Difference between revisions of "Castles deck"

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|bgcolor=900
|bgcolor=900
|cornervalue=2
|cornervalue=2
}}
{{Card
|title=Spy
|text='''Action''': Reveal up to two cards in your opponent's hand.
|type=Civilian
|bgcolor=900
|cornervalue=1
}}
}}


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{{Card
{{Card
|title=Wall
|title=Wall
|text=Play this card into your Middle Zone. Your opponents cannot enter your Middle Zone from your side of the Front.
|text=Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
|type=Building
|type=Building
|bgcolor=900
|bgcolor=900
Line 343: Line 351:
|bgcolor=009
|bgcolor=009
|cornervalue=2
|cornervalue=2
}}
{{Card
|title=Spy
|text='''Action''': Reveal up to two cards in your opponent's hand.
|type=Civilian
|bgcolor=009
|cornervalue=1
}}
}}


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{{Card
{{Card
|title=Wall
|title=Wall
|text=Play this card into your Middle Zone. Your opponents cannot enter your Middle Zone from your side of the Front.
|text=Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
|type=Building
|type=Building
|bgcolor=009
|bgcolor=009
Line 447: Line 463:
|title=Ambush
|title=Ambush
|text=Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
|text=Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
|type=Action
|bgcolor=999
}}
{{Card
|title=Incendiarism
|text=Deal 3 damage to all units in a particular zone.
|type=Action
|bgcolor=999
}}
{{Card
|title=Incendiarism
|text=Deal 3 damage to all units in a particular zone.
|type=Action
|type=Action
|bgcolor=999
|bgcolor=999
}}
}}

Revision as of 19:24, 25 November 2007

Castles deck
Designer jftsang
Date 25 November 2007
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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Hammer and spanner.gif
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

Rules

Each player or team has one Castle card to start off with, and must defend it. It has 50HP (as shown on the corner). When either team's Castle is destroyed they lose the game.

The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn.

Each card has a number, which is their HP value. When a card's HP falls to 0 it is discarded.

Civilians can repair the castle and perform other feats.

Soldiers can attack and deal damage to opponent Soldiers or Buildings.

Buildings do something that protects the castle (or IS the castle).

Card Listing

50
Castle
Building
When this card is destroyed you lose the game.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
2
Archer
Soldier
Action: Deal 1 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 1 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 1 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 1 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Doctor
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
1
Doctor
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
5
General
Soldier
Action: All Soldiers in this card's zone may move two zones. They may not re-enter this zone.
2
Wizard
Civilian
Action: Deal 3 damage to any card in play. If played against a Wizard, discard this card.
2
Wizard
Civilian
Action: Deal 3 damage to any card in play. If played against a Wizard, discard this card.
1
Spy
Civilian
Action: Reveal up to two cards in your opponent's hand.
5
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
5
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
2
Scaling Ladder
Building
If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone.
15
Wall
Building
Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
50
Castle
Building
When this card is destroyed you lose the game.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
3
Spearman
Soldier
Action: Deal 1 damage to any card in this card's zone.
2
Archer
Soldier
Action: Deal 1 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 1 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 1 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 1 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Doctor
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
1
Doctor
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
5
General
Soldier
Action: All Soldiers in this card's zone may move two zones. They may not re-enter this zone.
2
Wizard
Civilian
Action: Deal 3 damage to any card in play. If played against a Wizard, discard this card.
2
Wizard
Civilian
Action: Deal 3 damage to any card in play. If played against a Wizard, discard this card.
1
Spy
Civilian
Action: Reveal up to two cards in your opponent's hand.
5
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
5
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
2
Scaling Ladder
Building
If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone.
15
Wall
Building
Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
Repair
Action
Choose a Building. It receives +5 HP.
Repair
Action
Choose a Building. It receives +5 HP.
Medicine
Action
Choose a Civilian or Soldier. It receives +1 HP.
Medicine
Action
Choose a Civilian or Soldier. It receives +1 HP.
Charge
Action
Choose a Soldier. This turn, it can move 2 zones.
Charge
Action
Choose a Soldier. This turn, it can move 2 zones.
Rout
Action
Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play.
Rout
Action
Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play.
Ambush
Action
Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
Ambush
Action
Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
Incendiarism
Action
Deal 3 damage to all units in a particular zone.
Incendiarism
Action
Deal 3 damage to all units in a particular zone.