Spellcraft deck

From Dvorak - A Blank-Card Game
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Spellcraft deck
Designer jftsang
Date 8/11/2007
Players 2-6
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.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

Special Rules

  • Cards are resolved simultaneously by all players.
  • Each player starts off with 15HP. When a player gets to 0HP he or she dies. If there are many players then the last man standing wins. If all surviving players die at the same time then the game is declared a draw.
  • You may play two cards per turn. Instead of playing a card, you may attack, dealing one point of physical damage. If you have a Weapon, you deal extra damage.
  • Monsters under your control may attack any other Monster or player each turn.
  • The three types of damage are physical, heat and cold. Heat and cold cancel out; physical is not canceled out. For example, if Icestorm and Firestorm are played simultaneously, then no damage is dealt to anybody.
  • The "first turn" of the enchantment is the turn immediately after the turn which the card is played.

Card Types

  • Spells have effects that are instantaneous. They are discarded after the effect resolves.
  • Enchantments have effects that last for a period of time. They stay in play for that period. If the Permanancy card is played you may select a non-permanent Enchantment and make it permanent. Permanent Enchantments stay permanent until they are destroyed. The corner value specify the number of turns for which the Enchantment lasts, and starts immediately the turn it is played. A one-turn Enchantment is destroyed at the end of the next turn. "You" on Enchantments refer to the player on which the Enchantment is played, not to the player. Enchantments may only be targetted onto players.
  • Monsters stay on the field after they are played. Every turn you may direct monsters that you control to attack another player (or you). Monsters do not attack on the turn they are played. When you play a monster card, the "target" is the controller (usually yourself).
  • Elementals deal 3 heat/cold damage to each player that does not have a Shield or a Resist Heat/Cold Enchantment on them every turn. They are destroyed by three points of damage and are immune to damage of their own element. (Fire Elementals are immune to Fireballs, for example.) Monsters do not attack on the turn they are played.
  • Weapons may be equipped to players or Monsters. A weapon lets the Monster with it deal extra damage. A player equipped with a weapon may do extra melee damage. The corner value specifies the amount of extra damage dealt. When you play a weapon card, the "target" is the wielder.

Card List

Fireball
Spell
Target takes 5 heat damage.
A fireball springs from your hand and strikes your target.
Card by jftsang
Iceball
Spell
Target takes 5 cold damage.
An iceball springs from your hand and strikes your target.
Card by jftsang
Lightning Bolt
Spell
Target takes 5 damage.
A chain of electricity comes from your fingertips and hits your target in the chest.
Card by jftsang
Firestorm
Spell
All players, monsters and elementals take 3 heat damage.
The duelling circle is turned into a pit of Hell.
Card by jftsang
Icestorm
Spell
All players, monsters and elementals take 3 cold damage.
The duelling circle becomes extremely cold and icy.
Card by jftsang
Lightning Storm
Spell
All players, monsters and elementals take 3 damage.
Thunder roars across the duelling circle.
Card by jftsang
Magic Missile
Spell
Target takes 1 damage.
A small bolt of pure energy comes from your fingertips and hits your target in the head.
Card by jftsang
Cause Wounds
Spell
Target takes 4 damage.
Wounds appear all over the target's body.
Card by jftsang
Finger of Death
Spell
Target takes 10 damage.
A green bolt comes from your hand and hits your target, who falls over in pain.
Card by jftsang
AntiSpell
Spell
Target player discards all his cards and all Enchantments.
Smoke is emitted from the hands of your target. He has lost his magical abilities.
Card by jftsang
Remove Enchantment
Spell
Any Enchantments on the target player are removed.
The magical energies around the subject are removed.
Card by jftsang
Dispel Magic
Spell
All players must discard one random card from their respective hands. All Monsters, Elementals and Enchantments currently in play are discarded.
The magic around the circle glows red as it is removed.
Card by jftsang
Permanency
Spell
Choose an Enchantment that is currently in play. This Enchantment (and its effects) stays in play until somebody plays Dispel Magic, AntiSpell or Remove Enchantment or the target of the Enchantment dies.
Your target glows light blue for a moment.
Card by jftsang
1
Shield
Enchantment
You are immune to melee attacks from Monsters/players, the effects of Elementals and Storms and from the effect of Magic Missile cards.
You are covered by a translucent shimmering shield.
Card by jftsang
1
Magic Mirror
Enchantment
All Spells targeted upon you are reflected onto the player of the Spell.
You are covered by a mirror-like shield.
Card by jftsang
1
Counter Spell
Enchantment
All Spells and Enchantments cast upon you have no effect.
You are surrounded by a green magical glow.
Card by jftsang
5
Disease
Enchantment
Each turn you take 5 damage. This effect cannot be made permanent.
You look pale.
Card by jftsang
P
Resist Heat
Enchantment
You are immune to heat damage. This card is neutralised by Resist Cold.
You cool down.
Card by jftsang
P
Resist Cold
Enchantment
You are immune to cold damage. This card is neutralised by Resist Heat.
You heat up.
Card by jftsang
P
Clairvoyance
Enchantment
All players (apart from you) must expose their hands.
Your perception is improved. You can read the minds of your opponents.
Card by jftsang
1
Charm Person
Enchantment
The player of this card can choose which cards you play and whom your monsters attack.
You are under the control of somebody else.
Card by jftsang
1
Paralysis
Enchantment
You may not play any cards or attack other players.
Your hands stiffen.
Card by jftsang
1
Confusion
Enchantment
Every turn you play two random cards.
Your mind is in a jumble.
Card by jftsang
3
Amnesia
Enchantment
Each turn you discard one random card from your hand.
You look blank.
Card by jftsang
3
Invisibility
Enchantment
No Spells and Enchantments played by your opponents can target you, nor can you be the target of melee and Monster attacks. You are still vulnerable to Elemental attacks and effects of blanket cards such as Dispel Magic.
You fade away.
Card by jftsang
3
Blindness
Enchantment
Your Spells and Enchantments may target no specific player. You may still play spells such as Dispel Magic, which are not targeted.
Your eyes are sealed shut.
Card by jftsang
3
Forcefield
Enchantment
For three turns, you are trapped in a forcefield. No Enchantments, Spells, Monsters, Elementals, melee attacks or Storms can target you, but you may not play cards or attack. Your monsters may still be ordered to attack.
You are held in a green forcefield.
Card by jftsang
Cure Wounds
Spell
Target player heals 4 damage. If the target has the Disease Enchantment he or she is cured of it.
Wounds on the target's body are cleared.
Card by jftsang
Raise Dead
Spell
You raise any dead player. The dead player has 5HP when raised.
You can call on the God of Death to help you control the deceased.
Card by jftsang
Summoning
Spell
Draw 3 cards. Do not discard any cards if you have more than five cards at the end of your turn.
You call on the Gods for help.
Card by jftsang
Charm Monster
Spell
Choose an opponent's monster and take it for yourself. It may not attack this turn.
The monster looks at you as if hypnotised.
Card by jftsang
1
Goblin
Monster
A magically summoned Goblin.
Card by jftsang
1
Goblin
Monster
A magically summoned Goblin.
Card by jftsang
1
Goblin
Monster
A magically summoned Goblin.
Card by jftsang
2
Ogre
Monster
A magically summoned Ogre.
Card by jftsang
2
Ogre
Monster
A magically summoned Ogre.
Card by jftsang
3
Troll
Monster
A magically summoned Troll.
Card by jftsang
Fire Elemental
Elemental
Deals heat damage.
A raging ball of fire.
Card by jftsang
Ice Elemental
Elemental
Deals cold damage.
Resembles a huge snowman, but far more powerful.
Card by jftsang
1
Dagger
Weapon
A rusty small knife. Useful for cutting up ropes and as an eating utensil.
Card by jftsang
2
Crossbow
Weapon
Can be used 10 times.
A small wooden crossbow, crudely built yet still usable.
Card by jftsang
2
Longspear
Weapon
A long piece of wood with a sharp metal end.
Card by jftsang