Medieval Warfare 2 deck

From Dvorak - A Blank-Card Game
Jump to navigationJump to search
Medieval Warfare 2 deck
Designer Zephyr
Date 8/07/2007
Players 2+
This deck has not been categorised.
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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Padlock.gif
This deck is locked. Further cards should not be added - leave feedback on the talk page.

Winning

Kingdom come: If a player gains 100 gold he wins.

Power Overwhelming: If one player has 5 units more than another, the other player is eliminated.

Pillaging

Pillage 3 gold from enemy for every unit killed.

Pillage 7 gold from enemy for every hero killed.

Pillage 5 gold from enemy for every construct killed.

If the player is attacked when he has no units, he loses 5 gold.


Turns

You gain 4 gold at the start of every turn.

You gain 2 action points at the start of every turn by default.

Summoning a thing requires 1 action point.

Events can be used at any time, even if it is not your turn.

5 Cards are drawn each turn. However, extra cards (more than 5 cards) are not required to be discarded.

Every turn, you can either draw a card from the events pile or the things pile.


Combat Rules

The first number in the corner is attack power. Combine this with dice/die roll to find attack damage. If attack damage is higher or equal to second number (defence power), the card is discarded. Units with 'B' in the defence value on the corner are invulnerable to most units.

Unit is not equal to hero.




0/6
Spy
Thing.Unit
Action(1):You may look at the hands of all opponents.
Card by Chestervale
0/6
Spy
Thing.Unit
Action(1):You may look at the hands of all opponents.
Card by Chestervale
2/6
Footman
Thing.Unit
Action(1): Spend 4 gold to attack another unit. D6
Card by Chestervale
2/6
Footman
Thing.Unit
Action(1): Spend 4 gold to attack another unit. D6
Card by Chestervale
2/6B
Weather Control
Thing
Every time the opponent rolls a die, you may choose to deduct 1 from what he rolls.
Card by Chestervale
2/6
Footman
Thing.Unit
Action(1): Spend 4 gold to attack another unit. D6
Card by Chestervale
2/6
Footman
Thing.Unit
Action(1): Spend 4 gold to attack another unit. D6
Card by Chestervale


2/6
Footman
Thing.Unit
Action(1): Spend 4 gold to attack another unit. D6
Card by Chestervale
2/7
Rider
Thing.Unit
Action(1): Spend 5 gold to attack another unit. 2D6 -2
Card by Chestervale
2/7
Rider
Thing.Unit
Action(1): Spend 5 gold to attack another unit. 2D6 -2
Card by Chestervale


0/7
Rider
Thing.Unit
Action(1): Spend 5 gold to attack another unit. 2D6 -2
Card by Chestervale


0/7
Worker
Thing.Unit
You gain one extra action point. Hero immune.
Card by Chestervale
0/7
Worker
Thing.Unit
You gain one extra action point. Hero immune.
Card by Chestervale
0/7
Worker
Thing.Unit
You gain one extra action point. Hero immune.
Card by Chestervale
0/7
Miner
Thing.Unit
You gain 3 extra gold per turn. Hero immune.
Card by Chestervale
0/7
Miner
Thing.Unit
You gain 3 extra gold per turn. Hero immune.
Card by Chestervale
3/7
Captain
Thing.Unit
Action(1): The power level of footmen and riders increase by 1. Action(2): Spend 5 gold to attack another unit. D6
Card by Chestervale


3/7
Captain
Thing.Unit
Action(1): The power level of footmen and riders increase by 1. Action(2): Spend 5 gold to attack another unit. D6
Card by Chestervale
3/7
Captain
Thing.Unit
Action(1): The power level of footmen and riders increase by 1. Action(2): Spend 5 gold to attack another unit. D6
Card by Chestervale


2B/7
Catapult
Thing.Unit
Action(2): Spend 15 gold to attack another unit. (Including buildings.)D6
Card by Chestervale
2B/7
Cannon
Thing.Unit
Action(2): Spend 10 gold to attack another unit. (Including buildings.)D6
Card by Chestervale
2B/7
Catapult
Thing.Unit
Action(2): Spend 15 gold to attack another unit. (Including buildings.)D6
Card by Chestervale
2B/7
Catapult
Thing.Unit
Action(2): Spend 15 gold to attack another unit. (Including buildings.)D6
Card by Chestervale
0B/5
Goblin Techies
Thing.Unit
Action(1): Suicide squad attack! Do 2D6 damage to any unit. (Includes buildings.) Techies is discarded after this and there is no pillage gold.
Card by Chestervale
0B/5
Goblin Techies
Thing.Unit
Action(1): Suicide squad attack! Do 2D6 damage to any unit. (Includes buildings.) Techies is discarded after this and there is no pillage gold.
Card by Chestervale


3/7
Medusa
Thing.Hero
Action(1): Spend 5 gold to attack another unit. D6

Action(2): If attacked, this unit can sacrifice another unit to save its own life.

Stony glare(3): Spend 6 gold to instantly kill a unit.
Card by Chestervale
2/7
Midas
Thing.Hero
Action(1): Gain 5 gold.

Action(1): Spend 5 gold to attack another unit. D6 Action(2): If attacked, this unit can sacrifice another unit to save its own life.

Transmute(3): You may revive a card from the discard pile.
Card by Chestervale
2/8
Pegasus
Thing.Hero
Action(1): Spend 3 gold to attack another unit. D6 Wings(2): Draw 3 cards.
Card by Chestervale
4/8
Hercules
Thing.Hero
Action(2): Spend 4 gold to attack another unit. D6-1

Action(2): If attacked, this unit can sacrifice another unit to save its own life.

Mighty Blow(3): Spend 10 gold to kill a unit instantly and make an opponent discard 2 cards from hand.
Card by Chestervale


2/100
Achilles
Thing.Hero
Roll exactly 5 to kill Achilles.

Action(2): Spend 1 gold to attack another unit. D6 Action(2): If attacked, this unit can sacrifice another unit to save its own life.

Demolish(2): Spend 6 gold to demolish a building. 2D6
Card by Chestervale
0/(2+D6)B
Tower
Thing.Construct
Increases the defence power of all units by 1.
Card by Chestervale
0/(2+D6)B
Tower
Thing.Construct
Increases the defence power of all units by 1.
Card by Chestervale


0/3+D6
Fortress
Thing.Construct
Increases the defence power of all units by 2.
Card by Chestervale
0/(2+D6)B
Barracks
Thing.Construct
Action(1):Draw a card and show it to everybody, if it is a unit, put it into play. Else, replace it.
Card by Chestervale
0/(2+D6)B
Barracks
Thing.Construct
Action(1):Draw a card and show it to everybody, if it is a unit, put it into play. Else, replace it.
Card by Chestervale
0/(2+D6)B
Research Lab
Thing.Construct
Action(1):Draw a card and show it to everybody, if it is a construct or action, put it into play. Else, replace it.
Card by Chestervale
0/(2+D6)B
Research Lab
Thing.Construct
Action(1):Draw a card and show it to everybody, if it is a construct or action, put it into play. Else, replace it.
Card by Chestervale
0/5
Stone Wall
Thing.Construct
If any building is attacked, this card can be sacrificed instead.
Card by Chestervale
0/5
Stone Wall
Thing.Construct
If any building is attacked, this card can be sacrificed instead.
Card by Chestervale
0/5
Stone Wall
Thing.Construct
If any building is attacked, this card can be sacrificed instead.
Card by Chestervale
0/7B
Intelligence Center
Thing.Construct
Action(1):Steal 3 gold from your opponent.
Card by Chestervale
0/7B
Espionage Center
Thing.Construct
Action(2):Steal 1 card from your opponent.
Card by Chestervale
Bubonic Plague
Event
Choose a unit from every player, including yourself and kill it.
Card by Chestervale
Bubonic Plague
Event
Choose a unit from every player, including yourself and kill it.
Card by Chestervale
Unholy Sacrifice
Event
Kill a unit in play and draw an amount of cards equal to its defensive power divided by 2 and rounded down.
Card by Chestervale


Fog of War
Event
You and your opponent cannot attack for one turn.
Card by Chestervale
Fog of War
Event
You and your opponent cannot attack for one turn.
Card by Chestervale


Espionage & Embezzlement
Event
Steal 5 gold from your opponent.
Card by Chestervale
Espionage & Embezzlement
Event
Steal 5 gold from your opponent.
Card by Chestervale
Coup
Event
Look at everybody's hands and change hands with a player of your choice.
Card by Chestervale
Time Magik
Event
Stop any event.
Card by Chestervale
Reversal Magik
Event
If an event card is used, its effects are nullified. You can steal it and keep it.
Card by Chestervale
Hired Cannons
Event
Roll D6, if you roll 4 and above, destroy a building instantly. Ignore walls.
Card by Chestervale
Hired Raiders
Event
Pay 10 gold to take control of an enemy building. Ignore walls.
Card by Chestervale
Animate Dead
Event
Revive 2 units from discard pile and place into hand.
Card by Chestervale
Localized Storm
Event
Roll D6 for every unit of everybody in play. If you roll 5 or 6, that unit dies.
Card by Chestervale
Summon Skeletons
Event
Use this event as a unit with 2/1 power. Action(1): Spend 3 gold to attack a unit. D6
Card by Chestervale
Summon Skeletons
Event
Use this event as a unit with 2/1 power. Action(1): Spend 3 gold to attack a unit. D6
Card by Chestervale
Summon Imps
Event
Use this event as a unit with 1/1 power. Action(1): Spend 1 gold to attack a unit. Gain 10 gold if you kill a unit. D6
Card by Chestervale
Divine Intervention
Event
If you happen to lose or if someone happens to win, you may either deduct 10 gold from anybody or remove 2 enemy units.
Card by Chestervale


Lady Luck
Event
Search for a thing in the deck and place it in your hand. Shuffle the deck.
Card by Chestervale
Lady Luck
Event
Search for a thing in the deck and place it in your hand. Shuffle the deck.
Card by Chestervale
12 Leaf Clover
Event
Search for an event in the deck and place it in your hand. Shuffle the deck.
Card by Chestervale