Difference between revisions of "User:Tweed Cap"

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==My Contributions to Infinite Dvorak==
==My Contributions to Infinite Dvorak==


'''Note: The card numbering for the first six of my cards changed on 5 April 2008 when The Pointless Game was moved to the end of the card list.  These numbers reflect this change.'''
===The Cards===
''Note: The card numbering for the first six of my cards changed on 5 April 2008 when The Pointless Game was moved to the end of the card list.  These numbers reflect this change.''


{{card|title=All-Purpose Repair Kit|type=Thing|text=If one of your Things is destroyed, you may choose to destroy this in its place.  The saved Thing must be a physical object and not a creature.|flavortext=Card #1774|creator=Tweed Cap}}
{{card|title=All-Purpose Repair Kit|type=Thing|text=If one of your Things is destroyed, you may choose to destroy this in its place.  The saved Thing must be a physical object and not a creature.|flavortext=Card #1774|creator=Tweed Cap}}

Revision as of 13:18, 7 April 2008

My Contributions to Infinite Dvorak

The Cards

Note: The card numbering for the first six of my cards changed on 5 April 2008 when The Pointless Game was moved to the end of the card list. These numbers reflect this change.

All-Purpose Repair Kit
Thing
If one of your Things is destroyed, you may choose to destroy this in its place. The saved Thing must be a physical object and not a creature.
Card #1774
Card by Tweed Cap
Soullessness
Thing
When Soullessness comes into play, choose a player for it to affect. As long as Soullessness is in play, the affected player is immune from card-created win conditions and lose conditions. He can still win if everyone else loses or lose if someone else wins.
Card #1782
Card by Tweed Cap
Malachite Obelisk
Thing
At the start of each player's turn, flip a coin. If it comes up heads, the player may play two Actions this turn instead of one, but cannot play a Thing. If it comes up tails, the player may play two Things this turn instead of one, but cannot play an Action.
Card #1785
Card by Tweed Cap
Drunken Bartering
Action
An opponent of your choice gives you his whole hand, then draws as many cards as he gave you, at random, from your hand.
Card #1795
Card by Tweed Cap
Gumball Machine
Thing
After drawing but before playing any cards on a turn, any player may draw a card; he shows this card to the other players and must play it immediately if possible. Playing the drawn card does count as one of his card plays for the turn.
Card #1796
Card by Tweed Cap
Kleptomania
Thing
Whenever a player plays a Thing, it comes into play under your control. Each time this happens, you gain a theft token and a d6 is rolled. If the die roll is less than or equal to the number of theft tokens you have, destroy this card.
Thing:Destroy a theft token.
Card #1797
Card by Tweed Cap
P-Switch
Action
Until the end of your next turn, all tokens are treated as actual cards and all non-token Things are treated as tokens.
Card #1806
Card by Tweed Cap

Remarks/Clarification

Soullessness

Just to clarify, I consider cards that "eliminate" players a kind of lose condition, so this does give immunity from elimination. Also, suppose a win or lose condition is created by a Thing, and you meet the condition while soulless. If Soullessness is destroyed later, and the condition is still in effect, and you still meet it, you win/lose immediately. Soullessness does not prevent effects that explicitly "end the game" (such as Friedrich Nietzsche). However, if a Nietzsche-esque card said "Each player loses.", that would be a winning two-card combo with Soulllessness.

P-Switch

In my Dvorak custom, the unwritten rule is that Action effects can last up to one full round (as this one does) before they cross into "creating a special rule" or "undocumented background effect" territory. If you're the kind of person who needs your Dvorak 100% free of anything like background effects, you can reimplement this as a Thing which ends its effect, then destroys itself, at the end of your next turn. This has the undesired (by me) effect of making the P-Switch vulnerable to destruction or changes in controller (which can have the even more undesirable effect of monkeying with its duration). I have found Actions that last a short, fixed amount of time, in moderation, to be fun and not game-breaking. I hope you'll agree.

If a non-token Thing is destroyed during the P-Switch, it is removed from the game (because that's how tokens are treated). Likewise, if a token is destroyed, it is placed in the discard pile. When the P-Switch wears off, all tokens in the discard pile are removed from the game (but cards removed from the game are not brought back).

Finally, if a second P-Switch is somehow played before the first expires (because, say, someone has an effect to recover cards from the discard pile), the effect is prolonged until the most recent P-Switch naturally expires. Nothing special happens when the original P-Switch would have expired.