User:Etterra

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Testing for self reference purposes.

♥10
Swordsman
Character
Human, Warrior, Melee

Attack: 1d4 Physical Melee
Defense: 1d4


Ability: After making one or more melee attacks, gain +1 defense until the start of your next turn.

You never need to reload a sword!
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Ability: Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat.

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♥10
Swordsman
Character
Human, Warrior, Melee

Attack: 1d4 Physical Melee
Defense: 1d4


Ability: After making one or more melee attacks, gain +1 defense until the start of your next turn.

You never need to reload a sword!
Lorem Ipsum
dolor sit amet
consectetur adipiscing elit

Ability: Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur.
Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua.


Etterra (talk) 01:53, 21 September 2017 (UTC)



This is a title!

⬣ 10
ISS Io
Capitol Ship
Hydra Class Battle Cruiser

WEAPONS:


⌅ Physical: N
⚡ Energy: N
⬈ Missiles: N


DEFENSES:


⬒ Armor: N
☉ Shields: N

✱ Counter: N

Commission date 12-17-19,447.
⬣ 3
Standard Salvo
Weapon
Missile

Damage: 10 ⬈ (missile).

Incoming launch detected.
⬣ 3
Ablative Plate
Defense
Armor

Destroy this card to negate 3 ⌅ (physical) damage.



Lucky we had some armor to spare.
Evasive Maneuvers
Action
Tags

Destroy one hostile Weapon card.



Evasive pattern epsilon theta!


Etterra (talk) 03:55, 14 October 2017 (UTC)




9th Age Test Cards

10/0

100
Imperial Heavy Infantry
Core Unit
Unit Size 10

Power: 3
Skill: 3
Armor: 3
Essence: 3
Ward: 3
Morale: 7


Equipment: Sidearm, Light Armor, Shield
Addons: Sergeant, Standard, Musician
Upgrades: Medium Armor, Shields
Options: Swap shields for 2-handed weapons.

Ability:

If we are to bleed today, let them bleed thrice as much first!
4 x

Unit Size
Halberds
Military Equipment
Weapons

Power: +1


Special: 2-handed weapon.

Ability: +1 Skill vs. Mounted Units.

Steady men, pull them down!
4 x

Unit Size
Hill
Elevation +1
Terrain

Special: A Ranged Unit positioned here gains no cover from other units.

Ability: A Ranged Unit positioned here can ignore enemy cover.

Don't do it - we have the high ground!
2 x

Unit Size
Pavise
Military Equipment
Terrain

Special: Usable by Ranged Units.

Ability: Grants Soft Cover (+1 Armor from ranged attacks).

Ready your cover first men, then your arms!
Charge
Action
Melee Attack Action

Special: Usable by any Unit.

Ability: Units you dictate may move into combat with enemy units with a +1 bonus to Skill (+2 if leaving terrain of higher elevation).

For the Empire!
Stand & Fire
Action
Ranged Attack Reaction

Special: Usable by any Units with a Ranged attack option while being charged.

Ability: Before resolving the charge, the Unit being charged may make one ranged attack against the charging unit.

Don't shoot 'till you can see the whites of their eyes!
Loot the Fallen
Action
Non-Combat Action

Special: Usable by any Units that have defeated another unit in Melee combat this turn.

Ability: Gain equal to half the card's listed , not including the value any equipment. If the unit includes a Champion, you may also take any Superior or Magical Item cards the unit held.

A gold crown bonus for each head you fetch me!
Issue a Challenge
Action
Special Combat Action

Special: Usable by any individual of rank Champion or higher.

Ability: Target an adjacent enemy Champion (or higher) to single combat; if they accept, engage them in single combat immediately (even if it is out of normal combat sequence). If they refuse, reduce their Morale bonus to 0 until the beginning of your next turn.

Come on, let's settle this like true warriors!
4/0

25
Peasant Miners
Auxiliary Unit
Unit Size 5

Power: 3
Skill: 3
Armor: 3
Essence: 3
Ward: 3
Morale: 3


Equipment: Pickaxe
Upgrades: Dynamite

Ability: Mine: Play this unit on any Mine Location. Each turn, gain 5 .

Grab that pickaxe and get to work!
50

100
Gold Mine
Constructed Building
Structure

Power: 3
Skill: 3
Armor: 3
Essence: 3
Ward: 3
Morale: 3


Addons: Minecarts
Options: Must be built on terrain with an elevation of at least +1.

Ability: Miners can be played here to produce every turn.

Get a move on, this ore ain't gonna dig itself up!
25
Dynamite
Explosive Tool or Weapon
Mundane Equipment

Power: +7


Options: Equip on Miners to improve their output, or on a unit as a single-use ranged weapon.
Ability: Mine: Play this Item on one or more Miner units in a single location to improve their gain by +1 per individual.

Ability: Light & Throw: Make a single ranged attack against an adjacent target that deals explosive damage.
Fire in the hole!
100
Mine Carts
Upgrade
Structure Equipment

Power: +7


Options: Equip on any single Mine.

Ability: Mine: Play this Item on one or more Miner units in a single location to improve their gain by +1 per individual.

KA-KLACK-KLACK, KA-KLACK-KLACK, KA-KLACK-KLACK.



Etterra (talk) 20:19, 2 May 2018 (UTC)


Skirmish Game Test Cards


Test Cards

12/4

25
Adam the Mighty
Adventurer - Fighter - Barbarian
Power: 4

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Equipment: Axe, Leather Armor
Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.


14/4

50
Betty the Savage
Hero - Fighter - Barbarian
Power: 5

Skill: 3
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Equipment: Longsword, Chainmail

Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.
16/4

100
Charles the Brutal
Elite - Fighter - Barbarian
Power: 5

Skill: 4
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Equipment: Greatsword, Chainmail

Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.
18/4

175
Dave, Scourge of Worlds
Legendary - Fighter - Barbarian
Power: 6

Skill: 4
Armor: 3
Mind: 1
Essence: 2
Ward: 2


Equipment: Battleaxe, Chainmail

Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.
20/4

250
Eve, Godslayer
Epic - Fighter - Barbarian
Power: 3

Skill: 3
Mind: 1
Armor: 3
Essence: 3
Ward: 3


Equipment: Giant's Sword, Chainmail

Ability - Rage: If this character's current is below his maximum , then successful attacks deal +1d6 damage.
4

50
Frenzy
Attack Enhancement
Info: Play on a character that has the Rage ability.
Ability: Increase Rage damage by +1d6.



6/10

25
Frank the Shadow
Adventurer - Rogue - Thief
Power: 2

Skill: 4
Armor: 2
Mind: 3
Essence: 1
Ward: 3


Equipment: Dagger, Tool Kit, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
8/10

50
Genna Quick
Hero - Rogue - Thief
Power: 2

Skill: 5
Armor: 2
Mind: 3
Essence: 1
Ward: 3


Equipment: Short Sword, Tool Kit, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
10/10

100
Hank the Hand
Elite - Rogue - Thief
Power: 2

Skill: 6
Armor: 2
Mind: 3
Essence: 1
Ward: 3


Equipment: Short Sword, Tool Kit, Buckler, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
12/10

175
Ivy the Night Stalker
Legendary - Rogue - Thief
Power: 2

Skill: 6
Armor: 2
Mind: 4
Essence: 1
Ward: 3


Equipment: Rapier, Tool Kit, Buckler, Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
12/12

250
Joe; Just Joe
Epic - Rogue - Thief
Power: 2

Skill: 6
Armor: 2
Mind: 4
Essence: 1
Ward: 4


Equipment: Rapier, Tool Kit, Buckler, Heavy Leather Armor

Ability - Stealth: Any enemy or monster must pass a contested Skill check with this character in order to attack them directly.
5

50
Sneak Attack
Attack Enhancement
Info: Play on any Rogue character.
Ability: if your attack dice roll (before modifiers) is 9 or more AND the attack succeeds, deal +1d6 damage.



4/12

25
Kylie the Powerful
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 4
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
4/14

50
Larry the Lethal
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 5
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
4/16

100
Marcie von Wrankle
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 6
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
4/18

175
Norman of Whisperwood
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 7
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
4/20

250
Olivia the Glorious
Adventurer - Mage - Invoker
Power: 2

Skill: 3
Armor: 2
Mind: 3
Essence: 8
Ward: 3


Equipment: Wooden Wand, Wizard's Robes

Ability - Arcane Bolt: Your Essence attacks deal both magical and physical damage.
25
Incendiary Boost
Spell Enhancement
Info: Play on any Mage character
Ability: Whenever this character casts a spell, the spell's damage type gains fire in addition to its listed damage type or types.



8/8

25
Peter the Blessed
Adventurer - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 4
Ward: 3


Equipment: Cudgel, Chainmail, Wooden Icon

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
9/9

50
Quin Solaris
Hero - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 5
Ward: 3


Equipment: Mace, Chainmail, Silver Icon

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
10/10

100
Robert the Banner
Elite - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 5
Ward: 4


Equipment: War Mace, Chainmail, Silver Icon

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
11/11

175
Sally the Fourth
Legendary - Healer - Cleric
Power: 2

Skill: 2
Armor: 3
Mind: 1
Essence: 6
Ward: 4


Equipment: War Mace, Chainmail, Silver Icon, Holy Relic

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
12/12

250
Timothy the Disciple
Epic - Healer - Cleric
Power: 2

Skill: 2
Armor: 4
Mind: 1
Essence: 6
Ward: 4


Equipment: War Mace, Plate & Mail, Silver Icon, Holy Relic

5 Healing: As an Action, heal one ally's HP by an amount equal to your Essence score.
9

100
Purification
Lux Spell
Info: Play on one ally card that is affected by one or more Debuffs, then discard this card.
Ability: Discard any Debuff effects on the target.



8/8

25
Ursula the Dramatic
Adventurer - Support - Bard
Power: 2

Skill: 3
Armor: 1
Mind: 4
Essence: 3
Ward: 2


Equipment: Instrument, Short Sword, Gambeson

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
8/10

50
Victor the Flamboyant
Adventurer - Support - Bard
Power: 2

Skill: 3
Armor: 1
Mind: 5
Essence: 3
Ward: 2


Equipment: Instrument, Short Sword, Gambeson, Performer's Cloak

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
9/11

100
Wanda Silvertongue
Adventurer - Support - Bard
Power: 2

Skill: 3
Armor: 1
Mind: 5
Essence: 4
Ward: 2


Equipment: Instrument, Short Sword, Tools, Gambeson, Performer's Cloak

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
9/13

175
Xavier Charming
Adventurer - Support - Bard
Power: 2

Skill: 4
Armor: 1
Mind: 5
Essence: 4
Ward: 2


Equipment: Instrument, Rapier, Tools, Gambeson, Performer's Cloak

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
10/14

250
Zelda Noylol
Adventurer - Support - Bard
Power: 2

Skill: 4
Armor: 1
Mind: 6
Essence: 4
Ward: 2


Equipment: Instrument, Rapier, Tools, Leather Armor, Performer's Cloak

5 Hearten: As an Action, grant all allied characters a +1 bonus to all die rolls until the beginning of your next turn.
10


150
Ballad of the Gobbslayer
Song Spell
Power: +2

Skill: +2


Info: Play on any Bard; if the Bard takes any other action, discard this card.

Gobbslayer: While this Ability is in play, all allies gain these bonuses when attacking Gobbs, Hobbs, or Orggs.



10

50
Short Sword
Weapon - 1-Hand
Physical, Melee

Power: +2
Skill: +2
Armor: +1


Info: A short blade, ideal for fighting in close quarters.
Combat: Grants bonuses to combat stats. 3 Slash: As an action, make one cutting melee attack against one target.

3 Strike: As an action, make one piercing melee attack against one target.
5

25
Carved Flute
Instrument - 2-Hands
Magical

Skill: +1
Mind: +1


Info: A rustic musical implement that a Bard can use to manifest magical effects.

Ability: Song Spell effects that Buff allies' Skill and Mind gain these bonuses.
15

50
Shield
Shield - 1-Hand
Physical

Power: +1
Skill: +1
Armor: +2
Ward: +2


Info: Wooden planks reinforced with metal,
Combat: Grants bonuses to combat stats. This item has no effect against Mind abilities.

7 Cover: As an action, increase your Armor and Ward by a further +2 until the beginning of your next turn. You cannot use attack Actions while using Cover.
25

150
Chainmail
Armor - Body
Physical

Armor: +2
Ward: +1


Info: Tiny steel rings that are interlinked into an armored shirt.
Combat: Grants bonuses to combat stats. This item has no effect against Mind abilities.

Specialty: Gain a further +1 Armor against piercing and cutting attacks.
5

150
Ivory Wand
Weapon - 1-Hand
Ranged, Magical

Power: +3
Skill: +3


Info: A slender rod intricately carved from animal ivory.
Combat: Grants bonuses to combat stats.

Magic Boost: Add the above listed Power bonus to Lux Spells.



10/0

1,000
Venomblade
Weapon - 1-Hand
Melee/Thrown, Physical, Magical, Poison

Power: +1
Skill: +1


Info: This crooked dagger seems carved from black metal and sports a sickly-green emerald in the hilt.
Combat: Grants bonuses to combat stats.

Envenomed: Adds 1d6 poison damage on successful attack.
15

2,500
Firebrand
TYPE - SLOT
Melee, Physical, Magical, Fire

Power: +2
Skill: +2


Info: This wavy-bladed short sword burns with a brilliant flame when drawn.
Combat: Grants bonuses to combat stats. Burning: Adds 1d6 fire damage on successful attack.

Fire Burst: Adds +1d6 additional fire damage on a successful critical hit.
10

1,000
Cloak of Protection
Accessory - Back
Magical

Armor: +1
Ward: +1


Info: This fine cloak shimmers with a faint magical aura.

Combat: Grants bonuses to combat stats.
50

6,500
Mithril Plate & Mail
Armor - Body
Physical

Armor: +6
Ward: +6


Info: This chainmail armor, reinforced with metal plates, is made of gleaming, ultra-strong mythril.

Combat: Grants bonuses to combat stats.
10

5,000
Amulet of Health
TYPE - SLOT
Magical

Info: This silver pendant holds a glowing, heart-shaped ruby.
Bonus Health: This item grants its owner temporary HP. This HP is lost before the owner's HP when they take damage.

Depletion: When this item's temporary HP is reduced to 0, it is destroyed.




1,000
Ancient Barrow
Location - Crypt
Info: This grassy mound is fronted by a doorway, protected by a large boulder that has been dislodged slightly by time.
Explore: Draw an Adventurer card.


6/0

25
Gobb Hunter
Hazard - Gobb - Hunter
Power: 3

Skill: 4
Armor: 3
Essence: 1
Ward: 2


Info: A scraggly gobb, he looks like he hasn't seen a bath in years. Actions: At the start of each player's turn, this Monster makes one ranged attack against the player's unit with the lowest HP.

Equipment: Short Bow (Power +2), Dagger (Power +1), Hide Armor (+2 Armor)
100
Pit Trap
Hazard - Physical - Trap
Power: 6

Skill: 2


Info: A crudely disguised hole, about ten feet deep. Permanent: This hazard remains in play at the location it was drawn for. Every player unit that acts at this location must encounter this Hazard.

Disarm: A Character with Tools can make a contested Skill check to destroy this card.


125
Wandering Merchant
NPC - Human - Rogue
Power: 1

Skill: 4
Armor: 2
Essence: 3
Ward: 2


Info: A young fellow selling an assortment of items.
Permanent: This card remains in play at the location it was drawn for. Every player unit that acts at this location may choose to encounter this Hazard.

Shop: Draw an Item card.
Exploration
ACTION
Select one option when played.

Explore: Draw a Location card and play it immediately.

Search: Select a Location card already in play; draw an Adventurer card and play it on that Location.




Etterra (talk) 20:12, 1 May 2018 (UTC)

City of Guilds

Special Rules

When a player has placed 12 Guild Buildings of the same type into play (ie. 12 Building - Wizard Guild 1/12), all players count the total of their in play; the player with the highest value wins. In the event of a tie, the player with the highest wins, otherwise it remains a tie. Red with a negative value subtract from the total.

3
1
Row Home
Building
An uninteresting but functional residence.
5
5
Public Park
Terrain
This ecological refuge improves your city's attractiveness to citizens.
10
-3
Money Lender
Building
This business specializes in simple banking, for a fee of course.
25
-1
Arcane Scroll Shop
Building
A wizard and their apprentice sell magical scrolls for a hefty price.
5
1
General Goods Store
Building
A simple shop that provides daily necessities.
50
5
Gatehouse
Building - Fighter's Guild 1/12
The entryway to the fighter's guild, imposingly fortified and easily defended.
Sinkhole
Event
Destroy one Terrain card.
For causes unknown, a hole forms in the earth, swallowing the land above it and collapsing the edges.
Market Day
Event
All Players may draw 1 card.
A special kind of day, where market stalls sell bounteous wares for discounted prices.
Oppressive Taxes
Event
All Buildings with a of 1 are destroyed.
But I can't pay this tax without selling all I own!
Burgled!
Event
The player drawing this card must play it immediately, and end their turn.
Thief! Thief! I've been robbed!
Lucky Find
Event
Draw 1 card and play it immediately.
Huh. Looks like that well really does grant wishes.
Neighborly Neighbors
Event
Search the deck for a Building card, and play it immediately.
Thanks to you, we'll have this built in no time at all!



Etterra (talk) 01:06, 14 May 2018 (UTC)


Super Robot Arena

Concept: Deck-building game where each player starts with a set of robots and draft neutral robots to fight; beating one means adding them to their trash, then being able to play them when the trash gets reshuffled. The robots can be merged/unmerged into a gestalt for more combat power. Individual robots can have 1 unique weapon equipped. Gestalts can equip special weapons. Action cards are attacks and recoveries. Gestalt Actions also include super attacks powered by the combined power of the equipment of each robot on the team. Max team size 5; robots can be replaced, discarding the old one, but their weapon is also discarded. Need 5 robots in play to enter gestalt mode. ⚙ Represents HP and Point Value

PvP combat after 5 turns; when killing an enemy Robot, you can add it to your discard or save it for points. Points = ⚙ on a card. First to 100 ⚙ wins.

Quick Strike
Action - Melee Attack
Deal [Power -4] Damage to one target; you play a second Action card immediately.
Move in quick, and hit 'em before they know it even happened.
Super Punch
Action - Melee Attack
Gestalts Only
Make one attack against another robot, adding the Power of up to three Weapons equipped by the Gestalt's component Robots.
They're gonna feel this one, that's for sure!
Flame Thrower
Thing - Weapon
Power: 6

Ranged: Attacks made with this weapon cannot be countered.
What's more awesome than a T-Rex? A giant robot T-Rex!
20
Terror Tyranobot
Thing - Robot
Power: 8
Defense: 5

What's more awesome than a T-Rex? A giant robot T-Rex!
Gestalt Key
Thing - Powerup
Five robots in play turn into a Gestalt. The Gestalt has ⚙, Power, and Defense equal to the sum all of all five Robots' respective values.
"Oh great, what are we gonna do now!?" -the other guy



Etterra (talk) 04:45, 3 August 2018 (UTC)