Difference between revisions of "Mario Bros. deck"
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|type=Thing | |type=Thing | ||
|text='''Action:''' You may draw 1 extra card on your next turn. | |text='''Action:''' You may draw 1 extra card on your next turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
|creator=BM | |creator=BM | ||
Line 508: | Line 420: | ||
|title=Fleep | |title=Fleep | ||
|type=Thing | |type=Thing | ||
|text='''Action:''' Up to 2 Enemies controlled by the same player cannot use any abilities until your next turn | |text='''Action:''' Up to 2 Enemies controlled by the same player cannot use any abilities until the beginning of your next turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
|creator=BM | |creator=BM | ||
Line 524: | Line 428: | ||
|title=Goombario | |title=Goombario | ||
|type=Thing | |type=Thing | ||
|text= '''Action: ''' | |text='''Action:''' Look at target player's hand.<br/>'''Action:''' Destroy target Enemy. Subtract 1 from your Jump Check during this action. | ||
'''Action:''' | |||
|bgcolor=000066 | |bgcolor=000066 | ||
|creator=BM | |creator=BM | ||
}} | }} | ||
Line 799: | Line 669: | ||
|title=Koopahari Desert | |title=Koopahari Desert | ||
|type=Location | |type=Location | ||
|text= | |text=''Unfinished'' | ||
|bgcolor=006600 | |bgcolor=006600 | ||
|creator=MagiMaster | |creator=MagiMaster | ||
Line 823: | Line 693: | ||
|title=Flipside | |title=Flipside | ||
|type=Location | |type=Location | ||
|text=If | |text=If your Jump Die was odd, you may not play Enemies this turn. | ||
|bgcolor=006600 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Peach's Castle | |||
|type=Location | |||
|text=You cannot advance to the next Level while this is in play. | |||
|bgcolor=006600 | |bgcolor=006600 | ||
|creator=MagiMaster | |||
}} | |||
<br clear=all/> | |||
=== Proposed Deletions === | |||
{{card | |||
|title=Mamar | |||
|type=Thing | |||
|text='''Action:''' For 2 turns, all Enemies are asleep. Every turn, they must flip a coin. If heads, the Enemies wake up. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Skolar | |||
|type=Thing | |||
|text='''Action:''' All opponents whose last Jump Check was less than 3 may only play Things, not Actions. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Muskular | |||
|type=Thing | |||
|text='''Action:''' Decrease an opponents Jump Check by 3. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Misstar | |||
|type=Thing | |||
|text='''Action:''' Increase your Jump Check by 5. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Klevar | |||
|type=Thing | |||
|text='''Action:''' All Enemies are paralyzed for 2 turns. Every time a player wants to use an Enemy's ability, they must flip a coin. If heads, all Enemies are unparalyzed. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Kalmar | |||
|type=Thing | |||
|text='''Action:''' Flip a coin. If heads, destroy 3 Enemies. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Thoreau | |||
|type=Thing | |||
|text='''Action:''' Take control of target Enemy. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Boomer | |||
|type=Thing | |||
|text=Play this onto an Enemy. When this comes into play, put 5 counters on it. At the beginning of your turn, remove a counter. If there are no counters on this card, return it to your hand and destroy the enemy it was attached to.<br/>'''Action:''' Remove all counters on this card. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Slim | |||
|type=Thing | |||
|text='''Action:''' You cannot be affected by any cards until the end of your next turn. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Thudley | |||
|type=Thing | |||
|text='''Action:''' Take a counter off any 2 Enemies or destroy 2 Enemies with no counters. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Carrie | |||
|type=Thing | |||
|text='''Action:''' Add 2 to your next Jump Check. | |||
|bgcolor=000066 | |||
|creator=BM | |||
}} | |||
{{card | |||
|title=Cudge | |||
|type=Thing | |||
|text='''Action:''' Destroy 1 Enemy. | |||
|bgcolor=000066 | |||
|creator=BM | |creator=BM | ||
}} | |||
{{card | |||
|title=Kooper | |||
|type=Thing | |||
|bgcolor=000066 | |||
|creator=BM | |||
|text= '''Action:''' Dizzy Shell: All enemies are Dizzy for 1 turn. They may not do anything. | |||
'''Action:''' Shell Toss: Remove 1 of an enemies counters. If they have no counters, destroy them. | |||
}} | |||
{{card | |||
|title=Bombette | |||
|type=Thing | |||
|bgcolor=000066 | |||
|creator=BM | |||
|text='''Action:''' Mega Bomb: You may not use an action next turn. Destroy all enemies with no counters, or remove a counter from all enemies with them. | |||
}} | |||
{{card | |||
|title=Parakarry | |||
|type=Thing | |||
|bgcolor=000066 | |||
|creator=BM | |||
|text='''Action:''' Air Lift: Put an enemy back into it's owner's hand. '''Action:''' Sky Dive: Remove 1 of an enemies counters. If they have no counters, destroy them. | |||
}} | |||
{{card | |||
|title=Bow | |||
|type=Thing | |||
|bgcolor=000066 | |||
|creator=BM | |||
|text='''Action:''' Spook: Roll a die. If 4 or higher, send that number of enemies back to their owner's hand. | |||
}} | }} |
Revision as of 17:32, 25 April 2007
Mario Bros. | |
---|---|
Designer | MagiMaster |
Date | 3-21-2007 |
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.) | |
![]() | |
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
- Rex
- Monty Mole
- Yux
- Frog Suit
- Hammer Bros. Suit
- Koopa Shell
- Magic Wand
- Vegetable (?)
- Ripe Vegetable (?)
- Kuribo's Shoe
- Mini 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: If your Jump Check is higher than 4, you may destroy this to destroy an enemy.
Action: Destroy this card to destroy target enemy.
Action: Destroy target enemy and add a counter to this card.
Action: If this card has at least 3 counters, you may search the deck for a Yoshi card. If you find one, you may put it into play. Shuffle the deck afterwards.
Action: Destroy target thing.
Action: Remove a counter to draw a card.
Action: Destroy target Enemy. Subtract 1 from your Jump Check during this action.
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.
Proposed Deletions
Action: Remove all counters on this card.