Difference between revisions of "Dveck Builder deck"
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===Decks=== | ===Decks=== | ||
Each player starts with their own deck consisting of 5 Blue Shards, 4 Red Shards, and 1 Gold Shard. The rest of the Basic Material cards (Red, Blue, and Gold Shards, Bars, and Slabs) are placed in their own face-up stacks. | Each player starts with their own deck consisting of 5 Blue Shards, 4 Red Shards, and 1 Gold Shard. The rest of the Basic Material cards (Red, Blue, and Gold Shards, Bars, and Slabs) are placed in their own face-up stacks. Booster Modules totaling 20-30 cards are shuffled to form the Booster Deck, and 100 other cards are shuffled to form the main deck. Put the top 5 cards of the main deck and the top 3 cards of the booster deck face-up in the middle of the play area. This is the Shop. Whenever there are fewer than 5 main deck cards or fewer than 3 booster deck cards in the Shop, add the top card of the appropriate deck to the Shop. A player's cards that are discarded or destroyed are put in that player's own discard pile. Cards that are Trashed are put into a face-up Trash pile belonging to no player. | ||
When a card would be drawn from a player's deck (not just looked at) while it is empty, that player first turns their discard pile face-down and shuffles it to make their new deck. This is called '''Cycling''' one's deck. | When a card would be drawn from a player's deck (not just looked at) while it is empty, that player first turns their discard pile face-down and shuffles it to make their new deck. This is called '''Cycling''' one's deck. | ||
===Materials and Buying Cards=== | ===Materials and Buying Cards=== | ||
Materials are neither Actions nor Things. When a Material is played, it generates a certain amount of coins and remains in play until discarded (As turns become more complex, counters should be used to track a player's coins). A player may buy Basic Material cards from the supply piles or cards from the Shop by spending coins equal to the card's cost, shown in its cornervalue. Actions cost Red Coins to purchase, Things cost Blue Coins, and Materials may be paid for with any combination of | Materials are neither Actions nor Things. When a Material is played, it generates a certain amount of coins and remains in play until discarded (As turns become more complex, counters should be used to track a player's coins). A player may buy Basic Material cards from the supply piles or cards from the Shop by spending coins equal to the card's cost, shown in its cornervalue. Actions cost Red Coins to purchase, Things cost Blue Coins, and Materials may be paid for with any combination of coins. Gold Coins may be spent as though they were red or blue. Purchased cards are acquired and put on top of the buying player's discard pile. Players need to keep track of how many non-Basic cards they have acquired. | ||
===On Your Turn=== | ===On Your Turn=== | ||
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===Victory Points and Ending the Game=== | ===Victory Points and Ending the Game=== | ||
Whenever a player cycles their deck, they gain 1 VP (victory point) for every 4 non-Basic cards they have acquired (round down). The game ends either when a player reaches 50 VP, or when the main deck | Whenever a player cycles their deck, they gain 1 VP (victory point) for every 4 non-Basic cards they have acquired (round down). The game ends either when a player reaches 50 VP, or when the main deck and booster deck are empty. The player with the most VP at the end of the game wins. | ||
===Additional Rules and Terms=== | ===Additional Rules and Terms=== | ||
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* Effects that occur as a '''Reaction''' to an event (''e.g. "When a player plays an Action card, as a reaction you may..."'') take place after the triggering event is declared, but before that event takes effect. | * Effects that occur as a '''Reaction''' to an event (''e.g. "When a player plays an Action card, as a reaction you may..."'') take place after the triggering event is declared, but before that event takes effect. | ||
* To '''Upgrade''' a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile up (''A Blue Shard upgrades into a Blue Bar, a Gold Bar upgrades into a Gold Slab''). This is treated as the upgraded card changing rather than leaving the zone it's in, and the new card isn't treated as having entered the zone it's in. Slabs cannot be upgraded. To '''Downgrade''' a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile down, as with upgrading. Shards cannot be downgraded. Only Basic Materials can be downgraded or upgraded. | * To '''Upgrade''' a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile up (''A Blue Shard upgrades into a Blue Bar, a Gold Bar upgrades into a Gold Slab''). This is treated as the upgraded card changing rather than leaving the zone it's in, and the new card isn't treated as having entered the zone it's in. Slabs cannot be upgraded. To '''Downgrade''' a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile down, as with upgrading. Shards cannot be downgraded. Only Basic Materials can be downgraded or upgraded. | ||
* When you '''Acquire''' a card, move it from its location (usually the Shop or | * When you '''Acquire''' a card, move it from its location (usually the Shop or supply pile) to the top of your discard pile, or to another zone if specified by the effect. When you buy a card, you acquire it, but some effects let you acquire a card without buying it. Gaining ownership of a Thing is not the same as acquiring it. | ||
* A played Action or Ability that is '''Negated''' has no effect, as though its text were blank. | * A played Action or Ability that is '''Negated''' has no effect, as though its text were blank. | ||
* If a card's effect causes or allows a player to play a card, it does not count toward the number of Actions or Things that player can play on a turn unless otherwise specified (''If you play an Action that reads "Look at the top 5 cards of your deck. You may play one of them." you may play an Action this way even though you have already played one this turn.'') | |||
* When a card leaves play, any cards that were attached to it go to their owners' discard piles, unless specified otherwise. | * When a card leaves play, any cards that were attached to it go to their owners' discard piles, unless specified otherwise. | ||
* When a card's text refers to that card by its name, and another card gains that text, treat the first card's name in that text as though it were the second card's name (''If a Thing in play called Ghost Copy has "This Thing has all text of the top card of your discard pile." and the top card of its controller's discard pile is called Boomerang and has the text "'''Action: '''Return Boomerang to your hand", Ghost Copy treats that ability as though it said "Return Ghost Copy to your hand"''). | * When a card's text refers to that card by its name, and another card gains that text, treat the first card's name in that text as though it were the second card's name (''If a Thing in play called Ghost Copy has "This Thing has all text of the top card of your discard pile." and the top card of its controller's discard pile is called Boomerang and has the text "'''Action: '''Return Boomerang to your hand", Ghost Copy treats that ability as though it said "Return Ghost Copy to your hand"''). | ||
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===Design Guidelines=== | ===Design Guidelines=== | ||
* Cards in the main deck should not be dependent on specific types of cards or mechanics that are unlikely to be found in any given 100-card subset. | * Cards in the main deck should not be ''dependent'' on specific types of cards or mechanics that are unlikely to be found in any given 100-card subset. Cards in booster modules are much more likely to be found alongside each other in gameplay, and need not follow this guideline. | ||
* Players should be able to interpret the state of the game based on cards that are visible or that were played within the last round, so a card should not produce effects that last significantly longer than the card itself (''"Until the end of your next turn" is about as long as players should be expected to remember''). | * Players should be able to interpret the state of the game based on cards that are visible or that were played within the last round, so a card should not produce effects that last significantly longer than the card itself (''"Until the end of your next turn" is about as long as players should be expected to remember''). | ||
* Counters exist above the gameplay level, so cards should not interact with counters except their own (''"Remove all counters from target Thing" is forbidden, but "When you buy a card, you may add or remove a balance counter from this card" is fine''). | * Counters exist above the gameplay level, so cards should not interact with counters except their own (''"Remove all counters from target Thing" is forbidden, but "When you buy a card, you may add or remove a balance counter from this card" is fine''). | ||
* A Card that produces VP can win games by itself if a player is able to play it repeatedly, either by quickly cycling their deck or returning it from their discard pile. Such a card should have enough restrictions that it doesn't overshadow the standard means of earning VP, granting the player who buys it first an easy win. | * A Card that produces VP can win games by itself if a player is able to play it repeatedly, either by quickly cycling their deck or returning it from their discard pile. Such a card should have enough restrictions that it doesn't overshadow the standard means of earning VP, granting the player who buys it first an easy win. | ||
* Effects that move cards between zones should mind the difference between a card's owner and controller. "Return target Thing to its ''controller's'' hand" turns a borrowed Thing into a stolen Thing. "Return target Thing to its ''owner's'' hand" is a less dangerous wording. | |||
==Card List== | ==Card List== | ||
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{{card|title=Blue Slab|type=Basic Material|cornervalue=6|bgcolor=007|text=Provides 3 Blue coins.}} | {{card|title=Blue Slab|type=Basic Material|cornervalue=6|bgcolor=007|text=Provides 3 Blue coins.}} | ||
{{card|title=Red Slab|type=Basic Material|cornervalue=6|bgcolor=700|text=Provides 3 Red coins.}} | {{card|title=Red Slab|type=Basic Material|cornervalue=6|bgcolor=700|text=Provides 3 Red coins.}} | ||
{{card|title=Gold Shard|type=Basic Material|cornervalue= | {{card|title=Gold Shard|type=Basic Material|cornervalue=2|bgcolor=EB0|text=Provides 1 Gold coin.<BR>Gold may be spent as though it were Red or Blue.}} | ||
{{card|title=Gold Bar|type=Basic Material|cornervalue= | {{card|title=Gold Bar|type=Basic Material|cornervalue=5|bgcolor=EB0|text=Provides 2 Gold coins.<BR>Gold may be spent as though it were Red or Blue.}} | ||
{{card|title=Gold Slab|type=Basic Material|cornervalue= | {{card|title=Gold Slab|type=Basic Material|cornervalue=8|bgcolor=EB0|text=Provides 3 Gold coins.<BR>Gold may be spent as though it were Red or Blue.}} | ||
<br clear=all /> | <br clear=all /> | ||
=== | ===Booster Modules=== | ||
====Pony Set==== | ====Pony Set==== | ||
{{card|title=<font color= | {{card|title=<font color=263773>Twilight </font><font color=ed438a>S</font><font color=662d8a>p</font><font color=263773>arkle</font>|bgcolor=cc9cdf|type=<font color=263773>Thing - </font><font color=ed438a>P</font><font color=662d8a>o</font><font color=263773>ny</font>|creator=ChippyYYZ|cornervalue=4|text=Once during your turn, you may play an Action instead of a Thing.<BR>When you play your second Action card in a turn, draw a card for each Pony Thing you control, then discard a card if you drew more than two cards this way.}} | ||
{{card|title= | {{card|title=Element of Magic|type=Action|creator=ChippyYYZ|cornervalue=4|bgcolor=700|text=Gain 1 VP for each Pony you control beyond the first. Any player who controls Twilight Sparkle draws a card.}} | ||
{{card|title=<font color= | {{card|title=<font color=ee4144>Ra</font><font color=f37033>in</font><font color=fdf6af>bo</font><font color=62bc4d>w </font><font color=1e98d3>Da</font><font color=672f89>sh</font>|type=<font color=672f89>Th</font><font color=1e98d3>in</font><font color=62bc4d>g </font><font color=fdf6af>- </font><font color=f37033>Po</font><font color=ee4144>ny</font>|creator=ChippyYYZ|cornervalue=5|bgcolor=9EDBF9|text=Rainbow Dash is all colors.<BR>'''Act, 1 Red, 1 Blue, 1 Gold:''' Discard the top 5 cards of your deck.<BR>Element of Loyalty can't target Things you control.|flavortext="Hey. I could clear this sky in ten seconds flat."}} | ||
{{card|title= | {{card|title=Element of Loyalty|type=Action|creator=ChippyYYZ|cornervalue=6|bgcolor=700|text=Take control of target Thing. If you do, you may pay 3 Gold or Trash Element of Loyalty to gain ownership of it.}} | ||
{{card|title=<font color= | {{card|title=<font color=5e4fa2>Rarity</font>|creator=ChippyYYZ|type=<font color=5e4fa2>Thing - Pony</font>|cornervalue=6|bgcolor=ebeff1|text=When Rarity enters play, you may acquire a Bar of your choice, or you may search the Shop and theme deck for Element of Generosity, acquire it, and shuffle the theme deck if you searched it.<BR>When you acquire a theme deck card, gain 1 VP.}} | ||
{{card|title= | {{card|title=Element of Generosity|type=Material|creator=ChippyYYZ|cornervalue=6|bgcolor=707|text=Provides 3 Blue Coins and 1 Gold Coin.<BR>When Element of Generosity enters play, each opponent gains 1 Blue Coin.}} | ||
{{card|title=<font color= | {{card|title=<font color=fdf6af>Applejack</font>|type=<font color=fdf6af>Thing - Pony</font>|creator=ChippyYYZ|cornervalue=6|bgcolor=FBBA63|text='''Act, 1 Gold:''' Upgrade a Material you control.<BR>'''Thing:''' Pay the cost of a Thing card in your discard pile to put it into your hand.}} | ||
{{card|title= | {{card|title=Element of Honesty|type=Action|creator=ChippyYYZ|cornervalue=3|bgcolor=700|text=Each player puts a card from their hand on top of their deck, then reveals their hand and discards all Actions. Any player who controls Applejack or reveals Applejack from their hand draws two cards.}} | ||
{{card|title=<font color= | {{card|title=<font color=f3b6cf>Fluttershy</font>|type=<font color=f3b6cf>Thing - Pony</font>|creator=ChippyYYZ|cornervalue=5|bgcolor=fdf6ae|text=When Fluttershy enters play, gain control of target living Thing.<BR>Whenever you gain VP, gain that many Forest Creature tokens.<BR>Whenever another living Thing you control is destroyed, target opponent discards a card.}} | ||
{{card|title= | {{card|title=Element of Kindness|type=Action|creator=ChippyYYZ|cornervalue=4|bgcolor=700|text=Any number of target players, including at least one opponent, draw 3 cards. For opponent who drew cards this way, you may play an extra Action this turn.<BR>Any player who controls Fluttershy gains 1 VP.}} | ||
{{card|title=<font color= | {{card|title=<font color=ed458b>Pinkie Pie</font>|bgcolor=f0acd1|type=<font color=ed458b>Thing - Pony</font>|creator=ChippyYYZ|cornervalue=4|text=When Pinkie Pie or another Pony enters play, draw a card.<BR>At the beginning of your turn, gain 1 Red Coin.<BR>When you acquire a Pony, put it on top of your deck instead of your discard pile.}} | ||
{{card|title= | {{card|title=Element of Laughter|type=Action|creator=ChippyYYZ|cornervalue=3|bgcolor=700|text=Draw a card, discard a card, draw a card, discard a card, draw a card, and discard a card.<BR>If you discard Pinkie Pie this way, put her into play instead.}} | ||
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====The Castle of Adiart Set==== | ====The Castle of Adiart Set==== | ||
{{card|title= | {{card|title=Chronomancer|type=Thing - Blue Dragon|cornervalue=4|text='''1 Blue:''' Place a warp token on target thing that you control. If that thing would get destroyed, replace the warp token with a delay token. All things with delay tokens will be destroyed at the start of their owner's turn. '''Action:''' Move a delay token onto target thing that you control.|creator=JakeTheWolfie|bgcolor=006|longtext=|flavortext=}} | ||
{{card|title= | {{card|title=Physician|type=Thing - Blue Dragon|cornervalue=5|text='''1 Blue:''' Place a healing token on target thing that you control. If that thing would get destroyed, destroy the healing token instead.|creator=JakeTheWolfie|bgcolor=006|longtext=|flavortext=}} | ||
{{card|title= | {{card|title=Knight|type=Thing - Blue Dragon|cornervalue=3|text=When this enters play, place an armor token on this card. If this would get destroyed, destroy the armor token instead. '''Action:''' Place this on target thing you control, defending it. If the thing gets destroyed, destroy this card instead.|creator=JakeTheWolfie|bgcolor=006|longtext=|flavortext=}} | ||
{{card|title= | {{card|title=Castle Control|type=Action|cornervalue=4|text=If you control at least one inhabitant of Adiart, Gain 6 VP. Before you win, lose 2 VP if you control 2 factions, and lose 5 if you control 3. Neutrals do not count as a faction for this card.|creator=JakeTheWolfie|bgcolor=600|longtext=|flavortext=}} | ||
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====Wizard Set==== | ====Wizard Set==== | ||
{{card|title= | {{card|title=Blue Spell|type=Action|creator=ChippyYYZ|bgcolor=0060CC|text=Draw three cards, then put two cards from your hand on top of your deck.<BR>OR put an Action card from your discard pile into your hand.<BR><BR>Instead of playing a Thing this turn, you may put target Thing on top of its owner's deck.|cornervalue=4}} | ||
{{card|title= | {{card|title=Blue Wizard|creator=ChippyYYZ|type=Thing|bgcolor=0060CC|text=You may treat OR as AND when casting Blue Spell.<BR>Your hand size is increased by 1. This is not cumulative with other Wizards.<BR>'''Act, 2 Blue:''' Look at the top 4 cards of your deck. You may put any of them on the top or bottom of your deck in any order.|cornervalue=5}} | ||
{{card|title= | {{card|title=Blue Leyline|creator=ChippyYYZ|type=Thing|bgcolor=0060CC|text=When an opponent plays an Action card, as a Reaction you may discard a blue card from your hand with equal or greater cost to negate that Action.<BR>When you acquire Blue Spell or Blue Wizard, put it into your hand.|cornervalue=4}} | ||
{{card|title= | {{card|title=Green Spell|type=Action|creator=ChippyYYZ|bgcolor=2C2|text=Gain 2 Blue Coins.<BR>OR look at the top 5 cards of your deck. You may put a Thing from among them into play under your control. Shuffle your deck.<BR><BR>Instead of playing a Thing this turn, you may destroy target nonliving Thing.|cornervalue=4}} | ||
{{card|title= | {{card|title=Green Wizard|creator=ChippyYYZ|type=Thing|bgcolor=2C2|text=You may treat OR as AND when casting Green Spell.<BR>Your hand size is increased by 1. This is not cumulative with other Wizards.<BR>Blue Basic Materials you play provide an additional Blue Coin. You may buy an additional Thing card each turn.|cornervalue=5}} | ||
{{card|title= | {{card|title=Green Leyline|creator=ChippyYYZ|type=Thing|bgcolor=2C2|text=You may play an additional Thing each turn.<BR>When you acquire Green Spell or Green Wizard, put it into your hand.|cornervalue=5}} | ||
{{card|title= | {{card|title=White Spell|type=Action|creator=ChippyYYZ|bgcolor=FFF|text=Put a Protection Token on target Thing. It can't be destroyed for as long as it has a Protection Token on it.<BR>OR destroy target Thing. Its owner draws a card.<BR><BR>Instead of playing a Thing this turn, you may gain 1 VP.|cornervalue=4}} | ||
{{card|title= | {{card|title=White Wizard|creator=ChippyYYZ|type=Thing|bgcolor=FFF|text=You may treat OR as AND when casting White Spell.<BR>Your hand size is increased by 1. This is not cumulative with other Wizards.<BR>'''2 Red:''' Target opponent can't play Actions during their next turn.|cornervalue=5}} | ||
{{card|title= | {{card|title=White Leyline|creator=ChippyYYZ|type=Thing|bgcolor=FFF|text=Cycling your deck is worth 1 additional VP for each player with more VP than you.<BR>When you acquire White Spell or White Wizard, put it into your hand.|cornervalue=4}} | ||
{{card|title= | {{card|title=Black Spell|type=Action|creator=ChippyYYZ|bgcolor=000|text=Destroy target living Thing.<BR>OR look at target opponent's hand. They discard a card of your choice.<BR><BR>Instead of playing a Thing this turn, you may put a Thing card from your discard pile into your hand.|cornervalue=3}} | ||
{{card|title= | {{card|title=Black Wizard|creator=ChippyYYZ|type=Thing|bgcolor=000|text=You may treat OR as AND when casting Black Spell.<BR>Your hand size is increased by 1. This is not cumulative with other Wizards.<BR>'''2 Gold:''' Search your deck for a non-material card and put it into your hand.|cornervalue=5}} | ||
{{card|title= | {{card|title=Black Leyline|creator=ChippyYYZ|type=Thing|bgcolor=000|text=At the beginning of your turn, Trash a card in your discard pile.<BR>When you acquire Black Spell or Black Wizard, put it into your hand.|cornervalue=4}} | ||
{{card|title= | {{card|title=Red Spell|type=Action|creator=ChippyYYZ|bgcolor=C00|text=Discard your hand and draw that many cards.<BR>OR gain 1 Red Coin. The next time you acquire an Action card this turn, you may play it.<BR><BR>Instead of playing a Thing this turn, you may destroy target tangible Thing.|cornervalue=4}} | ||
{{card|title= | {{card|title=Red Wizard|creator=ChippyYYZ|type=Thing|bgcolor=C00|text=You may treat OR as AND when casting Red Spell.<BR>Your hand size is increased by 1. This is not cumulative with other Wizards.<BR>Action cards cost 1 fewer coin to buy for you. When you buy an Action card, you may play the top card of your deck.|cornervalue=5}} | ||
{{card|title= | {{card|title=Red Leyline|creator=ChippyYYZ|type=Thing|bgcolor=C00|text=You may buy an additional Action card each turn.<BR>During your turn, you may play an additional Action card from your discard pile by paying its cost. Trash it afterwards.<BR>When you acquire Red Spell or Red Wizard, put it into your hand.|cornervalue=4}} | ||
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{{card|title=Macron|type=Thing|creator=ChippyYYZ|cornervalue=1|text=Any rules or effects that measure a number of Things count Things you control four times.}} | {{card|title=Macron|type=Thing|creator=ChippyYYZ|cornervalue=1|text=Any rules or effects that measure a number of Things count Things you control four times.}} | ||
{{card|title=Filch|type=Thing|creator=ChippyYYZ|cornervalue=5|text=Once between your turns when an opponent plays an Action, you may put that card underneath Filch.<BR>Cards underneath Filch count for all purposes except ownership as though they were in your hand (''you may discard or play them, and they count toward your hand size. They go to their owner's discard pile instead of yours.)|longtext=y}} | {{card|title=Filch|type=Thing|creator=ChippyYYZ|cornervalue=5|text=Once between your turns when an opponent plays an Action, you may put that card underneath Filch.<BR>Cards underneath Filch count for all purposes except ownership as though they were in your hand (''you may discard or play them, and they count toward your hand size. They go to their owner's discard pile instead of yours.'')|longtext=y}} | ||
{{card|title=Laser|type=Thing|creator=ChippyYYZ|cornervalue=2|text=Once between your turns, at the beginning of an opponent's turn, you may have that player play a random card.}} | {{card|title=Laser|type=Thing|creator=ChippyYYZ|cornervalue=2|text=Once between your turns, at the beginning of an opponent's turn, you may have that player play a random card. It counts as one of their plays for the turn.}} | ||
{{card|title=Warlock Punch|type=Action|creator=ChippyYYZ|cornervalue=3|text=Destroy target Thing. Its controller discards a random card.<BR>This can't be negated if it's the first card you play on your turn.}} | {{card|title=Warlock Punch|type=Action|creator=ChippyYYZ|cornervalue=3|text=Destroy target Thing. Its controller discards a random card.<BR>This can't be negated if it's the first card you play on your turn.}} | ||
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{{card|title=Card Force|type=Action|creator=ChippyYYZ|creator=ChippyYYZ|text=Put a card from your hand or a Thing you control on top of target player's deck.<BR>You may discard this card and a red Material to play it as a reaction to anything at all.|cornervalue=3}} | {{card|title=Card Force|type=Action|creator=ChippyYYZ|creator=ChippyYYZ|text=Put a card from your hand or a Thing you control on top of target player's deck.<BR>You may discard this card and a red Material to play it as a reaction to anything at all.|cornervalue=3}} | ||
{{card|title=Remake|type=Action|creator=ChippyYYZ|creator=ChippyYYZ|text=Trash a card in your hand. You may acquire a | {{card|title=Remake|type=Action|creator=ChippyYYZ|creator=ChippyYYZ|text=Trash a card in your hand. You may acquire a card from the shop with the same creator that costs up to 1 more.|cornervalue=4}} | ||
{{card|title="Odd. That Wasn't Supposed To Happen."|longtitle=y|type=Action|creator=ChippyYYZ|text=Play this as a reaction to a player Cycling their deck. A card of your choice in their discard pile stays there instead of being shuffled into their deck.|cornervalue=3}} | {{card|title="Odd. That Wasn't Supposed To Happen."|longtitle=y|type=Action|creator=ChippyYYZ|text=Play this as a reaction to a player Cycling their deck. A card of your choice in their discard pile stays there instead of being shuffled into their deck.|cornervalue=3}} | ||
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{{card|title=The Secret Chamber Of Helga Hufflepuff|type=Thing|bgcolor=BB0|creator=ChippyYYZ|text=Indestructible. When this card comes into play create a Giant Badger token. Badgers count as yellow.<BR>'''Action: '''Destroy a non-yellow thing for each badger you control.|cornervalue=4}} | {{card|title=The Secret Chamber Of Helga Hufflepuff|type=Thing|bgcolor=BB0|creator=ChippyYYZ|text=Indestructible. When this card comes into play create a Giant Badger token. Badgers count as yellow.<BR>'''Action: '''Destroy a non-yellow thing for each badger you control.|cornervalue=4}} | ||
{{card|title=The Sword of Ravenclaw|type=Thing|bgcolor=206|creator=ChippyYYZ|text=Indestructible. Your hand size increases by 1.<BR>'''Action: '''Destroy target non-blue Thing, even if it is indestructible.|cornervalue= | {{card|title=The Sword of Ravenclaw|type=Thing|bgcolor=206|creator=ChippyYYZ|text=Indestructible. Your hand size increases by 1.<BR>'''Action: '''Destroy target non-blue Thing, even if it is indestructible.|cornervalue=5}} | ||
{{card|title=Global Warming|type=Thing|creator=ChippyYYZ|text=At the beginning of your turn, discard the top card of your deck.|cornervalue=3}} | {{card|title=Global Warming|type=Thing|creator=ChippyYYZ|text=At the beginning of your turn, discard the top card of your deck.|cornervalue=3}} | ||
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{{card|title=Headshot|type=Action|creator=ChippyYYZ|text=Destroy target Thing, ignoring any effects that would keep it from being destroyed.|flavortext="Dodge this."|cornervalue=3}} | {{card|title=Headshot|type=Action|creator=ChippyYYZ|text=Destroy target Thing, ignoring any effects that would keep it from being destroyed.|flavortext="Dodge this."|cornervalue=3}} | ||
{{card|title=Escape Pod|type=Thing|creator=ChippyYYZ|text='''Action: '''Trash this card and another card you | {{card|title=Escape Pod|type=Thing|creator=ChippyYYZ|text='''Action: '''Trash this card and another card you control in play or have in your hand.|cornervalue=2}} | ||
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Revision as of 17:38, 26 July 2020
Dveck Builder deck | |
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Designer | ChippyYYZ et al. |
Date | January 2020 |
Players | 2+ |
Although this is an unfinished deck, it is still 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.) | |
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This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Inspired by the Infinite Dvorak Deck and an idea by JakeTheWolfie, Dveck Builder combines the anything-goes nature of Dvorak with the structure of a deck-building game. Expand your deck by buying cards, play through your deck as fast as you can to earn points, and get in the way of your opponents trying to do the same thing!
Decks
Each player starts with their own deck consisting of 5 Blue Shards, 4 Red Shards, and 1 Gold Shard. The rest of the Basic Material cards (Red, Blue, and Gold Shards, Bars, and Slabs) are placed in their own face-up stacks. Booster Modules totaling 20-30 cards are shuffled to form the Booster Deck, and 100 other cards are shuffled to form the main deck. Put the top 5 cards of the main deck and the top 3 cards of the booster deck face-up in the middle of the play area. This is the Shop. Whenever there are fewer than 5 main deck cards or fewer than 3 booster deck cards in the Shop, add the top card of the appropriate deck to the Shop. A player's cards that are discarded or destroyed are put in that player's own discard pile. Cards that are Trashed are put into a face-up Trash pile belonging to no player. When a card would be drawn from a player's deck (not just looked at) while it is empty, that player first turns their discard pile face-down and shuffles it to make their new deck. This is called Cycling one's deck.
Materials and Buying Cards
Materials are neither Actions nor Things. When a Material is played, it generates a certain amount of coins and remains in play until discarded (As turns become more complex, counters should be used to track a player's coins). A player may buy Basic Material cards from the supply piles or cards from the Shop by spending coins equal to the card's cost, shown in its cornervalue. Actions cost Red Coins to purchase, Things cost Blue Coins, and Materials may be paid for with any combination of coins. Gold Coins may be spent as though they were red or blue. Purchased cards are acquired and put on top of the buying player's discard pile. Players need to keep track of how many non-Basic cards they have acquired.
On Your Turn
During your turn, you may play up to one Action, up to one Thing, and any number of Materials, and buy up to one card of each type (Action, Thing, and Material). At the end of your turn (after card effects that occur at the end of a turn), discard all Materials you control, lose all your unspent coins, and then discard down to or draw up to your hand size (5 by default). Note that you do not draw at the beginning of your turn.
Victory Points and Ending the Game
Whenever a player cycles their deck, they gain 1 VP (victory point) for every 4 non-Basic cards they have acquired (round down). The game ends either when a player reaches 50 VP, or when the main deck and booster deck are empty. The player with the most VP at the end of the game wins.
Additional Rules and Terms
- Tokens count as Things. A Token's type is also its name. If a Token moves from play to any other zone, it ceases to exist.
- Counters are not Things. Counters can have types. They can be placed on cards to track effects, count charges, or whatever else is useful for managing information in the game. Players are free to place counters on cards to track information without needing to be directed to do so by a card, but if a card's text does refer to a type of counter, those counters should only be placed and removed according to that card.
- If a card played by one player ends up in another player's play area, mark it as being owned by the first player. If it would be destroyed, it goes to its owner's discard pile. (Example: Alice plays a card with the text "Play this into any player's control" into Bob's play area. It is marked as being owned by Alice. Chippy then plays a card with the text "Attach this to another player's Thing" onto that card. Chippy's card is marked as being owned by Chippy. Dave then plays a card that says "Destroy all Things controlled by target player" targeting Bob. Alice's Thing, which Bob controls, goes to Alice's discard pile, and Chippy's card which was attached to it goes to Chippy's discard pile.) Cards that end up in another player's hand, deck, or discard pile are assumed to have changed ownership.
- Ability is a generic term for Action Abilities, Thing Abilities, and anything else of the form "Bold Text Followed By Colon:". If not otherwise specified, Abilities can only be used during your turn.
- Effects that occur as a Reaction to an event (e.g. "When a player plays an Action card, as a reaction you may...") take place after the triggering event is declared, but before that event takes effect.
- To Upgrade a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile up (A Blue Shard upgrades into a Blue Bar, a Gold Bar upgrades into a Gold Slab). This is treated as the upgraded card changing rather than leaving the zone it's in, and the new card isn't treated as having entered the zone it's in. Slabs cannot be upgraded. To Downgrade a Material is to return it to its supply pile and replace it with a Material of the same color from the next supply pile down, as with upgrading. Shards cannot be downgraded. Only Basic Materials can be downgraded or upgraded.
- When you Acquire a card, move it from its location (usually the Shop or supply pile) to the top of your discard pile, or to another zone if specified by the effect. When you buy a card, you acquire it, but some effects let you acquire a card without buying it. Gaining ownership of a Thing is not the same as acquiring it.
- A played Action or Ability that is Negated has no effect, as though its text were blank.
- If a card's effect causes or allows a player to play a card, it does not count toward the number of Actions or Things that player can play on a turn unless otherwise specified (If you play an Action that reads "Look at the top 5 cards of your deck. You may play one of them." you may play an Action this way even though you have already played one this turn.)
- When a card leaves play, any cards that were attached to it go to their owners' discard piles, unless specified otherwise.
- When a card's text refers to that card by its name, and another card gains that text, treat the first card's name in that text as though it were the second card's name (If a Thing in play called Ghost Copy has "This Thing has all text of the top card of your discard pile." and the top card of its controller's discard pile is called Boomerang and has the text "Action: Return Boomerang to your hand", Ghost Copy treats that ability as though it said "Return Ghost Copy to your hand").
Design Guidelines
- Cards in the main deck should not be dependent on specific types of cards or mechanics that are unlikely to be found in any given 100-card subset. Cards in booster modules are much more likely to be found alongside each other in gameplay, and need not follow this guideline.
- Players should be able to interpret the state of the game based on cards that are visible or that were played within the last round, so a card should not produce effects that last significantly longer than the card itself ("Until the end of your next turn" is about as long as players should be expected to remember).
- Counters exist above the gameplay level, so cards should not interact with counters except their own ("Remove all counters from target Thing" is forbidden, but "When you buy a card, you may add or remove a balance counter from this card" is fine).
- A Card that produces VP can win games by itself if a player is able to play it repeatedly, either by quickly cycling their deck or returning it from their discard pile. Such a card should have enough restrictions that it doesn't overshadow the standard means of earning VP, granting the player who buys it first an easy win.
- Effects that move cards between zones should mind the difference between a card's owner and controller. "Return target Thing to its controller's hand" turns a borrowed Thing into a stolen Thing. "Return target Thing to its owner's hand" is a less dangerous wording.
Card List
Basic Materials
Gold may be spent as though it were Red or Blue.
Gold may be spent as though it were Red or Blue.
Gold may be spent as though it were Red or Blue.
Booster Modules
Pony Set
When you play your second Action card in a turn, draw a card for each Pony Thing you control, then discard a card if you drew more than two cards this way.
Act, 1 Red, 1 Blue, 1 Gold: Discard the top 5 cards of your deck.
Element of Loyalty can't target Things you control.
"Hey. I could clear this sky in ten seconds flat."
When you acquire a theme deck card, gain 1 VP.
When Element of Generosity enters play, each opponent gains 1 Blue Coin.
Thing: Pay the cost of a Thing card in your discard pile to put it into your hand.
Whenever you gain VP, gain that many Forest Creature tokens.
Whenever another living Thing you control is destroyed, target opponent discards a card.
Any player who controls Fluttershy gains 1 VP.
At the beginning of your turn, gain 1 Red Coin.
When you acquire a Pony, put it on top of your deck instead of your discard pile.
If you discard Pinkie Pie this way, put her into play instead.
The Castle of Adiart Set
Wizard Set
OR put an Action card from your discard pile into your hand.
Instead of playing a Thing this turn, you may put target Thing on top of its owner's deck.
Your hand size is increased by 1. This is not cumulative with other Wizards.
Act, 2 Blue: Look at the top 4 cards of your deck. You may put any of them on the top or bottom of your deck in any order.
When you acquire Blue Spell or Blue Wizard, put it into your hand.
OR look at the top 5 cards of your deck. You may put a Thing from among them into play under your control. Shuffle your deck.
Instead of playing a Thing this turn, you may destroy target nonliving Thing.
Your hand size is increased by 1. This is not cumulative with other Wizards.
Blue Basic Materials you play provide an additional Blue Coin. You may buy an additional Thing card each turn.
When you acquire Green Spell or Green Wizard, put it into your hand.
OR destroy target Thing. Its owner draws a card.
Instead of playing a Thing this turn, you may gain 1 VP.
Your hand size is increased by 1. This is not cumulative with other Wizards.
2 Red: Target opponent can't play Actions during their next turn.
When you acquire White Spell or White Wizard, put it into your hand.
OR look at target opponent's hand. They discard a card of your choice.
Instead of playing a Thing this turn, you may put a Thing card from your discard pile into your hand.
Your hand size is increased by 1. This is not cumulative with other Wizards.
2 Gold: Search your deck for a non-material card and put it into your hand.
When you acquire Black Spell or Black Wizard, put it into your hand.
OR gain 1 Red Coin. The next time you acquire an Action card this turn, you may play it.
Instead of playing a Thing this turn, you may destroy target tangible Thing.
Your hand size is increased by 1. This is not cumulative with other Wizards.
Action cards cost 1 fewer coin to buy for you. When you buy an Action card, you may play the top card of your deck.
During your turn, you may play an additional Action card from your discard pile by paying its cost. Trash it afterwards.
When you acquire Red Spell or Red Wizard, put it into your hand.
Main Deck Cards
Add "Discard a random card. If it's not a Material, destroy this." to the end of the attached Thing's Abilities.
Cards underneath Filch count for all purposes except ownership as though they were in your hand (you may discard or play them, and they count toward your hand size. They go to their owner's discard pile instead of yours.)
This can't be negated if it's the first card you play on your turn.
Action: Give control of the Finger to a player other than its owner.
Act, 2 Red: Give control of the Finger to its owner.
2 Things: Take control of target Thing.
X Actions: Each opponent discards X cards.
2 Materials: Acquire a main deck card from the Shop costing up to 4.
Your hand size is increased by one if you haven't played a Material this turn.
Chuck Norris shaves with this.
1-2: must be changed if possible.
3-4: is chosen by you.
5-6: is chosen randomly.
...And Saint Attila raised the hand grenade up on high, saying, "O Lord, bless this Thy hand grenade that with it Thou mayest blow Thine enemies to tiny bits, in Thy mercy."
Action, and pay the attached Action card's cost: This ability has an identical effect to that Action.
Ни шагу назад!
The attached Thing can't be affected by Actions that don't affect all Things in play.
When the attached Thing would destroy one or more Things, you may put Warp Blade in your discard pile to Trash one of those Things.
Whenever this or the equipped thing would be destroyed, you may destroy a token you control instead.
Trash this card.
Setting it on fire is optional, though encouraged.
You may discard this card and a red Material to play it as a reaction to anything at all.
Destroy two target things.
Action: Destroy a non-yellow thing for each badger you control.
Action: Destroy target non-blue Thing, even if it is indestructible.
Gain 1 Blue Coin whenever a Thing enters play under your control.
It's easy. Just put the item in the bank, save the game, then take it out of the bank and equip it, and...
It's not fast, but it's infinite.
You may play an additional Action each turn.
Action: Return this card to your hand.
Things in play with the chosen name are blank.
Once per turn when you play a Blue Basic Material, you may have it produce Red Coins instead of Blue.
Whenever you play a blue card, discard a card.
3 Blue: Destroy this card.
A decent exploder can blow up everything. A Master Exploder can blow up everything else.
Action: Destroy Thrasher and Trash two cards in your discard pile that each cost at least 5, or Trash Thrasher. Draw five cards, you may play an extra Action and Thing this turn, and you may buy any number of nonbasic cards this turn.
"Bow down to the thrasher!"
Evile -Thrasher
When you would discard a nonspecific card, discard a random card instead.
Play this card as a Reaction to an opponent drawing any cards as a result of an Action or Ability. They draw one fewer card, then discard a random card.
The next time you cycle your deck this turn, destroy up to one target Thing and gain 1 VP.
"You must defeat my Dragon Punch to stand a chance."
Trash Reincarnation: The next card you buy this turn may be bought from the Trash pile.
xkcd.com/86
Who's that bell tolling for?
Spend X Energy Tokens:
X=2: Draw a card.
X=3: You may play an extra Action this turn.
X>=5: If you spent all Energy Tokens you control, take an extra turn after this one.
References
^The Book, Vol. 1, pg. 5
When an opponent's card causes this card to be revealed from your hand, you may blank the text of target Thing that opponent controls.
And you thought Bottled Fart was gross.
LEGAL DISCLAIMER: Product does not contain mana.
"Dodge this."