Techsploitation deck

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Inspired by Technopoly. Research technologies and use them to upgrade your machines for war! I've wanted to make a deck like this for a while now, where the cards can mean anything and are played in a way that the players determine and agree on.

Techsploitation
Designer Xahn Borealis
Date 12:20, 13 January 2009 (UTC)
Players 2+
This is an untested deck. Its cards are complete, but it hasn't yet been tested.
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 locked. Further cards should not be added - leave feedback on the talk page.

Special Rules

Research

Research is undertaken with Research points, which are given to you at the start of every turn. You get 3 at the start of your turn and may spend one point to research technologies up a level. There are 5 levels of research, each letting you use that technology in a different way. Technlogies can be represented in any way, counters, tokens, scraps of paper, setnotes on the MUSH, as can Machines.

Concept

This grants you no new technologies as it is still in the design stages. Continue Research to unlock new technologies. All Technologies are considered to be at this stage with no Research points spent

Prototype

You may produce only one Prototype Machine with this technology per turn. It must also be destroyed after use.

Mass-Produce

You may produce as many Basic Machines with this technology as you can.

Weaponize

You may produce Weaponized Machines with this technology. These can be used against other Machines.

Sell Out

For every Machine you have made so far and everyone you build after until you Research the next level, create a Thing card with it's name, properties with your name in the card text and shuffle it into the draw pile. Everytime someone else draws one of these cards, you gain a Research point.

Reverse Engineer

You may produce Advanced Machines with this technology. Advanced Machines must feature more than one Technology. Only one Technology needs to be Researched to this level, i.e. You could combine your Reverse Engineered Atomic Bomb Technology into an Advanced Machine with your Prototype Cloak Technology to create Invisible Nukes! If you have any Things that have someone else's name on them, you may spend one Research Point to Reverse Engineer it and Produce Advanced Machines with it.

Turn Structure

Hand size is 5.

Research phase

Spend Research points to research technologies. You may spend up to 4 on a single technology per turn. Declare all research points spent on which Technology and the stage it is at in this format, "I Research Genetics for two points. Genetics is now at the Mass-Production stage".
Then, choose between Production or War. War may not be used on your first turn.

Production phase

Produce Machines you have the Technology for. Be sure to name any new Machines you produce with new technologies. You may produce up to 3 Machines per of a Technology and up to 5 of any Technology. You may also produce up to 2 Advanced Machines. Additionally, any Things you have may have as Machines during the Card phase later on. Declare Production in the same way as Research, "I Produce 3 Bananas, 1 Fruit Bowl and a Grenade Launcher."

War phase

Send your Machines to War! Use the Technologies you have researched in imaginative ways! For example, if you research Icebeams, you can create a Weaponized Icebeam Tank to freeze your opponents! Quite simple really. Only Weaponized Machines can be used against someone else's Machines, but feel free to use your Basic Machines in a more defensive role! Again, War is declared as above, but agree with one other player if a Machine can be used in that way, "I put my Bananas in the Fruit Bowl and use my Grenade Launcher against Basil's People Carrier, destroying it. Do you agree, Basil?"

Card phase

Draw two cards. You may play up to three Actions. You may play any Things you have as Machines with the same limitations as in the Production phase. You do not need to have the Technology for a Thing to play it.

Winning Conditions

Destroy 10 Machines or Research 5 Advanced Technologies to Win! Machines destroyed cannot be your own.

Card List

Basic Combat Robot
Thing
Weaponized Machine. No-frills metal man on legs, with a gun for an arm.
White Transit Van
Thing
Basic Machine. There's quite a bit of room in the back.
Robot Arm
Thing
Basic Machine. This thing could keep going all day and night.
Omega 13
Thing
Prototype Machine. Turns back time 13 seconds. I'd save this until you really need it. It's also really pretty!
Forcefield
Thing
Basic Machine. Needs to recharge for one turn between uses.
Teleswapper
Thing
Prototype Machine. Swaps any one Machine you have with any one Machine someone else has.
Electric Guitar
Thing
Basic Machine. It looks strange, like it was built by someone with no knowledge of guitars. It still looks like it could make some good sounds, though.
Spaceship
Thing
Basic Machine. It probably doesn't have a lot of fuel, but it could definitely reach orbit a few hundred times.
Microwave Oven
Thing
Basic Machine. You may spend one Research point to Weaponize this, and then another to Reverse Engineer it.
Automated Target Tracker
Thing
Advanced Machine. This is a mounted webcam with advanced tracking software. This thing could point at a fly's fart in a sandstorm.
Drilling Laser
Thing
Advanced Machine. A powerful laser that could cut through almost anything.
Military Funding
Action
Gain 4 Research points. However, you must Produce at least 3 Weaponized Machines next turn.
Military Funding
Action
Gain 4 Research points. However, you must Produce at least 3 Weaponized Machines next turn.
Reprogram
Action
Gain control of one Machine that someone else controls.
Reprogram
Action
Gain control of one Machine that someone else controls.
Poor Design
Action
A chosen Technology is knocked back to the Prototype stage.
Poor Design
Action
A chosen Technology is knocked back to the Prototype stage.
Funds Dry Up
Action
A target opponent gains no Research points during their next two turns.
Funds Dry Up
Action
A target opponent gains no Research points during their next two turns.
Fabrication Plant Riot
Action
A target opponent can Produce no Machines during their next turn.
Fabrication Plant Riot
Action
A target opponent can Produce no Machines during their next turn.
Gremlins
Action
A target opponent can use no Machines during their next turn.
Gremlins
Action
A target opponent can use no Machines during their next turn.
EMP
Action
All players flip coins for all their Machines. All Machines with coins that come up Tails are disabled for one turn.
EMP
Action
All players flip coins for all their Machines. All Machines with coins that come up Tails are disabled for one turn.