Difference between revisions of "Orcs & Goblins "Uncivil War""

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(Introductory rules)
 
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You can only choose 1 Warlord, and have only 1 copy of them in your deck.
You can only choose 1 Warlord, and have only 1 copy of them in your deck.


To win: be the last tribe alive. You are out of the game when your Warlord ends up in the discard pile.
To win: be the last tribe alive. You are out of the game when your Warlord ends up in the discard pile from anywhere (He has a Level 5 - see rules below).


Shuffle your 30 card deck, draw 5 cards, and 2 each turn. At the end of your turn, discard down to 5.
Shuffle your 30 card deck in which lies your Warlord, draw an opening hand of 5 cards, and then 2 each turn. At the end of your turn, discard down to 5.
Play up to 1 Thing and 1 Action a turn.
Play up to 1 Thing and 1 Action a turn.
If you run out of cards, reshuffle the discard pile into a new draw pile.
If you run out of cards, reshuffle the discard pile into a new draw pile.

Revision as of 07:15, 7 March 2009

Orcs & Goblins love to squabble amongst themselves. You are a Warlord who hand picks a tribe of motley combatants in order to defeat the other tribes, and win this Uncivil War.

Each player (2+) selects from the available Things (units) below to create a 30 card deck. There are almost no Action cards, but almost all Things will have Actions. You can only choose 1 Warlord, and have only 1 copy of them in your deck.

To win: be the last tribe alive. You are out of the game when your Warlord ends up in the discard pile from anywhere (He has a Level 5 - see rules below).

Shuffle your 30 card deck in which lies your Warlord, draw an opening hand of 5 cards, and then 2 each turn. At the end of your turn, discard down to 5. Play up to 1 Thing and 1 Action a turn. If you run out of cards, reshuffle the discard pile into a new draw pile.

Instead of playing a Unit, you may Engage with one of your Units with an eligible Unit of any opponent. Then instead of playing an Action, you may Fight with an Engaged Unit (the controllers of a Unit which is involved in a Fight will each roll 1D6 and add this to the Attack & Defense bonus of the involved Unit(The bonuses will be from 0 to 5) with a kill scored when an attack total exceeds a defense total).

Each Unit will have a number that represents when it can be played. 0's and 1's can be played even if there are no other Units under your control. 2's can only be played if there is atleast 1 Unit which is a level 1 and so on. This represents the need to balance your tribe, and also makes it more realistic; you wouldn't have your Warlord scouting out ahead of your main force would you?

Level 0's also have a special rule which lets them be played together as if they were one Unit. If you had 7 level 0 Units in your hand and had yet to play a Thing (Unit), you can play all 7 as your Thing. Now you would have 7 level 0 Units in play. For this reason, Level 0's will be mostly archers (attack safely from a distance) and will have the skill: Coward (Will run to the discard pile if Engaged, and never can summon up enough courage to Engage.

An example of play: George