Difference between revisions of "Seth's Monsters deck"

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Note: This was an early draft of the [[Seth Monster Game]].  The information here should be ported over, and then this page should be removed.
===Cards===
 
==Rules==
===Initialize===
Each player starts the game with five Monsters in play, which must have a total cornervalue value of less than or equal to 25.  (games may be played at other power levels when there are enough cards to support it)
 
===Turns===
Turns are shared.  Each turn contains a Fast phase, a Medium phase and a Slow phase.
 
During each of the phases, take the following steps:
1)Players privately and simultaneously assign any number of their five Monsters to attack during the Fast Phase. Monsters can only attack here if they have the Fast speed.
 
2)Players privately and simultaneously may activate and choose targets for any abilities the assigned Monsters have.
 
3)Players privately and simultaneously assign damage from their assigned Monsters to their opponent's assigned monsters.  The damage can target a single Monster or be spread out among them.  If a player has no Monsters assigned in the Phase, the damage can target unassigned Monsters.
 
A Monster normally cannot be assigned to more than one than one Phase per turn.
 
===Monsters' Card Structure===
Value: An abstract number representing the card's overall power level. Your cards' total values cannot exceed a preset limit. The Value of a card is in its cornervalue.
 
Element: The card's damage type.  This is always the first item in the type line.  The Element has no effect except where some card references it.
 
Speed: Any non-empty subset of {Fast, Medium, Slow}.  This is the set of phases in which the Monster can act.  Speed is always the first line of the ruletext.
 
Damage: How much damage the Monster normally does when it attacks.  A card's damage value is labeled as such as such and is typically found on the second line of ruletext.
 
Health: How much damage a monster can take.  If a monster has taken damage greater than or equal to its health, it cannot be assigned to a phase.  A monster's health value is labeled as "HP" and is typically found on the second line of ruletext.
===Winning===
You lose if you do not assign any monsters to any phases during their turn.  This usually happens if all your monsters have damage greater than or equal to their health.  If both players lose at the same time, the game is a tie.
==Cards==
{{card|title=Catgirl Ninja|type=Physical Humanoid|text='''Fast/Medium'''<br>'''Damage 2, 9HP'''<br> '''Passive:'''Catgirl Ninja may be assigned to more than one phase per turn.|cornervalue=5|creator=Bucky|bgcolor=007}}
{{card|title=Catgirl Ninja|type=Physical Humanoid|text='''Fast/Medium'''<br>'''Damage 2, 9HP'''<br> '''Passive:'''Catgirl Ninja may be assigned to more than one phase per turn.|cornervalue=5|creator=Bucky|bgcolor=007}}


{{card|title=Barrier Generator|type=Magical Machine|text='''Fast/Medium/Slow'''<br>'''Damage 1, 13HP'''<br> '''Active:'''Your Monsters take half damage this phase (rounded up).|cornervalue=5|creator=Bucky|bgcolor=007}}
{{card|title=Healing Monk|type=Magical Humanoid|text='''Slow'''<br>'''Damage 2, 14HP'''<br> '''Active:'''Remove 1 damage from another of your Monsters; Healing Monk's Damage is reduced by 1 this turn.|cornervalue=5|creator=Bucky|bgcolor=007}}


{{card|title=Barrier Generator|type=Magical Machine|text='''Fast/Medium/Slow'''<br>'''Damage 1, 13HP'''<br> '''Active:'''Attacks against your Monsters in this phase deal half damage (rounded up).|cornervalue=5|creator=Bucky|bgcolor=007}}
{{card|title=Assassin|type=Poisonous Humanoid|text='''Fast/Slow'''<br>'''Damage 3, 12HP'''<br>'''Passive:''' Assassin deals 2 extra damage when it attacks unassigned Monsters.|cornervalue=5|creator=Bucky|bgcolor=007}}


{{card|title=Healing Monk|type=Magical Humanoid|text='''Slow'''<br>'''Damage 2, 14HP'''<br> '''Active:'''Remove 2 damage from another of your Monsters; Healing Monk's Damage is reduced by 1 this turn.|cornervalue=5|creator=Bucky|bgcolor=007}}
{{card|title=Kiln Salamander|type=Fire Animal|text='''Medium/Slow'''<br>'''Damage 2, 10HP'''<br>'''Passive:''' When Kiln Salamander attacks, it deals extra 1 damage to each of your opponent's assigned non-Fire Monsters.|cornervalue=5|creator=Bucky|bgcolor=007}}


{{card|title=Assassin|type=Poisonous Humanoid|text='''Fast/Slow'''<br>'''Damage 4, 12HP'''<br>'''Passive:''' If Assassin attacks in the same phase as another Monster, it deals no damage to that Monster.|cornervalue=5|creator=Bucky|bgcolor=007}}
{{card|title=Spitting Serpent|type=Poisonous Animal|text='''Fast/Medium/Slow'''<br>'''Damage 1, 8HP'''<br>'''Active:''' Choose an opponent's attacking Monster.  It cannot use its Active abilities for the rest of this turn and the next.|cornervalue=2|creator=Bucky|bgcolor=007}}


{{card|title=Kiln Salamander|type=Fire Monster|text='''Medium/Slow'''<br>'''Damage 2, 10HP'''<br>'''Passive:''' When Kiln Salamander attacks, it deals 1 damage to each of your opponent's attacking Monsters.|cornervalue=5|creator=Bucky|bgcolor=007}}
{{card|title=Petardier|type=Physical Humanoid|text='''Medium'''<br>'''Damage 2, 4HP'''<br>'''Active:''' Petardier deals 5 damage to all assigned Monsters.<br>'''Passive:'''When the damage on Petardier first becomes greater than or equal to its HP, it deals 5 damage to all Monsters unless it used an Active ability this turn|cornervalue=3|creator=Bucky|bgcolor=007}}

Latest revision as of 23:13, 30 March 2010

Seth's Monsters
Designer
Date 29 May 2010
Players 2
This is an unfinished deck. It is incomplete, and is not 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.)
Cards.gif Print this deck

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Cards.gif Generate Lackey export

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This deck is locked. Further cards should not be added - leave feedback on the talk page.

Note: This was an early draft of the Seth Monster Game. The information here should be ported over, and then this page should be removed.

Rules

Initialize

Each player starts the game with five Monsters in play, which must have a total cornervalue value of less than or equal to 25. (games may be played at other power levels when there are enough cards to support it)

Turns

Turns are shared. Each turn contains a Fast phase, a Medium phase and a Slow phase.

During each of the phases, take the following steps: 1)Players privately and simultaneously assign any number of their five Monsters to attack during the Fast Phase. Monsters can only attack here if they have the Fast speed.

2)Players privately and simultaneously may activate and choose targets for any abilities the assigned Monsters have.

3)Players privately and simultaneously assign damage from their assigned Monsters to their opponent's assigned monsters. The damage can target a single Monster or be spread out among them. If a player has no Monsters assigned in the Phase, the damage can target unassigned Monsters.

A Monster normally cannot be assigned to more than one than one Phase per turn.

Monsters' Card Structure

Value: An abstract number representing the card's overall power level. Your cards' total values cannot exceed a preset limit. The Value of a card is in its cornervalue.

Element: The card's damage type. This is always the first item in the type line. The Element has no effect except where some card references it.

Speed: Any non-empty subset of {Fast, Medium, Slow}. This is the set of phases in which the Monster can act. Speed is always the first line of the ruletext.

Damage: How much damage the Monster normally does when it attacks. A card's damage value is labeled as such as such and is typically found on the second line of ruletext.

Health: How much damage a monster can take. If a monster has taken damage greater than or equal to its health, it cannot be assigned to a phase. A monster's health value is labeled as "HP" and is typically found on the second line of ruletext.

Winning

You lose if you do not assign any monsters to any phases during their turn. This usually happens if all your monsters have damage greater than or equal to their health. If both players lose at the same time, the game is a tie.

Cards

5
Catgirl Ninja
Physical Humanoid
Fast/Medium
Damage 2, 9HP
Passive:Catgirl Ninja may be assigned to more than one phase per turn.
Card by Bucky
5
Barrier Generator
Magical Machine
Fast/Medium/Slow
Damage 1, 13HP
Active:Your Monsters take half damage this phase (rounded up).
Card by Bucky
5
Healing Monk
Magical Humanoid
Slow
Damage 2, 14HP
Active:Remove 1 damage from another of your Monsters; Healing Monk's Damage is reduced by 1 this turn.
Card by Bucky
5
Assassin
Poisonous Humanoid
Fast/Slow
Damage 3, 12HP
Passive: Assassin deals 2 extra damage when it attacks unassigned Monsters.
Card by Bucky
5
Kiln Salamander
Fire Animal
Medium/Slow
Damage 2, 10HP
Passive: When Kiln Salamander attacks, it deals extra 1 damage to each of your opponent's assigned non-Fire Monsters.
Card by Bucky
2
Spitting Serpent
Poisonous Animal
Fast/Medium/Slow
Damage 1, 8HP
Active: Choose an opponent's attacking Monster. It cannot use its Active abilities for the rest of this turn and the next.
Card by Bucky
3
Petardier
Physical Humanoid
Medium
Damage 2, 4HP
Active: Petardier deals 5 damage to all assigned Monsters.
Passive:When the damage on Petardier first becomes greater than or equal to its HP, it deals 5 damage to all Monsters unless it used an Active ability this turn
Card by Bucky