Difference between revisions of "Zombies"

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When a survivor/zombie is damaged once, (and not dead), flip the card 90 degrees. The second time, (and still not dead), flip it 90 degrees again in the same direction (like flipping it 180 degrees from the beginning). Whenever a survivor is dead, you put it into your death pile.<br>
When a survivor/zombie is damaged once, (and not dead), flip the card 90 degrees. The second time, (and still not dead), flip it 90 degrees again in the same direction (like flipping it 180 degrees from the beginning). Whenever a survivor is dead, you put it into your death pile.<br>
Whenever a number varies, for example 0-1, or 0-2, or 0-5 or maybe 5-10, you roll a dice. If what you're trying to calculate can be 2 numbers, (0-1, 4-5, 2-3), the dice result 1-3 equals the lesser of the two, while 4-6 the higher. If it can be 3 numbers, (0-2, 3-5, 6-8), the dice result 1-2 equals the lesser, 3-4 the middle, and 5-6 the highest. If it can be six numbers, the number equals the result of one dice.<br>
Whenever a number varies, for example 0-1, or 0-2, or 0-5 or maybe 5-10, you roll a dice. If what you're trying to calculate can be 2 numbers, (0-1, 4-5, 2-3), the dice result 1-3 equals the lesser of the two, while 4-6 the higher. If it can be 3 numbers, (0-2, 3-5, 6-8), the dice result 1-2 equals the lesser, 3-4 the middle, and 5-6 the highest. If it can be six numbers, the number equals the result of one dice.<br>
You may, at any time under the game, put a card you haven't used at the bottom of the deck.<br>
When attacking with ranged weapon, check if the dice result + your accuracy is more than or equal to the To Hit on the weapon.<br>
When attacking with ranged weapon, check if the dice result + your accuracy is more than or equal to the To Hit on the weapon.<br>
When a turn is over, it becomes the player to the rights turn.<br>
When a turn is over, it becomes the player to the rights turn.<br>
Each time an item/action/zombie is lost/used, you put it in the bottom of your deck instead of throwing it into a discard pile. (Unless otherwise stated on the card, or if it is a Heroic Action card. Those are only usable ONCE in a game.)<br>
Each time an item/action/zombie is lost/used, you put it in the bottom of your deck instead of throwing it into a discard pile. (Unless otherwise stated on the card, or if it is a Heroic Action card. Those are only usable ONCE in a game.)<br>
Each time a survivor is attacked do this: for each point of defense a survivor have, roll a dice. On the roll of a 6, the survivor is unharmed. If no dice rolled 6, the survivor loses 1 life.<br>
Each time a survivor is attacked do this: for each point of defense a survivor have, roll a dice. On the roll of a 6, the survivor is unharmed. If no dice rolled 6, the survivor loses 1 life.<br>
If you, for any reasons, can't do anything, you may draw 1 extra card each round.<br>
The survivor always start the game.<br>
The survivor always start the game.<br>


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| title = Turn Summary - Zombies
| title = Turn Summary - Zombies
| longtitle =
| longtitle =
| text = '''1.''' Draw cards until you have five in your hand.<br>'''2.''' Place any number of 'Zombie' cards into the Character Area.<br>'''3.''' If you pass all the requirements for the card, you can use an '''Action''' card.<br>'''4.''' Use one '''special''' card. (optional)<br>'''5.''' Attack once with all of your zombies.
| text = '''1.''' Draw cards until you have five in your hand.<br>'''2.''' Place any number of 'Zombie' cards into the Character Area.<br>'''3.''' If you pass all the requirements for the card, you can use an '''Action''' card.<br>'''4.''' Attack once with all of your zombies.
| longtext = true
| longtext = true
| type = Rules Summary
| type = Rules Summary
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| title = Flee
| title = Flee
| longtitle =
| longtitle =
| text = Select one survivor, that won't be able to get damaged the next turn. REQ: Two survivors in Character Area
| text = Select one survivor, that won't be able to get damaged the next turn. <br>REQ: Two survivors in Character Area
| longtext =
| longtext =
| type = Action
| type = Action
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| title = Soak Weapon In Flames
| title = Soak Weapon In Flames
| longtitle =
| longtitle =
| text = Select one survivors melee weapon, which will make 0-2 more damage the next attack made with it. REQ: Two survivors in Character Area and a close combat weapon
| text = Select one survivors melee weapon, which will make 0-2 more damage the next attack made with it.<br> REQ: Two survivors in Character Area and a close combat weapon
| longtext =
| longtext =
| type = Action
| type = Action
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| title = Fierce Frenzy
| title = Fierce Frenzy
| longtitle =
| longtitle =
| text = Select one survivor with a weapon,  and let it strike. It may strike again when it's time to attack. REQ: One survivors in Character Area with a weapon.
| text = Select one survivor with a weapon,  and let it strike. It may strike again when it's time to attack. <br>REQ: One survivors in Character Area with a weapon.
| longtext =
| longtext =
| type = Action
| type = Action
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| title = Sacrifice
| title = Sacrifice
| longtitle =
| longtitle =
| text = Select one survivor. You immediateley put it into your death pile. The next 2 rounds, no zombies may attack. REQ: One survivors in Character Area, at least 1 zombie in character area.
| text = Select one survivor. You immediateley put it into your death pile. The next 2 rounds, no zombies may attack. <br>REQ: One survivors in Character Area, at least 1 zombie in character area.
| longtext =
| longtext =
| type = Action
| type = Action
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}}
}}
<br clear=all/>
<br clear=all/>
==Card List - Zombies==
==Card List - Zombies==
{{Card
{{Card

Latest revision as of 15:19, 31 May 2009

Zombies
Designer
Date Unknown
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.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

UNFINISHED

The zombies in this game are based on the Solanum virus as described in The Zombie Survival Guide by Max Brooks. I've also tried to make it look like it's a movie. (So I've included cool heroic actions and similar)

Rules

The players decide who will be the survivors. The survivor gets all the Survivor cards, while the zombies have one deck of zombie cards for all players.
Zombies only targets are survivors in play, while survivors only targets are zombies in play.
When a survivor/zombie is damaged once, (and not dead), flip the card 90 degrees. The second time, (and still not dead), flip it 90 degrees again in the same direction (like flipping it 180 degrees from the beginning). Whenever a survivor is dead, you put it into your death pile.
Whenever a number varies, for example 0-1, or 0-2, or 0-5 or maybe 5-10, you roll a dice. If what you're trying to calculate can be 2 numbers, (0-1, 4-5, 2-3), the dice result 1-3 equals the lesser of the two, while 4-6 the higher. If it can be 3 numbers, (0-2, 3-5, 6-8), the dice result 1-2 equals the lesser, 3-4 the middle, and 5-6 the highest. If it can be six numbers, the number equals the result of one dice.
You may, at any time under the game, put a card you haven't used at the bottom of the deck.
When attacking with ranged weapon, check if the dice result + your accuracy is more than or equal to the To Hit on the weapon.
When a turn is over, it becomes the player to the rights turn.
Each time an item/action/zombie is lost/used, you put it in the bottom of your deck instead of throwing it into a discard pile. (Unless otherwise stated on the card, or if it is a Heroic Action card. Those are only usable ONCE in a game.)
Each time a survivor is attacked do this: for each point of defense a survivor have, roll a dice. On the roll of a 6, the survivor is unharmed. If no dice rolled 6, the survivor loses 1 life.
If you, for any reasons, can't do anything, you may draw 1 extra card each round.
The survivor always start the game.

How to Win Game: The zombies win if all six survivor cards are put into the death pile. The survivors win if they surviva a pre-defined number of turns.

Needed

  1. 2+ Players
  2. All cards found here.
  3. Up to four six-sided dices.
  4. A big amount of space. (A table or similar)


Card List - Rules Summary

Turn Summary - Survivors
Rules Summary
1. Draw cards until you have five in your hand.
2. Place all 'Survivor' cards into the Character Area.
3. If you pass all the requirements for the card, you may use an Action card.
4. If you pass all the requirements for the card, you may put an Item card into play.
5. Use one special card. (optional)
6. Attack once with all of your survivors.
Turn Summary - Zombies
Rules Summary
1. Draw cards until you have five in your hand.
2. Place any number of 'Zombie' cards into the Character Area.
3. If you pass all the requirements for the card, you can use an Action card.
4. Attack once with all of your zombies.
Numbers Varying
Rules Summary
Whenever a number varies, for example 0-1, or 0-2, or 0-5 or maybe 5-10, you roll a dice. If what you're trying to calculate can be 2 numbers, (0-1, 4-5, 2-3), the dice result 1-3 equals the lesser of the two, while 4-6 the higher. If it can be 3 numbers, (0-2, 3-5, 6-8), the dice result 1-2 equals the lesser, 3-4 the middle, and 5-6 the highest. If it can be six number, the number equals the result of one dice.


Card List - Survivors

George
Survivor
Defense: 3
Accuracy: 2
Health: 2
George Morgan, 19 Years old. Bad shape.
Louie
Survivor
Defense: 1
Accuracy: 3
Health: 1
Louie Holcomb, 16 Years old. Physically weak.
Clara
Survivor
Defense: 2
Accuracy: 2
Health: 3
Clara Houston, 23 Years old. Good student.
Jade
Survivor
Defense: 1
Accuracy: 4
Health: 2
Jade Velez, 22 Years old. Trained in the military.
Stan
Survivor
Defense: 4
Accuracy: 1
Health: 1
Stan Johnson, 35 Years old. Martial Arts master. Suffered from heart problems.
Sue
Survivor
Defense: 3
Accuracy: 3
Health: 3
Sue Wanda, 28 Years old. President over a gym.
Baseball Bat
Item - Weapon - Close Combat
Damage: 1
To Hit: 4+
REQ: One survivor in Character Area
Useful for whacking zombie heads a full 300 feet.
Knife
Item - Weapon - Close Combat
Damage: 0-1
To Hit: 6+
REQ: One survivor in Character Area
Could be lethal, if stuck into a zombies eyesocket.
Knife
Item - Weapon - Close Combat
Damage: 0-1
To Hit: 6+
REQ: One survivor in Character Area
Could be lethal, if stuck into a zombies eyesocket.
Knife
Item - Weapon - Close Combat
Damage: 0-1
To Hit: 6+
REQ: One survivor in Character Area
Could be lethal, if stuck into a zombies eyesocket.
Knife
Item - Weapon - Close Combat
Damage: 0-1
To Hit: 6+
REQ: One survivor in Character Area
Could be lethal, if stuck into a zombies eyesocket.
Crowbar
Item - Weapon - Close Combat
Damage: 1-2
To Hit: 4+
REQ: One survivor in Character Area
The crowbar is a fairly good weapon.
Machete
Item - Weapon - Close Combat
Damage: 1-2
To Hit: 3+
REQ: One survivor in Character Area
The machete is commonly used, as it suffers from no apparent drawbacks, while still easy to get.
Machete
Item - Weapon - Close Combat
Damage: 1-2
To Hit: 3+
REQ: One survivor in Character Area
The machete is commonly used, as it suffers from no apparent drawbacks, while still easy to get.
Chainsaw
Item - Weapon - Close Combat
Damage: 2-3
To Hit: 4+
Each time a survivor attacks with this, let a random zombie player search the deck and take one zombie into their hands. If he doesn't find any zombies, the chainsaw is said to be out of fuel, and is discarded.
REQ: One survivor in Character Area
Time to saw a zombie skull into pieces! Hardcore style!
Pistol
Item - Weapon - Ranged
Damage: 1-2
To Hit: 7+
REQ: One survivor in Character Area
Fairly okay weapon.
Bolt-Action Rifle
Item - Weapon - Ranged
Damage: 1-3
To Hit: 7+
REQ: One survivor in Character Area
Perfect for dispatching zombies, as it contains the ability to sometimes always kill when hit.
Semi-Automatic Rifle
Item - Weapon - Ranged
Damage: 2-3
To Hit: 7+
REQ: One survivor in Character Area
Perfect for dispatching zombies, as it contains the ability to mostly kill when hit.
Assault Rifle
Item - Weapon - Ranged
Damage: 0-2
To Hit: 6+
REQ: One survivor in Character Area
Even worse than the pistol, you usually think this would be a good choice.
Shotgun
Item - Weapon - Ranged
Damage: 1-3
To Hit: 7+
To Damage: 4+ (if you roll less than 4, no damage is done whatsoever)
REQ: One survivor in Character Area
Only good if the target is at low range.
Pistol
Item - Weapon - Ranged
Damage: 1-2
To Hit: 7+
REQ: One survivor in Character Area
Fairly okay weapon.
Laser Sight
Item - Accesory
Adds +1 to hit with the used weapon. (RANGED ONLY)
REQ: One survivor in Character Area and one ranged weapon used by the character (not shotgun)
Good to place that shot right where it should.
Scope
Item - Accesory
Adds +1-2 to hit with the used weapon. (RANGED ONLY)
REQ: One survivor in Character Area and one ranged weapon used by the character (not shotgun)
Can place a bullet right through a zombies eye.
Bayonet
Item - Accesory
Adds +1 Defense
REQ: One survivor in Character Area and one ranged weapon used by the character
Good to use to protect yourself in close combat.
Use Med-Kit
Action
Adds +1 Health, unless already at maximum health
REQ: One damaged survivor in Character Area
Includes bandage and similar.
Rescue
Action
Places a survivor into the hand, forcing it to wait in the hand until next round.
REQ: Two survivors in Character Area
Good if you don't want to your friends to die, duh.
Flee
Action
Select one survivor, that won't be able to get damaged the next turn.
REQ: Two survivors in Character Area
Good if you don't want to die, as this disallows you to get hurt.
Soak Weapon In Flames
Action
Select one survivors melee weapon, which will make 0-2 more damage the next attack made with it.
REQ: Two survivors in Character Area and a close combat weapon
You soak the weapon in fuel, then use a found lighter to make it burn.
Fierce Frenzy
Action
Select one survivor with a weapon, and let it strike. It may strike again when it's time to attack.
REQ: One survivors in Character Area with a weapon.
Extremely cool rage.
Sacrifice
Action
Select one survivor. You immediateley put it into your death pile. The next 2 rounds, no zombies may attack.
REQ: One survivors in Character Area, at least 1 zombie in character area.
Caution: may cause tears.
Lucky Headshot!
Heroic Action
Next time a zombie is put into play, discard it into the Death Pile.
Extremely cool.
Rampage!
Heroic Action
Place 2 zombies in play into the death pile.
A Dead Zombie Is A Good Zombie.
"I'll keep 'em away!"
Heroic Action
Pick up all survivors except for one (un)lucky survivor.
Into the safehouse, dude!


Card List - Zombies

Normal Zombie
Zombie
Health: 2
The zombie is swaying lightly in the wind, but suddenly turns after he hears the moan of nearby zombies, who have probably discovered some prey.
Normal Zombie
Zombie
Health: 2
The zombie suddenly groans, as it have discovered prey. You.
Normal Zombie
Zombie
Health: 2
This zombie is feasting on a corpse. As you slowly walk closer, you recognize the corpse. Too well. It is you, who lies there. Then you suddenly wakes up from your dream.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes. Unfortunately.
Weaker Zombie
Zombie
Health: 1
Unfortunately, these come in hordes.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes. Still, aim in head-level.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes. Watch out.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes. Unfortunately for you.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes.
Strong Zombie
Zombie
Health: 3
There are only a few of those, and they have probably been someone strong when they were human.
Groan
Action
This changes the damage done by all zombies the current round to 1-2 instead of 1.
REQ: Two or more zombies in character area.
Grooarhh. That's all I can tell you.
Rot
Action
Select one zombie. It will take one less amount of damage the next time it's damaged.
REQ: One zombie in character area.
This zombie have been alive for so long, it have started to rot.
Loud Moan
Action
Search through the deck. Pick the first zombie card you find, and put it into your hand then shuffle the deck.
REQ: One zombie in character area, and one Survivor in Character area.
As the zombie spots survivors, it's instincts tell her to moan. And boy, does she moan.
Scent of Fresh Blood
Action
Attack once with one of your zombies. It can still attack again.
REQ: One zombie in character area, and one Survivor in Character area that were damaged the last round.
The fresh blood of the survivor makes the zombie frenzied. Feast, baby feast.
Decapitation Is Still A Threat
Action
Play whenever one of your zombies were killed the last round. Then roll a dice. If you roll a 4, the survivor killing your zombie is damage 0-1. If you roll 5-6, the survivor is damagaded 1.
REQ: Play whenever one of your zombies were killed the last round, and when there is a Survivor in the character area.
The severed head of a zombie is still able to bite and must be regarded as a threat.
Normal Zombie
Zombie
Health: 2
The zombie is swaying lightly in the wind, but suddenly turns after he hears the moan of nearby zombies, who have probably discovered some prey.
Normal Zombie
Zombie
Health: 2
The zombie suddenly groans, as it have discovered prey. You.
Normal Zombie
Zombie
Health: 2
This zombie is feasting on a corpse. As you slowly walk closer, you recognize the corpse. Too well. It is you, who lies there. Then you suddenly wakes up from your dream.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes. Unfortunately.
Weaker Zombie
Zombie
Health: 1
Unfortunately, these come in hordes.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes. Still, aim in head-level.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes. Watch out.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes. Unfortunately for you.
Weaker Zombie
Zombie
Health: 1
These zombies come in hordes.
Strong Zombie
Zombie
Health: 3
There are only a few of those, and they have probably been someone strong when they were human.
Groan
Action
This changes the damage done by all zombies the current round to 1-2 instead of 1.
REQ: Two or more zombies in character area.
Grooarhh. That's all I can tell you.
Rot
Action
Select one zombie. It will take one less amount of damage the next time it's damaged.
REQ: One zombie in character area.
This zombie have been alive for so long, it have started to rot.
Loud Moan
Action
Search through the deck. Pick the first zombie card you find, and put it into your hand then shuffle the deck.
REQ: One zombie in character area, and one Survivor in Character area.
As the zombie spots survivors, it's instincts tell her to moan. And boy, does she moan.
Scent of Fresh Blood
Action
Attack once with one of your zombies. It can still attack again.
REQ: One zombie in character area, and one Survivor in Character area that were damaged the last round.
The fresh blood of the survivor makes the zombie frenzied. Feast, baby feast.
Decapitation Is Still A Threat
Action
Play whenever one of your zombies were killed the last round. Then roll a dice. If you roll a 4, the survivor killing your zombie is damage 0-1. If you roll 5-6, the survivor is damagaded 1.
REQ: Play whenever one of your zombies were killed the last round, and when there is a Survivor in the character area.
The severed head of a zombie is still able to bite and must be regarded as a threat.