Tower Defense deck
Tower Defense deck | |
---|---|
Designer | Ltn Koen |
Date | February 2013 |
Players | 2+ |
This is an unfinished deck. It is incomplete, and is not playable. | |
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. |
Two players face each other, the Attacker trying to make its way into the Defenser's kingdom.
This might or might not be influenced by a Tower Defense game titled Kingdom Rush.
This is just an idea... More ideas more than welcome!
Special Rules
Attack & Defense
This Tower Defense card game is played as multi-deck Dvorak: one player uses the Defense deck, while the other uses the Attack deck.
The Defenser starts the game with a certain amount of Health Points, say 20. Whenever an Evil Minion reaches the Kingdom, its value is subtracted from the Defenser's HP. If the Defenser's HP ever reaches 0 or below, the Attacker wins the game. If, on the other hand, the Attacker draws the card The End before the Defenser's HP have been reduced to zero, the Attacker loses.
The End begins the game as the first card in the Attacker's discard pile. The deck must be gone through once before The End can enter play.
Areas
The table is divided into six areas. The first area is the Badlands; the sixth area is the Kingdom. Areas two to five are the Field.
Towers may only be played in the Field.
Evil Minions may only be put into play in the Badlands, but once into play can be moved to make their way towards the Kingdom. Evil Minions in the Kingdom cannot be moved, destroyed, or otherwise tampered with ; they stay there and can be used to keep track of the score.
Order of turn
Attack
The turn of the Attacker goes as follows:
- Draw a card
- For each area which does not contain a Ground Tower, move every Evil Minion one area forward.
- Play or move Things for up to 3 Thing Points
- Play an Action
- Discard down to five cards
Note than only drawing a card at the beginning of the turn and discarding down to five cards at the end of the turn are mandatory; all other actions are optional. Every Evil Minion Thing has a corner value. This value corresponds to how much damage they would deal to the Kingdom if they reached it, as well as how many Thing Points playing them or moving them would cost.
Thing Points can be used to play new Evil Minions in the Badlands, or to move Evil Minions that are already in play one area forward.
Some Evil Minions' corner values are larger than three; those can be played by stockpiling Thing Points as a result of whatever.
Defense
- Draw a card
- Play a Thing
- Attack
- Play an Action
- Discard down to five cards
Playing Towers costs Gold somehow. Also bigger towers can only be played at the cost of destroying a smaller tower.
Maybe some Dominion-like mechanics to streamline the deck?
Card set
Defense deck
Attack deck
You have failed to invade the Kingdom; the Defenser wins the game.