Technopoly deck

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Technopoly
Designers Kevan and Ben
Date 18th June 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.

A deck of cards for the invention-and-trading game Technopoly, which can be played via the Dvorak Engine. Full rules are at http://kevan.org/games/technopoly.html.

Playing on DvorakMUSH

When an Object is invented or discovered, the player creates and plays a new card using the Object's name as the title and its attributes as the text. The amount of the object a player posesses can be indicated with status; to give Mining Rights or Technology, merely create an exact duplicate of the card in question and givething to the other player.


Card List

Automatic
Action - Positive
May not be activated by a Robot; is instead able to activate itself, once per turn.
Ecological
Action - Positive
If a Machine, any Fuel can be used to fuel its activations.
Invulnerable
Action - Positive
This Object cannot be destroyed, even when burnt as Fuel. This takes precedence over all other Attributes.
Plentiful
Action - Positive
Whenever one of these Objects would be created, two are created instead.
Protective
Action - Positive
Other Object types you own may only be attacked if you own more of them than you do of this Object.
Rapid-Fire
Action - Positive
If a Machine, it may be Activated twice per turn (by the same Robot, or by itself if Automatic).
Researched
Action - Positive
The next Attribute card added to this Object by its inventor may not be responded to by opponents.
Retaliatory
Action - Positive
If an Attacker loses a battle against this Object, the Attacker is destroyed.
Self-Replicating
Action - Positive
Object is able to make a copy of itself, once per turn.
Synthetic
Action - Positive
Select an existing Fuel, when you invent this. This Object may be used in place of that Fuel, when fuelling or constructing Machines.
Analyser
Action - Positive
Activate: Destroy a Machine you own, and gain the Technology for it.
Attacker
Action - Positive
Activate: Attack an Object as if this Machine were a Robot.
Convertor
Action - Positive
Activate: Change a Fuel Object you own into any other Fuel.
Copier
Action - Positive
Activate: Generate a copy of an Object you own.
Destroyer
Action - Positive
Activate: Destroy any Object.
Liberator
Action - Positive
Activate: Choose an Object, and roll as if attacking it. If successful, you may steal that Object instead.
Manipulator
Action - Positive
Activate: Invent a new Object, or create a known Object, or activate a Machine, or Attack another Object.
Miner
Action - Positive
Activate: Create two copies of a Fuel you have Mining Rights for.
Monitor
Action - Positive
Activate: Look at any opponent's hand.
Researcher
Action - Positive
Activate: Draw an Attribute card at the end of this turn. (If you use this multiple times in a turn, you still only get one card.)
Scavenger
Action - Positive
Activate: Create a copy of an Object which was destroyed or burnt since your last turn, and which belonged to an opponent.
Synthesiser
Action - Positive
Choose an existing Fuel, when you invent this. Activate: Generate that Fuel.
Transmitter
Action - Positive
Activate: You may choose to add or subtract ten from the endgame roll, at the end of the round. (Multiple usage doesn't increase this.)
Fixed
Action - Neutral
This Object cannot be stolen or traded.
Mysterious
Action - Neutral
Any Player may skip their turn to remove this Attribute and replace it with one from their hand.
Fuel: 1A
Action - Negative
Requires 1 Fuel to be burnt per activation.
Fuel: 1A
Action - Negative
Requires 1 Fuel to be burnt per activation.
Fuel: 1A
Action - Negative
Requires 1 Fuel to be burnt per activation.
Fuel: 2A
Action - Negative
Requires 2 Fuel to be burnt per activation.
Fuel: 3A
Action - Negative
Requires 3 Fuel to be burnt per activation.
Fuel: 1C
Action - Negative
Requires 1 Fuel to be burnt per creation.
Fuel: 1C
Action - Negative
Requires 1 Fuel to be burnt per creation.
Fuel: 1C
Action - Negative
Requires 1 Fuel to be burnt per creation.
Fuel: 2C
Action - Negative
Requires 2 Fuel to be burnt per creation.
Fuel: 3C
Action - Negative
Requires 3 Fuel to be burnt per creation.
Fuel: 1A*
Action - Negative
Requires 1 Fuel to be burnt per activation. Whoever plays this card may choose the Fuel.
Fuel: 1C*
Action - Negative
Requires 1 Fuel to be burnt per creation. Whoever plays this card may choose the Fuel.
Fuel: 1P
Action - Negative
Requires 1 Fuel to be burnt every turn. If the owner declines to burn the Fuel for this Object, the Object is destroyed.
Elaborate
Action - Negative
This Object requires 3 Robots to create or activate.
Evaporating
Action - Negative
At the end of your turns, you must destroy one Evaporating Object you control.
Flawed
Action - Negative
This Object is abandoned during the design stage, and can never be mined or created.
Fragile
Action - Negative
This Object will automatically lose, when attacked.
Hazardous
Action - Negative
If a Machine, the activating Robot is destroyed, when activated. If Fuel, the Robot activating the Machine it is feeding is destroyed.
High-Maintenance
Action - Negative
At the end of a Player's turn, destroy all High-Maintenance Objects they own which were not monitored by a Robot during that turn.
Illegal
Action - Negative
If you own any Illegal objects, you cannot win the game.
Inert
Action - Negative
This Object cannot be used to fuel anything.
Limited
Action - Negative
If a Fuel, it can only be mined during this round and the next three.
Noisy
Action - Negative
When created or activated, no other types of Object may be created or activated in the same turn.
One-Shot
Action - Negative
If a Machine, it is destroyed immediately after being activated.
Pollutant
Action - Negative
Counts as -1 to score, instead of +1, during endgame.
Polluting
Action - Negative
Creates a 'Waste' Object (the inventor may name it) every time it is created or activated. (Such Waste Objects count as -1 to score, during endgame.)
Slow
Action - Negative
If a Machine, it may not be activated if it was activated during the owner's previous turn.
Unique
Action - Negative
Each Player may only own one of these; excess are automatically destroyed.
Unpredictable
Action - Negative
Whenever this Machine is activated, its owner nominates an opponent - that opponent makes all choices required by the activation ability.
Unstable
Action - Negative
If one of these Objects is destroyed, all other Objects of its type belonging to its owner are also destroyed.
Unstoppable
Action - Negative
Any Player able to create this Object must create two of them per turn, before doing anything else.
Worthless
Action - Negative
This Object counts for nothing when totalling scores at endgame.