Plainchase booster pack

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Plainchase booster pack
Designer
Date 2022 and onwards
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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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

The Hyperverse is a rather large place, containing many fragments and sections, called Plains. These plains have their own rules and regulations for how they internally run. While there isn't any inherent danger going on, it can be nice to visit them, and even battle it out in a game of Infinite Dvorak.

The Special Rules

New Card types

  • Plain is a new card type, and all Plain type cards are kept in the Hyperverse deck. Plains are a card with some static or activated ability, and have an additional effect when Chaos is rolled.
  • Event is a new card type, and all Event type cards are kept in the Hyperverse deck. Events are cards which have an immediate impact on the game, then are discarded. All Events have the implicit text at the end "Then, Plainswalk". Players cannot Plainswalk on an Event unless it instructs them to.

When printing the deck, you may want to print these as Double-Sized cards, to denote that they are special.

New Zones

  • The Hyperverse deck contains all Plains and Events included in the game, and it is always face-down. It may never contain cards which are not either a Plain or an Event. If this zone ever needs to be restocked, shuffle the Hyperverse discard to make a new Hyperverse deck.
  • The Hyperverse discard contains any Plains or Events which have been discarded during the game.
  • The Current Dimension contains the currently active Plain or Event. While a Plain is in this zone, its effect applies to the current game.

New Action

Instead of playing either a Thing or an Action, you may choose to roll the Hyperverse die, which is a d6.

  • Whenever a 1 is rolled on the Hyperverse die, Plainswalk.
  • Whenever a 6 (or whatever the highest number may be in case of modification) is rolled, activate the **Chaos** ability on the Plain.

Whenever a player is instructed to Plainswalk, that player discards the Current Dimension zone, then puts the top card of the Hyperverse deck into the Current Dimension face up. If that card is an Event, that player resolves its effect, then immediately Plainswalks again.

The Cards

Plain List

White Space
Plain
No additional effects.
Chaos: You may roll the Hyperverse die again.
Token Factory
Plain
When a player creates multiple tokens at once, they create one more of those tokens.
Chaos: Gain two Energy tokens (plus one for the Plain effect).
Card by Bucky
Glass House
Plain
Everyone plays with their hands revealed.
Chaos: An opponent discards a card of your choice.
Card by Bucky
Mathematica
Plain
Whenever a thing is played, it gains the subtype "Geometry". Whenever a token is created, create that many Geometry tokens instead.
Chaos: Destroy all non-Geometry things.
NILS Statue
Plain
At the beginning of each turn, place a Charge counter on NILS Statue.
Chaos: Choose a player. If they have less things than the number of Charge counters on NILS Statue, eliminate them, otherwise destroy things they control equal to those Charge counters. Then, remove all Charge counters from NILS Statue.
Town of Rhon
Plain
At the beginning of your turn, create a money token.
Chaos: Money tokens you control gain "Sacrifice 2 money tokens: You may play an additional card this turn."
A Prosperous Inland town, famed for everflowing riches.
Forgotten City
Plain
At the beginning of each player's turn, they may draw an extra card. If they do, the next player in turn order draws a card.
Chaos: Each player draws a card.
"...that by the light of some fire, there may always be a new book to read."
Card by ChippyYYZ
Clockwork Zone
Plain
Whenever a player plays an Action or Thing, they may rotate target Thing 90° clockwise.
Whenever any Thing completes a clockwise rotation, its controller may turn target Thing face-up or face-down.
Chaos: Each player passes a face-down Thing they control to the previous player in turn order.
Card by ChippyYYZ
Untamed Wilderlands
Plain
When you plainswalk here, each player discards their hand and draws that many cards.
Chaos: Discard a card, shuffle the deck, then draw two cards.
A home for the bold explorer, who needs not the feel of familiarity.
Card by ChippyYYZ
Speedway
Plain
Players may take an extra Action on each of their turns.
Chaos: You may play up to four extra Things this turn, but may not roll the Hyperverse die for the rest of the turn.
Card by Bucky
Narrow Catacombs
Plain
Everyone has -2 maximum hand size.
Chaos: Draw three cards, then discard down to your maximum hand size.
Card by Bucky
Alterna
Plain
All Humans are Cephalopods.
Chaos: Destroy all Cephalopods. For each thing destroyed this way, its' controller creates a Mammal token.
Fighterrealm Tournament
Plain
Gain a Combo token whenever you play your second, third, or fifth card in a turn. Once per turn when you destroy an opponent's Thing, you may steal one of their tokens.
Chaos: Each player draws a card for each Combo token they have. Destroy all Combo tokens you don't control.
Card by ChippyYYZ
Unstable Fragment
Plain
Plainswalk when the Hyperverse die rolls a 2, 3 or 4.
Chaos: If this is the first roll of the turn, eliminate a random opponent; otherwise, they discard their hand.
Card by Bucky
Painful Fragment
Plain
Whenever you roll the Plainar die, sacrifice a Thing you control if able.
Chaos: Sacrifice up to two things you control. For each thing sacrificed this way, each opponent sacrifices a thing.
The Central Battery
Plain - Siff-Stele
Whenever a card is played or an ability is used, put a charge counter on The Central Battery
Chaos: Look at the next X Hyperverse cards, where X is the number of charge counters on this Plain. Choose one of them, shuffle the rest into the hyperverse deck, then put that card on top the the hyperverse deck. Plainswalk.
The Central Battery is the proudest and grandest of all the inventions in Siff-Stele
Northern Power Gate
Plain - Siff-Stele
As you Plainswalk here, starting with you, each player chooses Connect or Disconnect.

Players who chose Connect draw 3 cards per turn instead of 1 and have their hand revealed. Players who chose Disconnect don't draw a card for turn but may use a card play to instead draw a card.

Chaos: Starting with you, each player chooses Connect or Disconnect. For each player that changed their choice, they discard a card.
When the Northern Power Gate was installed, a terrible war broke out between the locals. Many lost their lives. Some lost far, far worse.


Event List

Inter-dimensional Turbulence
Event
Each player sacrifices a non-token thing. Any player who cannot instead discards a card.
Collision Point
Event
Reveal cards from the Hyperverse deck until you reveal two Plains. Create a new Plain with the text of both Plains combined, then exile the two Plains and shuffle the revealed cards into the Hyperverse deck. Place the created Plain on top of the Hyperverse deck.
At this very moment, two histories crashed into one.
Turf Warfare
Event
No player may win the game for the next 5 Plains unless their opponents have been eliminated.
Plainar Chaos
Event
Put a Chaos marker on the next Plain walked to. The threshold for rolling Chaos decreases by 1 while it remains in the Current Dimension. (activate its Chaos effect when a 5 or higher is rolled on the Hyperverse die.)
Card by ChippyYYZ


Other Cards List

Plainar Portal
Thing
You may roll the Hyperverse die an additional time on each of your turns.
Entropy Dance
Action
Activate the Chaos ability on the current Plain.
Plainar Companion
Thing
As Plainar Companion enters play, note the current Plain or Plain subtype on it if it has no noted Plain.

Plainar Companion does not exist while not on the noted Plain or if the Current Dimension doesn't have the noted Plain subtype.

You have no maximum hand size. At the beginning of your turn, draw 2 cards.
X1
Plainar Stitch
Action
Create and walk to temporary Plain named "Ephemera" (that ceases to exist at the next Plainswalk). Attach an Action and a Thing to it from the discard pile. It has the Thing's text as its ability and the Action's text as its Chaos effect
Card by Bucky
X2
Butterfly Engine
Thing
Action: Gain an Entropy token.

Action: Spend two Entropy tokens to activate the current Plain's Chaos ability.
Card by Bucky
Future Crafter
Thing
Whenever a player would Plainswalk, reveal the top 2 cards from the Hyperverse deck. Choose one of those cards to Plainswalk to instead. Shuffle the other card into the Hyperverse deck.
X3
Plainswalk
Action
Plainswalk.
Card by Bucky