Difference between revisions of "Quidditch deck"
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Second edition of a card-game version of the broomstick-based sport from the Harry Potter books, with teams fighting for pitch-dominance, goals and ultimately the Golden Snitch. | Second edition of a card-game version of the broomstick-based sport from the Harry Potter books, with teams fighting for pitch-dominance, goals and ultimately the Golden Snitch.<BR>Edited by ChippyYYZ on 11/20/2016 | ||
==Special Rules== | ==Special Rules== | ||
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===Manoeuvres=== | ===Manoeuvres=== | ||
At the end of your turn, you may spend one point of your dominance to perform a Manoeuvre - Score, Snatch | At the end of your turn, you may spend one point of your dominance to perform a Manoeuvre - Score, Bludger, Snatch, Outfly or Search. The first three require your dominance to be higher (before the point is spent) than one or more opponents. You may only perform one Manoeuvre per turn. | ||
===Manoeuvre List=== | ===Manoeuvre List=== | ||
* Score (must have a dominance at least four higher than | * Score (must have a dominance at least four higher than each opponent): You may only score if you possess the Quaffle. Add 10 points to your score and lose an additional point of dominance. The Quaffle returns to the centre. | ||
* | * Bludger (must have a dominance at least three higher than target): Beating a bludger at the opposition limits their options. Pick a Player, who must discard a card. | ||
* Snatch (must have a dominance higher than Quaffle-holder): You gain possession of the Quaffle. If no player controls the Quaffle, you may choose Snatch regardless of your opponents' dominance scores. | |||
* | * Outfly: By outflying the opposition you assert your dominance of the game. Drop an opponent's dominance score by one, and regain the point you spent. | ||
* Search: Your Seeker spends time looking for the Snitch. | * Search: Your Seeker spends time looking for the Snitch. Reveal the top 5 cards of the deck. If the Golden Snitch is among them, play it immediately. All other cards revealed this way are discarded. | ||
===Snitch-Blagging=== | ===Snitch-Blagging=== | ||
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|title=Golden Snitch | |title=Golden Snitch | ||
|type=Thing | |type=Thing | ||
|text=The Snitch is the smallest ball, golden and with tiny wings. Each Player selects a number of Seeker cards from their hand, and reveals them simultaneously. The Player with the highest Seeker total grabs the Snitch and gets 150 points, and the game ends. If the Seeker cards are equal then the Snitch gets away, is sent to the discard pile, and the game continues. | |text=The Snitch is the smallest ball, golden and with tiny wings. Each Player selects a number of Seeker cards from their hand, and reveals them simultaneously. The Player with the highest Seeker total grabs the Snitch and gets 150 points, and the game ends. If the Seeker cards are equal then the Snitch gets away, is sent to the discard pile, and the game continues.|longtext=y | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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{{card | {{card | ||
|title= | |title=Lightning Passing | ||
|cornervalue=+1 | |cornervalue=+1 | ||
|type=Thing | |type=Thing | ||
|text= | |text=Being trained to pass the ball quickly between players makes your team great to watch and hard to beat. Add 1 to your dominance at the start of your turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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{{card | {{card | ||
|title=Flying High | |title=Flying High | ||
|type=Thing | |type=Thing | ||
|text=Staying above the opposition helps you keep the ball. | |text=Staying above the opposition helps you keep the ball. Choose a Thing when you play this card. As long as you possess the Quaffle, that Thing is blank. When you score, return Flying High to your hand. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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{{card | {{card | ||
|title=Trick Play | |title=Trick Play | ||
|cornervalue=+ | |cornervalue=+4/2/1 | ||
|type=Action | |type=Action | ||
|text=Flip a coin | |text=Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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{{card | {{card | ||
|title=Trick Play | |title=Trick Play | ||
|cornervalue=+ | |cornervalue=+4/2/1 | ||
|type=Action | |type=Action | ||
|text=Flip a coin | |text=Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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{{card | {{card | ||
|title=Trick Play | |title=Trick Play | ||
|cornervalue=+ | |cornervalue=+4/2/1 | ||
|type=Action | |type=Action | ||
|text=Flip a coin | |text=Flip a coin. On a heads result the trick works, adding two to your dominance, plus two more if you have the lowest dominance score. On a tails it isn't exactly perfect, but still adds one to your dominance. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|cornervalue=+1 | |cornervalue=+1 | ||
|type=Thing | |type=Thing | ||
|text=A useful tactic until the ref spots you. At the start of your turn add one to your dominance | |text=A useful tactic until the ref spots you. At the start of your turn add one to your dominance and roll a die; on a 1 destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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|cornervalue=+1 | |cornervalue=+1 | ||
|type=Thing | |type=Thing | ||
|text=A useful tactic until the ref spots you. At the start of your turn add one to your dominance, and roll | |text=A useful tactic until the ref spots you. At the start of your turn add one to your dominance, and roll a die; on a 1 destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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|cornervalue=-2 | |cornervalue=-2 | ||
|type=Action | |type=Action | ||
|text=Hit the right person at the right time and you can really wreck their game. | |text=Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|cornervalue=-2 | |cornervalue=-2 | ||
|type=Action | |type=Action | ||
|text=Hit the right person at the right time and you can really wreck their game. | |text=Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|cornervalue=-2 | |cornervalue=-2 | ||
|type=Action | |type=Action | ||
|text=Hit the right person at the right time and you can really wreck their game. | |text=Hit the right person at the right time and you can really wreck their game. Target opponent's dominance score is cut in half, rounded up. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|cornervalue=+2 | |cornervalue=+2 | ||
|type=Action | |type=Action | ||
|text=Unless an opponent has a faster | |text=Unless an opponent has a faster broomstick than yours in play or can discard one from their hand, add two to your dominance score. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|cornervalue=-1 | |cornervalue=-1 | ||
|type=Thing | |type=Thing | ||
|text=The opposition are distracted by problems in their lives off the pitch. Pick an opponent - at the start of their turns, drop their dominance by one. Destroy this card when their dominance exceeds yours. | |text=The opposition are distracted by problems in their lives off the pitch. Pick an opponent - at the start of their turns, drop their dominance by one. Destroy this card when their dominance reaches zero or exceeds yours. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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|cornervalue=+1 | |cornervalue=+1 | ||
|type=Thing | |type=Thing | ||
|text=At the start of your turn, if your dominance score is | |text=At the start of your turn, if your dominance score is lower than that of each opponent, add one to it. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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|cornervalue=+1 | |cornervalue=+1 | ||
|type=Thing | |type=Thing | ||
|text=At the start of your turn, if your dominance score is | |text=At the start of your turn, if your dominance score is lower than that of each opponent, add one to it. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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|cornervalue=+1 | |cornervalue=+1 | ||
|type=Action | |type=Action | ||
|text=The Player with the | |text=Add one to your dominance. The Player with the most points may draw a card. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|title=Dopplebeater Defence | |title=Dopplebeater Defence | ||
|type=Action | |type=Action | ||
|text=Both your beaters hit the bludger to give it a frightening speed and power. | |text=Both your beaters hit the bludger to give it a frightening speed and power. Discard a card to pick an opponent. They miss a turn. You may not choose the Bludger manoeuvre this turn. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|title=Match Nerves | |title=Match Nerves | ||
|type=Thing | |type=Thing | ||
|text=Pick an opponent. At the beginning of their turn | |text=Pick an opponent. At the beginning of their turn roll a die. On a 1-2 they are unable to draw a card. When they score a goal destroy Match Nerves. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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{{card | {{card | ||
|title=Rain | |title=Rain | ||
| | |cornervalue=-1? | ||
|text=At the start of each Player's turn, roll a | |type=Thing | ||
|text=At the start of each Player's turn, roll a die. On a 1-3 they can pick a Player whose dominance drops by one. On a 5-6 their dominance drops by one. On a 6 this card is destroyed. | |||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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|title=Saved | |title=Saved | ||
|type=Action | |type=Action | ||
|text=Play in immediate response to an opponent scoring a goal against you - prevent that goal, and gain control of the Quaffle. | |text=Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|title=Saved | |title=Saved | ||
|type=Action | |type=Action | ||
|text=Play in immediate response to an opponent scoring a goal against you - prevent that goal, and gain control of the Quaffle. | |text=Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|title=Saved | |title=Saved | ||
|type=Action | |type=Action | ||
|text=Play in immediate response to an opponent scoring a goal against you - prevent that goal, and gain control of the Quaffle. | |text=Play in immediate response to an opponent scoring a goal against you - prevent that goal, reduce that opponent's dominance by one, and gain control of the Quaffle. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|title=Strayed Off The Pitch | |title=Strayed Off The Pitch | ||
|type=Action | |type=Action | ||
|text=Leaving the pitch is a foul and the Quaffle is passed to the Player on its current owner's left. | |text=Leaving the pitch is a foul and the Quaffle is passed to the Player on its current owner's left. A Pass card may not be played in response. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|title=Wronski Feint | |title=Wronski Feint | ||
|type=Action | |type=Action | ||
|text=A Seeker can dive to the ground as if he sees the Snitch in order to make his opposite number crash. Pick a | |text= A Seeker can dive to the ground as if he sees the Snitch in order to make his opposite number crash. Pick a player. That player reveals their hand and discards two Seeker cards. If they had no Seeker Cards, you lose a point of dominance. After you have played this card, you may not Search or play the Golden Snitch for your next three turns. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
}} | }} | ||
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|title=Nippy Seeker | |title=Nippy Seeker | ||
|type=Thing - Player | |type=Thing - Player | ||
|text= | |text=When the Golden Snitch is played, add 1 to your Seeker total (only if Nippy Seeker is in play). | ||
|bgcolor=004466 | |bgcolor=004466 | ||
}} | }} | ||
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|title=Accurate Beater | |title=Accurate Beater | ||
|type=Thing - Player | |type=Thing - Player | ||
|text=You only need to beat an opponent's dominance score to choose Bludger as a Manoeuvre, not beat it by | |text=You only need to beat an opponent's dominance score by two to choose Bludger as a Manoeuvre, not beat it by three. If you also have Powerful Beater you may use either his ability or this one; you may not use both. | ||
|bgcolor=004466 | |bgcolor=004466 | ||
}} | }} | ||
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|title=Powerful Beater | |title=Powerful Beater | ||
|type=Thing - Player | |type=Thing - Player | ||
|text=When you choose the Bludger Manoeuvre your opponent must | |text=When you choose the Bludger Manoeuvre the card your opponent discards must be chosen randomly. If you also have Accurate Beater you may use either his ability or this one; you may not use both. | ||
|bgcolor=004466 | |bgcolor=004466 | ||
}} | }} | ||
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|title=Sure-handed Chaser | |title=Sure-handed Chaser | ||
|type=Thing - Player | |type=Thing - Player | ||
|text= | |text=While you possess the Quaffle, opponents may not choose the Snatch manoeuvre unless their dominance beats yours by at least two. | ||
|bgcolor=004466 | |bgcolor=004466 | ||
}} | }} | ||
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|title=Competitive Captain | |title=Competitive Captain | ||
|type=Thing - Player | |type=Thing - Player | ||
|text= | |text=When you choose the Outfly manoeuvre, you may draw two cards, then discard two cards. | ||
|bgcolor=004466 | |bgcolor=004466 | ||
}} | }} | ||
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{{card | {{card | ||
|title=Nimbus 2000 | |title=Nimbus 2000 | ||
|cornervalue=+1 | |cornervalue=+1 | ||
|type=Thing | |type=Thing - Broomstick | ||
|text= | |text=Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card.<BR>Destroy Nimbus 2000 when you play another broomstick card. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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{{card | {{card | ||
|title=Nimbus 2000 | |title=Nimbus 2000 | ||
|cornervalue=+1 | |cornervalue=+1 | ||
|type=Thing | |type=Thing - Broomstick | ||
|text= | |text=Faster than the average broom. Add one to your dominance at the start of your turn if no opponent has a broomstick card.<BR>Destroy Nimbus 2000 when you play another broomstick card. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} | ||
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{{card | {{card | ||
|title=Nimbus 2001 | |title=Nimbus 2001 | ||
|cornervalue=+1 | |cornervalue=+1 | ||
|type=Thing | |type=Thing - Broomstick | ||
|text=Faster | |text=Faster than the Nimbus 2000. Add one to your dominance at the start of your turn if no opponent has a faster broomstick.<BR>Destroy Nimbus 2001 when you play another broomstick card. | ||
|bgcolor= | |bgcolor=000077 | ||
}} | }} | ||
{{card | {{card | ||
|title=Firebolt | |title=Firebolt | ||
|cornervalue=+1 | |cornervalue=+1 | ||
|type=Thing | |type=Thing | ||
|text=Fastest Broomstick. | |text=Fastest Broomstick. Add one to your dominance at the start of your turn. No broomstick can save your opponents now.<BR>Destroy Firebolt when you play another broomstick card. | ||
|bgcolor= | |bgcolor=000088 | ||
}} | }} |
Latest revision as of 05:15, 21 November 2016
Quidditch v2 | |
---|---|
Designer | Sandy |
Date | 9th April 2001 |
Players | 2+ |
This is an untested deck. Its cards are complete, but it hasn't yet been tested. | |
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.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Second edition of a card-game version of the broomstick-based sport from the Harry Potter books, with teams fighting for pitch-dominance, goals and ultimately the Golden Snitch.
Edited by ChippyYYZ on 11/20/2016
Special Rules
Requirements
In this game you must keep a running total of their scores. Each goal scored adds 10 points to their score while catching the Snitch scores 150 points and ends the game. Some cards will also require you to have a die around.
The Quaffle
At the start of each game place the Quaffle card in the centre of the table. The Quaffle must stay in play at all times and cannot be destroyed by any means. It may be kept in play even if not controlled by any Player, and begins each game in this way.
The Golden Snitch
The Golden Snitch begins the game as the first card in the discard pile. The deck must be gone through once before the Snitch can enter play.
Dominance
In this new Quidditch game the course of the match is affected by which team is dominating play. Many cards in this deck, both things and actions, allow Players to add and subtract to a tally of dominance points. Both Players dominance scores start at zero and cannot drop into minus figures. These can be represented by counters, pennies, matchsticks or whatever you have to hand. (I recommend Jelly Babies.Then when you lose dominance points you at least have the consolation of eating the Jelly Baby...) Things give their dominance effects every turn, while actions have their effect once and then vanish. A few actions may only have their effect for the turn in which they are played.
Manoeuvres
At the end of your turn, you may spend one point of your dominance to perform a Manoeuvre - Score, Bludger, Snatch, Outfly or Search. The first three require your dominance to be higher (before the point is spent) than one or more opponents. You may only perform one Manoeuvre per turn.
Manoeuvre List
- Score (must have a dominance at least four higher than each opponent): You may only score if you possess the Quaffle. Add 10 points to your score and lose an additional point of dominance. The Quaffle returns to the centre.
- Bludger (must have a dominance at least three higher than target): Beating a bludger at the opposition limits their options. Pick a Player, who must discard a card.
- Snatch (must have a dominance higher than Quaffle-holder): You gain possession of the Quaffle. If no player controls the Quaffle, you may choose Snatch regardless of your opponents' dominance scores.
- Outfly: By outflying the opposition you assert your dominance of the game. Drop an opponent's dominance score by one, and regain the point you spent.
- Search: Your Seeker spends time looking for the Snitch. Reveal the top 5 cards of the deck. If the Golden Snitch is among them, play it immediately. All other cards revealed this way are discarded.
Snitch-Blagging
If the Blagging card is played after the Snitch has been revealed but before the Seeker cards are shown then the penalty goal is given after Seeker cards are shown (so you cannot blag to prevent the snitch being caught, though it can give you a big advantage).
Card List
Destroy Nimbus 2000 when you play another broomstick card.
Destroy Nimbus 2000 when you play another broomstick card.
Destroy Nimbus 2001 when you play another broomstick card.
Destroy Firebolt when you play another broomstick card.