Take on the role of a plumber in the Mushroom Kingdom. This means you are in charge of rescuing Princess Peach from Bowser and his Minions.
Special Rules
Locations are a type of Thing. Locations are played into the middle, on top of the current Location. Only the topmost Location is counted as in play and affects all players. No Things or Actions (or Thing abilities) can be played if there is no Location in play. Cards cannot affect Locations unless they specifically say otherwise.
Enemies are also a type of Thing. Enemies have no special rules, but some cards only affect enemies.
At the beginning of the game, the players should decide on how many Levels the game will last. The game begins with all players on Level 1. Any attempt to advance beyond the last Level advances to the last Level instead. Each player should keep track of their Level separately.
At the beginning of each players' turn, they should roll a six-sided die. The result is their Jump Check for that turn. The Jump Die refers to the number rolled on the die for your Jump Check before anything modifies it.
Equipment
You need something to keep track of which Level the game is on and a six-sided die. You will also need a few objects to act as counters.
Notes
My original idea for this deck was fairly similar to the one for the Monty Python and the Holy Grail deck. However, it's becoming quite different.
(Possible) Cards to Make
For notes on various things appearing in the Mario games, check here, here and especially here. Things in bold are referenced by existing cards already.
- Daisy
- Blooper
- Snifit
- Chain Chomp
- Wiggler
- Pider
- Angry Sun
- Rex
- Monty Mole
- Yux
- Frog Suit
- Hammer Bros. Suit
- Koopa Shell
- Magic Wand
- Vegetable (?)
- Ripe Vegetable (?)
- Kuribo's Shoe
- Mini Mushroom
- Yoshi Coin
- (Other) Coin
- Switch Block
- ♪ Block
- (Other) Block
- Chocolate Island
- Pipe Maze
- Cloud Tops
Other Thoughts
- With as many enemies as there are, there should be more cards that are affected by the number/type of enemies you control
- There should be more interaction between the cards (and not just the player/Jump Check)
- The locations should all be fairly unique, but I don't have many good ideas at the moment
- There should probably be more cards that affect the players' hands besides just discarding cards
- There should be a couple of cards that let you draw cards faster
- Should each player keep track of their own Level, or should there be a global Level?
- Global Levels speed the game along, but make things more random (I could let you rescue the princess seven times, and then win on the last level)
- Actually, global Levels mean that all the advances up to the last Level are basically meaningless
- Seperate Levels would make the game a lot slower, but less random
- For now, I'm going with seperate Levels, but this still raises some questions
Card List
Rescue the Princess
Action
Play only in Bowser's Castle. If you are on the last Level, you win. Otherwise, destroy the stack of Location cards and advance to the next Level, then shuffle the discard pile (including this card) into the draw pile.
Thank you Mario! But our princess is in another castle!
Warp Pipe
Action
Play this only if your Jump Check is greater than 4. Destroy the stack of Location cards and advance to the next level.
? Block
Action
Play this only if your Jump Check is greater than 1. Draw two cards.
Flagpole
Action
Play this only if your Opponent controls no Enemies or your Jump Check is 5 or greater. Destroy the stack of Location cards and advance to the next level
1-up Mushroom
Action
Discard your hand and draw enough new cards to reach your hand size limit.
Out of Time
Action
Play this only if there are at least 5 cards in the stack of Location Cards. Destroy those cards but do not advance to the next Level.
Jump Combo
Action
Discard a number of cards to destroy an equal number of enemies.
Keyhole
Action
Play only if you control Key. If you are at Star Road, advance to the next level. Otherwise, search the deck for a Location card and put it into play.
Jump
Action
Destroy target Enemy.
Mushroom House
Action
Shuffle the discard pile into the deck. Then, draw three cards and discard two.
Pick a box. Its contents will help you on your way.
Spade Game
Action
Draw three cards. If they are not all the same type, discard them.
Warp Whistle
Action
Destroy any two Locations in the stack, then move any one to the top of the stack.
Bowser's Overkill
Action
If you have less than 5 Enemies in play, draw 3 cards and discard all non-Enemies from the draw. If you have 5 or more Enemies in play, then target opponent loses a turn.
You Forgot the Princess!
Action
Play this on the person with the highest (or tied for highest) level. If the last card used to advance their level was not Rescue the Princess, they must go back a level.
Chance Time
Action
All players throw their hands face down into a pile, then the pile is mixed up and each player takes as many cards from the pile as they originally had.
Triple Jump
Action
You may perform three more actions.
Super Hammer
Action
Destroy target thing. Add 2 to your Jump Check during this action.
A Letter from the Princess
Action
Draw cards until you draw a non-Enemy Thing or an Action, discarding all other cards drawn.
I have enclosed a jewel that helps protect you.
Backtracking
Action
Destroy the top Location card on the stack.
Yoshi Wings
Action
If you control Yoshi, advance to the next level and destroy the stack of Location Cards.
Starman
Thing
This comes into play with 3 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, destroy it. This card cannot be destroyed in any other way. While this is in play, your Jump Die is always 6 and you cannot be affected by enemy abilities.
Blue Shell
Thing
Play this onto another Thing. That thing cannot be destroyed and you cannot use any of its actions.
Action: If your Jump Check is higher than 4, you may destroy this to destroy an enemy.
Super Mushroom
Thing
Add 1 to your Jump Check. If you are forced to discard a card, you may destroy this instead.
Mega Mushroom
Thing
This card is only in effect for 3 turns. Your Jump Check is now 2. If your opponents have any enemies, they are all immediately destroyed.
Stopwatch
Thing
Action: Flip a coin. If heads, all opponent's Enemies cannot attack for one turn cycle. If tails, end your turn.
Tanooki Suit
Thing
Enemy cards have no effect on you. If any enemy action would have affected you since the end of your last turn, you may not play any actions this turn.
Fire Flower
Thing
Action: If your Jump Check is greater than 2, destroy target Thing.
Yoshi Egg
Thing
Action: Search the deck for a Baby Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards.
Action: Destroy this card to destroy target enemy.
Baby Yoshi
Thing
When this card comes into play, you must destroy a Yoshi Egg you control. Reduce your Jump Check by 1.
Action: Destroy target enemy and add a counter to this card.
Action: If this card has at least 3 counters, you may search the deck for a Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards.
Yoshi
Thing
When this card comes into play, you must destroy a Baby Yoshi you control. Increase your Jump Check by 1.
Action: Destroy target thing.
Key
Thing
Decrease your Jump Check by 1.
P-Wing
Thing
Increase your Jump Check by 2. This card is destroyed upon advancing to the next level.
Cape Feather
Thing
If your Jump Die is less than your previous Jump Die, it becomes the previous number instead.
Music Box
Thing
While in play, no Action may be performed by any Enemy. This card is destroyed upon advancing to the next level.
Thwomp
Thing
Action: A Player whose Jump Die was 2 or less must discard a card from their hand. Thwomp counts as an Enemy only when using this action.
Airship
Thing
The Jump Check of all other players is decreased by 1 for every three Enemies you have in play.
Coins
Thing
Roll a die and place that many counters on this card. If there are no counters on this card, destroy it.
Action: Remove a counter to draw a card.
Brick Block
Thing
If one of your Things is about to be destroyed, you may destroy this Thing in its place.
Metal Cap
Thing
If an opponent uses an Enemy's ability, this card may be destroyed to cancel that ability. When this card is destroyed, you may shuffle it back into the deck.
Vanish Cap
Thing
While this card is in play, you cannot destroy any Thing. If someone makes you discard a card, you must destroy this card instead. When this card is destroyed, you may shuffle it back into the deck.
Wing Cap
Thing
If your Jump Check is higher then 4, you cannot be affected by any Enemy's abilities. When this card is destroyed, you may shuffle it back into the deck.
Eldstar
Thing
Action: You may draw 1 extra card on your next turn.
Fleep
Thing
Action: Up to 2 Enemies controlled by the same player cannot use any abilities until the beginning of your next turn.
Goombario
Thing
Action: Look at target player's hand.
Action: Destroy target Enemy. Subtract 1 from your Jump Check during this action.
Goomba
Enemy
Action: Target player whose last Jump Check was 3 or less must discard a card.
Green Koopa Troopa
Enemy
When this card is destroyed, you may search the deck or your discard for a Green Koopa Shell and put it into play.
Action: Target player whose last Jump Check was 4 or less must discard a card.
Red Koopa Troopa
Enemy
When this card is destroyed, you may search the deck or your discard for a Red Koopa Shell and put it into play.
Action: Target player whose last Jump Check was 4 or less must discard a card.
Card by matt1234
Hammer Bros.
Enemy
Action: All players whose last Jump Check was 3 or less must discard a card.
Bowser
Enemy
Play only in Bowser's Castle. Players cannot advance to the next level or win the game when Bowser is in play.
Lakitu
Enemy
This card cannot be destroyed by a player whose Jump Check is less than a 6.
Action: Create a Spiny Token. This counts as an Enemy with the text: 'This cannot be destroyed by a player whose Jump Check is less than 5.'
Pokey
Enemy
Play only in Koopahari Desert. This card comes into play with 3 counters. If this card would be destroyed, remove a counter instead. If there are no counters on this card, destroy it.
Blargg
Enemy
Play only in Vanilla Dome. If another Location is played, destroy this card. This card cannot be destroyed otherwise.
Action: Target player must discard a card at random.
Magikoopa
Enemy
Reduce all other players' maximum hand size by one.
Bob-omb
Enemy
Action: Destroy this card. Target player must discard three cards.
Boo
Enemy
Play only in Ghost House. If any player's Jump Check is 1 or less, they must discard a card or skip their turn. This card cannot be destroyed by a player whose Jump Check is less than 6.
Big Boo
Enemy
Play only in Ghost House. If another Location is played, destroy this card. It cannot be destroyed otherwise. If any player's Jump Check is 2 or less, they must discard two cards or skip their turn.
Bullet Bill
Enemy
Action: Destroy target thing controlled by a player whose last Jump Check was less than 3.
Banzai Bill
Enemy
Action: Destroy two target things controlled by a player whose last Jump Check was less than 4. They may discard three cards, or their entire hand, to prevent this.
Dry Bones
Enemy
If this card is destroyed, return it to its owner's hand instead.
Buzzy Beetle
Enemy
Play only in Vanilla Dome. If this card is destroyed, the owner of the card may search the deck and discard pile for a Blue Shell card, put it into play and shuffle the deck. If none are in the deck or the discard pile, any player who has one may play it immediately.
Cheep-Cheep
Enemy
If the current location is neither Soda Lake nor Cheese Bridge, any player may use an action to destroy this card.
Bill Blaster
Enemy
This card cannot be destroyed by a player whose Jump Check is 6 or less.
Action: Add a counter to this card.
Action: Remove a counter from this card and sacrifice an enemy, other than this one, to make target player discard a card at random. If that Enemy had Bill in its name, return it to your hand instead.
Shy Guy
Enemy
Play only if you control more than 2 other enemies.
Piranha Plant
Enemy
Players must discard a card to play a Location or any card with the word Pipe in its name.
Bandit
Enemy
Action: Steal a random card from the hand of any player whose last Jump Check was less than 4 and add it to your own.
Donut Plains
Location
Action: If your Jump Check is at least 6, destroy target Enemy.
Soda Lake
Location
Don't roll for your Jump Check. Your Jump Die is always 3.
Bowser's Castle
Location
If your Jump Check is 1 or less, discard a card.
Yoshi's Island
Location
If your Jump Die is a 1, re-roll.
Vanilla Dome
Location
If your Jump Die is a 6, re-roll.
Star Road
Location
If your Jump Die is 3 or less, it becomes 1. If your Jump Die is 4 or more, it becomes 6.
Action: If your Jump Check is at least 6, draw a card.
Forest of Illusion
Location
You cannot play another Location card unless your Jump Check is at least 6.
Bonus Round
Location
You may perform two Actions on your turn instead of one.
Minus World
Location
Location cards are played under this card. Out of Time may be played at any time.
Koopahari Desert
Location
If your jump check is two or less, you cannot advance to the next level
Ghost House
Location
When this card comes into play, all players must remove all non-Enemy Things from the game. Non-Enemy Things cannot be played while this card is in play. When Ghost House leaves play, return everything removed from the game by this card to play.
Cheese Bridge
Location
You may draw an extra card at the beginning of your turn.
Flipside
Location
If your Jump Die was odd, you may not play Enemies this turn.
Peach's Castle
Location
You cannot advance to the next Level while this is in play.
Trampoline
Thing
Add 1 to all your Jump Die rolls.
Axe
Action
Destroy Bowser.
Rainbow Road
Location
If your jump check is two or less than you must discard three cards
Card by matt1234
F.L.U.D.D.
Action
your target opponet discards their hand and draws the same amount.
Card by matt1234
Choco Island
Location
If your jump die is two or less, do not draw. If your jump die is five or more, draw twice.
Card by matt1234
Spear Guy
Enemy
Play only when you have at least two Shy Guys.
Action: Target opponent must discard number of cards equal to your number of Shy Guys.
Card by matt1234
Luigi's Mansion
Location
You can play ghosts here.
If your jump die is 1, skip your turn.
Card by matt1234
Vanilla Fortress
Location
You can play Bowser and Rescue the Princess here.
Don't roll for your jump check. Your jump die is always 3.
Card by matt1234
Flopside
Location
If your jump die is even, you can't play enemies this turn.
Card by matt1234
Paratroopa
Enemy
This card can't be destroyed by someone with 5 or less jump check. Action: Target player whose last jump check was less than 5 must discard a card. If this card would normally be destroyed, search your deck/discard for a Koopa troopa and play it, then shuffle your deck.
Card by matt1234
Dry Bowser
Enemy
Play at Bowser's Castle only. No one can advance to the next level while this card is in play. When this card would be destroyed, place it in your hand instead.
Card by matt1234
Warp Zone
Location
If you level up, increase your level by 3 instead.
Card by matt1234
Poltragust 3000
Thing
Action:you can destroy 1 enemy boo.
Card by Sonic master 2590
Green Berry
Action
Play if you control Yoshi. Shuffle your discard into your deck, then draw 2 cards.
Card by matt1234
Ultra Hammer
Action
Destroy 1 target thing. Add 3 to your jump check during this action.
Card by matt1234
King Boo
Enemy
Play only in Ghost House. Can not be defeated by someone who has less than 6 jump check. Any player whose jump check is 3 or less must discard 3 cards.
Card by Sonic master 2590
Reznor
Enemy
Play only in Vanilla Fortress. This card comes into play with 4 counters on it. When this card would normally be destoyed remove 1 counter instead. If this card has no counters on it, it is destroyed. Action: Destroy 1 target enemy.
Card by Sonic master 2590
Rex
Enemy
This card comes into play with 2 counters on it. If this card would normally be destroyed, remove a counter. If this card has no counters on it, it is destroyed.
Card by Sonic master 2590
Power Star
Action
Advance to the next level and destroy the stack of location cards. If Peach's Castle is in the stack, it is not destroyed and it becomes the new location.
Card by Sonic master 2590
Delfino Plaza
Location
All discarded cards return to the bottom of their decks.
Card by Sonic master 2590
Shine Sprite
Action
Play this at Delfino Plaza. Destroy the stack of location cards and advance to the next level.
Card by Sonic master 2590
Coin Block
Action
Draw a number of cards equal to your jump check
Card by Sonic master 2590
Fly Guy
Enemy
You can't play this unless you have two other enemies. This card counts as a Shy Guy. This card can not be destroyed by someone whose jump check is less than 4.
Card by Sonic master 2590
Super Flutter Jump
Action
Play when you control Yoshi. Your jump check is increased by 3.
Card by Sonic master 2590
Blue Spiny Shell
Action
Target player with highest level must discard or destroy 5 of their own cards.
Card by matt1234
Boomerang Bro
Enemy
Action:All players whose last jump check was 3 or less lose a turn
Card by matt1234
Fire Bro
Enemy
Action: All players whose last jump check less than 3 have an enemy of their's destroyed.
Card by matt1234
Rougeport
Location
If your jump die is 6, all your opponets must discard a card.
Card by matt1234
Goombella
Thing
Action: If your jump check is 4 or more, look at target players hand and pick a card. They have to discard that card.Action: Destroy target enemy. Subtract 1 from your jump check during this action.
Card by matt1234
Spring
Thing
Your jump check is increased by 2.
Card by Sonic master 2590
Quicksand Trap
Thing
Play only at Koopahari Desert. Target opponet's jump check is now 1, until they roll a jump die of 6.
Card by matt1234
Sky Land
Location
If your jump die is less than 3, It is considered 3
Card by Sonic master 2590
Bounce Cloud
Thing
Play only at Sky Land. Your jump check is increased by 3.
Card by Sonic master 2590
Red Berry
Action
Play when you control Yoshi. Draw 3 cards.
Card by Sonic master 2590
Fat Shy Guy
Enemy
This counts as a Shy Guy. You can't destroy this unless your jump check is at least 5. This counts as 2 when determining how many enemies you have.
Card by Sonic master 2590
Grab Block
Thing
You can destroy this to avoid destroying something else. Action: Destroy this to destroy target Thing.
Card by matt1234
Hammer Suit
Thing
You can destroy this instead of something else.Action: All players whose last jump ckeck was 3 or less must discard a card.
Card by matt1234
Frog Suit
Thing
decreases jump check by 1. Action: Increase your jump check by 2. If you are at soda lake or vanilla fortress, your jump die is always 6
Card by matt1234
Ground Pound
Action
Destroy target enemy. Increase your jump check by 2 during this action.
Card by matt1234
Super Happy Tree
Thing
only use on Yoshi's Island. Take one berry from your deck.
Card by Sonic master 2590
Angry Sun
Enemy
Play only in Koopahari Desert. When Koopahari Desert leaves play, destroy this card.
Action: Target opponent whose last Jump Check was less than 4 shuffles their hand into their deck and draws four fewer than they had.
Card by DrScience
Red Koopa Shell
Thing
This card enters play with three counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, destroy it, and you may return a Red Koopa Troopa from your discard to play.
Action: Destroy target Thing, then destroy this card.
Card by DrScience
Snifit
Enemy
Action: Discard a card to destroy target thing. Snifit counts as a Shy Guy.
Card by matt1234
Birdo
Enemy
Action: Destroy target thing and give its controller an egg token. Anyone can use an action to give an egg token they control to an opponent. If the player controlling Birdo ever has 3 egg tokens, destroy birdo and all egg tokens in play.
Card by matt1234
3-up Moon
Action
Create and gain control of 3 extra life tokens. If your hand is ever empty you may sacrifice an extra life token to draw cards until you reach your max hand size.
Card by matt1234
Green Koopa Shell
Thing
This card enters play with three counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, destroy it, and you may return a Green Koopa Troopa from your discard to play.
Action: Destroy random Thing controlled by someone else, then give control of Green Koopa Shell to the destroyed Thing's owner.
Card by matt1234
Vegetables
Thing
When you play Vegetables flip a coin. If it is heads, the following ability destroys 2 target enemies.<br\>Action:Discard a card to destroy a random enemy.
Card by matt1234
Silver P-Switch
Action
Destroy all enemies in play and draw cards equal to the amount destroyed by Silver P-Switch.
Card by matt1234
Blue P-Switch
Thing
This card enters play with three counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, destroy it. While this card is in play all non-enemy things count as action cards and vice versa.
Card by matt1234
Chain Chomp
Enemy
This card enters play with an "awake" counter on it. <br\>Action:Remove an awake counter from Chain Chomp, target player discards 3 cards at random.<br\>Action and Thing: Put an awake counter on Chain Chomp
Card by matt1234
Bonus Cards
Action
Roll 3 dice. if all 3 are the same, advance to the next level and gain extra lives equal to the number on all 3 dice. If your hand is ever empty you can sacrifice an extra lives counter to draw cards until you reach your max hand size.
Card by matt1234