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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Inspired by the Infinite Dvorak Deck and an idea by JakeTheWolfie, Dveck Builder combines the anything-goes nature of Dvorak with the structure of a deck-building game. Expand your deck by buying cards, play through your deck as fast as you can to earn points, and get in the way of your opponents trying to do the same thing!

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 3 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 3 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 acquired and put on top of the buying player's discard pile. Players need to keep track of how many non-Basic cards they have acquired.

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 acquired (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:". If not otherwise specified, Abilities can only be used during your turn.
  • 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.
  • When you Acquire a card, move it from its location (usually the Shop or its supply pile) to the top of your discard pile, or to another zone as specified by the effect. When you buy a card, you acquire it, but some effects let you acquire a card without buying it. Gaining ownership of a Thing is not the same as acquiring 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.
  • When a card's text refers to that card by its name, and another card gains that text, treat the first card's name in that text as though it were the second card's name (If a Thing in play called Ghost Copy has "This Thing has all text of the top card of your discard pile." and the top card of its controller's discard pile is called Boomerang and has the text "Action: Return Boomerang to your hand", Ghost Copy treats that ability as though it said "Return Ghost Copy to your hand").


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
Act, 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 Element of Loyalty to gain ownership of it.
Card by ChippyYYZ
1/3
Rarity
Thing - Pony
When Rarity enters play, you may acquire a Bar of your choice, or you may search the Shop and prestige deck for Element of Generosity, acquire it, and shuffle the prestige deck.
When you acquire a prestige card, gain 2 VP.
Card by ChippyYYZ
4/2
Element of Generosity
Material
Provides 3 Blue Coins and 1 Gold Coin.
When Element of Generosity enters play, each opponent gains 1 Blue Coin.
Card by ChippyYYZ
5/1
Applejack
Thing - Pony
Act, 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 Fluttershy 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
1/3
Pinkie Pie
Thing - Pony
When Pinkie Pie or another Pony enters play, draw a card.
At the beginning of your turn, gain 1 Red Coin.
When you acquire a Pony, put it on top of your deck instead of your discard pile.
Card by ChippyYYZ
2/1
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.


Wizard Set

2/2
Blue Spell
Action
Draw three cards, then put two cards from your hand on top of your deck.
OR put an Action card from your discard pile into your hand.

Instead of playing a Thing this turn, you may put target Thing on top of its owner's deck.
Card by ChippyYYZ
3/2
Blue Wizard
Thing
You may treat OR as AND when casting Blue Spell.
Your hand size is increased by 1. This is not cumulative with other Wizards.
Act, 2 Blue: Look at the top 4 cards of your deck. You may put any of them on the top or bottom of your deck in any order.
Card by ChippyYYZ
2/2
Blue Leyline
Thing
When an opponent plays an Action card, as a Reaction you may discard a blue card from your hand with equal or greater cost to negate that Action.
When you acquire Blue Spell or Blue Wizard, put it into your hand.
Card by ChippyYYZ
3/1
Green Spell
Action
Gain 2 Blue Coins.
OR look at the top 5 cards of your deck. You may put a Thing from among them into play under your control. Shuffle your deck.

Instead of playing a Thing this turn, you may destroy target nonliving Thing.
Card by ChippyYYZ
2/3
Green Wizard
Thing
You may treat OR as AND when casting Green Spell.
Your hand size is increased by 1. This is not cumulative with other Wizards.
Blue Basic Materials you play provide an additional Blue Coin. You may buy an additional Thing card each turn.
Card by ChippyYYZ
1/3
Green Leyline
Thing
You may play an additional Thing each turn.
When you acquire Green Spell or Green Wizard, put it into your hand.
Card by ChippyYYZ
2/2
White Spell
Action
Put a Protection Token on target Thing. It can't be destroyed for as long as it has a Protection Token on it.
OR destroy target Thing. Its owner draws a card.

Instead of playing a Thing this turn, you may gain 1 VP.
Card by ChippyYYZ
3/2
White Wizard
Thing
You may treat OR as AND when casting White Spell.
Your hand size is increased by 1. This is not cumulative with other Wizards.
2 Red: Target opponent can't play Actions during their next turn.
Card by ChippyYYZ
2/2
White Leyline
Thing
Cycling your deck is worth 1 additional VP for each player with more VP than you.
When you acquire White Spell or White Wizard, put it into your hand.
Card by ChippyYYZ
2/1
Black Spell
Action
Destroy target living Thing.
OR look at target opponent's hand. They discard a card of your choice.

Instead of playing a Thing this turn, you may put a Thing card from your discard pile into your hand.
Card by ChippyYYZ
3/2
Black Wizard
Thing
You may treat OR as AND when casting Black Spell.
Your hand size is increased by 1. This is not cumulative with other Wizards.
2 Gold: Search your deck for a card and put it into your hand.
Card by ChippyYYZ
1/3
Black Leyline
Thing
At the beginning of your turn, Trash a card in your discard pile.
When you acquire Black Spell or Black Wizard, put it into your hand.
Card by ChippyYYZ
3/1
Red Spell
Action
Discard your hand and draw that many cards.
OR gain 1 Red Coin. The next time you acquire an Action card this turn, you may play it.

Instead of playing a Thing this turn, you may destroy target tangible Thing.
Card by ChippyYYZ
2/3
Red Wizard
Thing
You may treat OR as AND when casting Red Spell.
Your hand size is increased by 1. This is not cumulative with other Wizards.
Action cards cost 1 fewer Red Coin to buy for you. When you buy an Action card, you may play the top card of your deck.
Card by ChippyYYZ
1/3
Red Leyline
Thing
You may buy an additional Action card each turn.
During your turn, you may play an additional Action card from your discard pile by paying its cost. Trash it afterwards.
When you acquire Red Spell or Red Wizard, put it into your hand.
Card by ChippyYYZ


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 Infinity Vortex. Don't mark ownership of that card. If Infinity Vortex leaves play or if it would lose this sentence, each player in turn order, starting with you, plays a random card from under it 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 Fatal Circuitry Flaw 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.
Cards underneath Filch count for all purposes except ownership as though they were in your hand (you may discard or play them, and they count toward your hand size. They go to their owner's discard pile instead of yours.)
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.
Act, 2 Red: Give control of the Finger to its owner.
Card by ChippyYYZ
4
Lawyers, Guns, and Money
Action
Discard your hand. If you discarded at least
2 Things: Take control of target Thing.
X Actions: Each opponent discards X cards.
2 Materials: Acquire a main deck card from the Shop costing up to 4.
Card by ChippyYYZ
4
The Great Flood
Thing
Whenever there is another Thing in play, put it in its owner's discard pile.
Card by ChippyYYZ
3
Do Not Panic
Thing
You never have to discard cards from your hand or play cards or Abilities against your will.
Your hand size is increased by one if you haven't played a Material this turn.
Card by ChippyYYZ
3
Occam's Razor Blade
Thing
Act, 1 Red: Destroy target Thing with the most words in its rules text.
Chuck Norris shaves with this.
Card by ChippyYYZ
1
Boarding Action
Action
Give control of any number of your Things to target player. Destroy that many Things that player owns.
Card by ChippyYYZ
4
Error 404
Action
Play as a reaction to a player buying a card. Trash that card. This does not cost that player any coins nor one of their buys for the turn.
Card by ChippyYYZ
2
Thing Destruction
Action
Destroy target Thing.
Card by ChippyYYZ
2
Bottled Fart
Thing
When Bottled Fart is destroyed, all players discard a random card.
Card by ChippyYYZ
1
Message In A Bottle
Thing
When Message In A Bottle is destroyed, look at the top five cards of your deck.
Card by ChippyYYZ
4
Swiss Army Card
Thing
This card has all Abilities of all Things in the Shop.
Card by ChippyYYZ
5
Three Part Harmony
Thing
When you play an Action card, you may pay its cost. If you do, that Action takes effect two additional times, without changing targets.
Card by ChippyYYZ
3
Resurrection
Action
Put all things from the top 10 cards of your discard pile into play under your control.
Card by ChippyYYZ
2
Trespassers Will Be Shot
Thing
Whenever a Thing you don't own enters your control, you may destroy it.
Card by ChippyYYZ
2
Overenthusiasm
Thing
Whenever an Ability of a Thing is played, repeat that Ability, then destroy that Thing.
Card by ChippyYYZ
2
Atomize
Action
Destroy target Thing. Its controller gains 3 Particle Tokens.
Card by ChippyYYZ
4
Interference
Action
Play as a Reaction to an Action or Ability. Roll a die. That Action or Ability's target...
1-2: must be changed if possible.
3-4: is chosen by you.
5-6: is chosen randomly.
Card by ChippyYYZ
2
Weapons Dealer
Thing
Action: Give control of a Thing you control to target player. Gain 1 Gold Coin and draw a card.
Card by ChippyYYZ
1
Advanced Alchemy
Thing
You may treat Tokens you control as Tokens of any type.
Card by ChippyYYZ
1
Attack Of The Mutant Taste Buds
Action
Destroy all things with flavortext.
Card by ChippyYYZ
4
The Holy Hand Grenade Of Antioch
Thing
Action: Trash this card and target Thing. This ability can't be negated.
...And Saint Attila raised the hand grenade up on high, saying, "O Lord, bless this Thy hand grenade that with it Thou mayest blow Thine enemies to tiny bits, in Thy mercy."
Card by ChippyYYZ
5
Soul Absorption
Action
Shuffle your discard pile into your deck. Put target Thing into your discard pile.
Card by ChippyYYZ
3
Prototype Isochron Scepter
Thing
When this comes into play, attach an Action card from your hand to it.
Action, and pay the attached Action card's cost: This ability has an identical effect to that Action.
Card by ChippyYYZ
3
Proletariat Revolution
Action
Any player who controls more Things than every other player combined discards cards equal to the number of players in the game.
Card by ChippyYYZ
2
Order No. 227
Thing
If a Thing would leave play without being destroyed, destroy it instead.
Ни шагу назад!
Card by ChippyYYZ
2
High-Frequency Shield
Thing
When this enters play, attach it to a Thing you control. This card and the attached thing can't have their text altered or ignored and can't leave play except by being destroyed.
Card by ChippyYYZ
3
Camo Suit
Thing
When this enters play, attach it to a Thing you control.
The attached Thing can't be affected by Actions that don't affect all Things in play.
Card by ChippyYYZ
5
Warp Blade
Thing
When this enters play, attach it to a Thing you control.
When the attached Thing would destroy one or more Things, you may put Warp Blade in your discard pile to Trash one of those Things.
Card by ChippyYYZ
3
Tokenmail
Thing
When this enters play, attach it to a Thing you control.
Whenever this or the equipped thing would be destroyed, you may destroy a token you control instead.
Card by ChippyYYZ
4
The Fury of Jimi Hendrix
Action
Destroy up to 5 target Things.
Trash this card.
Setting it on fire is optional,though encouraged.
Card by ChippyYYZ
3
Card Force
Action
Put a card from your hand or a Thing you control on top of target player's deck.
You may discard this card and a red Material to play it as a reaction to anything at all.
Card by ChippyYYZ
Remake
Action
Trash a card in your hand. You may acquire a non-prestige card from the shop with the same creator that costs up to 1 more.
Card by ChippyYYZ
3
"Odd. That Wasn't Supposed To Happen."
Action
Play this as a reaction to a player Cycling their deck. A card of your choice in their discard pile stays there instead of being shuffled into their deck.
Card by ChippyYYZ
3
Back From The Grave
Action
Create a zombie token and put a non-Material card from your discard pile into your hand if you didn't acquire it this turn.
Card by ChippyYYZ
5
Back With A Vengeance
Action
Put a Thing card you didn't acquire this turn from the discard pile into play under your control. That Thing gains "When this enters play, destroy target Thing" until end of turn.
Card by ChippyYYZ
2
Back From The Future
Action
Look at the top 5 cards of your deck and play one of them.
Card by ChippyYYZ
3
Ricochet Laser
Action
Spend any number of Red Coins. Destroy 2 randomly chosen Things, plus 1 more for every 2 coins spent this way.
Card by ChippyYYZ
3
Shadowflame Knife
Thing
Action: Place a shadowflame token on target thing. Destroy all shadowflame toekns along with aything under them at the end of your next turn.
2
King Of Fire And Ice
Thing
1 Blue, 1 Red: Spend a Flame Token to have target opponent discard a card, or spend an Ice Token to draw a card, or gain a Flame Token and an Ice Token.
Card by ChippyYYZ
4
Mind Implosion
Action
Return all Things you own to your hand. Draw a card for each card in your hand. End your turn without discarding down to your maximum hand size.
Card by ChippyYYZ
2
General Specific
Thing
Whenever a card refers to another card by name, General Specific may be treated as having that name, even if it's not in play.
Card by ChippyYYZ
4
Countermelody
Action
Whenever you play an action, you may discard an action card to add its text to the first action.
Card by ChippyYYZ
4
Thunderbolt and Lightning
Action
Very, very frightening.
Destroy two target things.
Card by ChippyYYZ
8
The Unspeakable Wrath Of Qzmrn'pcsjYx-gyh
Action
Destroy all things target player controls. They discard their hand.
Card by ChippyYYZ
4
The Secret Chamber Of Helga Hufflepuff
Thing
Indestructible. When this card comes into play create a Giant Badger token. Badgers count as yellow.
Action: Destroy a non-yellow thing for each badger you control.
Card by ChippyYYZ
4
The Sword of Ravenclaw
Thing
Indestructible. Your hand size increases by 1.
Action: Destroy target non-blue Thing, even if it is indestructible.
Card by ChippyYYZ
3
Global Warming
Thing
At the beginning of your turn, discard the top card of your deck.
Card by ChippyYYZ
1
Let's Not Bring Color Into This
Thing
The rulestext of cards that refer to cards of or not of a specific color or colors are treated as blank.
Card by ChippyYYZ
2
Never-Ending Crowd
Thing
At the beginning of each player's turn, they reveal the top card of their deck. If it's a Thing, they put it into play.
Gain 1 Blue Coin whenever a Thing enters play under your control.
Card by ChippyYYZ