Difference between revisions of "Everything Vs. Everyone"
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|type=Ally (Chaotic Neutral) | |type=Ally (Chaotic Neutral) | ||
|cornervalue= 1 | |cornervalue= 1 | ||
|text= The first time this card is played, shuffle a "BLU Scout" token into the deck. The "BLU Scout" has the same stats as the "RED Scout", as well as the following ability:<br> This card can make two actions in the same turn. | |text= The first time this card is played, shuffle a "BLU Scout" token into the deck. The "BLU Scout" has the same stats as the "RED Scout", as well as the following ability:<br><br> This card can make two actions in the same turn. | ||
|flavortext="Is someone gonna push da freakin' cart?" | |flavortext="Is someone gonna push da freakin' cart?" | ||
}} | }} | ||
Line 237: | Line 237: | ||
|type=Ally (Lawful Neutral) | |type=Ally (Lawful Neutral) | ||
|cornervalue= 2 | |cornervalue= 2 | ||
|text= The first time this card is played, shuffle a "BLU Soldier" token into the deck. The "BLU Soldier" has the same stats as the "RED Soldier", as well as the following ability:<br> This card can destroy any Ally of the same Power or lower. | |text= The first time this card is played, shuffle a "BLU Soldier" token into the deck. The "BLU Soldier" has the same stats as the "RED Soldier", as well as the following ability:<br><br> This card can destroy any Ally of the same Power or lower. | ||
|flavortext="Last one alive, lock the door!" | |flavortext="Last one alive, lock the door!" | ||
}} | |||
{{card | |||
|title= RED Engineer | |||
|type=Ally (True Neutral) | |||
|cornervalue= 0 | |||
|text= The first time this card is played, shuffle a "BLU Engineer" token into the deck. The "BLU Engineer" has the same stats as the "RED Engineer", as well as the following ability:<br><br> This card can create 1 Sentry Token (Max. 1) per turn, which gives +1 power and can be sacrificed in leu of other cards. | |||
|flavortext="Teleporter, goin' up!" | |||
}} | |||
{{card | |||
|title= RED Heavy | |||
|type=Ally (True Neutral) | |||
|cornervalue= 3 | |||
|text= The first time this card is played, shuffle a "BLU Engineer" token into the deck. The "BLU Engineer" has the same stats as the "RED Engineer", as well as the following ability:<br><br> This card can create 1 Sentry Token (Max. 1) per turn, which can be sacrificed in leu of other cards. | |||
|flavortext="Teleporter, goin' up!" | |||
}} | }} |
Revision as of 01:06, 18 October 2010
Everything Vs. Everyone | |
---|---|
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.
Quest for the Shiny MacGuffins
Goal
Give one MacGuffin tolken to each player, and shuffle an additional one into the deck. The first player to collect all of the MacGuffins wins.
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, everybody loses.
Canceled Mid-Season
Failure
When the deck runs out of cards, everybody loses.
Human Instrumentality Project
Failure
If ADAM, any EVA unit, and The Lance Of Longius are on the field at the same time, everybody loses.
Jump The Shark
Failure
Add 2 more Failure cards.
UFO Defense
Failure
Every other turn, add a UFO counter to the field. When the number of tokens is greater than the number of Allies on the field, each player must destroy one ally per turn untill balance is restored. If there are no more allies on the field, that player is eliminated.
The King In Yellow
Failure
All cards sent to the graveyard are instead removed from play. Once there are no more cards, everybody loses. If someone says "Hastur", the speaker must randomly discard a card from their hand. You cannot win the game by doing this on purpose.
No You Fool! You'll Kill Us All!
Failure
If there are 10 or more artifacts on the field, everyone loses.
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.
Excalibur
Artifact
Equip this card to any Ally. An Ally equipping this card can only move every third round, but has his effective power tripled.
"My legend begins in the 12th century..." -Excalibur
"My legend begins in the 12th century..." -Excalibur
Excalipur
Artifact
Equip this card to any Ally. An Ally equipping this card has a power of 1, and any numerical values in the card's effect also become 1.
"Huh!? What the!? Isn't it the strongest sword!?" -Gilgamesh
"Huh!? What the!? Isn't it the strongest sword!?" -Gilgamesh
The TARDIS
Artifact
Once per turn, you may return 1 card that has been removed from play to your hand, or remove one card in the graveyard from play.
"The assembled hordes of Genghis Khan couldn't get through those doors. And believe me, they've tried." -9th Doctor
"The assembled hordes of Genghis Khan couldn't get through those doors. And believe me, they've tried." -9th Doctor
The H-Bomb Button
Artifact
"Oh no! I just pressed the H-Bomb button!"
"Wait, why do we have an H-Bomb-",
- BOOM*
5
The Black BeastAlly (Chaotic Evil, Dark)
Destroy all allies on the field, including your own. Unless a goal says otherwise, nobody can win the game as long as this card is on the field.
"Never mistake the power of the Azure Grimoire as your own." -Rachel Alucard
"Never mistake the power of the Azure Grimoire as your own." -Rachel Alucard
1
Axe CopAlly (Lawful Good)
Axe Cop gets +1 Power for every Evil character the opponent controls.
One day at the scene of a fire, the cop found the perfect fireman axe. That was the day he became Axe Cop.
One day at the scene of a fire, the cop found the perfect fireman axe. That was the day he became Axe Cop.
0
Hero PrinnyAlly (True Neutral)
This card counts as having +3 power when being sacrificed for any effect.
Every life is precious. Except his.
Every life is precious. Except his.
1
RED ScoutAlly (Chaotic Neutral)
The first time this card is played, shuffle a "BLU Scout" token into the deck. The "BLU Scout" has the same stats as the "RED Scout", as well as the following ability:
This card can make two actions in the same turn.
"Is someone gonna push da freakin' cart?"
This card can make two actions in the same turn.
"Is someone gonna push da freakin' cart?"
2
RED SoldierAlly (Lawful Neutral)
The first time this card is played, shuffle a "BLU Soldier" token into the deck. The "BLU Soldier" has the same stats as the "RED Soldier", as well as the following ability:
This card can destroy any Ally of the same Power or lower.
"Last one alive, lock the door!"
This card can destroy any Ally of the same Power or lower.
"Last one alive, lock the door!"
0
RED EngineerAlly (True Neutral)
The first time this card is played, shuffle a "BLU Engineer" token into the deck. The "BLU Engineer" has the same stats as the "RED Engineer", as well as the following ability:
This card can create 1 Sentry Token (Max. 1) per turn, which gives +1 power and can be sacrificed in leu of other cards.
"Teleporter, goin' up!"
This card can create 1 Sentry Token (Max. 1) per turn, which gives +1 power and can be sacrificed in leu of other cards.
"Teleporter, goin' up!"
3
RED HeavyAlly (True Neutral)
The first time this card is played, shuffle a "BLU Engineer" token into the deck. The "BLU Engineer" has the same stats as the "RED Engineer", as well as the following ability:
This card can create 1 Sentry Token (Max. 1) per turn, which can be sacrificed in leu of other cards.
"Teleporter, goin' up!"
This card can create 1 Sentry Token (Max. 1) per turn, which can be sacrificed in leu of other cards.
"Teleporter, goin' up!"