Rat Trap deck

From Dvorak - A Blank-Card Game
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Rat Trap
Designer Sandy
Date 15th April 2002
Players 2+
This is a playable deck - it's finished, tested and ready to play.
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.

You wake up on bare stone, in an underground labyrinth. You have no idea how you got there, who is behind this or why this is happening. All you have is some mixed-up instructions on how to get out and a warning that wild animals have been let loose in there with you. In the distance you hear a wolf howl...

Special Rules

Escape Route

Before you start playing secretly pick ten direction cards (Left Turn, Right Turn and Straight Ahead) and this is your way out. You don't have to play these in any particular order but the first player to get the right ten cards out is the winner. If you have over ten cards, even if your ten are part of those 11+, you cannot claim victory.

Sequence

The direction cards must be kept in the order they were played. When a card played card first. Some other maze fittings can be backtracked past as well.

Card List

Right Turn
Thing - Direction
Right Turn
Thing - Direction
Right Turn
Thing - Direction
Right Turn
Thing - Direction
Right Turn
Thing - Direction
Right Turn
Thing - Direction
Right Turn
Thing - Direction
Right Turn
Thing - Direction
Right Turn
Thing - Direction
Right Turn
Thing - Direction
Left Turn
Thing - Direction
Left Turn
Thing - Direction
Left Turn
Thing - Direction
Left Turn
Thing - Direction
Left Turn
Thing - Direction
Left Turn
Thing - Direction
Left Turn
Thing - Direction
Left Turn
Thing - Direction
Left Turn
Thing - Direction
Left Turn
Thing - Direction
Straight Ahead
Thing - Direction
Straight Ahead
Thing - Direction
Straight Ahead
Thing - Direction
Straight Ahead
Thing - Direction
Straight Ahead
Thing - Direction
Straight Ahead
Thing - Direction
Straight Ahead
Thing - Direction
Straight Ahead
Thing - Direction
Straight Ahead
Thing - Direction
Straight Ahead
Thing - Direction
Revolving Room
Thing
As you walk in the room turns, screwing up your sense of direction. Put this in play under another player's control. While it is in play its controller cannot win. It must be backtracked past.
Portcullis
Thing
A gate slams down behind you, meaning there's no going back. Pick a player. Put this with their direction cards. It is impossible to backtrack through the portcullis, and all previous direction cards cannot be destroyed. It does not count towards the ten turnings.
Guard Animal
Thing
Can't get through that door, not with that dog chained to it. Pick a player. This card is put into play under their control. Its owner cannot play direction cards while this card is in play. Any backtracking card destroys this as well as your last direction card.
Wolf Attack!
Action
Pick a player. They must discard two cards or backtrack a card.
Pit Trap
Action
Pick a player. They miss their next turn climbing out of it.
Pit Trap
Action
Pick a player. They miss their next turn climbing out of it.
Claw Marks
Action
Finding deep slashes in a door makes you think twice about going that way. Discard this card from your hand to prevent a player playing a direction card which is also destroyed. This has no effect when played normally.
Claw Marks
Action
Finding deep slashes in a door makes you think twice about going that way. Discard this card from your hand to prevent a player playing a direction card which is also destroyed. This has no effect when played normally.
Growling
Action
Pick a player. Draw a card. If it is a direction card put it into play under their control. If not keep drawing until you find one.
Growling
Action
Pick a player. Draw a card. If it is a direction card put it into play under their control. If not keep drawing until you find one.
Tripwire
Action
Pick a player. They discard a card.
Blackout
Action
All the lights go out for exactly seventeen seconds. All players must discard down to two cards immediately.
Blind Panic!
Action
Pick a player. They draw five cards and put into play any direction cards that are drawn in the order they come up. Discard any other cards.
Chance Meeting
Action
At last! Another person. Pick a player. If he agrees you may combine your efforts. You need all the cards you both chose to escape, but these may be played by either player. If you succeed you are both winners.
Held The Map Upside-Down
Action
Pick a player. They must discard a card or backtrack two cards.
Echoing Roar
Action
No player may draw a card until your next turn.
Studying the Clues
Action
Draw two cards.
Masked Doorway
Action
Pick a player. That player cannot play any direction cards in their next turn.
Snuffling Noise
Action
Pick a player. They backtrack two cards.
Snuffling Noise
Action
Pick a player. They backtrack two cards.
Dead End
Action
Pick an opponent. They backtrack one card.
Dead End
Action
Pick an opponent. They backtrack one card.
Dead End
Action
Pick an opponent. They backtrack one card.
Dead End
Action
Pick an opponent. They backtrack one card.
Dead End
Action
Pick an opponent. They backtrack one card.
Dead End
Action
Pick an opponent. They backtrack one card.
Dead End
Action
Pick an opponent. They backtrack one card.
Dead End
Action
Pick an opponent. They backtrack one card.
Dead End
Action
Pick an opponent. They backtrack one card.
Dead End
Action
Pick an opponent. They backtrack one card.
Secret Door
Action
Discard this card from your hand to ignore a Dead End card played on you. This card has no effect if played normally.
Secret Door
Action
Discard this card from your hand to ignore a Dead End card played on you. This card has no effect if played normally.
Lions, And Tigers, And Bears, Oh My!
Action
Pick a player. They must backtrack five cards.
"I Knew I Should Have Turned Left At Albequerque..."
Action
Take a direction card from the discard pile and place it in your hand. Then backtrack one card.