Dirks & Poniards deck

From Dvorak - A Blank-Card Game
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Dirks & Poniards CCG Set
Designer Ran Larsen
Date 20/10/2008
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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Description: A battle of various daggers and knives, created on a whim and fasdcination towards such weaponry.

Special Rules

Players do not have HP/LP, and are instead fighting cards against cards, much like in the style of Pokemon. Standard Dvorak rules apply: hands consist of 5 cards and cannot go above this amount - discard down to 5 after end of your turn. However, you are also always going to have 5, so instead of drawing just one card, you draw until you have 5 cards in your hand at the start of your turn.

Also, each player has their own deck and discard pile, a regular sized deck being around 30-40 cards. This limit can be exceeded to any number the player wishes, though going lower than 30-40 cards is not recommended. Also, players may have different sized decks for playing, e.g Steve playing with 60 cards whilst Amy plays with 40. When a player's deck runs out of cards, however, they lose.

Weapon cards have a corner value, which is their Life Points (LP). Their Strength value, in the text, is what they use for attacking, whilst their Durability value is what they are able to take away from the strength of an attacking weapon. So, Standard Dirk (SD) attacks Standard Poniard (SP). The SD has a Strength of 2 and the SP has a Durability of 2. This means that the attack is nullified and both cards remain in play. When Strength > Durability, the defending weapon is dealt that full Strength has damage to its LP. When Strength < Durability, the attacking weapon is dealt that deferance in damage to its LP.

The object of the game is to defeat at least 4 Weapon cards. This number may be extended to whatever the players wish and agree to go to. The player who starts should be chosen randomly.

One player's turn consits of these basic events:

Event 1 ~ Draw up to 5 cards if needed. If you already have 5 cards, skip this event.

Event 2 ~ Play 1 Weapon card. Only one may be played UNLESS a Special Action card is in effect.

Event 3 ~ Play up to 2 Event cards. A max of only 2 can be played per turn, AND they must be different from each other*, no exceptions. [*One must be an "Action - Event" and the other an "Action - Special". If you cannot do this, but can only play one of the aforementioned Action types, you can still play it, but only one!]

Event 4 ~ Player may attack another player if he wishes. Player may also chose to not attack as well.

Event 5 ~ Regardless if player attacks or not, if player has more than 5 cards (e.g. as an affect of an Action card), player must discard as many cards as it takes to get down to 5 cards. If player already has 5 or less, play simply continues.

NOTE ~ Player MAY NOT draw up to 5 until his/her next turn.


Card List

6
Standard Dirk
Thing - Weapon
Special Ability: None

Strength: 3

Durability: 1
5
Standard Poniard
Thing - Weapon
Special Ability: None

Strength: 1

Durability: 3
7
Standard Dagger
Thing - Weapon
Special Ability: None

Strength: 2

Durability: 2
6
Standard Knife
Thing - Weapon
Special Ability: None

Strength: 0

Durability: 4
4
Standard Stiletto
Thing - Weapon
Special Ability: None

Strength: 3

Durability: 1
8
Damascus Dirk
Thing - Weapon
Special Ability: All Action cards that only affect Strength also give this card +1 to Durability

Strength: 5

Durability: 2
7
Damascus Poniard
Thing - Weapon
Special Ability: All Action cards that only affect Strength also give this card +1 to Durability.

Strength: 4

Durability: 3
9
Damascus Dagger
Thing - Weapon
Special Ability: All Action cards that only affect Strength also give this card +1 to Durability.

Strength: 3

Durability: 4
8
Damascus Knife
Thing - Weapon
Special Ability: All Action cards that only affect Strength also give this card +1 to Durability.

Strength: 2

Durability: 5
6
Damascus Stiletto
Thing - Weapon
Special Ability; All Action cards that only affect Strength also give this card +1 to Durability.

Strength: 2

Durability: 2
7
Katana Styled Dirk
Thing - Weapon
Special Ability: Sacrifice this card to give another card +2 points that are able to go wherever you wish, i.e. LP, Strength, or Durability.

Strength: 5

Durability: 1
6
Katana Styled Poniard
Thing - Weapon
Special Ability: Sacrifice this card to give another card +2 points that are able to go wherever you wish, i.e. LP, Strength, or Durability.

Strength: 1

Durability: 5
8
Katana Styled Dagger
Thing - Weapon
Special Ability: Sacrifice this card to give another card +2 points that are able to go wherever you wish, i.e. LP, Strength, or Durability.

Strength: 3

Durability: 3
6
Katana Styled Knife
Thing - Weapon
Special Ability: Sacrifice this card to give another card +2 points that are able to go wherever you wish, i.e. LP, Strength, or Durability.

Strength: 4

Durability: 2
8
Katana Styled Stiletto
Thing - Weapon
Special Ability: Sacrifice this card to give another card +2 points that are able to go wherever you wish, i.e. LP, Strength, or Durability.

Strength: 1

Durability: 3
6
Razor Dirk
Thing - Weapon
Special Ability: This card gets +1 to Strength for every other Dirk in play, regardless of type.

Strength: 3

Durability: 2
7
Razor Poniard
Thing - Weapon
Special Ability: This card gets +1 to Strength for every other Poniard in play, regardless of type.

Strength: 2

Durability: 3
5
Razor Dagger
Thing - Weapon
Special Ability: This card gets +1 to Strength for every other Dagger in play, regardless of type.

Strength: 2

Durability: 4
9
Razor Knife
Thing - Weapon
Special Ability: This card gets +1 to Strength for every other Knife in play, regardless of type.

Strength: 3

Durability: 1
7
Razor Stiletto
Thing - Weapon
Special Ability: This card gets +1 to Strength for every other Stiletto in play, regardless of type.

Strength: 2

Durability: 4
Extra Weapon
Action - Event
Player may play 1 additional Weapon card OR draw two cards from the deck. If player chooses the latter and one of the cards is a Weapon card, it cannot be played until next turn, if player has another Extra Weapon card, or if player has not played a Weapon card yet.
Weaponsmith
Action - Event
Player chooses one of his/her Weapon cards and adds 1 to both Strength and Durability.
Keen Blade
Action - Event
Player chooses one of his/her Weapons and adds 1 to Strength.
Rusty Blade
Action - Event
Player chooses any Weapon in play to target. This card subtracts Strength of target Weapon by 1.
Cursed Blade
Action - Event
Player chooses one of his/her Weapons and adds 1 to Strength, but subtracts 1 from Durability (this, in effect, negates the Special Ability of Damascus Weapons ~ the Durability of a Damascus Weapon, if this is played on one, stays the same, but Strength is still changed).
Dancing Blades
Action - Event
Player may switch one of his/her Weapons in play with a Weapon card in his/her hand. This does NOT affect the limit of Weapons that can be played per turn ~ Player may still also play one other Weapon directly from his/her hand.
Heavenly Blades
Action - Event
Player chooses one of his/her Weapons and adds 1 to Durability, but subtracts 1 from Strength.
Blade Swarm
Action - Event
Player chooses one of his/her Weapons. Chosen Weapon may now attack twice in the same turn. This stays in play till negated from another card's ability or after 5 turns, whichever comes first.
Weapons Falling from the Sky
Action - Special
All players may play a max of 3 Weapons per turn instead of 1. This card stays in effect until another Special card is played.
Worn Out Blades
Action - Special
Subtract 1 from Durability from ALL Weapons. This card stays in effect until another Special card is played.
The Amethyst Gate
Action - Special
Players must now sacrifice one event card in their hand to play a Weapon. ALL Special Abilities of all weapons are nullified. To be rid of this card, player must play another Special card AND sacrifice one of their weapon cards in play. Only ONE Amethyst Gate allowed per deck.
Wooden Curse
Action - Special
All Weapon cards now have 1 strength and 1 durability. All Event cards in play are discarded. All Special Abilities are nullified.
Jack of All Blades
Action - Special
All Weapons without Event cards attached now have 10 LP, 9 Strength, and 10 Durability. All Weapons with Event cards attached now have 9 LP, 10 Strength, and 9 Durability and the Event cards are discarded. This does not affect the new stats given to them.
Assassin's Creed
Action - Special
All Weapons now have poison blades. Meaning that once they deal damage, another 2 points is added to the amount. This does not help in battles, just to the amount of damage inflicted to LP.
Magic Sweep
Action - Special
Players chose one weapon type - e.g. Standard, Razor, et cetera - and flip a coin. If heads, ALL weapons in play are turned into the selected type, and ALL Special cards in play are discarded. If tails, weapons stay as they are, but ALL Special cards in play are still discarded.