Game of Thrones Deck

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Game of Thrones Deck
Designer Aerdor
Date 30th September 2020
Players ???
This is an unfinished deck. It is incomplete, and is not playable.
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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This deck is locked. Further cards should not be added - leave feedback on the talk page.

Gather the support of the lords and ladies of Westeros to claim the Iron Throne (and keep it).

  • This deck is still only a draft. Suggestion are welcome, but it is still locked.

Rules

Dvorak

Dvorak is played entirely with cards, and there are just two types of card - Things and Actions. When you play a Thing card, it goes onto the table in front of you and stays there, usually having a useful effect while it remains in play; when you play an Action card, it does whatever it does and goes to a discard pile.

Take the deck of cards, shuffle it, and deal five cards to each player (which they hold in their hand where other players can't see). The rest of the cards go in the middle of the table as a face-down draw pile, and whenever a card is discarded or destroyed, it goes into a face-up discard pile.

Starting with a random player, you take turns in order. A turn consists of:

  • Drawing the top card from the draw pile. (If the draw pile's empty, shuffle the discard pile and turn it over to make a new draw pile.)
  • Playing up to two cards from your hand. You can play one Thing and one Action per turn (or just one of those, or no cards at all).
  • Checking your hand size; if you have more than five cards, discard down to five.

The game continues until somebody meets the deck's victory condition.

Game of Thrones Deck

Locations

Place the Locations cards on the center of the table according to their respective positions.

Events

Separate the Events cards from the Main deck and shuffle White Walkers' Sighting in the Main deck.

When an Event card is drawn, it must be shown to all player. Its effects take place, and then the card is remove from the deck (it doesn't go in the discard pile). The player who drew it draw another card.

The Armies

Each player will need markers to symbolize his armies. You will also need similar markers for the Wildlings and for the White Walkers.

Battle

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The Wildlings

As soon as a Wildlings' army is put in play, note the player during which turn the army appeared. Each turn, just before the noted player turn, the Wildlings' armies will spread in all directions available (add a Wildlings' army on all adjacent locations). If an army is present on one of the new locations, battle ensues.

If at some point there are no more Wildlings' army in play, the spreading stops.

The White Walkers

The White Walkers' armies work similarly to the Wildlings' armies, except that when they win a battle against an other army, they gain that army as one of their own.


Card List

Locations

The Wall
Thing, Location
North of The North
If an army goes on The Wall, his owner lose 1 Victory Point for assaulting the Night's Watch.
The North
Thing, Location
South of The Wall / North of The Riverlands / East of The Iron Islands / West of The Vale
The Iron Islands
Thing, Location
North of The Westerlands / West of The North
You cannot go on or leave The Iron Islands without ships.
The Vale
Thing, Location
North of The Crownlands / East of The North
The Westerlands
Thing, Location
South of The Iron Islands / West of The Riverlands
The Riverlands
Thing, Location
South of The North / North of The Reach / East of The Westerlands / West of The Crownlands
The Crownlands
Thing, Location
South of The Vale / North of The Stormlands / East of The Riverlands
The Reach
Thing, Location
South of The Riverlands / North of Dorne / West of The Stormlands
The Stormlands
Thing, Location
South of The Crownlands / West of The Reach
Dorne
Thing, Location
South of The Reach


Events

White Walkers' Sighting
Event
Remove this card from the deck, and shuffle Wights attack the Night's Watch in the draw pile.
Wights attack the Night's Watch
Event
Shuffle Mance Rayder marches South and 1 Defend the Realm to win the Throne in the draw pile. Armies can now go on The Wall without their owner losing a Victory Point.
Mance Rayder marches South
Event
Shuffle Mance Rayder attacks the Wall and 1 Defend the Realm to win the Throne in the draw pile.
Mance Rayder attacks the Wall
Event
If no player's army are on The Wall when this Event resolves, put a Wildings' army on The Wall.



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If a player's army is on The Wall, the player with his army on The Wall gain 1 Victory Point for saving the Night's Watch instead.

Shuffle White Walkers attack the Wildlings in the draw pile.
White Walkers attack the Wildlings
Event
Shuffle White Walkers attack the Wall in the draw pile.
White Walkers attack the Wall
Event
The White Walkers's army attacks The Wall.

If there is no army on The Wall, put a White Walkers' army on it.

If there is an army on The Wall, battle ensues.


Main Deck

Defend the Realm to win the Throne
Action
Put one of your armies on The Wall.