Tower Defense deck

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Tower Defense deck
Designer Ltn Koen
Date February 2013
Players 2+
This is an unfinished deck. It is incomplete, and is not playable.
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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Two players face each other, the Attacker trying to make its way into the Defenser's kingdom.

This might or might not be influenced by a Tower Defense game titled Kingdom Rush.

This is just an idea... More ideas more than welcome!

Special Rules

Attack & Defense

This Tower Defense card game is played as multi-deck Dvorak: one player uses the Defense deck, while the other uses the Attack deck.

The Defenser starts the game with a certain amount of Health Points, say 20. Whenever an Evil Minion reaches the Kingdom, its value is subtracted from the Defenser's HP. If the Defenser's HP ever reaches 0 or below, the Attacker wins the game. If, on the other hand, the Attacker draws the card The End before the Defenser's HP have been reduced to zero, the Attacker loses.

The End begins the game as the first card in the Attacker's discard pile. The deck must be gone through once before The End can enter play.

Areas

The table is divided into six areas. The first area is the Badlands; the sixth area is the Kingdom. Areas two to five are the Field.

Towers may only be played in the Field.

Evil Minions may only be put into play in the Badlands, but once into play can be moved to make their way towards the Kingdom. Evil Minions in the Kingdom cannot be moved, destroyed, or otherwise tampered with ; they stay there and can be used to keep track of the score.

Order of turn

Attack

The turn of the Attacker goes as follows:

  • Draw a card
  • For each area which does not contain a Ground Tower, move every Evil Minion one area forward.
  • Play or move Things for up to 3 Thing Points
  • Play an Action
  • Discard down to five cards

Note than only drawing a card at the beginning of the turn and discarding down to five cards at the end of the turn are mandatory; all other actions are optional. Every Evil Minion Thing has a corner value. This value corresponds to how much damage they would deal to the Kingdom if they reached it, as well as how many Thing Points playing them or moving them would cost.

Thing Points can be used to play new Evil Minions in the Badlands, or to move Evil Minions that are already in play one area forward.

Some Evil Minions' corner values are larger than three; those can be played by stockpiling Thing Points as a result of whatever.

Defense

  • Draw a card
  • Play a Thing
  • Attack
  • Play an Action
  • Discard down to five cards

Playing Towers costs Gold somehow. Also bigger towers can only be played at the cost of destroying a smaller tower.

Maybe some Dominion-like mechanics to streamline the deck?


Card set

Defense deck

1
Barrack
Thing - Tower
Ground Tower: Evil Minions in the same area as this Barrack cannot be moved freely.
1
Archer Tower
Thing - Tower
Long Range: Archer Towers can attack in either neighbouring area instead of just in their own area.


Attack deck

1
Goblin
Thing - Evil Minion
1
Wulf
Thing - Evil Minion
Velocity: At the beginning of your turn, Wulves can move up to three areas forward instead of one if they are not blocked by Ground Towers.
The End
The End
When you draw this card, play it immediately.

You have failed to invade the Kingdom; the Defenser wins the game.