Difference between revisions of "A Practical Guide to Evil"
(→Rule of Three: reaction) |
(Aspects and Named built-in Aspects) |
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'''Effect:''' '''In reaction (R)''', cancel an Action or an Aspect (it is not considered marked, but the Named who used it cannot use an other Aspect until its player's next turn as if it was) OR '''not in reaction''', destroy a non-Named Thing. | '''Effect:''' '''In reaction (R)''', cancel an Action or an Aspect (it is not considered marked, but the Named who used it cannot use an other Aspect until its player's next turn as if it was) OR '''not in reaction''', destroy a non-Named Thing. | ||
|longtext=true | |longtext=true | ||
|bgcolor=828282 | |||
}} | |||
{{card | |||
|title=Link | |||
|type=Aspect | |||
|text='''Condition:'''???<br/> | |||
'''Eligible:''' Magic Named<br/> | |||
'''Effect:''' Create a link between two Thing. As long as they are linked, if one is destroyed, so is the other. | |||
|bgcolor=828282 | |bgcolor=828282 | ||
}} | }} | ||
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|text='''Condition:'''???<br/> | |text='''Condition:'''???<br/> | ||
'''Eligible:''' A Follower Named.<br/> | '''Eligible:''' A Follower Named.<br/> | ||
'''Effect:''' Look at the five card on top of the draw pile and put one into your hand. | '''Effect:''' Look at the five card on top of the draw pile and put one into your hand. put the rest at the bottom of the draw pile in a random order. | ||
|bgcolor=828282 | |bgcolor=828282 | ||
}} | }} | ||
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|text='''Condition:''' The target named must have no non-built-in Aspects.<br/> | |text='''Condition:''' The target named must have no non-built-in Aspects.<br/> | ||
'''Eligible:''' Magic Named<br/> | '''Eligible:''' Magic Named<br/> | ||
'''Effect:''' Gain control of an Aspect card an opponent controls. Put its card on Wrest. If you must remove a marker from the taken Aspect, give it back to the | '''Effect:''' Gain control of an Aspect card an opponent controls. Put its card on Wrest. If you must remove a marker from the taken Aspect, give it back to the Named who originally controlled it. | ||
|bgcolor=828282 | |||
}} | |||
{{card | |||
|title=Flow | |||
|type=Aspect | |||
|text='''Condition:''' ???<br/> | |||
'''Eligible:''' Combat Named<br/> | |||
'''Effect:''' As long as there is a marker on Flow, this Named is not limited for the number of Aspects it uses in one turn. After removing a marker from Flow, you can't activate it until your next turn. | |||
|bgcolor=828282 | |||
}} | |||
{{card | |||
|title=Claim(R) | |||
|type=Aspect | |||
|text='''Condition:''' ???<br/> | |||
'''Eligible:''' Magic Named<br/> | |||
'''Effect:''' When an opponent plays an Action card that targets you or a card you control, you can cancel the Action and put the card into your hand. | |||
|bgcolor=828282 | |bgcolor=828282 | ||
}} | }} | ||
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'''Eligible:''' Combat Named<br/> | '''Eligible:''' Combat Named<br/> | ||
'''Effect:''' If no other Named you control as a marker on their Aspects, destroy a Thing. As long as there is a marker on Sever, you can't activate any Aspect of any of your Named. | '''Effect:''' If no other Named you control as a marker on their Aspects, destroy a Thing. As long as there is a marker on Sever, you can't activate any Aspect of any of your Named. | ||
|bgcolor=828282 | |||
}} | |||
{{card | |||
|title=Repurpose(R) | |||
|type=Aspect | |||
|text='''Condition:''' ???<br/> | |||
'''Eligible:''' Magic Named<br/> | |||
'''Effect:''' When an opponent plays an Action card that targets you or a card you control, you gain control of the Action and then resolve it. You can choose new target(s) for the repurposed Action. | |||
|bgcolor=828282 | |||
}} | |||
{{card | |||
|title=Oppose(R) | |||
|type=Aspect | |||
|text='''Condition:''' ???<br/> | |||
'''Eligible:''' Combat Named<br/> | |||
'''Effect:''' If this Named should be destroyed, cancel the destruction. | |||
|bgcolor=828282 | |||
}} | |||
{{card | |||
|title=Rally | |||
|type=Aspect | |||
|text='''Condition:''' ???<br/> | |||
'''Eligible:''' Combat Named<br/> | |||
'''Effect:''' Remove the markers on the Aspects of all your other Named. After removing a marker from Rally, you can't activate it until your next turn. | |||
|bgcolor=828282 | |bgcolor=828282 | ||
}} | }} | ||
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|type=Thing - Vilain - Combat | |type=Thing - Vilain - Combat | ||
|text=Follower<br/> | |text=Follower<br/> | ||
'''Stand(R):''' If | '''Stand(R):''' If Hakram should be destroyed, cancel the destruction. | ||
|bgcolor=000000 | |bgcolor=000000 | ||
}} | }} | ||
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|title=Masego, The Hierophant | |title=Masego, The Hierophant | ||
|type=Thing - Vilain - Magic | |type=Thing - Vilain - Magic | ||
|text='''Witness:''' As long as there is a marker on Witness, when you should draw a card, | |text='''Witness:''' Draw two cards. As long as there is a marker on Witness, when you should draw a card, draw two cards instead. | ||
|bgcolor=000000 | |bgcolor=000000 | ||
}} | }} | ||
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|title=Indrani, The Archer | |title=Indrani, The Archer | ||
|type=Thing - Vilain - Combat | |type=Thing - Vilain - Combat | ||
|text= | |text='''See:''' If a Bow is attached to Indrani, destroy a Named an opponent controls. <br/> | ||
'''Stride:''' Reveal the cards on top of the draw pile until you reveal a Location. You can put it i play under your control. | |||
|bgcolor=000000 | |bgcolor=000000 | ||
}} | }} | ||
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|title=Akua Sahelian, The Diabolist | |title=Akua Sahelian, The Diabolist | ||
|type=Thing - Vilain - Magic | |type=Thing - Vilain - Magic | ||
|text='''Call:''' Play a Thing (it doesn't use your Thing "slot" of the turn). | |text='''Call:''' Play a Thing (it doesn't use your Thing "slot" of the turn).<br/> | ||
'''Bind:''' Take control of a Non-Creational Thing an opponent control. | |||
|bgcolor=000000 | |bgcolor=000000 | ||
}} | }} | ||
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|title=Roland de Beaumarais, The Rogue Sorcerer | |title=Roland de Beaumarais, The Rogue Sorcerer | ||
|type=Thing - Hero - Magic | |type=Thing - Hero - Magic | ||
|text= | |text='''Confiscate:''' Gain control of an Aspect card controlled by an opponent. It becomes linked to Roland and is destroyed if Roland is, but it doesn't count has one of the three Aspect of Roland.<br/> | ||
'''Confiscate:''' Gain control of an Aspect card controlled by an opponent. It becomes linked to Roland and is destroyed if Roland is, but it doesn't count has one of the three Aspect of Roland.<br/> | '''Use(R):''' Activate one of the Aspects linked to Roland. When the marker is removed from this Aspect, sacrify it. Use can be activated as a reaction if and only if the linked Aspect can. | ||
'''Use(R):''' | |||
|longtext=true | |longtext=true | ||
|bgcolor=FFFFFF | |bgcolor=FFFFFF |
Revision as of 08:01, 5 October 2020
A Practical Guide to Evil | |
---|---|
Designer | Aerdor |
Date | 30th September 2020 |
Players | ??? |
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. |
A card game inspired by the web novel A Practical Guide to Evil : check it out here, it's so good ! /!\ BE CAREFUL : POSSIBLE SPOILERS IN THE DECK /!\
Suggestions are welcome, especially if you know the Guideverse.
Rules
Dvorak
Dvorak is played with cards, and there are two traditional types of card - Things and Actions. When you play a Thing card, it goes onto the table in front of you and stays there, usually having a useful effect while it remains in play; when you play an Action card, it does whatever it does and goes to a discard pile.
Take the deck of cards, shuffle it, and deal five cards to each player (which they hold in their hand where other players can't see). The rest of the cards go in the middle of the table as a face-down draw pile, and whenever a card is discarded or destroyed, it goes into a face-up discard pile.
Starting with a random player, you take turns in order. A turn consists of:
- Drawing the top card from the draw pile. (If the draw pile's empty, shuffle the discard pile and turn it over to make a new draw pile.)
- Playing up to two cards from your hand. You can play one Thing and one Action per turn (or just one of those, or no cards at all).
- Checking your hand size; if you have more than five cards, discard down to five.
The game continues until somebody meets the deck's victory condition.
A Practical Guide to Evil
Win condition
To win, you must control 3 different Stories, or control all the Named of the deck (only the Dead King can fulfill this win condition, cf. Special cards/The Dead King).
A Story doesn't count for the win condition if it has markers on it.
Stories
A Story :
- can be played when its Condition is met and if you control a Named.
- can be played maximum once each turn (each turn, you can play a Story and/or a Thing and/or an Action).
- resolves its Effect when it is played.
If at any point, you don't control any Named, you must destroy all your Stories.
Named
Named is a generic term that englobes Vilains and Heroes.
A Named can have built-in Aspects that work like Aspect cards.
Aspects
An Aspect :
- can be played when its Condition is met.
- can always be played as a Reaction, even when it is not your turn.
- must be played attached to an Eligible Named.
- resolves its Effect when it is played.
Each Named can have a maximum of 3 Aspects.
When a Named uses one of its Aspect (i.e. activate its effect when it is already in play), put a marker on it. Each player removes the markers on his Aspects at the beginning of his turn. A Named can only use one of its Aspect if none of its Aspects has a marker on it. You can use an Aspect in play as a Reaction if it has "(R)" in his name, even when it is not your turn.
When playing an Aspect, resolving its effect doesn't put a marker on it, but you can't activate it again before your next turn. You can play an Aspect on a Named, even if there is a marker on one of its Aspects.
Band of Five
Each player cannot control more than 5 Named, and a Band of Five must be composed exclusively of Vilains or exclusively of Heroes (except when Team up ! is in play).
Followers
Some Named are Followers. this means that when you play them, you need to choose a non-Follower Named you control to become their Leader.
A Leader can't be targeted as long as a Follower follows it.
Transitional Names
These are Named who aren't Vilains or Heroes, and can be part of any Band of Five.
If you control a Transitional Name, you must sacrify it when you play a Named of the same class (Combat, Magic or Trick).
Special cards
Some cards work very particularly. Because their text is so long, it is written here and only summarize on the card.
Rule of Three
The Story card Rule of Three.
Condition:
- Play this card in reaction when one of your Named is destroyed by an opponent
- You still need to control at least one Named
- You can't have multiple Rule of Three linked to the same opponent.
Effect:
On playing it:
- Put two markers on it.
- This Story is link to the opponent mentioned in the condition. He is thereafter refered to as the linked opponent.
As long as there is exactly 2 markers on the card:
- If you destroy one of the linked opponent's Named or he destroys one of yours, destroy this card.
- Three turns after playing this card, remove one marker from it.
As long as there is exactly 1 marker on the card:
- The linked opponent cannot destroy any of your Named.
- When you destroy one of the linked opponent's Named, remove the last marker from this card.
The Dead King
The Vilain card Neshamah, The Dead King.
- You can't play the Dead King if you already control a Named.
- As long as you control the Dead King, you can't play or gain control of other Named.
- The only way to get control of a Named is to destroy it, then he comes in your control as a Revenant instead of going to the discard pile.
- The number of Revenants you control is not limited.
- No opponent can gain control of the Dead King or a Revenant.
- The Dead King can't be destroyed as long as you control a Revenant.
- The Dead King and the Revenants can't learn any new Aspects.
- Revenant don't count as Named for Stories.
- If an opponent manages to kill the Dead King, its card becomes a Story and this opponent gains control of it.
- The Dead King's Story is not destroyed when its owner controls no Named.
Card List
Stories
Effect: The targeted player separate all his Vilains into two groups. You choose a group and the targeted players sacrifies it. He gets control over this Story.
Effect: Gain control of the sword and attached it to the heir AND ???
Effect:???
Effect: Flip a coin. Head, the Vilain is now considered a Hero and you gain control of it. Tail, the Vilain is destroyed.
Effect: The Hero is now considered a Vilain and you gain control of it.
Condition: An opponent without Rule of Three with you destroyed one of your Named, but not the last one.
Effect: Put two markers on it.
2 markers: If destruction of a Named, destroy this card. After three turns, remove one marker.
Condition: An opponent without Rule of Three with you destroyed one of your Named, but not the last one.
Effect: Put two markers on it.
2 markers: If destruction of a Named, destroy this card. After three turns, remove one marker.
Condition: An opponent without Rule of Three with you destroyed one of your Named, but not the last one.
Effect: Put two markers on it.
2 markers: If destruction of a Named, destroy this card. After three turns, remove one marker.
Effect: None.
Effect: None.
Effect: Put 7 markers on this card. The Sword is unattached to the Hero and must remain unattached and in play as long as there are markers on this card, else this card is destroyed.
At the beginning of your turn, remove one marker from this card.
Aspects
Eligible: Combat Named
Eligible: Magic Named
Eligible: Any Named
Eligible: Combat Named
Eligible: Trick Named
Eligible: Combat Named
Eligible: Any Named
Eligible: Magic Named
Eligible: A Follower Named.
Eligible: Combat Named
Eligible: Magic Named
Eligible: Magic Named
Eligible: Combat Named
Eligible: Magic Named
Eligible: Hero
Eligible: Combat Named
Eligible: Combat Named
Eligible: Magic Named
Eligible: Combat Named
Eligible: Combat Named
Eligible: Combat Named
Eligible: Combat Named
Eligible: Trick Named
Eligible: Trick Named
Vilains
Conquer: As long as there is a marker on Conquer, if you destroy the last Named of an opponent, you can gain control of one of his Stories.
You can control Eudokia in addition to a complete Band of Five.
Perfect: Play an Action card from the discard pile as if it were in your hand.
Obey: This Aspect can be used as a copy of one of the Aspects of the attached Named.
Stand(R): If Hakram should be destroyed, cancel the destruction.
Stride: Reveal the cards on top of the draw pile until you reveal a Location. You can put it i play under your control.
Bind: Take control of a Non-Creational Thing an opponent control.
The Dead King should be your only Named except Revenants.
When you destroy a Named, it becomes a Revenant.
Revenants must be destroyed before the Dead King.
The Dead King and the Revenants can't learn any new Aspects.
Heroes
Shine: As long as there is a marker on Shine, at the beginning of each player's turn, this player can only remove one marker among all those on his Vilains' Aspects.
Use(R): Activate one of the Aspects linked to Roland. When the marker is removed from this Aspect, sacrify it. Use can be activated as a reaction if and only if the linked Aspect can.
Don't Judge:???
Wander(R): As long as there is a marker on Wander, she can't be destroyed.
???
Transitional Names
Other cards
Bands of Five can now be composed of Vilains and Heroes together.
You can control the Named attached in addition to a complete Band of Five. This Named cannot be targeted as long as you control another Vilain, except by a Story.