Mediaeval Warfare deck
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Mediaeval Warfare | |
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Designers | Kevan, RavenBlack |
Date | 7th September 2000 |
Players | 2+ |
This is a playable deck - it's finished, tested and ready to play. | |
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.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Footsoldiers being brought down by archers, catapults destroying gold mines, barracks churning out new troops, the Black Death versus the Jabberwock, and all that sort of thing. One of the earliest Dvorak games, and the first to bring in an extra game component, in the form of gold.
- This deck is also available in a Slovak translation.
- I have also re-designed the slovak deck with pictures and formatting, check it out here.
Special Rules
Each Player has an amount of Gold, to be tracked with counters, noted on a piece of paper, or simply remembered. Each Player gains two Gold at the start of each of their turns.
Footmen
Thing - Unit
Action: Pay 5 Gold to destroy a Unit.
Card by Raven
Archers
Thing - Unit
Action: Pay 5 Gold and discard a card to destroy a Unit.
Card by Raven
Fort
Thing - Construct
Your units are immune to attacks from non-missile units.
Card by Raven
Moat
Thing - Construct
The initial Gold cost of attacking your units with a non-missile Unit is doubled. Moat may not be destroyed by a Unit.
Card by Raven
Footmen
Thing - Unit
Action: Pay 5 Gold to destroy a Unit.
Card by Raven
Footmen
Thing - Unit
Action: Pay 5 Gold to destroy a Unit.
Card by Raven
Footmen
Thing - Unit
Action: Pay 5 Gold to destroy a Unit.
Card by Raven
Catapult
Thing - Unit
Action: Pay 10 Gold and discard 2 cards to destroy a Unit or a Construct.
Card by Raven
Artisans
Thing - Unit
Action: Draw a card and reveal it to all Players. If it is not a Construct, discard it.
Card by Kevan
Farm
Thing - Construct
Gain an extra Gold at the start of each of your turns. Farms cannot be destroyed by Units.
Card by Raven
Gift From Arabia
Action
Gain fifteen Gold.
Card by Raven
Sabotage
Action
Play only if you control a Unit. A chosen Opponent loses six Gold, to a minimum of zero.
Card by Kevan
Payday
Action
Each Unit and Construct is destroyed unless its controller pays 2 Gold for it.
Card by Kevan
Sheriff of Nottingham
Thing - Unit
At the beginning of your turn, gain one extra Gold.
Card by Raven
Black Death
Thing
At the end of a Player's Turn, if that Player controls any Units they must destroy one. If no Units are in play, destroy Black Death.
Card by Raven
Medic
Thing - Unit
If a Unit you control, other than Medic, is destroyed, return it to your hand instead.
Card by Kevan
Storming the Castle
Action
If you have at least 5 Units in play, and an opponent has none, that opponent is defeated and removed from the game.
Card by Raven
Kingdom Come
Action
If you have more than 75 Gold, you win.
Card by Raven
Spies
Thing - Unit
Action: View an opponent's hand.
Card by Raven
Espionage
Action
Take a random card from an opponent.
Card by Raven
Barracks
Thing - Construct
Action: Draw a card and reveal it to all Players. If it is a Unit card, put it into play under your control. Otherwise, discard it.
Card by Kevan
Greek Fire
Action
Make an opponent discard 2 cards.
Card by Raven
Alchemist Lab
Thing - Construct
Action: Draw a card and reveal it to all Players. If it is not an Action, discard it.
Card by Raven
Archers
Thing - Unit
Action: Pay 5 Gold and discard a card to destroy a Unit.
Card by Raven
Hired Cannons
Action
At the cost of 5 Gold, destroy a Unit or a Construct.
Card by Raven
Mongol Horde
Action
For 10 Gold, hire a Mongol Horde to capture a Construct for you.
Card by Raven
Wagon Ambush
Action
Steal 5 Gold from an opponent, if they have it.
Card by Raven
Bribe
Action
For 10 Gold, take control of an opposing Unit.
Card by Raven
Recession
Thing - Economy
If there is another Economy card in play when this one comes into play, destroy the other. Each Player gains one less Gold at the start of each of their turns.
Card by Raven
Farm
Thing - Construct
Gain an extra Gold at the start of each of your turns. Farms cannot be destroyed by Units.
Card by Raven
Roads
Thing - Construct
The Gold cost of the controller of Roads using a Unit's ability is reduced by two (to a minimum of zero).
Card by Raven
Prosperity
Thing - Economy
If there is another Economy card in play when this one comes into play, destroy the other. Each Player gains one more Gold at the start of each of their turns.
Card by Raven
Peasant Militia
Thing - Unit
Action: Pay 3 Gold to destroy a Unit, and destroy Peasant Militia.
Card by Kevan
Hired Mercenaries
Thing - Unit
Gain one less Gold at the start of each of your turns. Action: Pay 2 Gold to destroy a Unit.
Card by Kevan
Dark Warlock
Thing - Unit
Action: Destroy a Unit you control (other than Dark Warlock) to destroy a Unit.
Card by Kevan
Unreliable Advisor
Thing - Unit
Action: Toss a coin. If 'heads', draw a card.
Card by Raven
Thunderstorm
Thing
Units may not use Actions. Toss a coin at the start of each of your turns; if tails, destroy Thunderstorm.
Card by Kevan
Conscription
Action
All Players may put any number of Unit cards into play from their hands.
Card by Kevan
Bloodless Revolt
Action
Return two of an opponent's Unit cards to their hand.
Card by Raven
Chaos Winds
Action
All Action cards in every Player's hand must be played or discarded immediately. The Player who plays Chaos Winds chooses which Player plays all their actions first, and it continues in the order of play. A Player cannot win while Chaos Winds is in effect.
Card by Raven
Hired Messenger
Action
Pay 5 Gold. You may use 3 of your Units' Actions (but not one Unit's Action more than once) immediately.
Card by Raven
Renaissance
Thing
At the beginning of any Player's turn, they draw two cards instead of one. If a Player is forced to discard at the end of their turn due to having too many cards, destroy Renaissance.
Card by Raven