Talk:Plainchase booster pack

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Rebranding

While I still want to keep the Plainchase name (because this us all a riff on MTG anyway) I'd want your opinions on what the new card types should be called, and maybe cleaning up The Special Rules. --JakeTheWolfie (talk) 09:20, 17 September 2022 (UTC)

My opinions are the following--ChippyYYZ (talk) 19:07, 18 September 2022 (UTC)
THis seems reasonable and clean. Any objections? --JakeTheWolfie (talk) 23:55, 23 September 2022 (UTC)

Hyperverse Cards

Hyperverse cards --Realms and Events-- start the game in the Hyperverse deck, occupy the Active Realm zone while active, and go to the Hyperverse discard pile when discarded. They can never enter any other game zones (the normal deck or discard pile, player's hands, etc.). When printing the deck, you may want to print these as Double-Sized cards, to denote that they are special.

  • Realm: Realms are cards that affect each player while active, and have an additional effect when Chaos is rolled. Realms are not Things and cannot be destroyed, controlled, or affected by cards that don't specifically affect Realms.
  • Event: Events are cards which have an immediate impact on the game, then are discarded. The player who Realmshifted to the event then Realmshifts again. Events are not Actions and cannot be countered, reacted to, or affected by cards that don't specifically affect Events.
  • Hyperverse Deck and Discard Pile: The Hyperverse deck is a face-down stack of all Realms and Events included in the game. The Hyperverse discard pile is a face-up stack of all discarded Hyperverse cards. Ordinary cards can't enter the Hyperverse deck or discard pile. Ordinary cards that refer to the deck or discard pile do not refer to the Hyperverse deck or the Hyperverse discard pile. If a card needs to be drawn from the Hyperverse deck while it's empty, first shuffle the Hyperverse discard pile to make a new Hyperverse deck.
  • Active Realm: The Active Realm contains the currently active Realm or Event (usually only one card at a time). While a Realm is in this zone, its effect applies to the current game. For the purposes of ordinary cards, cards in the Active Realm zone are not "in play".

Special Rules

Once during a player's turn, they may choose to roll the Hyperverse die, which is a d6. Card effects may modify the result or its interpretation. Instead of playing either a Thing or an Action, a player may roll the Hyperverse die again.

  • On a roll of 1-, the rolling player Realmshifts.
  • On a roll of 6+, the rolling player activates the Chaos: ability on the active Realm.

Whenever a player is instructed to Realmshift, that player puts the active Realm or Event into the Hyperverse discard pile, then puts the top card of the Hyperverse deck into the Active Realm zone face up. If that card is an Event, that player resolves its effect, then immediately Realmshifts again. If that card is a Realm, it remains in the Active Realm zone until a player Realmshifts.