Progress Quest deck

From Dvorak - A Blank-Card Game
Revision as of 05:52, 16 May 2012 by Binarius (talk | contribs) (→‎Equipment, Quests, and Spells)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigationJump to search
Progress Quest deck
Designers Binarius, kr
Date 10/10/2008
Players 2+
This is a playable deck - it's finished, tested and ready to play.
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.

Battle ferocious monsters, master arcane spells, and undertake epic quests in this adaptation of the seminal RPG Progress Quest. Gameplay has been streamlined to eliminate the tedium of keeping track of attribute stats, armor classes, gold, etc., while remaining as true as possible to the original.

Special Rules

Levels

Every player begins at Level 1.  When a player has an amount of Experience equal to their Level, their Level increases by one and their Experience resets to zero.

Equipment, Quests, and Spells

Every player may control a maximum of one of each type of Equipment (Weapon, Weapon Mod, Shield, and Shield Mod) and one Quest and may hold at most one of each in their hand, discarding at the end of their turn if necessary.

If a player holds in their hand any card with a required level higher than the player's level, or any Equipment card that is weaker than the corresponding type of card under their control but stronger than that of any opponent, they must discard it at the end of their turn.

If a player controls no Weapon card, their weapon is a Sharp Stick with strength 1. Sharp Sticks may not take Weapon Mods.

A player may only play a Spell or Equipment card if they have gained a level during their current or last turn, or if another card instructs them to.

Characters and Monsters

At the beginning of the game, search the deck for a Character card and put it into play under your control; it is an indestructible Thing. The other Character cards can be played in the same way as Monster cards. The numbers in a Monster or Character card's cornervalue are the Weapon and Shield strengths, respectively, required to play that card.

If a player draws a Monster card both of whose Weapon and Shield strengths exceed the player's, they must immediately discard it to run away from the monster for 1 Experience and may not play another Action that turn. If only one of the Monster card's Weapon and Shield strengths exceeds the player's, they may choose to run away but are not required to.

Finding Cards

When a player is instructed to "find" a card of a given type, they must draw cards until they draw one of that type, then reveal the others and shuffle them back into the draw pile.

If a player finds a card with a required level higher than the player's level, they may choose to ignore it and continue finding.


Card List

9/9
Demicanadian Runeloremaster
Action - Character
Gain 5 Experience. Play or find a Spell or Equipment card.
10/8
Dung Elf Mage Illusioner
Action - Character
Gain 5 Experience. Play or find a Spell or Equipment card.
8/10
Double Hobbit Fighter/Organist
Action - Character
Gain 5 Experience. Play or find a Spell or Equipment card.
11/6
Eel Man Ur-Paladin
Action - Character
Gain 5 Experience. Play or find a Spell or Equipment card.
10/7
Skraeling Robot Monk
Action - Character
Gain 5 Experience. Play or find a Spell or Equipment card.
9/8
Gyrognome Birdrider
Action - Character
Gain 5 Experience. Play or find a Spell or Equipment card.
10/7
Crested Dwarf Inner Mason
Action - Character
Gain 5 Experience. Play or find a Spell or Equipment card.
9/9
Will o' the Wisp Tongueblade
Action - Character
Gain 5 Experience. Play or find a Spell or Equipment card.
1/0
Bunny
Action - Monster
Gain 1 Experience.
1/0
Pixie
Action - Monster
Gain 1 Experience.
1/0
Octopus
Action - Monster
Gain 1 Experience.
1/0
Koala
Action - Monster
Gain 1 Experience.
1/0
Gelatinous Cube
Action - Monster
Gain 1 Experience.
1/0
Unicorn
Action - Monster
Gain 1 Experience.
1/0
Ogre
Action - Monster
Gain 1 Experience.
1/0
Berserker
Action - Monster
Gain 1 Experience.
1/0
Blink Dog
Action - Monster
Gain 1 Experience.
2/0
Bat
Action - Monster
Gain 1 Experience.
2/0
Wraith
Action - Monster
Gain 1 Experience.
3/0
Sea Elf
Action - Monster
Gain 1 Experience.
4/0
Owlbear
Action - Monster
Gain 2 Experience.
3/2
Bone Devil
Action - Monster
Gain 2 Experience.
4/4
Anklyosaurus
Action - Monster
Gain 2 Experience.
5/2
Wyvern
Action - Monster
Gain 2 Experience.
6/3
Catoblepas
Action - Monster
Gain 2 Experience.
1/3
Mind Flayer
Action - Monster
Gain 2 Experience.
4/2
Griffon
Action - Monster
Gain 2 Experience.
5/1
Hydra
Action - Monster
Gain 2 Experience.
6/5
Beer Golem
Action - Monster
Gain 3 Experience.
8/4
Purple Worm
Action - Monster
Gain 3 Experience.
5/6
Cheese Elemental
Action - Monster
Gain 3 Experience.
7/6
Baluchitherium
Action - Monster
Gain 3 Experience.
5/7
Umber Hulk
Action - Monster
Gain 3 Experience.
6/6
Mastodon
Action - Monster
Gain 3 Experience.
12/10
Ice Dragon
Action - Monster
Gain 8 Experience. Play or find a Spell or Equipment card.
11/12
Chromatic Dragon
Action - Monster
Gain 9 Experience. Play or find a Spell or Equipment card.
13/12
Shadow Dragon
Action - Monster
Gain 10 Experience. Play or find a Spell or Equipment card.
4
Mace
Thing - Weapon
5
Morning Star
Thing - Weapon
6
Longsword
Thing - Weapon
8
Peenarm
Thing - Weapon
9
Poleadze
Thing - Weapon
10
Bandyclef
Thing - Weapon
Required level: 7.
+2
Stabbity
Thing - Weapon Mod
+3
Flaming
Thing - Weapon Mod
+4
Invisible
Thing - Weapon Mod
+5
Vorpal
Thing - Weapon Mod
Required level: 5.
3
Buckler
Thing - Shield
5
Scutum
Thing - Shield
6
Pavise
Thing - Shield
7
Tower Shield
Thing - Shield
8
Baroque Shield
Thing - Shield
10
Magnetic Field
Thing - Shield
Required level: 7.
+2
Studded
Thing - Shield Mod
+3
Fine
Thing - Shield Mod
+4
Elven
Thing - Shield Mod
+5
Holy
Thing - Shield Mod
Required level: 5.
Deliver this chicken
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Exterminate the Stegosauri
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Fetch me a plank
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Placate the Bacon Elementals
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Seek the Ostentatious Candelabra
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Deliver this towel
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Exterminate the Wyverns
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Fetch me a bandage
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Placate the Cloud Giants
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Seek the Arcane Gimcrack
Thing - Quest
When you have gained 12 Experience since playing this card, destroy it and play or find a Spell or Equipment card.
Seasick
Thing - Spell
Required level: 6. Action: Flip a coin for target opponent to discard a card.
Eye of the Troglodyte
Thing - Spell
Required level: 6. Action: Look at target opponent's hand.
Rabbit Punch
Thing - Spell
Required level: 7. Action: Target opponent must discard a Monster card if they have one; you receive the Experience indicated on the card if your weapon and shield are good enough, or 1 Experience otherwise.
Ursine Armor
Thing - Spell
Required level: 7. Action: Your shield or shield mod gains +1 (maximum +5).
Hastiness
Thing - Spell
Required level: 8. Action: If target opponent attempts to play any Action or Thing on their next turn, they have a 50% chance of failing.
Braingate
Thing - Spell
Required level: 8. Action: Negate any continuing effects of a spell cast on you since your last turn.
Invisible Hands
Thing - Spell
Required level: 9. Action: Discard a card. Look at the top three cards in the draw pile and arrange them in the order of your choice.
Inoculate
Thing - Spell
Required level: 9. Action: Negate the effects of target spell against you until the spell's controller spends an Action to counteract the inoculation.
Slime Finger
Thing - Spell
Required level: 10. Action: Target Mod gains -1; if target Mod has +0, destroy it.
Magnetic Orb
Thing - Spell
Required level: 10. Action: Discard an Equipment card and two other cards. Take an Equipment card of the same type from the discard pile and put it into your hand.
Lockjaw
Thing - Spell
Required level: 11. Action: Return target spell with a level less than or equal to yours to its controller's hand unless its controller discards a card.
Revolting Cloud
Thing - Spell
Required level: 11. Action: Every player discards a card. Opponents' weapons and shields gain -2 for their next turn.
Big Sister
Thing - Spell
Required level: 12. Action: Choose an opponent. At the beginning of their turns, they may not draw cards; instead, you draw a card and then give them a card from your hand. This effect has a 50% chance to lapse at the end of their turns.
Spectral Miasma
Thing - Spell
Required level: 13. Action: Opponents may not draw cards at the beginning of their turns. This effect has a 50% chance to lapse at the end of their turns. Limit once every three turns.
Infinite Confusion
Thing - Spell
Required level: 14. Action: During their next two turns, every player must choose a card randomly from their hand and either play or discard it.
Astral Miasma
Thing - Spell
Required level: 15. Action: Opponents may not cast spells or attack monsters. This effect has a 50% chance to lapse at the end of their turns. Limit once every three turns.