Difference between revisions of "Welcome to Night Vale deck"

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{{card|title=Bloodstone Circle|type=Thing - Entity|text=Immobile. Whenever a Human is destroyed, you may draw a card.}}
{{card|title=Bloodstone Circle|type=Thing - Entity|text=Immobile. Whenever a Human is destroyed, you may draw a card.}}


{{card|title=Cecil Baldwin|type=Thing - Entity|text=Human. If Cecil Baldwin would be destroyed, return him to the hand of the player whose turn it is, instead.}}
{{card|title=Cecil|type=Thing - Entity|text=Human. If Cecil would be destroyed, return him to the hand of the player whose turn it is, instead.}}
{{card|title=The Apache Tracker|type=Thing - Entity|text=Human. You may move the Apache Tracker to a new Location without using a Move Action, at any time during your turn.}}
{{card|title=The Apache Tracker|type=Thing - Entity|text=Human. You may move the Apache Tracker to a new Location without using a Move Action, at any time during your turn.}}
{{card|title=Old Woman Josie|type=Thing - Entity|text=Human. Action: If the Angels are in play, shuffle them into the draw pile. If they are not in play, search the draw pile for them and (if they are there) add them to your hand.}}
{{card|title=Old Woman Josie|type=Thing - Entity|text=Human. Action: If the Angels are in play, shuffle them into the draw pile. If they are not in play, search the draw pile for them and (if they are there) add them to your hand.}}

Revision as of 12:16, 5 December 2013

Welcome to Night Vale
Designer Kevan
Date June 2013
Players 2+
This is an untested deck. Its cards are complete, but it hasn't yet been tested.
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.

A deck based on the Welcome to Night Vale podcast. Within the first few episodes it started crying out to be a territory-control card game.

May contain spoilers for events up to and including episode 24, and inaccuracies regarding the events beyond that episode.

Special Rules

Thing cards are either Locations, Factions or Entities (many Entities are Human, a few are Immobile). Actions are Events.

Factions

If you have a Faction card in play you cannot play another one.

Locations

At the start of the game, find the Sand Wastes card and put it into play. When an Entity comes into play, whoever played it chooses a Location to place it at. As an Action, a player may move an Entity they control from one Location to another (unless the Entity is Immobile) - this is known as a Move Action.

Each Location may be controlled by a particular player or players; only the player who controls a Location may use that Location's Action ability. To determine Location's controller:

  • If a card specifically assigns control of a Location to a player (or players), then that player (or players) control it.
  • Otherwise, it defaults to majority control: if a player has more Entities at a Location than any

other player, then they are that Location's controller.

If an occupied Location leaves play, then move all Entities which were located there to the Sand Wastes (if the Sand Wastes have somehow been removed from play, then destroy the Entities instead).

Victory

If a player controls at least five Locations, and more locations than each other player, then they win the game.

Card List

Locations

Night Vale Community Radio
Thing - Location
The Sand Wastes
Thing - Location
The Sand Wastes cannot be destroyed or removed from play. No player can gain control of the Sand Wastes by majority control.
The Dog Park
Thing - Location
At the end of every turn, destroy all Humans located at The Dog Park.
Imaginary Cornfield
Thing - Location
Wheat and Wheat By-Products Shelter
Thing - Location
Humans at this Location cannot be destroyed, and cannot use Action abilities.
Radon Canyon
Thing - Location
At the end of each of the controller of Radon Canyon's turns, that player discards a card at random.
Desert Flower Bowling Alley and Arcade Fun Complex
Thing - Location
If the Desert Flower Bowling Alley and Arcade Fun Complex is uncontrolled at the end of a turn, the player whose turn it is may choose an uncontrolled Location and destroy it.
Big Rico's Pizza
Thing - Location
Action: Destroy an Entity you control which is located at Big Rico's.
Abandoned Mineshaft
Thing - Location
All Entities at the Abandoned Mineshaft are Immobile.
Old Town Drawbridge
Thing - Location
Action: Destroy the Old Town Drawbridge. Any player with an Entity at this Location may take this action.
Grove Park
Thing - Location
Night Vale Public Library
Thing - Location
Entities may not enter play at this Location.
The Car Lot
Thing - Location
The Scrublands
Thing - Location
The Scrublands do not count as a Location when determining victory.
City Hall
Thing - Location
Action: If your current Faction is not The Council, shuffle it into the draw pile.
Night Vale Daily Journal
Thing - Location
If the Night Vale Daily Journal would be destroyed, it is not destroyed and each player instead discards one card from their hand (if they have any).
Museum of Forbidden Technologies
Thing - Location
Action: If the City Council is not in play, draw a card and play it immediately. (If you cannot play it, discard it.)
Night Vale Harbor and Waterfront Recreation Area
Thing - Location
Entities may not be moved to Night Vale Harbor and Waterfront Recreation Area using a Move Action.
Non-Existent House
Thing - Location
Non-Existent House may not be played as a Thing card.
Night Vale Post Office
Thing - Location
Non-Human Entities at the Night Vale Post Office are treated as if their card text were blank.
Night Vale Stadium
Thing - Location
Abandoned Missile Silo
Thing - Location
Entities at the Abandoned Missile Silo cannot use Action abilities.
Night Vale Zoo
Thing - Location
If a Human moves from the Zoo to another Location using a Move Action, leaving no Humans at the Zoo, then destroy that Human.
The Whispering Forest
Thing - Location
Entities at the Whispering Forest are Immobile. All players with any Entities at the Whispering Forest control it.
The Brown Stone Spire
Thing - Location
Location. When a player gains control of the Brown Stone Spire, they must discard a card (if they have any).


Factions

The Angels
Thing - Faction
You may only draw cards if your hand is empty. You may prevent the effects of any Action card or Action ability.
The Hooded Figures
Thing - Faction
At the end of each of your turns, destroy all Humans you control. Action: Choose a Location. Move all Entities located there to another single Location, in an order of your choosing.
The City Council
Thing - Faction
If a Location contains no Entities, you control it. If you have the most Entities at a Location, no majority control check is made for it.
The Sheriff's Secret Police
Thing - Faction
You may not play non-Human Entities. Action: Discard a card to destroy any Entity.
The Scientists
Thing - Faction
At the start of your turn, you may choose one card in your hand or in play; its card text is blank until the end of your turn.


Entities

The Glow Cloud
Thing - Entity
The Glow Cloud is considered to be located at all Locations.
Black Metal Trees
Thing - Entity
Whenever an Entity moves to or from the Location of Metal Trees using a Move Action, it is destroyed.
The Pyramid
Thing - Entity
Immobile. The Pyramid cannot be destroyed.
Wheat By-Products
Thing - Entity
Action: Destroy all Humans at the same Location as Wheat By-Products.
Station Management
Thing - Entity
Action: Destroy an Entity located at Night Vale Community Radio.
Black Helicopters
Thing - Entity
When a card is played, you may discard Black Helicopters to force that card to be discarded with no effect.
The Shape in Grove Park
Thing - Entity
If the Shape is moved from one Location to another, or is removed from play, the player whose turn it is must discard their hand.
Feral Dogs
Thing - Entity
At the start of your turn, if Feral Dogs share a Location with a Human, you must choose and destroy one of those Humans.
Lone Pteranodon
Thing - Entity
Action: Destroy the Lone Pteranodon and destroy a Human at the same Location as it.
Hiram McDaniels
Thing - Entity
If McDaniels is at a Location, you control that Location.
Crates
Thing - Entity
Immobile. If you control Crates at the end of your turn, discard a card at random. Action: Give Crates to any other player; they may attach it to any Location.
The Man in the Tan Jacket
Thing - Entity
The Man in the Tan Jacket only counts towards majority control of a Location if he is the only Entity at that Location.
Oak Door
Thing - Entity
Immobile.
Bloodstone Circle
Thing - Entity
Immobile. Whenever a Human is destroyed, you may draw a card.
Cecil
Thing - Entity
Human. If Cecil would be destroyed, return him to the hand of the player whose turn it is, instead.
The Apache Tracker
Thing - Entity
Human. You may move the Apache Tracker to a new Location without using a Move Action, at any time during your turn.
Old Woman Josie
Thing - Entity
Human. Action: If the Angels are in play, shuffle them into the draw pile. If they are not in play, search the draw pile for them and (if they are there) add them to your hand.
Vague Yet Menacing Goverment Agent
Thing - Entity
Human. Action: Destroy a Location which has no Entities at it.
Carlos
Thing - Entity
Human. Action: Move any Human to Carlos' current Location, or gain control of a Human at Carlos' current Location.
Telli the Barber
Thing - Entity
Human. The card text of other Humans at Telli's Location is considered to be blank. (They still count as Humans.)
Michael Sandero
Thing - Entity
Whenever a card checks whether Michael Sandero is Human or not, you may decide.
Steve Carlsberg
Thing - Entity
Human.
Intern
Thing - Entity
Human. If a Human you control would be destroyed by an effect which would not also destroy Intern, you may destroy Intern instead.
Tourists
Thing - Entity
Human. If the Tourists share a Location with a non-Human Entity, return Tourists to their controller's hand.
John Peters
Thing - Entity
Human. Action: Draw a card, and either play it immediately or discard it.
The Traveller
Thing - Entity
Human. Action: Shuffle the Traveller and any Entity, Faction or Location into the draw pile.
Cactus June
Thing - Entity
Human. If Cactus June is at the Sand Wastes, you control the Sand Wastes.
Blood Pact Scout
Thing - Entity
Human.
Eternal Scout
Thing - Entity
Human. Immobile. Can only be played if Blood Pact Scout is in play. When Eternal Scout comes into play, destroy all other Humans.
Mayor Pamela Winchell
Thing - Entity
Human. While Mayor Pamela Winchell is at a Location other than the Sand Wastes, that Location's card text is considered to be blank.


Actions

Thanksgiving Day Dead Citizens Impersonation Contest
Action
Return a Human from the discard pile to play under your control.
Parade of the Mysterious Hooded Figures
Action
Return all Entities to their controllers' hands.
Sorrow Songs Singalong
Action
The player (if any) who controls the fewest Locations draws two cards. Then, the player (if any) who controls the fewest Entities draws two cards.
Dog Park Plastic Bags
Action
Destroy any non-Human Entity.
Annual Crime Day
Action
You may take any number of Actions this turn, but may not activate the same Action ability twice.
Emergency Dream Broadcast System
Action
Starting with you, each player reveals their hand, and puts into play any Human cards revealed in this way, in an order of their choosing.
Street Cleaning Day
Action
Starting with you, each player may choose one Location and destroy all Entities located there.
Road Closures
Action
Shuffle a Location into the draw pile.
Valentine's Day
Action
Starting with you, each player may choose and destroy a Human, and then destroy its Location.
Poetry Week
Action
Each player draws one card for each Human they control.
Sandstorm
Action
Until the end of the turn, each Human counts as two Entities for the purpose of determining Location ownership.