The World deck

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World
Designers Jeeves and Piter
Date 25th February 2003
Players 2-3
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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As a minor deity, you vie for total control of the World.

Special Rules

Terminology

A player's power points are calculated as the sum of the numbers on the Power Cards they control.

Energy Assimilation

On any of your turns, you may discard one of your power cards in play to play any additional card, avoiding the 1 Action / 1 Thing limitation.


Card List

A Gamble
Action
Look at an opponent's hand. If that hand contains The World, you may take The World into your own hand; otherwise, reshuffle your entire hand into the draw pile, and draw five cards.
1
Always Coca-Cola
Thing — Power Card
1
Ancient Superstitions
Thing — Power Card
Astronaut
Thing
Your opponents must show you each card they draw as they draw it. You may not look at their cards at any other time, even if you have seen them before.
A Vision
Action
Take control of The Moon, if it is in play. You may play an additional action this turn.
Biological Weapon
Thing
Whenever an opponent controls Epidemic, you may take control of it.
Black Hole
Action — Celestial Body
Target opponent skips their next turn.
Black Plague
Action
Deadly disease spreads easily through crowded areas. Target opponent must destroy a City they control.
Bloodless Coup
Action
Take control of a Power Card in play.
1
Care-A-Lot
Thing — Power Card
Deconstruction
Action
Target opponent discards all Power Cards in their hand. If that player has no Power Cards in hand, they must instead destroy two Power Cards they control, of their choice.
1
Dictionopolis
Thing — City, Power Card
Dextromethorphan
Action
Take control of Infinity, if it is in play. Shuffle this card into the draw pile.
Enlightenment
Action
You may only play this card if you have more than three cards in your hand and less than three power points in play.
Shuffle three cards from your hand into the draw pile and draw three more.
Entrenched Ruler
Thing
If an opponent takes any action which would cause you to lose control of a Power Card, you may discard this card to nullify all effects of that action.
Epidemic
Thing
At the end of each opponent's turn, that player must destroy a Power Card they control. Destroy this card when no opponent controls any Power Cards.
Ethidium Bromide
Thing
When you draw this card, you must play it immediately. While this card is in play, all players draw three cards instead of one each turn.
Firearms
Action
Destroy a Thing.
Floating-Point Exception
Action
Add or subtract 1 to any quantity on any Thing in play. This change stays in effect until that card is removed from play.
Grave Robber
Action
Take the top card from the discard pile into your hand.
1
Infinity
Thing — Power Card
Kennedy Space Center
Action
Look at the top twelve cards of the draw pile. If any of them is The Moon, reveal it and put it into your hand; otherwise, put the next card of the draw pile into the discard pile, and look at the following two. If either of them is The Moon, reveal it and put it into your hand. Reshuffle the draw pile.
1
Large Ugly City
Thing — City, Power Card
Lidless Eye
Action
Look at target opponent's hand. Each player then places one card from their hand on top of the draw pile. Reshuffle the draw pile. Each player then draws a card.
Life and Death
Action
Choose an opponent, and flip a coin. That opponent calls it in the air. If they calls incorrectly, you may destroy a Thing.
Lords of the West
Action
Destroy Thangorodrim.
Lunar Amplifier
Thing
The controller of The Moon draws one additional card per turn.
Lunar Energy
Thing
The controller of the Moon gains one power point.
Mandatory Meeting
Action
Exchange two cards at random with target opponent.
*
Melkor
Thing — Power Card
This card's power is 2 if you control Thangorodrim, 0 if an opponent controls it, 1 otherwise.
Methamphetamine
Thing
At the end of each turn, put the top card of the draw pile into the discard pile.
Misery
Action
Target opponent discards two cards at random. Put the top three cards of the draw pile into the discard pile.
Natural Selection
Action
Look at the top three cards of the draw pile, and put them back in any order. You may reshuffle the draw pile.
1
NR
Thing — Power Card
1
Oil Well
Thing — Power Card
Organic Chemistry
Action
Exchange hands with target opponent.
Parallel Universe
Thing
Action: Take any one card, other than the top card, from the discard pile and put it in your hand. You may not play any more cards this turn. At the end of this turn, give control of this card to an opponent of your choice.
Phase Two
Action
Give an opponent one card from your hand. Take another turn.
Predestination
Thing
Players play with their hands revealed. When Predestination is destroyed, you may draw one card.
Quid Pro Quo
Thing
Whenever an opponent causes you to lose control of a Power Card, that player must destroy a Power Card they control. If that player does so, destroy this card.
Relentless Force
Action
Discard any number of cards of your choice from your hand. Target opponent must discard the same number of cards, chosen at random.
Revolution
Action
Target opponent must shuffle one City they control into the draw pile.
Rewind
Action
Return any two Things target opponent controls to their hand. That opponent does not draw any cards on their next turn.
1
Sandy Beach
Thing — Power Card
Second Chance
Action
Return any Thing you control to your hand.
Secret Weapon
Action
Set aside up to two cards from your hand. Draw that many cards. Place the cards set aside on top of the draw pile, in any order.
1
Standing Army
Thing — Power Card
Control the masses with threats of violence.
Stasis
Thing
No new Power Cards may be played by any player.
Switcharoo
Action
Reveal one Power Card from your hand and shuffle it into the draw pile, then switch control of a Thing you control with a Thing controlled by an opponent.
Tactical Nuclear Strike
Action
You may play this card in response to any card other than a Celestial Body. If you do so, nullify any results of that play, and move that card to the discard pile.
If you play this card as your action for the turn, destroy a Thing.
Either way, you may not draw any cards on your next turn.
Take One for the Team
Action
Each player destroys a Power Card they control.
1
Thangorodrim
Thing — Power Card
The End
Action
Search the draw pile for any card and add it to your hand, then reshuffle the draw pile.
Play this card only if you have three or more power points.
2
The Flame Imperishable
Thing — Power Card
The Four Horsemen
Action
Destroy a thing, then shuffle this card into the draw pile.
The Moon
Thing — Celestial Body
You may take up to two actions on each of your turns instead of just one.
1
The Tao
Thing — Power Card
The World
Thing — Celestial Body
If you play this, you win the game immediately. You may only play it if you control cards with a combined total of 5 or more Power.
Thought Police
Action
"Sooner or later, they always get you."
Target opponent must discard one Action card.
Time Compression
Action
Exchange one card in your hand for any card in the discard pile. Draw one card. If you have more than five cards in your hand at the end of this turn, discard to the top of the draw pile.
2
Tiny Cities Made of Ashes
Thing — City, Power Card
If you are required to destroy a Power Card in play, you must destroy this card.
1
Vishnu
Thing — Power Card
Wake the Dead
Action
Reshuffle the discard pile into the draw pile.