Difference between revisions of "Gears of War deck"

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===Firefights===
===Firefights===
Any time during your turn, you may start a Firefight with a single opponent. This consumes an Action. During a firefight, take the following steps:
Any time during your turn, you may start a Firefight with a single opponent. This consumes an Action. During a firefight, take the following steps:<br>
1. The attacking player chooses a range (Long, Mid, Close).
1. The attacking player chooses a range (Long, Mid, Close).<br>
2. The defending player may equip a new weapon from his hand.
2. The defending player may equip a new weapon from his hand.<br>
3. Both players roll a die. The result is multiplied by your weapon's power.
3. Both players roll a die. The result is multiplied by your weapon's power.<br>
4. The players take turns playing maneuvers, starting with the attacking player. You may choose to stop playing maneuvers whenever you want. If you stop, your opponent may continue playing maneuvers if they have them. If a character is behind cover, this counts as a maneuver.
4. The players take turns playing maneuvers, starting with the attacking player. You may choose to stop playing maneuvers whenever you want. If you stop, your opponent may continue playing maneuvers if they have them. If a character is behind cover, this counts as a maneuver.<br>
5. All maneuvers then take effect AFTER the die roll is multiplied. The player with the lowest final power takes a point of damage. The firefight is over.
5. All maneuvers then take effect AFTER the die roll is multiplied. The player with the lowest final power takes a point of damage. The firefight is over.<br>


===Health and Dying===
===Health and Dying===
Line 234: Line 234:
| flavortext = "Control, we have a Berserker in the vicinity, please advise!"
| flavortext = "Control, we have a Berserker in the vicinity, please advise!"
| creator = Brad Soup
| creator = Brad Soup
}}
{{Card
| title = Active Reload
| text = Roll a dice. On a 4, 5, or 6, gives a +3 power bonus during your next firefight.
| type = Action - Maneuver
| bgcolor = 900
| flavortext = "Nice!"
| creator = LifeInSepia
}}
}}



Latest revision as of 21:17, 7 September 2008

Gears of War deck
Designer Brad Soup
Date 24/05/2007
Players 2-8
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

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

A deck inspired in part by the First Person Shooter deck, based on the game Gears of War! Choose a character and jump in! You'll need a die to play, but if you don't have one, you can use the dice cards.

Special Rules

Hand size in the Gears of War Dvorak deck is 7 instead of 5. You may play up to two actions during your turn.

Characters

Some things are Characters. Everyone chooses a Character at the beginning of the game, and the rest of the Characters are removed from the deck.

Weapons

Weapons have a Power value in the corner. This is used to determine the outcome of firefights. When equipping a weapon, play it on your character. If he has a weapon equipped already, return it to your hand. If you have no weapon equipped, you may melee, which has a power of 2. Equipping a weapon uses an action, except if you are defending during a firefight.

Firefights

Any time during your turn, you may start a Firefight with a single opponent. This consumes an Action. During a firefight, take the following steps:
1. The attacking player chooses a range (Long, Mid, Close).
2. The defending player may equip a new weapon from his hand.
3. Both players roll a die. The result is multiplied by your weapon's power.
4. The players take turns playing maneuvers, starting with the attacking player. You may choose to stop playing maneuvers whenever you want. If you stop, your opponent may continue playing maneuvers if they have them. If a character is behind cover, this counts as a maneuver.
5. All maneuvers then take effect AFTER the die roll is multiplied. The player with the lowest final power takes a point of damage. The firefight is over.

Health and Dying

Unlike in the console version of GoW, your health doesn't regenerate here. You start with five HP, and lose one each time you lose a firefight. If you lose all five, you die. All your weapons are removed from the game and your hand is discarded, and you leave the game.

Dice Cards

The dice cards are used in place of a die if you don't have one. They are removed from the deck, shuffled, and placed face down. When someone needs to roll a die, they draw a card. Shuffle the dice cards after each roll.

Notes

I haven't added the maneuvers in yet, but I'm working on them. Hang in there!

Also, I could really use some help tweaking the values for all the maneuvers, weapon powers, etc. But please try to keep the weapon powers true to the game (i.e. don't make the Lancer do more damage than the Boomshot =P) I've probably screwed up on that somewhere, so feel free to fix it. All the flavor text is either a quote from a character (if it's in quotation marks) or from the Brady Games strategy guide for Gears of War.


Card List

Marcus Fenix
Thing - Character - COG
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"Are you the Marcus Fenix? The one who fought at Aspho Fields?"
Card by Brad Soup
Dominic Santiago
Thing - Character - COG
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"That fairy-tale stuff always scares the crap outta' me..."
Card by Brad Soup
Minh Young Kim
Thing - Character - COG
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
A by-the-book officer who bleeds in the trenches with his men.
Card by Brad Soup
Private Carmine
Thing - Character - COG
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
Voted "Most Likely to Get shot" in the Academy.
Card by Brad Soup
Augustus Cole
Thing - Character - COG
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"The Cole Train is a smooth ride, baby!"
Card by Brad Soup
Damon Baird
Thing - Character - COG
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"I told you I'd fix it."
Card by Brad Soup
Victor Hoffman
Thing - Character - COG
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"...I want you to get in there, find those men, and deploy that resonator!"
Card by Brad Soup
Drone
Thing - Character - Locust
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"I used to have nightmares about those things when I was a kid..."
Card by Brad Soup
Sniper
Thing - Character - Locust
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
Trained from birth to destroy Coalition troops.
Card by Brad Soup
Grenadier
Thing - Character - Locust
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"Boom!"
Card by Brad Soup
Grenadier Elite
Thing - Character - Locust
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
Wants one thing: to tear Gears limb from limb.
Card by Brad Soup
Theron Guard
Thing - Character - Locust
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"Uh...those aren't drones..."
Card by Brad Soup
Theron Sentinel
Thing - Character - Locust
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"Ah, shit. Looks like they upgraded."
Card by Brad Soup
General Raam
Thing - Character - Locust
Action: Take cover. Any time you are in a firefight before your next turn begins, your opponent's power is reduced by 5.
"For the Queen!"
Card by Brad Soup
4
Lancer
Thing - Weapon
Gives a +2 power bonus at Mid range. Action: Chainsaw bayonet. During a firefight, instead of attacking normally, roll a die. On a 1, 2, or 3, you automatically win the firefight. Otherwise, you lose.
...the primary assault rifle of COG soldiers everywhere.
Card by Brad Soup
2
Gnasher
Thing - Weapon
Gives a +7 power bonus at Close range. Action: During a firefight, if an opponent with a Lancer chooses to use their Chainsaw Bayonet, and you have Gnasher in your hand or equipped, they lose the firefight regardless of the die result.
...it's truly precious in confined spaces.
Card by Brad Soup
4
Hammerburst
Thing - Weapon
Gives a +3 power bonus at Mid range.
...the primary Locust weapon.
Card by Brad Soup
6
Longshot
Thing - Weapon
Gives a +2 power bonus at Long range. If you play the maneuver "Headshot" during a firefight and Longshot is equipped, you automatically win the firefight.
...devestating firepower, and an exceptional zoom.
Card by Brad Soup
6
Boomshot
Thing - Weapon
If you EQUIP a Boomshot DURING a firefight at Close range, the firefight instantly resolves. You lose 1 HP and your opponent loses 2.
"Boomer!"
Card by Brad Soup
7
Torquebow
Thing - Weapon
If you EQUIP a Torquebow DURING a firefight at close range, your power changes to 6 and your opponent's power is reduced by 2 BEFORE the die roll.
...arguably the most unusual weapon...
Card by Brad Soup
Calling Anya
Action - Maneuver
If your opponent is taking cover, it doesn't affect you anymore.
"Control, we have a Berserker in the vicinity, please advise!"
Card by Brad Soup
Active Reload
Action - Maneuver
Roll a dice. On a 4, 5, or 6, gives a +3 power bonus during your next firefight.
"Nice!"
Card by LifeInSepia
Headshot
Action - Maneuver
Increase your power by 10.
"Right...today we'll be discussing the philosophy of putting a bullet in someone's head."
Card by Brad Soup
Execution
Action - Maneuver
If your power is higher than (Someone who has thoroughly tested the game, please help with a number here), you automatically win a firefight.
"Back in your hole!"
Card by Brad Soup
I hear it humming...
Action - Maneuver
If your opponent is using a Torquebow at Mid or Long range, reduce their power by 6.
"You hear that? What the hell was that sound?"
Card by Brad Soup
Chatterboxes
Action - Maneuver
You gain 5 power.
"When's the last time the wind said 'Hostiles!' to you?"
Card by Brad Soup
Bumrush
Action - Maneuver
If you've taken cover, remove that effect. Immediately change the range to Close, then re-roll the dice, then continue play.
"Well, we're not here to sell cookies..."
Card by Brad Soup
First Aid
Action - Maneuver
Increase your power by 15. This must be the first maneuver you play. You may not play any more maneuvers this turn.
"Walk it off, pussy!"
Card by Brad Soup
Gun Jam
Action - Maneuver
Your opponent loses 10 power.
"There's something wrong with this thing! It keeps jamming...see?"
Card by Brad Soup
Blind Fire
Action - Maneuver
Your opponent loses 8 power, and you lose 4 power.
"Get down!"
Card by Brad Soup
Cover Slip
Action - Maneuver
You gain 8 power, and your opponent gains 4 power. If your opponent plays "Headshot" directly after you play "Cover Slip" then you automatically lose the firefight.
"Yeah! Woo! Bring it on, sucker!"
Card by Brad Soup
1
Roll me!
Dice
Card by Brad Soup
2
Roll me!
Dice
Card by Brad Soup
3
Roll me!
Dice
Card by Brad Soup
4
Roll me!
Dice
Card by Brad Soup
5
Roll me!
Dice
Card by Brad Soup
6
Roll me!
Dice
Card by Brad Soup