UUN deck

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UUN Card Game
Designer JasonMF, Kyle
Date 3/22/2012
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 locked. Further cards should not be added - leave feedback on the talk page.

Welcome to UUN! Select your ninja type and special ability, and get ready to play!

The game was actually created by my cousin, Kyle, but I am putting it into card form.

Victory Conditions

Destroy all enemy ninjas.

Classes/Schools

Classes are the type of ninja you are. You must attend a school to level up. The classes are: Basic, Intermediate, Advanced, and Expert.'

Basic

Basic is what you start out as. You may only use Fire, Water, Earth, Shadow, and Air in this class. You have not learned Meditation yet.

Intermediate

You have leveled up, so you may now use all of Basic moves, Steel, and Time. You may also use your Meditation Power now.

Advanced

You have risen very high now. You may use all Basic and Intermediate moves, Stun, Virus, and Lightning Bolt.

Expert

You cannot be promoted to this school yet. The creation of this school is underway, check back soon for information.

Meditation Powers

If you read the Intermediate section above, you know you can't use this if you are a Basic ninja. You must choose your MP, or Meditation Power, shown below once your are Intermediate.

Fire

All opponents lose 2 lives.

Water

Floods the map, and you must choose an action. You can freeze it into ice, or turn it into a steamy haze. If you don't change it, it lasts for two turns, and all people must do half a heart to anyone else, except you. You may do 1 heart to everyone else. If you change it to Ice, everyone loses a turn but you, and you may select an opponent. That opponent loses twice the relative of his lives (example: If he had 4 lives, he would now have 2. If he had 2 lives, he would now have 1. If he had 1, he would now have half. Get it?). Everyone now gains their turn back. If you make it a Steamy Haze, everyone loses a turn. However, they may still play action cards.


Card List

3
Normal Ninja
Thing
A normal ninja is average in all attributes.
3
Normal Ninja
Thing
A normal ninja is average in all attributes.
3
Normal Ninja
Thing
A normal ninja is average in all attributes.
3
Normal Ninja
Thing
A normal ninja is average in all attributes.
3
Normal Ninja
Thing
A normal ninja is average in all attributes.
2
Fast Ninja
Thing
A fast ninja can dodge slow and normal attacks easily.
If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
2
Fast Ninja
Thing
A fast ninja can dodge slow and normal attacks easily.
If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
2
Fast Ninja
Thing
A fast ninja can dodge slow and normal attacks easily.
If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
2
Fast Ninja
Thing
A fast ninja can dodge slow and normal attacks easily.
If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
2
Fast Ninja
Thing
A fast ninja can dodge slow and normal attacks easily.
If attacked by a normal ninja or lower, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
1
Flash Ninja
Thing
A flash ninja can dodge fast, normal, and slow attacks very easily.
If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
1
Flash Ninja
Thing
A flash ninja can dodge fast, normal, and slow attacks very easily.
If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
1
Flash Ninja
Thing
A flash ninja can dodge fast, normal, and slow attacks very easily.
If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
1
Flash Ninja
Thing
A flash ninja can dodge fast, normal, and slow attacks very easily.
If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
1
Flash Ninja
Thing
A flash ninja can dodge fast, normal, and slow attacks very easily.
If attacked by any another ninja, and you have Dodge in your hand, you may sacrifice Dodge to not be affected by the attack.
4
Hard Ninja
Thing
A hard ninja can defend against flash, fast, and normal attacks easily.
4
Hard Ninja
Thing
A hard ninja can defend against flash, fast, and normal attacks easily.
4
Hard Ninja
Thing
A hard ninja can defend against flash, fast, and normal attacks easily.
4
Hard Ninja
Thing
A hard ninja can defend against flash, fast, and normal attacks easily.
4
Hard Ninja
Thing
A hard ninja can defend against flash, fast, and normal attacks easily.
5
Tank Ninja
Thing
A tank ninja can defend against all other attacks very easily.
5
Tank Ninja
Thing
A tank ninja can defend against all other attacks very easily.
5
Tank Ninja
Thing
A tank ninja can defend against all other attacks very easily.
5
Tank Ninja
Thing
A tank ninja can defend against all other attacks very easily.
5
Tank Ninja
Thing
A tank ninja can defend against all other attacks very easily.
Sensei
Special
Cannot be defeated. Can use any move. Whomever started the game receives this card and a different ninja. Can only be used if challenged by another player for practice fights or to meditate with everyone.
After three fights, everyone must meditate. Use this card to begin.


Power-ups

Fire
Action
Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Fire
Action
Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Fire
Action
Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Fire
Action
Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Fire
Action
Once played, select an opponent. That opponent loses a turn, and on your next turn, loses one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Water
Action
Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Water
Action
Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Water
Action
Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Water
Action
Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Water
Action
Once played, select two opponents. You may either have them lose a turn, or on your next turn, lose one life.
Play Water and Fire together to create Steam, and select an opponent. He/she loses one turn and one life.
Earth
Action
Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas.
Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.
Earth
Action
Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas.
Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.
Earth
Action
Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas.
Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.
Earth
Action
Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas.
Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.
Earth
Action
Choose an action. Create a barrier: Lose a turn, while not being attacked until your next turn. Earth grab mound: Choose an opponent. They lose a turn, and may only be attacked by normal, hard, or tank ninjas.
Mix Earth and Water to create Mud, and choose an opponent. They lose a turn, but may only receive half damage when attacked.
Steel
Action
Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses.
Steel
Action
Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses.
Steel
Action
Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses.
Steel
Action
Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses.
Steel
Action
Choose an action. Liquid steel/statue: Lose 3 turns. You may not attack, and people who attack you lose 2 lives. You may dispel this at any time to continue attacking normally. Refresh weapons: Take any discarded knives or throwing stars from the deck, and place them in your hand. Steel fist: Do double damage to one opponent of your choice. Works once, never misses.
Shadow
Action
When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally.
Shadow
Action
When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally.
Shadow
Action
When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally.
Shadow
Action
When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally.
Shadow
Action
When played, lose 10 turns. May not be attacked, and may not attack. You can dispel this at any time to continue playing normally.
Meditate
Action
When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power.
Meditate
Action
When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power.
Meditate
Action
When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power.
Meditate
Action
When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power.
Meditate
Action
When played, lose 2 turns. May be attacked during this time. If attacked, destroy this card. May not attack, unless you dispel this card. Use this card to activate your Meditation Power.
Stun
Action
Choose an opponent. They lose 2 turns.
Stun
Action
Choose an opponent. They lose 2 turns.
Stun
Action
Choose an opponent. They lose 2 turns.
Stun
Action
Choose an opponent. They lose 2 turns.
Stun
Action
Choose an opponent. They lose 2 turns.
Virus
Action
Select an opponent. They are now on your team, and under your command. You can give them two commands. Attack (enemy name here), and they MUST attack him/her, or Infect (enemy name here), and they MUST infect that person. If they get infected, they are on your team and under your command, etc. This ends after 3 turns.
Virus
Action
Select an opponent. They are now on your team, and under your command. You can give them two commands. Attack (enemy name here), and they MUST attack him/her, or Infect (enemy name here), and they MUST infect that person. If they get infected, they are on your team and under your command, etc. This ends after 3 turns.
Virus
Action
Select an opponent. They are now on your team, and under your command. You can give them two commands. Attack (enemy name here), and they MUST attack him/her, or Infect (enemy name here), and they MUST infect that person. If they get infected, they are on your team and under your command, etc. This ends after 3 turns.
Time
Action
When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back.
Time
Action
When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back.
Time
Action
When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back.
Time
Action
When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back.
Time
Action
When played, everyone loses a turn but you. Once you attack an opponent, the opponent receives double damage, and everyone else gains their turn back.
Lightning Bolt
Action
Choose an opponent. They receive 3 damage points.
Lightning Bolt
Action
Choose an opponent. They receive 3 damage points.
Lightning Bolt
Action
Choose an opponent. They receive 3 damage points.


Locations

Dojo
Thing
Play this card once a fight is over to meditate. Once played, shuffle all discarded cards into the pile to initiate a rematch.
If the Sensei used this card, all of you may shuffle all played cards and discarded cards to refill powerups and initiate a rematch.
Battleground
Thing
You must play this card to begin fighting.
Battleground
Thing
You must play this card to begin fighting.
Battleground
Thing
You must play this card to begin fighting.
Battleground
Thing
You must play this card to begin fighting.
Battleground
Thing
You must play this card to begin fighting.