Difference between revisions of "Regeln"
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auf den Tisch gelegt und verbleibt dort. In der Regel erfüllt sie einen nützlichen Zweck | auf den Tisch gelegt und verbleibt dort. In der Regel erfüllt sie einen nützlichen Zweck | ||
solange sie im Spiel bleibt. Wenn Du eine Aktionskarte spielst, wird ausgeführt, was auf | solange sie im Spiel bleibt. Wenn Du eine Aktionskarte spielst, wird ausgeführt, was auf | ||
ihr steht - danach wird sie auf einem Ablagestabel | ihr steht - danach wird sie auf einem Ablagestabel abgelegt. | ||
<div style="padding:16px 0px">[[Image:Examplecards.gif|800px|center]]</div> | <div style="padding:16px 0px">[[Image:Examplecards.gif|800px|center]]</div> |
Revision as of 11:04, 3 December 2009
- Die Regeln für Dvorak sind auch auf Russisch, Slovakisch, Englisch und Französich verfügbar.
Dies sind die Regeln zum Dvorak-Spiel. Du kannst entweder mit einem Deck starten, das jemand anderes erstellt hat (und davon gibt es viele archiviert) oder Du kannst mit einem Stapel Blankokarten anfangen und alles von Anfang an aufbauen.
Grundregeln
Dvorak wird mit nur zwei verschiedenen Karten gespiel - Dinge und Aktionen. Wenn Du eine Ding-Karte spielst, wird sie vor Dir auf den Tisch gelegt und verbleibt dort. In der Regel erfüllt sie einen nützlichen Zweck solange sie im Spiel bleibt. Wenn Du eine Aktionskarte spielst, wird ausgeführt, was auf ihr steht - danach wird sie auf einem Ablagestabel abgelegt.
Mische das Kartendeck und teile an jeden Spieler fünf Karten aus (Die Karten müssen natürlich so gehalten werden, dass die Mitspieler sie nicht sehen können). Der Rest der Karten wird als nachziehstapel mittig mit dem Bild nach unten auf den Tisch gelegt. Wenn eine Karte abgelegt oder zerstört wird, wird sie mit dem Bild nach oben auf einen Ablagestapel gelegt.
Ein zufällig ausgewählter Spieler fängt an, danach wird der Reihe nach weiter gespielt. Ein Zug besteht aus:-
- Eine Karte vom Nachziehstapel ziehen (Falls der Nachziehstapel leer ist, wird der Ablagestapel gemischt und als neuer Nachziehstapel ausgelegt).
- Es werden zwei Karten aus der Hand gespielt. Pro Zug darf eine Ding- und eine Aktionskarte gespielt werden (oder nur eine Karte oder sogar keine Karte).
- Anzahl der Karten in der Hand prüfen: Wenn es mehr als fünf sind müssen überzählige abgelegt werden.
Das Spiel endet, sobald jemand die Siegvorgaben erreicht. (Manche Decks haben festgelegte Vorgaben, andere haben "Siegkarten" auf denen dann beispielsweise steht "Wenn Du diese Karte spielst, gewinnst Du das Spiel wenn...")
Ein Deck erstellen
If you're making a new deck from scratch, you need to prepare an initial set cards before the game begins. Take a pile of about forty blank cards (more if you have a lot of players), and distribute it amongst the players.
Before you start creating, decide whether you want to have a theme to the game or not, and whether it needs a fixed victory condition ("If you have five pirates or ninjas in play, and none of the other type, you win!") or one that you can write on one or more of the cards ("If you have the most treasure on the table when you play this card, you win.").
Players can then start creating cards, writing them up (with or without a picture) and throwing them into the middle of the table. To get a good sized deck, try to get nine or ten cards from everyone. A useful way to easily distinguish Things from Actions is to have two coloured marker pens, and to underline the card titles in different colours.
Each player has absolute veto power over the cards being created - if you see something that you don't like, for whatever reason, pick the card out and see what everyone else thinks. A card only makes it into the actual game if everyone is happy with it.
When you're done, you've got a deck of cards - you can now play a game with it, as described above.
Karten hinzufügen und ändern
You can also add new cards to the game while it's being played - again, just write it up and throw it onto the table. If nobody wants to veto it, it gets shuffled into the draw pile.
If you want to remove a card from the game or just change the wording of it (maybe because it's too powerful, or because it clashes ambiguously with another card), then announce your intention and see what the other players think. If nobody objects, then you can remove or change the card.
Fortgeschrittene Regeln
Over the years, the game has developed a few extra, optional rules to cover the sorts of mechanics that tend to come up a lot. Some of the archived decks use them, and you're welcome to adopt them yourself.
Glossar
A lot of the archived Dvorak decks use consistent terminology like "discard" and "destroy" - these are terms which have been adopted by consensus, and which allow cards to be written more concisely. Being able to say "opponent discards a card" instead of "a player other than you discards a card from their hand".
You're encouraged to make up your own jargon, but there's a glossary of the terms we tend to use on the site.
Spezielle Regeln
"Special rules" are additions to the basic game rules to give the game a little more depth. Rules like "each player starts with twenty hit points and you're out of the game at zero", so that people can make cards that say "every player loses 5 hit points" or "you gain 10 hit points" without having to define what hit points are on every card.
If you want to add a special rule to the game, suggest it in the same way as a card - if everyone's in favour, it gets added.
Aktionen
One of the early Dvorak decks included a Thing that said "Each turn, instead of playing an Action card, you may destroy a Thing." - the player who controlled it could skip their ability to play an Action, to get a special effect from the Thing.
This became so widely used that a shorthand developed for it. Instead of writing "Each turn, instead of playing an Action card...", a card would just say "Action:" - whatever's after the colon is what you get to do instead of playing an Action.
This is called an "action ability", and still counts as an Action for the purposes any other cards that affect or react to Actions being played.
Spielstruktur
Regular players might like to agree on a basic structure for the game, when making a new deck, so that the final game is a bit more honed.
If you agree to restrict the nature of what Things can and can't represent ("absolutely every Thing in this deck is either a monkey, or a piece of food"), or decide what variables like "number of cards in hand" mean in the game world ("cards in hand are 'money'"), then you'll automatically get more card synergy, and a lot of card juxtapositions that are funny while still making sense. It's also much easier to write cards, if you know roughly what sort of stuff is going to be out there, and agreeing on clear subtypes for Things lets you make cards that only affect those things.
Karten gegeneinander ausspielen
If you like, you can specify that some Thing cards can be played "onto" other Thing cards to give them some sort of bonus or penalty (like armour, or equipment, or a brain-sucking alien). A useful rule for these is that if the Thing it was played onto is destroyed or otherwise leaves play, the Thing that was played onto it is destroyed.
Multi-Deck-Dvorak
Although it's possible to make a normal Dvorak deck where two different 'sides' are in conflict (as in the Day of the Triffids deck), such games either have to be vague (players aren't forced to pick a side, and can change and mix allegiances as much as they like) or include redundancy (players are forced to choose a side at the start of the game, and the other side's cards are useless to them except as discard-fodder).
A more effective way to create such a game is to have separate decks, each deck focusing solely on that side.
Multi-deck Dvorak is played in the same way as normal Dvorak, except that:
- Each player has their own draw and discard pile.
- When a card is destroyed or discarded, it is sent to the discard pile of the player whose deck it came from.
If playing creatively, new cards are created as normal, going into the creator's deck by default. You can still veto other player's cards, but in this case it might be more useful to resolve disputes by creating a similar card for your own deck - "if you can have something that destroys all my aliens, I'm going to have something that makes you discard your entire hand".
CCG Dvorak
The Dvorak framework has been used to make collectible card games - these typically have a lot of special rules, and involve the group creation of a single, agreed card pool from which players can then build their own custom decks.