Sci-Fi Fantasy deck

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Sci-Fi Fantasy
Designers Dragon, Kevan, Zarba
Date 2006
Players 2+
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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The cross-time showdown where everything goes.

Special Rules

Life Essence Points

Players are pan-dimensional overlords with 30 Life Essence Points. When anyone falls to zero or below, they are eliminated from the games.

Attacks

Creatures have base attack values, printed at the top of their card. When they make a Close-Combat attack, they use that value, plus any weapons or other modifiers that aren't specifically Ranged attacks. When they make a Ranged attack, they use their base value plus any weapons that are specifically Ranged.

As an Action, a player may declare an attack from one of their creatures, targetting an opponent or an opponent's creature. If the opponent themselves is targetted, he or she can choose to either take the damage, or block with one of their creatures.

  • If the defender chooses to takes the damage, the attacker picks either a Ranged or Close-Combat attack, calculates the damage for it, and deals that much damage to the defender, the damage being deducted from their Life Essence Points.
  • If the defender chooses to block with one of their own creatures, or if a creature is attacked directly, the following combat stages occur:-
  1. If either of the creatures have a ranged attack, both of them calculate their Ranged attack values. The highest value wins, the other creature is destroyed. (If one of the creatures has no Ranged attack, it instead just uses its base attack value, and if it wins, the other creature is not destroyed.)
  2. If the creatures survived the ranged attack, both calculate their Close-Combat attack. The highest value wins, and the other is destroyed.
In the event of tied totals, nothing happens.


Card List

1d4
Goblin
Thing
1d3
Zombie
Thing
If destroyed, put Zombie back on your hand.
1d3
Endless Minions
Thing
If Endless Minions lose combat, return them to your hand.
+2
Laser Rifle
Thing
Ranged weapon. Play onto any creature.
1d8
Lizardman
Thing
1d12
Cyborg Vampire Elf
Thing
With discreet lasershark tattoo.
+1d6
Cybernetic Enhancements
Thing
Play onto any creature.
Jetpack
Thing
Play onto a creature. Its attack count as being ranged.
+4
Battle-Axe
Thing
Play onto a creature.
1d8
Ninja
Thing
Action: Return Ninja to your hand, and draw a card.
1d6
Metalloid
Thing
Discard a weapon to prevent this card's destruction.
+2
Horse
Thing
Any creature may be played onto this creature. (Other equipment may not be played onto it.)
1d20
Tyranosaurus Rex
Thing
If T-Rex doesn't attack in a turn, destroy a random unit on your side.
Illusion
Action
Play whenever one of your creatures is attacked. Return it to your hand and replace it with another creature from your hand.
1d4
Rust Monster
Thing
If Rust Monster is involved in a combat, destroy any non-ranged weapons used by its opponent, after combat. Gets +1d20 against robots, cyborgs and the like.
1d1
Potted Plant
Thing
Elephant Stampede
Action
Attack every creature in play with 1d10.
Bulletproof Vest
Thing
Play onto a creature, ranged weapons have no benefit against this creature.
+6
Catapult
Thing
Ranged weapon. Play onto a creature.
1d10
Vampire
Thing
If Vampire is destroyed, you may destroy a creature you control to prevent the destruction.
1d6
Mindflayer
Thing
Action: Pick a creature. It cannot attack and its card text is blank, until the start of your next turn.
x2
Giant
Thing
Play onto a creature.
Ring of Ruin
Thing
Play onto a creature. Action: Attack one creature with 1d8.
-3
Miniature
Thing
Play onto a creature.
+1
Phaser
Thing
Play onto a creature. Anyone hit by a phaser loses all their equipment, at the end of combat.
1d12
Mayo Elemental
Thing
After Mayo Elemental attacks, return it to the defending player's hand.
Virus
Action
Destroy all futuristic equipment in play.
Decay
Action
Destroy all medieval equipment in play.
1dX
Shapeshifter
Thing
Treat Shapeshifter as a copy of whatever creature it is facing.
???
Clone
Thing
When Clone enters play, name a card in play. Treat Clone as a copy of that card.
Necromancy
Action
Return any creature from the graveyard to play under your control.
1d10
Boiling Oil
Thing
Cannot attack. Discard from play to destroy any attacking creature that lacks a ranged weapon.
Tower of the Eye
Thing
Action: Look at one player's hand.
10
Castle
Thing
Cannot attack. Your other creatures cannot be attacked.
Orbital Laser
Action
Attack one creature with 1d30.
Meteor
Action
Destroy one thing.
XdY
Formation
Thing
You may include up to three of your other creatures as part of formation. Roll all their dice. If Formation loses, they all suffer the consequences of defeat.
Oblivion
Action
Remove this card and one other from the game.
20
Great Cthulhu
Thing
When you play Great Cthulhu, discard your hand and destroy all other Things you control.
2d8
Dragon
Thing
1d10
Wyvern
Thing
1d6
Archers
Thing
Treat archers as having a ranged attack.
1d1
Nymph
Thing
Enemy units cannot attack Nymph.
Fog
Thing
Ranged weapons may not be used. Roll 1d6 at the start of your turn; on a 6, the fog dissipates.
1d10
UFO
Thing
Action: Remove a creature from play. It is returned at the end of your next turn.
10
Creeping Flesh Fungus
Thing
Creeping Flesh Fungus cannot be destroyed by a creature. Every turn, you must destroy one creature in play.
+1d3
Crossbow
Thing
Play onto a creature. Ranged weapon.
1d20-10
Sparkling Vortex
Thing
When Sparkling Vortex is destroyed, draw three cards.
3d3
Pirate Ship
Thing
All units on your side gain +3 Attack.
1d2
Robot Drone
Thing
Action: Put another Robot Drone in play.
1d2
Memory Leech
Thing
If Memory Leech damages a player directly, they must discard a card at random or take 10 damage.
5
Strange Machines
Thing
Action: Take one card out of the discard pile, and put it in your hand.
5
Dice of Fate
Thing
Whenever a player rolls a 1, that player loses 5 life.