The Joker Deck

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The Joker Deck
Designer LifeInSepia
Date 7/09/2008
Players 2-4
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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This deck is inspired by the film "The Dark Knight". The aim of the game is to pull of the perfect bank robbery, coming out alive and with as much money as you can.

Special Rules

Starting and Finishing the Game

At the start of the game, put all the character cards in a pile in the middle. Everybody takes a character card, and then places that card in front of them. Each character has a goal and an action. If the character's goal is complete, that person wins. This is not the only way to win, however. When one player has won, you can continue to find second and third, if you wish.

Hands

A player must have at least the number of minimum cards in their hand at the start of every turn. At the end of a players turn, they must draw cards to make up their minimum number of cards. They do not have to discard cards to go down to their minimum. The minimum starts at 5.

Dying

If your character dies, then you loose all your money, ailments, items and anything else attached to your card. Your minimum hand size also goes down by 1. If you die 3 times, you are out of the game. This can be changed to lengthen or shorten the game.

Ailments

If a card is played that is type Thing-Ailment, place the card underneath the target character. This card remains there until the ailment has run its course, or they are cured.

Weapons

If a card is played that is type Thing-Weapon, place the card underneath the target character. This card remains there until the weapon has run its course, or the character is disarmed.

Things and Actions

Instead of the default 1 thing and 1 action, you may play up to 2 things and 2 actions each turn.

The Batman

If you play The Batman at the start of your turn, you have swapped sides and become a force of good. If this happens, replace your character with The Batman card, and all ailments you had are removed.

The Joker

If you play The Joker at the start of your turn, The Joker has killed your character and taken his place. Your character's hand size goes down, and all ailments and items are lost. If The Joker is played when you have only 1 life left, then he goes straight to the discard pile. If this happens, replace your character with The Joker card.

The Joker vs. The Batman

If both the Joker and the Batman are in play, The Batman's goal changes to killing The Joker completely. The Joker's goal remains the same.

Cash

At the end of your turn, what you have done equates to extra cash. This is normally shown on cards, however, bonus money is up for grabs by doing the following:
$5 - Kill off an enemy character
$8 - Kill off The Batman
$8 - Kill off The Joker
$1 - Survive the turn
+$1 for any unused actions or things. You can keep your tally by placing all cash cards you receive in a pile, and by writing any extras on a piece of paper. You can also use coins or tokens, or come up with your own way.


Card List

Dopey
Thing-Character
Action: At the end of this turn, replenish your hand to 2 cards above your normal minimum.
Goal: Make $30 and escape.
Happy
Thing-Character
Action: At the end of this turn, instead of drawing cards, double the amount off money you made this turn.
Goal: Make $30 and escape.
Grumpy
Thing-Character
Action: At any point during someone else's turn, negate an action or thing they have just played. You must have a spare action left from your previous turn, or sacrifice one from your next turn. This can only be done once per round.
Goal: Make $30 and escape.
Chuckles
Thing-Character
Action: You may exchange any thing for an action during your turn, and vice versa.
Goal: Make $30 and escape.
The Batman
Thing-Character
Action: You may cure yourself of all ailments at any point during your turn. Also, you may disarm any enemy at any point during your turn.
Goal: Kill off all enemies at least twice.
The Batman is not placed in the character selection pile at the start of the game. Instead, he is placed in the discard pile.
The Joker
Thing-Character
Action: You may play an unlimited number of things and actions every turn.
Goal: Be the only character left in play. This is the only way The Joker can win.
The Joker is not placed in the character selection pile at the start of the game. Instead, he is placed in the discard pile.
Money Sack
Thing
Gain $1
Money Sack
Thing
Gain $1
Money Sack
Thing
Gain $1
Money Sack
Thing
Gain $1
Money Sack
Thing
Gain $1
Money Sack
Thing
Gain $1
Money Sack
Thing
Gain $1
Money Sack
Thing
Gain $1
Bigger Money Sack
Thing
Gain $2
Bigger Money Sack
Thing
Gain $2
Bigger Money Sack
Thing
Gain $2
Bigger Money Sack
Thing
Gain $2
Bigger Money Sack
Thing
Gain $2
Bigger Money Sack
Thing
Gain $2
Even Bigger Money Sack
Thing
Gain $3
Even Bigger Money Sack
Thing
Gain $3
Even Bigger Money Sack
Thing
Gain $3
Even Bigger Money Sack
Thing
Gain $3
Back Stab
Action
Steal $2 from any other player.
Back Stab
Action
Steal $2 from any other player.
Back Stab
Action
Steal $2 from any other player.
Back Stab
Action
Steal $2 from any other player.
Back Stab
Action
Steal $2 from any other player.
Face Stab
Action
Kill a player.
Face Stab
Action
Kill a player.
Face Stab
Action
Kill a player.
Face Stab
Action
Kill a player.
The Old Tennessee Chicken Switch
Action
Kill a player and take $5 from them.
The Old Tennessee Chicken Switch
Action
Kill a player and take $5 from them.
Padlock
Thing
Prevent people stealing your money for the next round.
Padlock
Thing
Prevent people stealing your money for the next round.
Grenade
Thing-Ailment
Play on an enemy character.
Ailment: Player cannot play any actions, including The Joker and Chuckles. Chuckles cannot use his Action.
Handcuffs
Thing-Ailment
Play on an enemy character.
Ailment: Player cannot play any things, including The Joker and Chuckles. Chuckles cannot use his Action.
Leaky Money Sack
Thing-Ailment
Play on an enemy character.
Ailment: Player does not gain $1 for surviving their turn, and any money earned is halved, rounding down.
Little Hands
Thing-Ailment
Play on an enemy character.
Ailment: A players minimum hand size is reduced by 1. Does not affect players with a hand size of 1.
All Purpose Multi-Tool.
Action
Cure 1 ailment affecting your character, or disarm an enemy.
All Purpose Multi-Tool.
Action
Cure 1 ailment affecting your character, or remove a weapon from an enemy.
All Purpose Multi-Tool.
Action
Cure 1 ailment affecting your character, or remove a weapon from an enemy.
All Purpose Multi-Tool.
Action
Cure 1 ailment affecting your character, or remove a weapon from an enemy.
Nobody's Watching...
Action
Draw a card.
Quick Hands
Action
Draw 2 cards.
Quick Hands
Action
Draw 2 cards.
The Detonator
Action
If The Bomb is in play when this card is played, you win. Cannot be played if The Bomb is not in play. Cannot be played in the same turn as the bomb.
The Bomb
Thing
Can only be played if you have the least amount of money.
The Bomb Defusal Kit
Action
Play this card to discard The Bomb.
Telescopic Sight
Thing
View any players hand.
Telescopic Sight
Thing
View any players hand.
Telescopic Sight
Thing
View any players hand.
Uzi
Thing-Weapon
Attach to a character when played.
Action:Kill a player.
Shotgun
Thing-Weapon
Attach to a character when played.
Action:Kill a player.
Switch-knife.
Thing-Weapon
Attach to a character when played.
Action:Kill a player.
RPG.
Thing-Weapon
Attach to a character when played.
Action:Kill a player. Can only be used once, then is discarded.
The Bus
Thing
Use this to escape.
"No no no no, I kill the bus driver"
Zip-line
Thing
Use this to escpae.