Dveck Builder deck

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Dveck Builder deck
Designer ChippyYYZ et al.
Date January 2020
Players 2+
Although this is an unfinished deck, it is still 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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Decks

Each player starts with their own deck consisting of 5 Blue Shards, 4 Red Shards, and 1 Gold Shard. The rest of the Basic Material cards (Red, Blue, and Gold Shards, Bars, and Slabs) are placed in their own face-up stacks. Sets of Golden Prestige cards totaling 20-30 cards are shuffled to form the prestige deck, and 100 Main Deck cards are shuffled to form the main deck. Put the top 5 cards of the main deck and the top 2 cards of the prestige deck face-up in the middle of the play area. This is the Shop. Whenever there are fewer than 5 main deck cards or fewer than 2 prestige cards in the Shop, add the top card of the appropriate deck to the Shop. A player's cards that are discarded or destroyed are put in that player's own discard pile. Cards that are Trashed are put into a face-up Trash pile belonging to no player. When a card would be drawn from a player's deck (not just looked at) while it is empty, that player first turns their discard pile face-down and shuffles it to make their new deck. This is called Cycling one's deck.

Materials and Buying Cards

Materials are neither Actions nor Things. When a Material is played, it generates a certain amount of coins and remains in play until discarded (As turns become more complex, counters should be used to track a player's coins). A player may buy Basic Material cards from the supply piles or cards from the Shop by spending coins equal to the card's cost, shown in its cornervalue. Actions cost Red Coins to purchase, Things cost Blue Coins, and Materials may be paid for with any combination of Red or Blue coins. Prestige cards' costs are split into two numbers: the first is the card's basic cost, payable in Red or Blue Coins depending on the card's type, and the second is the card's prestige cost, which must be paid in Gold Coins (add the two costs together for the purposes of effects that consider a card's cost). Gold Coins can only be spent on costs that specifically require Gold Coins, or they may be spent to change the color of one of your Red or Blue coins. Purchased cards are put on top of the buying player's discard pile. Players need to keep track of how many non-Basic cards they have purchased.

On Your Turn

During your turn, you may play up to one Action, up to one Thing, and any number of Materials, and buy up to one card of each type (Action, Thing, and Material). At the end of your turn (after card effects that occur at the end of a turn), discard all Materials you control, lose all your unspent coins, and then discard down to or draw up to your hand size (5 by default). Note that you do not draw at the beginning of your turn.

Victory Points and Ending the Game

Whenever a player cycles their deck, they gain 1 VP (victory point) for every 4 non-Basic cards they have purchased (round down). The game ends either when a player reaches 50 VP, or when the main deck or prestige deck is empty and no cards from that deck remain in the shop. The player with the most VP at the end of the game wins.

Additional Rules and Terms

  • Tokens count as Things. A Token's type is also its name. If a Token moves from play to any other zone, it ceases to exist.
  • Counters are not Things. Counters can have types. They can be placed on cards to track effects, count charges, or whatever else is useful for managing information in the game. Players are free to place counters on cards to track information without needing to be directed to do so by a card, but if a card's text does refer to a type of counter, those counters should only be placed and removed according to that card.
  • If a card played by one player ends up in another player's play area, mark it as being owned by the first player. If it would be destroyed, it goes to its owner's discard pile. (Example: Alice plays a card with the text "Play this into any player's control" into Bob's play area. It is marked as being owned by Alice. Chippy then plays a card with the text "Attach this to another player's Thing" onto that card. Chippy's card is marked as being owned by Chippy. Dave then plays a card that says "Destroy all Things controlled by target player" targeting Bob. Alice's Thing, which Bob controls, goes to Alice's discard pile, and Chippy's card which was attached to it goes to Chippy's discard pile.) Cards that end up in another player's hand, deck, or discard pile are assumed to have changed ownership.
  • Ability is a generic term for Action Abilities, Thing Abilities, and anything else of the form "Bold Text Followed By Colon:"
  • Effects that occur as a Reaction to an event (e.g. "When a player plays an Action card, as a reaction you may...") take place after the triggering event is declared, but before that event takes effect.
  • To Upgrade a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile up (A Blue Shard upgrades into a Blue Bar, a Gold Bar upgrades into a Gold Slab). This is treated as the upgraded card changing rather than leaving the zone it's in, and the new card isn't treated as having entered the zone it's in. Slabs cannot be upgraded. To Downgrade a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile down, as with upgrading. Shards cannot be downgraded. Only Basic Materials can be downgraded or upgraded.
  • To Gain a card is to move it from the Shop or its supply pile to the top of your discard pile, or to another zone as specified by the effect. This doesn't count as buying that card. Gaining control of a Thing is not the same as Gaining it.
  • A played Action or Ability that is Negated has no effect, as though its text were blank.
  • When a card leaves play, any cards that were attached to it go to their owners' discard piles, unless specified otherwise.

Design Guidelines

  • Cards in the main deck should not be dependent on specific types of cards or mechanics that are unlikely to be found in any given 100-card subset.
  • Players should be able to interpret the state of the game based on cards that are visible or that were played within the last round, so a card should not produce effects that last significantly longer than the card itself ("Until the end of your next turn" is about as long as players should be expected to remember).
  • Counters exist above the gameplay level, so cards should not interact with counters except their own ("Remove all counters from target Thing" is forbidden, but "When you buy a card, you may add or remove a balance counter from this card" is fine).
  • A Card that produces VP can win games by itself if a player is able to play it repeatedly, either by quickly cycling their deck or returning it from their discard pile. Such a card should have enough restrictions that it doesn't overshadow the standard means of earning VP, granting the player who buys it first an easy win.

Card List

Basic Materials

0
Blue Shard
Basic Material
Provides 1 Blue coin.
0
Red Shard
Basic Material
Provides 1 Red coin.
3
Blue Bar
Basic Material
Provides 2 Blue coins.
3
Red Bar
Basic Material
Provides 2 Red coins.
6
Blue Slab
Basic Material
Provides 3 Blue coins.
6
Red Slab
Basic Material
Provides 3 Red coins.
1
Gold Shard
Basic Material
Provides 1 Gold coin.
You may spend a Gold coin to change the color of one of your Red or Blue coins.
Gold can only be spent on gold-specific costs.
4
Gold Bar
Basic Material
Provides 2 Gold coins.
You may spend a Gold coin to change the color of one of your Red or Blue coins
Gold can only be spent on gold-specific costs.
7
Gold Slab
Basic Material
Provides 3 Gold coins.
You may spend a Gold coin to change the color of one of your Red or Blue coins
Gold can only be spent on gold-specific costs.


Prestige Cards

Pony Set

2/2
Twilight Sparkle
Thing - Pony
Once during your turn, you may play an Action instead of a Thing.
When you play your second Action card in a turn, draw a card for each Pony Thing you control, then discard a card if you drew more than two cards this way.
Card by ChippyYYZ
2/1
Element of Magic
Action
Gain 1 VP for each Pony you control beyond the first. Any player who controls Twilight Sparkle draws a card.
Card by ChippyYYZ
3/2
Rainbow Dash
Thing - Pony
Action and pay 1 of each color: Discard the top 5 cards of your deck.
Element of Loyalty can't target Things you control.
"Hey. I could clear this sky in ten seconds flat."
Card by ChippyYYZ
4/2
Element of Loyalty
Action
Take control of target Thing. If you do, you may pay 3 Gold or Trash this card to gain ownership of it.
Card by ChippyYYZ
1/3
Rarity
Thing - Pony
When this enters play, you may gain a Bar of your choice, or Element of Generosity if it's in the Shop.
When you gain a prestige card, gain 2 VP.
Card by ChippyYYZ
4/2
Element of Generosity
Material
Provides 3 Blue Coins and 1 Gold Coin.
When this enters play, each opponent gains 1 Blue Coin.
Card by ChippyYYZ
5/1
Applejack
Thing - Pony
Action and pay 1 Gold: Upgrade a Material you control.
Thing: Pay the cost of a Thing card in your discard pile to put it into your hand.
Card by ChippyYYZ
2/1
Element of Honesty
Action
Each player puts a card from their hand on top of their deck, then reveals their hand and discards all Actions. Any player who controls Applejack or reveals Applejack from their hand draws two cards.
Card by ChippyYYZ
2/3
Fluttershy
Thing - Pony
When this enters play, gain control of target living Thing.
Whenever you gain VP, gain that many Forest Creature tokens.
Whenever another living Thing you control is destroyed, target opponent discards a card.
Card by ChippyYYZ
3/1
Element of Kindness
Action
Any number of target players, including at least one opponent, draw 3 cards. For opponent who drew cards this way, you may play an extra Action this turn.
Any player who controls Fluttershy gains 1 VP.
Card by ChippyYYZ
2/3
Pinkie Pie
Thing - Pony
When this or another Pony enters play, draw a card.
At the beginning of your turn, gain 1 Red Coin.
When you buy a Pony Thing, put it on top of your deck instead of your discard pile.
Card by ChippyYYZ
3/1
Element of Laughter
Action
Draw a card, discard a card, draw a card, discard a card, draw a card, and discard a card.
If you discard Pinkie Pie this way, put her into play instead.
Card by ChippyYYZ


The Castle of Adiart Set

3/1
Chronomancer
Thing - Blue Dragon
1 Blue: Place a warp token on target thing that you control. If that thing would get destroyed, replace the warp token with a delay token. All things with delay tokens will be destroyed at the start of their owner's turn. Action: Move a delay token onto target thing that you control.
3/2
Physician
Thing - Blue Dragon
1 Blue: Place a healing token on target thing that you control. If that thing would get destroyed, destroy the healing token instead.
2/1
Knight
Thing - Blue Dragon
When this enters play, place an armor token on this card. If this would get destroyed, destroy the armor token instead. Action: Place this on target thing you control, defending it. If the thing gets destroyed, destroy this card instead.
3/1
Castle Control
Action
If you control at least one inhabitant of Adiart, Gain 6 VP. Before you win, lose 2 VP if you control 2 factions, and lose 5 if you control 3. Neutrals do not count as a faction for this card.


Main Deck Cards

3
Brainfreeze
Action
Each player reveals their hand, discards all non-Material cards revealed this way, and draws a card.
Card by ChippyYYZ
1
Summon Rock Band
Action
If you control fewer than 4 Musician Tokens, gain Musician Tokens equal to the difference.
Card by ChippyYYZ
2
Mind Explosion
Action
Choose one - Draw two cards, or each other player discards a card.
Card by ChippyYYZ
4
Infinity Vortex
Thing
At the end of each player's turn, they discard a card and put it face-down under this card. Don't mark ownership of that card. If this card leaves play or if it would lose this sentence, each player in turn order, starting with you, plays a random card from under Infinity Vortex until there are no cards left (this changes ownership of those cards).
Card by ChippyYYZ
3
Fatal Circuitry Flaw
Thing
When a player activates a Thing's Ability, you may play this in reaction. When this enters play, attach it to a Thing.
Add "Discard a random card. If it's not a Material, destroy this." to the end of the attached Thing's Abilities.
Card by ChippyYYZ
1
Macron
Thing
Any rules or effects that measure a number of Things count Things you control four times.
Card by ChippyYYZ
5
Filch
Thing
Once between your turns when an opponent plays an Action, you may put that card underneath Filch (mark its ownership).
Cards underneath Filch count for all purposes as though they were in your hand.
Card by ChippyYYZ
2
Laser
Thing
Once between your turns, at the beginning of an opponent's turn, you may have that player play a random card.
Card by ChippyYYZ
3
Warlock Punch
Action
Destroy target Thing. Its controller discards a random card.
This can't be negated if it's the first card you play on your turn.
Card by ChippyYYZ
5
The Finger
Thing
Your hand size is reduced by 2.
Action: Give control of the Finger to a player other than its owner.
Action and pay 2 Red: Give control of the Finger to its owner.
Card by ChippyYYZ