Difference between revisions of "Everything Vs. Everyone"
From Dvorak - A Blank-Card Game
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|title=The Wheel of Fate Is Turning | |title=The Wheel of Fate Is Turning | ||
|type=Goal | |type=Goal | ||
|text= Any card that is destroyed is shuffled back into the deck. The first player to remove "The Black Beast" from the game wins. | |text= Any card that is destroyed is shuffled back into the deck. The first player to remove "The Black Beast" from the game wins. | ||
|bgcolor=999 | |bgcolor=999 | ||
|flavortext=Rebel 1! ACTION! | |||
}} | }} | ||
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|title= Wacky Racing | |title= Wacky Racing | ||
|type= Goal | |type= Goal | ||
|text= Each Player gets one "Racer" token. At the beginning of your turn, you gain a number of "Race Points" equal to the power level of whoever has | |text= Each Player gets one "Racer" token. At the beginning of your turn, you gain a number of "Race Points" equal to the power level of whoever has your race token. This token can then be given to any of your Allies, but that ally cannot do anything else on that particular turn. The first player to gain 50 Race Points wins the game. | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} |
Revision as of 19:15, 17 October 2010
Everything Vs. Everyone | |
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Designer | Edrobot |
Date | 17/10/2010 |
Players | 2+ |
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 locked. Further cards should not be added - leave feedback on the talk page. |
Description
(In Progress)
Special Rules
Separate the cards into 3 decks: The normal deck, the Victory Deck, and the Failure Deck. The victory deck contains only "Goal" cards, the Failure deck only contains "Failure" cards. At the beginning of the game, 3 Goal cards (2 if there are only 2 players) and 1 Failure Cards are drawn from the Victory deck.
There are various modes of play:
- Race: The first player to achieve a Goal wins the game. If a failure is achieved, everybody loses.
- Marathon: The player who completes the most goals before a Failure occurs wins. There can be no fewer than 1 Failure card in play at any time.
Card List
The Siege of 2Fort
Goal
Players must separate into two equal teams, known as RED and BLU. All Things on the "RED" team have the "RED" Prefix, and all Things on the BLU team have the "BLU" prefix. If one player on a team achieves a goal, all players on that team win. This effect does not apply if there is an odd number of players. Draw an additional goal card.
The same thing we do every night, Pinky.
Goal
This goal is achieved when one player has 5 more Things on the field than their opponent.
Try to Take Over The World! -The Brain
Try to Take Over The World! -The Brain
World Tournament
Goal
The first player to destroy 10 of his opponent's Allies wins the game.
The SCP Foundation
Goal
The first player to have any 6 Artifacts in play at any one time wins.
Murder Mystery
Goal
Shuffle 5 "Clue" tokens into the deck. When all "Clue" tokens are drawn, the player with the most "Clue" tokens wins.
The Wheel of Fate Is Turning
Goal
Any card that is destroyed is shuffled back into the deck. The first player to remove "The Black Beast" from the game wins.
Rebel 1! ACTION!
Rebel 1! ACTION!
End Of The World As We Know It
Goal
Draw an extra failure card. If one player achieves a failure, only that player loses. When this happens, a new failure card is drawn.
It's Over NIIIINEEE THOUSAAAAAAND!
Goal
The first player whose allies have a combined Power of 10 wins the game.
"Over nine thousand?!" -Nappa
"Over nine thousand?!" -Nappa
Wacky Racing
Goal
Each Player gets one "Racer" token. At the beginning of your turn, you gain a number of "Race Points" equal to the power level of whoever has your race token. This token can then be given to any of your Allies, but that ally cannot do anything else on that particular turn. The first player to gain 50 Race Points wins the game.
Exactly As Planned
Failure
Draw a goal card. If any player acheives this goal, everyone loses.
"Ha, loser. A true tactician doesn't know WHAT the hell he's doing until he's halfway done with it." -Quint
"Ha, loser. A true tactician doesn't know WHAT the hell he's doing until he's halfway done with it." -Quint
Tartarus
Failure
After each player has taken their turn, add a Time counter to this card. Once there are 24 Time counters, everyone loses. This effect can be halted for one turn by sacrificing the most powerful Ally on the field.
"No one can escape time; it delivers us all to the same end. You can't plug your ears and cover your eyes." —Pharos
"No one can escape time; it delivers us all to the same end. You can't plug your ears and cover your eyes." —Pharos
Zombie Apocalypse
Failure
When a Ally is destroyed, that Ally is sent to the "Zombie Pile" instead of the graveyard, and gains the prefix "Zombie". This supersedes all other effects except for The Nameless One's Immortality. A card that can destroy or remove Allys can be used on the Zombie Pile to remove Allys from play. Once the Zombie Pile has a total power level of 20, the game is over.
The Dark Hour
Artifact
Add Tartarus to the field if is not already out. This player can take an extra turn when there is an odd numbered of Time Counters on Tartarus.
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