Doomsday Race Deck

From Dvorak - A Blank-Card Game
Revision as of 20:39, 22 December 2008 by Aetherknight (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
Doomsday Race
Designer Aetherknight
Date 21st December 2008
Players 2+ (2+ Untested)
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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Padlock.gif
This deck is locked. Further cards should not be added - leave feedback on the talk page.

Tried and true system but more interesting cards are wanted before I call it a final draft.
Description: It's a race! But not to the finish; from the neutron bomb which is engineered to detonate and wipe out all the racers except one, the one who outruns the other racers and survives the blast. It is designed to go off in 2 minutes, (or however many) so the game and everyone else ends when the deck is shuffled twice. (Because the bomb is set for 2 minutes, if decided 3 minutes, the the third time, etc.) Then boom.

Special Rules

Game ends when the deck has 0 cards in it the second time. Racer with the most speed at that moment outruns the blast, survives and wins.

Maximum hand size is 4.

There are 3 zones unique to each player that they must mind. 1) Their hand: Where you keep your cards. 2) Their dashboard: Where you play things to play for later. 3) Their tank: Where you keep your "gas" or TP.

Corner value represent the speed gained by playing the card.

Cards that tell you to gain TP you take the top card of the discard pile and put it into your Tank face-down. If there is no discard pile yet take the top card of the deck and put it into your Tank.

Card requisites reset every turn because of the periodic EM pulses emitted by the minion explosions that affect all of your auxiliary and secondary machines and must be reboot every turn. Only your primary engines are unaffected.

Your machine however can proxy fission signatures of other racers.

For example: It's your opponent's(red) turn and he plays Shift to 3, then Shift to 4. You(green) are allowed to play Shift to 4 during his turn because your machine is satisfied by the other vehicle's Shift to 3 fission reaction signature.

7
Shift to 3
Action
Play only after "Shift to 2"
Card by Aetherknight
21
Shift to 4
Action
Play only after "Shift to 3"
Card by Aetherknight
21
Shift to 4
Action
Play only after "Shift to 3"
Card by Aetherknight

There are no green cards and Shift to 4 is limited to one unless so many people are playing multiple copies are printed out to make a bigger deck.


Turn structure

At the beginning of your turn draw until you have 4 cards in your hand.

Then you must play 2 things by placing a card face down into the Dashboard zone. These things may be turned face up during your opponent's turn to activate their effect.

Then you can play 3 actions total until your next turn. That means if you play 3 actions during your turn you are not allowed to play any during an opponent's turn. If you played 2 then you are allowed 1, and if only 1 then you are allowed both dashboard cards.

End of turn.

~Opponent's turn(s)~

At the end of the opponent's turn that precedes yours if you have a dashboard card in play put that card into your Tank face-down. Each card in your tank represents a tank point or TP (think of it as gas) up to a max of 5 TP.

Then destroy all unused cards in your dashboard.

Begin your turn

Card List

2
Shift to 2
Action
Card by Aetherknight
2
Shift to 2
Action
Card by Aetherknight
2
Shift to 2
Action
Card by Aetherknight
2
Shift to 2
Action
Card by Aetherknight
2
Shift to 2
Action
Card by Aetherknight
7
Shift to 3
Action
Play only after "Shift to 2"
Card by Aetherknight
7
Shift to 3
Action
Play only after "Shift to 2"
Card by Aetherknight
7
Shift to 3
Action
Play only after "Shift to 2"
Card by Aetherknight
21
Shift to 4
Action
Play only after "Shift to 3"
Card by Aetherknight
20
Burst out the gate
Action
Play only on the first turn you take.
Card by Aetherknight
12
Shift to overdrive
Action
Play only after a "Shift" card. Pay 2 TP
Card by Aetherknight
12
Shift to overdrive
Action
Play only after a "Shift" card. Pay 2 TP
Card by Aetherknight
12
Shift to overdrive
Action
Play only after a "Shift" card. Pay 2 TP
Card by Aetherknight
1
Shift to power grid server
Action
Play only after a "Shift" card.
+ 3 TP
Card by Aetherknight
1
Shift to power grid server
Action
Play only after a "Shift" card.
+ 3 TP
Card by Aetherknight
1
Left corner
Action
Card by Aetherknight
1
Left corner
Action
Card by Aetherknight
1
Left corner
Action
Card by Aetherknight
1
Left corner
Action
Card by Aetherknight
1
Left corner
Action
Card by Aetherknight
3
Pedal to the metal
Action
Card by Aetherknight
3
Pedal to the metal
Action
Card by Aetherknight
3
Pedal to the metal
Action
Card by Aetherknight
1
Safe passage
Action
Get an additional +7 for each "Left Corner" you played this turn
Card by Aetherknight
1
Safe passage
Action
Get an additional +7 for each "Left Corner" you played this turn
Card by Aetherknight
0
Rocket Launcher
Action
Pay 3 TP. Target opponent gets -15 unless they play a corner card.
Card by Aetherknight
0
Rocket Launcher
Action
Pay 3 TP. Target opponent gets -15 unless they play a corner card.
Card by Aetherknight
2
Burn Rubber
Action
Get an additional +2 for each corner played this turn
Card by Aetherknight
2
Burn Rubber
Action
Get an additional +2 for each corner played this turn
Card by Aetherknight
2
Burn Rubber
Action
Get an additional +2 for each corner played this turn
Card by Aetherknight
1
Lazy Corner
Action
+1 TP
Card by Aetherknight
1
Lazy Corner
Action
+1 TP
Card by Aetherknight
1
Lazy Corner
Action
+1 TP
Card by Aetherknight
0
Oil Slick
Action
Pay 1 TP
Play as a response to an opponent's action. Negate that action's effect
Card by Aetherknight
0
Oil Slick
Action
Pay 1 TP
Play as a response to an opponent's action. Negate that action's effect
Card by Aetherknight
6
Nitro
Action
Pay 1 TP
Card by Aetherknight
6
Nitro
Action
Pay 1 TP
Card by Aetherknight
6
Nitro
Action
Pay 1 TP
Card by Aetherknight
6
Nitro
Action
Pay 1 TP
Card by Aetherknight
6
Nitro
Action
Pay 1 TP
Card by Aetherknight
10
Afterburner
Action
Play only after "Nitro" Pay 3 TP
Card by Aetherknight
10
Afterburner
Action
Play only after "Nitro" Pay 3 TP
Card by Aetherknight
10
Afterburner
Action
Play only after "Nitro" Pay 3 TP
Card by Aetherknight
5
Right Corner
Action
Card by Aetherknight
5
Right Corner
Action
Card by Aetherknight
5
Right Corner
Action
Card by Aetherknight
0
Sabbotage Shortcut
Action
Play only after opponent plays Right Corner
That opponent gets -20 speed (min to 0)
Card by Aetherknight
0
Sabbotage Shortcut
Action
Play only after opponent plays Right Corner
That opponent gets -20 speed (min to 0)
Card by Aetherknight
0
Sabbotage Shortcut
Action
Play only after opponent plays Right Corner
That opponent gets -20 speed (min to 0)
Card by Aetherknight
8
Crazy Corner
Action
Discard a card
Card by Aetherknight
8
Crazy Corner
Action
Discard a card
Card by Aetherknight
8
Crazy Corner
Action
Discard a card
Card by Aetherknight
10
Power Corner
Action
Play only after a corner card. Pay 1 TP
Card by Aetherknight
10
Power Corner
Action
Play only after a corner card. Pay 1 TP
Card by Aetherknight
10
Power Corner
Action
Play only after a corner card. Pay 1 TP
Card by Aetherknight
0
System Failure
Action
Play only after an opponent pays TP. That opponent skips his next turn.
Card by Aetherknight
0
Napalm
Action
Pay 5 TP. If opponent would gain TP instead they get -50. (If they drop below 0 they skip their turn and stay at 0 instead)
Card by Aetherknight
25
Jump to Hyperdrive
Action
Pay 5 TP.
Card by Aetherknight
-2
Charge the fuel rods
Action
+4 TP
Card by Aetherknight
-10
Remote detonation
Action
Shuffle the discard pile with the deck. Skip your next turn
What are they gonna do? Disqualify me?
Card by Aetherknight