to all cards on your opponent's side of the field (including your own).
Lightning Storm
Action - Spell
Deal 3 damage to all cards on your opponent's side of the field (including your own).

Tactics

The map is one-dimensional essentially, so try to fortify your position.

At the start

At the start of the game, play Wall several Archers to defend your Middle Zone.

When Attacking

Get several Spearmen before attacking, especially if you have to fight many Archers. Play Lightning Storm if possible, then play Charge and/or Ambush. Keep a few Soldiers in your Castle Zone and on your side of the field so that you can play Rally if need be. Play Lightning Storm and Incendiarism and back your attacking army with Archers and Wizards. You may also want to play Charge or Ambush if you have those cards to increase damage dealt and to be able to attack Archers before they have a chance to strike you.

When Defending

If you have not already played Wall, play it. Also put several Archers in your Castle Zone together with your Wizard (but watch out for the Assassin) and prepare Arrow Rain and Trap if you have them. If you are really desparate (i.e. they have gained control of your Middle Zone) then play Incendiarism, Medicine and Repair, and if possible kill their General so that you can play Rout.

When at Stalemate

If you find that your opponent manages to repel all of your attacks and you manage to repel all of his attacks (via the use of well-placed Archers in the Middle Zone and Traps) then you have to break this status. Try to use a Spell such as Lightning Storm to clear your opponent's side of Archers and then step in with your Spearmen. If you find your opponent has built a Wall, you should use Cannons on your Front Zone to destroy them.

When using Assassins

Keep in mind that the Assassin only has 1HP and has to go all the way to the opponent's Castle Zone in order to kill his target, in the process of which he will probably be attacked by Soldiers.