Master of Orion deck

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Master of Orion
Designer Edward Kolis
Date 26th September 2002
Players 2+
This is an untested deck. Its cards are complete, but it hasn't yet been tested.
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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A game of deep-space colonisation, diplomacy and war.

Special Rules

Player Attributes

Everybody gets a fleet strength (FS), and tech level (TL) (mark them with various tokens or whatever), fleet strength starts at 3 and can range from 0-6 and tech level starts at 1 and can range from 1-6.

Homeworlds

Every player starts by taking 1 colony card out of the deck and placing it in front of them as if they had played it. This is their homeworld. If you lose all your Colonies then you are eliminated from the game, if all but 1 player is eliminated the survivor wins.

Command Rating Points

You get 1 for each colony. Your FS cannot be greater than this amount. If you lose a colony which reduces your Command Rating (CR) below your FS, then your FS is reduced to the level of your CR.

Battles

Battles are resolved by each side rolling a die, adding it to their FS, rolling another die, adding it to their TL, and multiplying these augmented values together. Whoever has a greater value wins. (In case of a tie, both sides roll again.) The loser of the battle has his FS reduced by one, or, if his FS is at zero, he loses one of his colonies.

Deck and Hand Size

Make one copy of the deck below for each player, and shuffle them together. Because of the large deck size, each player's hand consists of 10 cards instead of 5.

Card List

Orion
Thing
Discard immediately when drawn and draw a replacement if you already control another Orion card. You have discovered the home of the ancient Orions. Attack Guardian immediately, but you do not lose a colony if your FS is zero. Action: Attack Guardian! If no one has defeated the Guardian you may engage the Guardian in Battle. Its stats are: FS 3, TL 7. If you win, place a TL token on this card; this counts as an extra tech level - you advance 1 TL and can now research up to level 7.
Colony
Thing
Gives 1 Command Rating point.
Colony
Thing
Gives 1 Command Rating point.
Colony
Thing
Gives 1 Command Rating point.
Colony
Thing
Gives 1 Command Rating point.
Colony
Thing
Gives 1 Command Rating point.
Colony
Thing
Gives 1 Command Rating point.
Stellar Converter
Thing
May only be played if your TL is at least 6. Action: If your FS is at least 3 and you have at least 5 cards, discard your entire hand to destroy one Colony belonging to an opponent.
Non-Aggression Pact
Thing
Play this "between" yourself and another player. Neither player may play a Battle card on each other until this card is removed.
Trade Treaty
Thing
Play this "between" yourself and another player. All Christened a New Ship cards played by either player count for both players, and anyone else they have this treaty with. (No card can count more than once for a player, even if he has multiple treaties.)
Research Treaty
Thing
Play this "between" yourself and another player. All Your Research is Complete cards played by either player count for both players, and anyone else they have this treaty with. (No card can count more than once for a player, even if he has multiple treaties.)
Time Warp Facilitator
Thing
May only be played if your TL is at least 6. In your next battle, double your total combat value (only the best shield counts), then remove this card.
Class I Shield
Thing
In your next battle, add 5 to your total combat value (only the best shield counts), then remove the best shield card.
Class I Shield
Thing
In your next battle, add 5 to your total combat value (only the best shield counts), then remove the best shield card.
Class III Shield
Thing
Requires a TL of at least 2. In your next battle, add 15 to your total combat value (only the best shield counts), then remove the best shield card.
Class III Shield
Thing
Requires a TL of at least 2. In your next battle, add 15 to your total combat value (only the best shield counts), then remove the best shield card.
Class V Shield
Thing
Requires a TL of at least 3. In your next battle, add 25 to your total combat value (only the best shield counts), then remove the best shield card.
Class V Shield
Thing
Requires a TL of at least 3. In your next battle, add 25 to your total combat value (only the best shield counts), then remove the best shield card.
Class VII Shield
Thing
Requires a TL of at least 4. In your next battle, add 35 to your total combat value (only the best shield counts), then remove the best shield card.
Class X Shield
Thing
Requires a TL of at least 5. In your next battle, add 50 to your total combat value (only the best shield counts), then remove the best shield card.
Hyperspace Flux
Thing
No Battle cards may be played by any player while this card is in effect. After every one of your turns, roll a die. If it comes up 1, this card is discarded.
Tachyon Communications
Thing
Requires a TL of at least 2. All your colonies now generate 1.5 Command Rating points (round fractions down).
Subspace Communications
Thing
Requires a TL of at least 4. All your colonies now generate 2 Command Rating points.
Hyperspace Communications
Thing
Requires a TL of at least 6. All your colonies now generate 3 Command Rating points.
Transport Ships
Thing
If you win your next battle with an opponent (not monster or Guardian), you can assume control of one of the defeated opponent's planets. Whether or not you win, this card is discarded.
Transport Ships
Thing
If you win your next battle with an opponent (not monster or Guardian), you can assume control of one of the defeated opponent's planets. Whether or not you win, this card is discarded.
Dimensional Portal
Thing
Requires a TL of at least 5. Action: Discard your entire hand, then attack Antares. The Antaran defense fleet has FS=5 and TL=7. If you win the battle, congratulations!!! You win the Game!!!
Your Research is Complete!
Action
Increase your TL by 1, unless it is 6 (or 7 if you have defeated the Guardian).
Your Research is Complete!
Action
Increase your TL by 1, unless it is 6 (or 7 if you have defeated the Guardian).
Computer Virus
Action
When an opponent plays Your Research is Complete, you may play this card immediately to make him discard it without increasing his TL.
Christened a New Ship
Action
Increase your FS by 1, unless it would exceed your Command Rating, or would exceed 6. (Hard Code Ship Limit)
Christened a New Ship
Action
Increase your FS by 1, unless it would exceed your Command Rating, or would exceed 6. (Hard Code Ship Limit)
Espionage
Action
Discard 2 cards. Choose a player who has a TL greater than yours (for purposes of Counter-agents) and increase your TL by 1.
Espionage
Action
Discard 2 cards. Choose a player who has a TL greater than yours (for purposes of Counter-agents) and increase your TL by 1.
Counter-Agent
Action
When an opponent plays an Espionage card, you may play this card immediately to make him discard it without gaining any tech but still having to discard.
Space Monster
Action
Choose an opponent. He must battle a Space Monster (FS 4, TL 4). If he wins he gains nothing.
Battle
Action
Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
Battle
Action
Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
Battle
Action
Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
Battle
Action
Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
Battle
Action
Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
Battle
Action
Engage an opponent in Battle. Remove any Trade or Research treaties between yourself and this opponent.
Break Treaty
Action
Remove one treaty between yourself and one other player.
Break Treaty
Action
Remove one treaty between yourself and one other player.
Declare War
Action
Remove all treaties between yourself and one other player.
Declare War
Action
Remove all treaties between yourself and one other player.
Sabotage
Action
Destroy one enemy Thing, except Orion, Colonies, Treaties, and Hyperspace Fluxes.
Starvation
Action
Discard 2 cards, choose an opponent with more than one colony, then roll a die. If it comes up 1 then that opponent loses a colony.
Starvation
Action
Discard 2 cards, choose an opponent with more than one colony, then roll a die. If it comes up 1 then that opponent loses a colony.
Freighter Fleet
Action
May be played immediately after a Starvation card is played on you, but before the die roll. You do not lose a colony, but your opponent still has to discard 2 cards.
Antaran Attack
Action
Choose an opponent to be attacked by Antarans. An Antaran raiding fleet has a FS equal to half the greatest FS of all the players (rounded down) and a TL of 7. Nothing is gained by defeating the Antarans on their raiding mission.
Antaran Attack
Action
Choose an opponent to be attacked by Antarans. An Antaran raiding fleet has a FS equal to half the greatest FS of all the players (rounded down) and a TL of 7. Nothing is gained by defeating the Antarans on their raiding mission.
Displacement Device
Action
Play this immediately after any battle you lose. Bing, you don't lose any ships or planets!