Space Cat deck

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Space Cat deck
Designer EagleRock
Date circa 2006
Players 2
This deck has not been categorised.
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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About the Game

This game is inspired by the story "Space Cat" that was part of the story "Garfield: His 9 Lives." The story came out as a TV special and as a book. Both stories were similar but not exactly the same. The jist of the story was that Garfield, an explorer in space, came across the The Incredibly Huge Galactic War Fleet (aka the IHGWF) and was given an ultimatum. Garfield had to think fast and find ways to survive the insurmountable odds. This game gives you an opportunity to play as Garfield and try to defeat the IHGWF.

All quoted text comes from the Garfield television special.

You can read more about the story here.

Special Rules

Deck and Cards

Each person has their own copy of this deck and only use their deck in play. Only one copy of each Thing can be controlled by any player at any time.

Triangles

Each player starts the game with 9 Triangles. If you lose all your Triangles, you can no longer score points or play Things. All of your Things are destroyed. However you may continue drawing and playing Actions until play is stopped or everyone has lost their Triangles.

Crisis Factors

Crisis Factors remove your Triangles. The number determines how many Triangles you lose. For example, Crisis Factor 1.0 removes one of your Triangles.

Point System

This game is played by points. All cards have a point value recieved by the card's TARGET when initially played. For example, if you play a card on your opponent worth 500 points, your opponent receives 500 points, while you receive none. Things have a second point value recieved at the start of its controller's turn (every turn).

Survival Items

Depending on how many Survival Items you conrol, you get this amount of points each turn:
1 - 100 points
2 - 300 points
3 - 600 points
4 - 1000 points

Winning the Game

Winning is determined ENTIRELY by points. Even if you play a card that stops the game, it is not a guaranteed win. You only win if you have the most points once everyone loses their triangles or after the stopped gameplay tally.

Stopped Gameplay

If play is stopped by a player, before scoring, all OTHER players recieve 1000 points for each of their remaining Triangles. The player that stopped the gameplay recieves points for their Triangles based on the card they played.


Card List

800/*
"I have food..."
Thing
Survival Item
800/*
"I have food..."
Thing
Survival Item
800/*
"...water..."
Thing
Survival Item
800/*
"...water..."
Thing
Survival Item
800/*
"...artificial gravity..."
Thing
Survival Item
800/*
"...artificial gravity..."
Thing
Survival Item
800/*
"...and sand."
Thing
Survival Item
800/*
"...and sand."
Thing
Survival Item
500
Exact Change Only
Action
Crisis Factor 1.0

You may destroy Food to counter this.
500
Exact Change Only
Action
Crisis Factor 1.0

You may destroy Food to counter this.


500
Water Leak
Action
Crisis Factor 1.0

You may destroy Water to counter this.
500
Water Leak
Action
Crisis Factor 1.0

You may destroy Water to counter this.
500
Gravity Shutdown
Action
Crisis Factor 1.0

You may destroy Artificial Gravity to counter this.
500
Out of Litter
Action
Crisis Factor 1.0

You may destroy Sand to counter this.
500
Out of Litter
Action
Crisis Factor 1.0

You may destroy Sand to counter this.
400
Gravity Boots
Action
May be sacrificed instead of Artificial Gravity to counter Gravity Shutdown.

Not a survival item.
400
"Where's gravity when you need it?"
Action
Lose Artificial Gravity and Gravity Boots.

If you have neither, Crisis Factor 1.0.
500/100
Clone
Thing
May control multiple copies of Clone.
500/100
Clone
Thing
May control multiple copies of Clone.
500/100
Clone
Thing
May control multiple copies of Clone.
500/100
Clone
Thing
May control multiple copies of Clone.
500/100
Clone
Thing
May control multiple copies of Clone.
500/100
Clone
Thing
May control multiple copies of Clone.
800/0
Clone-A-Matic
Thing
Action: Search the deck for a Clone and put it into play. Usable only once per turn.
500/0
Drone
Thing
May control multiple copies of Drone.
500/0
Drone
Thing
May control multiple copies of Drone.
500/0
Drone
Thing
May control multiple copies of Drone.
500/0
Drone
Thing
May control multiple copies of Drone.
500/0
Drone
Thing
May control multiple copies of Drone.
500/0
Drone
Thing
May control multiple copies of Drone.
800/0
Drone Bay
Thing
Action: Search the deck for a Drone and put it into play. Usable only once per turn.
2000
"I have a surprise for you, Commander!"
Action
Sacrifice 5 Clones and 5 Drones. Flip a coin.

If heads, play stops. Gain 5000 points for each remaining Triangle you have.

If tails, Crisis Factor 2.0.
2000
"I have a surprise for you, Commander!"
Action
Sacrifice 5 Clones and 5 Drones. Flip a coin.

If heads, play stops. Gain 5000 points for each remaining Triangle you have.

If tails, Crisis Factor 2.0.
1000
Fire Hydrant
Action
Lose all your Clones and Drones.
400
"I hate vending machines."
Action
Lose Clone-A-Matic. If you do not control Clone-A-Matic, Crisis Factor 1.0.
400
Drone Bay Malfunction
Action
Lose Drone Bay. If you do not control Drone Bay, Crisis Factor 1.0.
400
"Go 'way! Shoo!"
Action
Lose up to 3 Clones.
400
Defective Drones
Action
Lose up to 3 Drones.
500
Go Play in Traffic
Action
Lose all of your pairs of Clones and Drones. Unmatched Clones or Drones are kept.
500/**
Secret Weapon
Thing
Secret Weapon comes into play as Non-working.

Collect 100 points per turn if Secret Weapon is Non-working, 500 points per turn if Working.
500/**
Secret Weapon
Thing
Secret Weapon comes into play as Non-working.

Collect 100 points per turn if Secret Weapon is Non-working, 500 points per turn if Working.
1000
"This oughta do it."
Action
If you control Secret Weapon, it becomes Working. Use a token to mark Secret Weapon as Working. Cannot be played if you played Secret Weapon this turn.
1000
"This oughta do it."
Action
If you control Secret Weapon, it becomes Working. Use a token to mark Secret Weapon as Working. Cannot be played if you played Secret Weapon this turn.
1500
"Take this!"
Action
Sacrifice Working Secret Weapon. Flip a coin.

If heads, play stops. Gain 2000 points for each remaining Triangle you have.

If tails, Crisis Factor 2.0.
1500
"Take this!"
Action
Sacrifice Working Secret Weapon. Flip a coin.

If heads, play stops. Gain 2000 points for each remaining Triangle you have.

If tails, Crisis Factor 2.0.
800
"I've been declawed!"
Action
If you control Working Secret Weapon, it becomes Non-working.

If you control Non-Working Secret Weapon, you lose it.

If you do not control Secret Weapon, Crisis Factor 1.0.
800
"I've been declawed!"
Action
If you control Working Secret Weapon, it becomes Non-working.

If you control Non-Working Secret Weapon, you lose it.

If you do not control Secret Weapon, Crisis Factor 1.0.
1000/200
Operations Data Index Element
Thing
Also known as O.D.I.E.

You may play as many Things and Actions as you want each turn.

You can choose to draw an extra card each turn. If you do, you may only play one Thing and Action that turn.
1000/200
Operations Data Index Element
Thing
Also known as O.D.I.E.

You may play as many Things and Actions as you want each turn.

You can choose to draw an extra card each turn. If you do, you may only play one Thing and Action that turn.
400
"Arf, he says."
Action
Unplayable if target does not control O.D.I.E.

Crisis Factor 1.0.

You may sacrifice O.D.I.E. to counter this.
400
"Arf, he says."
Action
Unplayable if target does not control O.D.I.E.

Crisis Factor 1.0.

You may sacrifice O.D.I.E. to counter this.
600
Built by the Lowest Bidder
Action
Unplayable if target does not control O.D.I.E.

Flip a coin. If heads, lose O.D.I.E. and Crisis Factor 1.0
400
"All that we require is that you survive."
Action
"If you do not control O.D.I.E., Crisis Factor 1.0.
400
"All that we require is that you survive."
Action
"If you do not control O.D.I.E., Crisis Factor 1.0.
800
"Hey you, Kitty Kat!"
Action
"Crisis Factor 1.0.

If you have O.D.I.E., reduce Crisis Factor to 1.0.
800
"Hey you, Kitty Kat!"
Action
"Crisis Factor 1.0.

If you have O.D.I.E., reduce Crisis Factor to 1.0.
1000
Survival Plan
Action
"If you do not control all 4 Survival Items or O.D.I.E., Crisis Factor 1.0.
1000
Survival Plan
Action
"If you do not control all 4 Survival Items or O.D.I.E., Crisis Factor 1.0.
2000
Terminate
Action
"Crisis Factor 2.0.

If you do not control O.D.I.E., add an additional Crisis Factor 1.0.

If you do not control all 4 Survival Items, add an additional Crisis Factor 1.0.