Difference between revisions of "Mario Bros. deck"
CashCrazed (talk | contribs) |
MagiMaster (talk | contribs) (Cleaning up a bit) |
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|title=Backtracking | |title=Backtracking | ||
|type=Action | |type=Action | ||
|text=Destroy the top Location card on the stack | |text=Destroy the top Location card on the stack. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
|creator=CashCrazed | |creator=CashCrazed | ||
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|title=Thwomp | |title=Thwomp | ||
|type=Thing | |type=Thing | ||
|text= | |text='''Action:''' A Player whose Jump Die was 2 or less must discard a card from their hand. Thwomp counts as an Enemy only when using this action. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
|creator=Bucky | |creator=Bucky | ||
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|title=Coins | |title=Coins | ||
|type=Thing | |type=Thing | ||
|text=Roll a die and place that many counters on this card. Destroy when all counters are gone.<br>'''Action:''' Sacrifice a counter to draw a card. | |text=Roll a die and place that many counters on this card. Destroy when all counters are gone.<br/>'''Action:''' Sacrifice a counter to draw a card. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
|creator=CashCrazed | |creator=CashCrazed | ||
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|title=Buzzy Beetle | |title=Buzzy Beetle | ||
|type=Enemy | |type=Enemy | ||
|text=Play only in Vanilla Dome. | |text=Play only in Vanilla Dome. If this card is destroyed, the owner of the card may search the deck and discard pile for a Blue Shell card. If none are in the deck or the discard pile, any player who has one may play it immediatly. | ||
|bgcolor=000000 | |bgcolor=000000 | ||
|creator=MagiMaster | |creator=[[User:BM|BM]] and [[User:MagiMaster|MagiMaster]] | ||
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}} | }} | ||
Revision as of 02:44, 31 March 2007
Mario Bros. | |
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Designer | MagiMaster |
Date | 3-21-2007 |
Players | 2+ |
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.) | |
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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
Take on the role of a plumber in the Mushroom Kingdom. This means you are in charge of rescuing Princess Peach from Bowser and his Minions.
Special Rules
Locations are a type of Thing. Locations are played into the middle, on top of the current Location. Only the topmost Location is counted as in play and affects all players. No Things or Actions (or Thing abilities) can be played if there is no Location in play. Cards cannot affect Locations unless they specifically say otherwise.
Enemies are also a type of Thing. Enemies have no special rules, but some cards only affect enemies.
At the beginning of the game, the players should decide on how many Levels the game will last. The game begins with all players on Level 1. Any attempt to advance beyond the last Level advances to the last Level instead. Each player should keep track of their Level separately.
At the beginning of each players' turn, they should roll a six-sided die. The result is their Jump Check for that turn. The Jump Die refers to the number rolled on the die for your Jump Check before anything modifies it.
Equipment
You need something to keep track of which Level the game is on and a six-sided die. You will also need a few objects to act as counters.
Notes
My original idea for this deck was fairly similar to the one for the Monty Python and the Holy Grail deck. However, it's becoming quite different.
(Possible) Cards to Make
For notes on various things appearing in the Mario games, check here, here and especially here. Things in bold are referenced by existing cards already.
- Daisy
- Blooper
- Snifit
- Chain Chomp
- Wiggler
- Pider
- Angry Sun
- Frog Suit
- Hammer Bros. Suit
- Koopa Shell
- Blue Shell
- Magic Wand
- Vegetable (?)
- Ripe Vegetable (?)
- Kuribo's Shoe
- Mini Mushroom
- Mega Mushroom
- Yoshi Coin
- (Other) Coin
- Switch Block
- ♪ Block
- (Other) Block
- Chocolate Island
- Pipe Maze
- Cloud Tops
Other Thoughts
- With as many enemies as there are, there should be more cards that are affected by the number/type of enemies you control
- There should be more interaction between the cards (and not just the player/Jump Check)
- The locations should all be fairly unique, but I don't have many good ideas at the moment
- There should probably be more cards that affect the players' hands besides just discarding cards
- There should be a couple of cards that let you draw cards faster
- Should each player keep track of their own Level, or should there be a global Level?
- Global Levels speed the game along, but make things more random (I could let you rescue the princess seven times, and then win on the last level)
- Actually, global Levels mean that all the advances up to the last Level are basically meaningless
- Seperate Levels would make the game a lot slower, but less random
- For now, I'm going with seperate Levels, but this still raises some questions
- Global Levels speed the game along, but make things more random (I could let you rescue the princess seven times, and then win on the last level)
Card List
Thank you Mario! But our princess is in another castle!
Pick a box. Its contents will help you on your way.
I have enclosed a jewel that helps protect you.
Action: Destroy this card to destroy target enemy.
Action: Destroy target enemy and add a counter to this card.
Action: Remove 3 counters from this card to search the deck for a Yoshi card. If you find one, put it into play and destroy this card.
Action: Sacrifice a counter to draw a card.
Action: Create a Spiny Token. This counts as an Enemy with the text: 'This cannot be destroyed by a player whose Jump Check is less than 5.'
Action: Target player must discard a card at random.
Action: Add a counter to this card.
Action: Remove a counter from this card and sacrifice an enemy, other than this one, to make target player discard a card at random. If that Enemy had Bill in its name, return it to your hand instead.
Action: If your Jump Check is at least 6, draw a card.