A Magic-y CCG card set

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A Magic-y CCG
Designer Game and Watch Kirby
Date March 16, 2008
Players 2+
This is a CCG set, a set of cards which can be used to construct personalised decks, in the style of a collectable card game.
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 under construction. Anyone is welcome to contribute - check the talk page to find out more.

This is a game idea I had that works well enough with the Basic Dvorak rules. In the game, three different shcools of thought - Magic, Alchemy, and Science - are at war trying to satisfy their own win conditions.

Special Rules

Win Conditions

There are three different ways to win in A Magic-y CCG.

1) Reduce opponent's Health to zero.

All players start out with 10 Health. By attacking with Creatures, you can reduce their Health to zero.

2) Own three Rare Objects

Players can create Rare Objects by using their Recipe cards. If a player owns three Rare Objects, they win.

3) Have a Knowledge of 10 or more.

All players start out with zero Knowledge. By using Experiment cards, they can increase their Knowledge. Any players with 10 or more Knowledge wins the game.

Factions

The game is divided into three Factions - Magic, Science and Alchemy. Each one of the Factions has a win condition that is the easiest for them to acheive - Magic is best at reducing Health to zero, Alchemy is best at creating Rare Objects, and Science is best at obtaining Knowledge.

Certain cards are partial to one Faction. Spells cards are partial to Magic, Recipe cards are partial to Alchemy, and Experiment cards are partial to Science. Resource cards, Object cards and Creature cards, however, and impartial to all three Factions.

The Factions have a triangular relationship. Magic tends to do well against Alchemy and is usefull when combined with Science. Alchemy is powerful against Science and is usefull when combined with Magic. Science does best against Magic and combines well with Alchemy.

Players do not have to commit to any Faction before or during the game, and may satisfy any Win Condition they can, meaning it is possible to use Magic, Alchemy and Science all at once.

Things

In this game, Things are divided into three types - Resources, Creatures, and Objects

Resources - Resources are what you'll need to play any type of things besides Resources and any type of Action. Resources are impartial to any of the three factions, and provide something for each of the factions. For magicians they can become Mana, for alchemists and scientists they can be used in Recipes and Experiments. When a card says to use a Resource, discard the Resource.

Creatures - Creatures are put into play as the result of an Experiment card, a Spell card or a Recipe card. They can also alternateively be put into play by paying their cost. Creatures have actions and abilites that will help reduce opponent's health to zero, create objects and obtain knowledge. Therefore, Creatures are impartial to any of the Factions.

Objects - The third and last impartial card type, Objects have similar effects to creatures, but tend to focus less on active effects like damaging oppoents, and more on passive effects like drawing. Rare Objects, a subtype of Objects, is partial to Alchemy.

Actions

There are three types of actions in this game - Recipes, Experiments, and Spells

Recipes - Recipes are actions that require you to discard Things with specific names to obtain an object or creature, generally of power greater than that of a regular creature. Recipes are partial to Alchemy

Experiments - Experiments are actions that require having (and discarding sometimes) Things of specific names or kinds, and in exchange give Knowledge and other things like creatures and objects. Experiments are partial to Science.

Spells - Spells are actions that require you do discard resources equal to the amount of specific costs the spells has to get a powerful one time effect. For example, take the spell Mud Blast. It requires one Resource that counts as a Water Mana (like Puddle) and one that counts as an Earth Mana (like Dirt). When you have both of these resources or other cards that equal at least 1 Water mana and 1 Earth Mana, you can discard them to play Mud Blast. Spells are partial to Magic.

The Turn

Tired of reading yet? Hang on, its almost over.

At the beggining of the game, players draw 6 cards from the collective deck (if you want to, players may play with seperate decks.) Play starts with a randomly selected player, and rotates to the left.

During a turn, a player first draws a card from the deck. After that, they may play up to 2 resources for that turn. If they can, they can use their resources to either play 1 Thing, and play 1 Action. To play either, they must fufill the costs outlined on the cards. After they have played Resources and played their Thing and Action (or one of either, or none of each) for that turn, return all resources discarded to the deck and shuffle it. Then, the next player takes their turn. If a player has satisfied any of the win conditions when their turn ends, they win the game.

Mischellaneous

Any mischellaneous Rules will be placed here later, kay?

Cost:

You must fulfill the cost by discarding the proper cards on a card before you can use the card effect.

X

X is a variable, that is, it can be any number. "Cost: X Earth Mana" means you can discard any amount of Earth Mana you have to play it.

Deal Damage

A Damage, or to Damage an opponent, means to reduce a players health by the amount named. For example, "Deal 1 Damage to one opponent" means to select an opponent, and reduce their health by 1.

Counters

Counters are used to count effects of various things. If a card specifies putting a counter on it, then place a coin or some other small object on their so you can remember you put a counter on it.

or

If a card says or, that means you may choose either option on the side of the or. For example, on Collosus:
Cost: 5 Metal Mana or 2 Metal Mana, 1 Special Mana and 3 Energy Mana. That means you can pay 5 Metal Mana to play Collosus, or you can pay 2 Metal Mana, 1 Special Mana and 3 Energy Mana collectively to play Collosus.

As a side note, all standard Dvorak Rules apply, Things go to discard pile when discarded, Actions go there once used, players draw from a combined deck, shuffle discard pile into deck after deck runs out, etc.

If you plan to play this game, I suggest including a large number of resources, because though they replenish themselves, they leave play quickly.

The game is still being developed, so that is why their is a shortage of cards. Additionally, this game has not yet been playtested, and might present an imbalance in gameplay. If you try to play it and have any comments or concerns, comment on the discussion page.

If you wish to make a card you may. Be warned though, I may want to change it or build upon the idea. If you have anything to say about your card or other cards, say something on the discussion page.


Card List

Things

Resources

Dirt
Thing - Resource
Mana: 1 Earth
Nothing Special Here
Puddle
Thing - Resource
Mana: 1 Water
Puddles are fun to jump in.
Flame
Thing - Resource
Mana: 1 Fire
Any player who touches this card can be insulted, followed by saying "Oooh, buuuuurn."
Breeze
Thing - Resource
Mana: 1 Wind
Iron
Thing - Resource
Mana: 1 Metal
Sparks
Thing - Resource
Mana: 1 Energy
Space
Thing - Resource
Mana: 1 Dark
Jar of Souls
Thing - Resource
Mana: 1 Special
Souls! Get your souls! 90 cents a peice!
Gold Dust
Thing - Resource
Mana: 1 Earth
Lead
Thing - Resource
Mana: 1 Metal
Time
Thing - Resource
Mana: 1 Special
Don't waste my time. Be free to use up yours, though.
Magic
Thing - Resource
Mana: 2 Mana of any kind.
To play Magic, you must discard a card of yours.
Steel
Thing - Resource
Mana: 1 Metal
Tube
Thing - Resource
Mana: 1 Dark
Luck
Thing - Resource
Mana: Roll a 6 sided die.

On 1, Luck is 1 Earth Mana.
On 2, Luck is 1 Fire Mana.
On 3, Luck is 1 Wind Mana.
On 4, Luck is 1 Energy Mana.
On 5, Luck is 1 Dark Mana.

On 6, Luck is 3 Mana of any one kind.
Darkness
Thing - Resource
Mana: 1 Dark


Creatures

Earth Elemental
Thing - Creature
Cost: XX Earth Mana.
For each two mana beyond the first two you pay (if you payed mana) to play Earth Elemental, Deal a damage to an opponent or draw a card.
Rubble will turn you to Rubble.
Colossus
Thing - Creature
Cost: 5 Metal Mana or 2 Metal Mana, 1 Special Mana and 3 Energy Mana
Action: Deal 1 Damage to 1 Player and place a Counter on Colossus. If Colossus has no counters, it can't be destroyed.
Sea Dog
Thing - Creature
Cost: 3 Water Mana.
Action: Deal 3 damage and destroy Sea Dog.
Hounds of the sea.
Card by Stickman71
Steamsnake
Thing - Creature
Cost: 2 Metal Mana
Action: Deal 1 damage to a target opponent.
They react harshly when disturbed.
Card by CKY
Will-o-Wisp
Thing - Creature
Cost: 1 Fire Mana, 1 Special Mana
Action: Choose an opponent. That opponent can play only one card on his next turn.
Card by CKY
Clockroach
Thing - Creature
Cost: 1 Metal Mana, 4 Special Mana
Action: Destroy Clockroach and take an extra turn.
Ticking the seconds of your life away.
Card by CKY
Magma Demon
Thing - Creature
Cost: 5 Dark Mana, 4 Fire Mana
When Magma Demon enters play, destroy up to four target Things.
Action: Magma Demon deals 3 damage to target player. That player discards a card.
Card by Corrigan
Graveyard Elemental
Thing - Creature
Cost: 7 Dark Mana
Graveyard Elemental costs 1 Dark Mana less to play for each Creature in your discard pile.
Action: Destroy target Resource. Graveyard Elemental deals 2 damage to that Resource's controller.
Card by Corrigan
Leech Homonculus
Thing - Creature
Cost: 1 Dark Mana
When Leech Homonculus comes into play, you draw two cards and you lose 2 life.
Action: Leech Homonculus deals 1 damage to target player. Then shuffle Leech Homonculus into your draw pile.
Card by Corrigan



Objects

Glass Sphere
Thing - Object
Cost: Discard 2 Resources of yours and 1 card in your hand.
You can discard 2 Resources to draw 1 card.
*insert philosophical sounding flavor text here*
Orichalcum Sphere
Thing - Rare Object
Cost: This card can only be put into play as the result of an Recipe.
If you use a Resource, draw a card.
Gold
Thing - Rare Object
Cost: This card can only be put into play as the result of an Recipe.
Whenever you would draw a card, draw an additional card.
Gold is the ultimate symbol of greed.
Adamantite
Thing - Rare Object
Cost: This card can only be put into play as the result of an Recipe.
If a card of yours would be discarded, you can discard a card of yours to have it not be destroyed instead.
Nothing is harder than Adamantite.


Actions

Spells

Mud Blast
Action - Spell
Cost: 1 Earth and 1 Water Mana.
Discard an Object. If it is a Rare Object, instead place it face down. It has no effects while face down and does not count towards any win conditions. At any point, an opponent can pay 1 Water Mana to turn it face up.
Remold
Action - Spell
Cost: 3 Earth Mana, 2 Fire Mana
Destroy a creature and play a creature card, paying only half the mana cost.
It is said that the smiths of Kiran use more than hammers and fire.
Card by CKY
Restoration
Action - Spell
Cost: 2 Special Mana
Regain 2 health.
Card by CKY
Resurrect
Action - Spell
Cost: 1 Dark Mana, 1 Earth Mana, 1 Special Mana
Return a Creature card from your discard pile to play under your control.
Card by Corrigan
Nip in the Air
Action - Spell
Cost: 2 Wind Mana
Draw two cards.
Card by Corrigan


Recipes

Machine Blueprint
Action - Recipe
Cost: 2 of a Resource.
Put a creature in your hand into play. All players lose 1 knowledge.
Isn't it weird how you can use Machine Blueprints to build an Animal? Furthermore, how building machines lowers knowledge? Weird, isn't it?
Gold Recipe
Action - Recipe
Cost: 2 "Gold Dust", 1 "Lead", 1 "Time", 1 "Luck"
Get a "Gold" from anywhere in the game and put it on your field.
Orichalcum Mold
Action - Recipe
Cost: 3 "Magic", 2 "Iron"
Get an "Orichalcum Sphere" from anywhere in the game and put it on your field.
NOT Orichalcum Fungus.
Adamantite Dig
Action - Recipe
Cost: 2 "Pressure" 2 "Steel" 1 "Darkness"
Get an "Adamantite" from anywhere in the game and put it on your field.


Experiments

Bio Research
Action - Experiment
Cost: Destroy a Creature, 1 Dark Mana
Gain 1 knowledge.
Sadly, the only way to see the insides of an animal is to go inside.
Cathode-Ray Tube Test
Action - Experiment
Cost: 1 "Tube", 1 Energy Mana.
Look at an opponent's hand and discard 1 Spell or Creature to gain 1 Knowledge.
Discovering the Origins of Dirt
Action - Experiment
Cost: 1 "Dirt".
Gain 1 Knowledge.
Amazing . . . apparently, it was once Rock!
Composition Analysis
Action - Experiment
Cost: 1 "Adamantite".
Gain 1 Knowledge.
Carbon... quartz... pixie dust...
Card by CKY