Spellcaster deck

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Spellcaster
Designer Zaratustra
Date 13th October 2007
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 classical abstract game in card form.


Special rules

Actions do not go in the deck. They're played depending on your gesture queue.

All players play simultaneously. The turn sequence goes:

  1. All players draw a card;
  2. All players play up to one card per hand;
  3. Players reveal their plays and spells resolve;
  4. End-of-turn effects resolve;
  5. All players discard to five cards.

Each wizard has 15 HP. If they end the turn with 0 HP or less, they lose the game.

Spell launching

Wizards start with two hands. Each hand has a gesture queue Things may be played on.

During the play-reveal stage, check the last cards of each queue to see if they match a given spell. If they do, the spell is cast. You certainly can cast more than one spell per turn if you use both hands; however, any given gesture can't be used for two spells in the same turn. This is important for certain spells that require a gesture (usually the last one) to be done with two hands. In that case, you must choose which spell will be cast.


Card List

F
Fingers
Thing
S-P-F Anti-spell

P-S-D-F Charm person
D-S-F Confusion

F-F-F Paralysis
Card by Zaratustra
P
Palm
Thing
P Shield

PP Surrender! D-P-P Amnesia
W-P-P Counter-spell
W-F-P Cause light wounds
S-S-F-P Resist cold
W-W-F-P Resist heat
W-W-P Protection from evil
P-D-W-P Remove enchantment

D-W-S-S-S-P Delayed effect
Card by Zaratustra
S
Snap
Thing
W-W-S Counter-spell

CC-S-W-W-S Summon elemental

P-P-WW-SS Invisibility
Card by Zaratustra
W
Wave
Thing
D-F-P-W Cure heavy wounds

CC-D-P-W Dispel magic
S-P-F-P-S-D-W Permanency
D-F-W Cure light wounds
S-F-W Summon goblin
P-S-F-W Summon ogre
F-P-S-F-W Summon troll
W-F-P-S-F-W Summon giant

CC-WW Magic mirror
Card by Zaratustra
D
Digit Pointing
Thing
W-P-F-D Cause heavy wounds

D-W-F-F-DD Blindness
S-D Missile
P-W-P-F-S-S-S-D Finger of death
P-S-D-D Charm monster
F-S-S-D-D Fireball
D-F-F-D-D Lightning bolt
S-W-D Fear

D-W-W-F-W-D Poison
Card by Zaratustra
CC
Clap
Thing
This gesture can, and must, be played on two hands at the same time.

D-S-F-F-F-CC Disease
D-W-W-F-W-CC Raise dead
S-W-W-CC Fire storm
P-W-P-W-W-CC Haste
W-S-S-CC Ice storm
S-P-P-CC Time stop

W-D-D-CC Lightning bolt*
Card by Zaratustra
/
Stab
Thing
Deal 1 damage to subject. Not a spell, so it cannot be mirrored or dispelled.
Card by Zaratustra
Shield
Action
P
Protects subject from monster attacks, missile spells, and stabs for this turn.
Remove enchantment
Action
P-D-W-P
Removes all Enchantments on subject. If cast on a Monster, destroys that Monster at the end of the turn.
Magic mirror
Action
CC-WW
Any spell cast at the subject of this spell is reflected back at the caster of that spell for this turn. Does not affect spells with more than one target.
Counter-spell
Action
W-P-P, W-W-S
Any other spell cast upon the subject in this turn has no effect whatever.
Dispel magic
Action
CC-D-P-W
Remove all Enchantments. Destroy all Monsters at the end of the turn. Any other spell cast in this turn has no effect whatever.
Raise dead
Action
D-W-W-F-W-C
Can target destroyed monsters. Remove all Enchantments on subject. If subject is destroyed, return them to play with no damage; otherwise, heal up to 5 points of damage.
Cure light wounds
Action
D-F-W
Recover one point of damage on subject.
Cure heavy wounds
Action
D-F-P-W
Recover two points of damage on subject. Remove up to one Disease from subject.
Summon Goblin
Action
S-F-W
Put a token Goblin in play (Attack 1, HP 1). It attacks a non-Elemental subject of your choice every turn.
Summon Ogre
Action
P-S-F-W
Put a token Ogre in play (Attack 2, HP 2). It attacks a non-Elemental subject of your choice every turn.
Summon Troll
Action
F-P-S-F-W
Put a token Troll in play (Attack 3, HP 3). It attacks a non-Elemental subject of your choice every turn.
Summon Giant
Action
W-F-P-S-F-W
Put a token Giant in play (Attack 4, HP 4). It attacks a non-Elemental subject of your choice every turn.
Summon Elemental
Action
CC-S-W-W-S
Put a token Ice Elemental or Fire Elemental in play (Attack 3, HP 3), targeting a subject. It deals 3 damage to everyone not resisting its element at the end of every turn. If another Elemental of the same type comes into play, destroy this one. If a Elemental of different type comes into play, destroy both.
Missile
Action
S-D
Deal 1 damage to subject.
Finger of Death
Action
P-W-P-F-S-S-S-D
Kill the subject. Cannot be affected by counterspells.
Lightning Bolt
Action
D-F-F-D-D or W-D-D-C*
Deal 5 damage to subject. Shorter gesture may be used only once by each wizard.
Cause Light Wounds
Action
W-F-P
Deal 2 damage to subject.
Cause Heavy Wounds
Action
W-P-F-D
Deal 3 damage to subject.
Fireball
Action
F-S-S-D-D
Deal 5 damage to subject unless they are resistant to fire.
Fire storm
Action
S-W-W-CC
Cancel an ice storm or an ice elemental. If you can't, deal 5 damage to all subjects not resistant to fire.
Ice storm
Action
W-S-S-CC
Cancel a fire storm or a fire elemental. If you can't, deal 5 damage to all subjects not resistant to ice.
Amnesia
Action - Mental
D-P-P

Mental spells on the same subject on the same round cancel each other.

If subject is a wizard, next turn they must play a token duplicate of the last gesture on each hand on that hand. If subject is a monster, on the next turn it'll attack the same target it attacked this turn.
Confusion
Action - Mental
D-S-F

Mental spells on the same subject on the same round cancel each other.

Subject wizard, on the next turn, instead of playing gestures from their hand, draws from the deck as many cards as they have hands and plays them on each hand without looking.
Charm Person
Action - Mental
P-S-D-F

Mental spells on the same subject on the same round cancel each other.

Controls one of subject wizard's hands. On the next turn, the caster and only they can play a gesture there.
Charm Monster
Action - Mental
P-S-D-D

Mental spells on the same subject on the same round cancel each other.

Control of subject monster is transferred to the caster. (The caster can already pick the monster's target this turn.)
Paralysis
Action - Mental
F-F-F

Mental spells on the same subject on the same round cancel each other.

One of the subject wizard's hands is paralyzed for the next turn and automatically plays a copy of this turn's gesture (Clap, Snap and Wave are copied as Fingers, Digit and Palm respectively). If subject is a monster, it does not attack on the next turn.
Fear
Action - Mental
S-W-D

Mental spells on the same subject on the same round cancel each other.

Subject wizard can only use 'Palm', 'Wave' and 'Stab' gestures on the next turn.
Anti-spell
Action
S-P-F
Clear the subject wizard's gesture stacks at the end of the turn.
Protection from Evil
Action
W-W-P
Protects subject from monster attacks, missile spells, and stabs for this turn and the next 3 turns.
Resist Heat
Action
W-W-F-P
Destroy subject if it is fire-based. Subject starts resisting heat.
Resist Cold
Action
S-S-F-P
Destroy subject if it is ice-based. Subject starts resisting cold.
Disease
Action - Enchantment
D-S-F-F-F-CC
Subject gains a Disease that will kill them in 6 turns.
Poison
Action - Enchantment
D-W-W-F-W-D
Subject gains a Poisoning that will kill them in 6 turns.
Blindness
Action
D-W-F-F-DD
Destroy subject instantly if it is a monster. Subject cannot see their opponents' gestures for the next 3 turns.
Invisibility
Action
P-P-WW-SS
Destroy subject if it is a monster. Subject takes no damage from monsters and stabs. Flip subject's gesture cards face down.
Haste
Action
P-W-P-W-W-CC
For the next 3 turns, subject must play an extra gesture if able. If they play more than one gesture in the same hand, they may launch spells for each gesture.
Time stop
Action
S-P-P-CC
Subject takes an extra turn after this one.
Delayed effect
Action
D-W-S-S-S-P
Subject wizard's next spell can be held in hand and played later.
Permanency
Action
S-P-F-P-S-D-W
Subject wizard's next spell is made permanent: every turn after its casting, it will be recast with the same target and effect.
Surrender
Action
PP
Forfeit the game. Do not perform this gesture accidentally.