Difference between revisions of "Battle Deck"

From Dvorak - A Blank-Card Game
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|flavortext=
|flavortext=
|text=Deal 9 damage to target thing or 1 damage to any player.
|text=Deal 9 damage to target thing or 1 damage to any player.
}}
{{card
|title=Mirror Beam
|type=Rection - Arcane
|cornervalue=6sp
|flavortext=
|text=Destroy target thing that uses an action to destroy another thing.
}}
{{card
|title=Deconstruction Wave
|type=Action - Arcane
|cornervalue=4sp
|flavortext=
|text=Destroy all runes in play.
}}
{{card
|title=Fountain of Mana
|type=Rune - Arcane
|cornervalue=0sp
|flavortext=
|text=If you have Arcane Style, gain 1 extra sp each turn while this rune is in play.
}}
{{card
|title=Crystal Orb
|type=Thing - Arcane
|cornervalue=4sp / 2hp
|flavortext=
|text=As long as this thing is in play, roll a die each turn. If it is 4 or higher, gain 1sp.
}}
{{card
|title=Glowing Core
|type=Thing - Arcane
|cornervalue=6sp / 4hp
|flavortext=
|text=All Arcane damage dealt by cards under your control have their damage increased by 1.
}}
}}

Revision as of 00:49, 1 July 2009

Battle Deck
Designer Tronbie
Date 30/06/2009
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.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

In this game, players choose a "Style" and use the spells in that "Style" to battle other players. Players spend SP (represented by a token of some sort) to play these spells.

Special Rules

-At the beginning of the game before you draw your hand, choose 1 Style card in which to play as.
-Each turn, every players gains 1 SP.
-Cards and actions that are the same Style as the player cost 2 less SP to play, with a minimum of 0.

Trading

-Players may choose at any time during their turn to trade cards with another player.
-Players do NOT reveal the specific card offered for trade. Players must reveal the Styles, however.
-Players can lie about anything else about the card up for trade.

Combat Rules

-Things have HP. The HP is restored back to full at the beginning of that player's turn.
-Players have 10 HP. If a player's HP reaches 0, he or she loses. This is not the only way to win.

Special Cards

-Reaction Cards: These can be played whenever an opponent plays an Action, provided you can pay the SP cost.
-Rune Cards: Runes are special Thing cards that stay in play for 3 turns, and then are destroyed.

Styles

Psychic- This Style involves knowing in advance what your opponent is thinking. It uses the power of manipulation to control the battlefield. This style is heavily based on Actions and Reactions.
Arcane- This Style summons the most powerful magic to do their bidding. Incredibly powerful offensive actions fall under this Style, at a price.
Stone- This Style is based on the solid foundation of the Earth. Stone cards are very enduring and defensive. This Style has a host of powerful thing cards.
Sky- This Style is about freedom. Sky cards enjoy the power to evade damage. This Style embraces travel.
Biology- Biology cards deal heavily with thing cards. The cheap-but-plentiful thing cards can reproduce and evolve quickly to outnumber an opponent.
Technology- This Style involves utilizing powerful tools to inflict damage. Technology cards embrace permanence, upgradeability, and durability.
Elemental- This Style utilizes the natural elements of Fire, Ice, and Lightning to inflict and prevent damage on the battlefield. Elements have many bonuses against specific card types.
Necromancy- This Style is all about death. Necromancy cards benefit from the death of thing cards, and profits from bringing them back from the dead.
Light- This Style represents order. Light cards exhibit authority over life and death, and strive for peace through war.

Note that some cards may not utilize a Style.


Card List

1sp
Peek
Action - Psychic
Choose a card from an opponent's hand and look at it.
3sp
Precognition
Reaction - Psychic
Counter target action.
5sp
Telepathy
Reaction - Psychic
Counter target action. If you have Psychic Style, put the card into your hand.
Oh I'll handle it.
4sp
Mind Rot
Action - Psychic
Target player discards a card. If you have Psychic Style, they discard another card.
2sp
Inner Sight
Action - Psychic
Look at target player's hand.
4sp
Brain Burst
Action - Psychic
Destroy target undead or biological thing or token.
Go for the brain!!
5sp
Leech Consciousness
Rune - Psychic
All actions cost 1sp more to play. If you have Psychic Style, whenever an action is played, gain sp cost/2 rounded up.
4sp / 3hp
Amulet of Donag
Thing - Psychic
Action: 6sp: Take control of target thing.
Sometimes the amulet speaks. And it is rude.
5sp / 4hp
Psionic Dampener
Thing - Psychic
Action: 5sp: Biological creatures take 2 damage.
7sp / 5hp
Distortion Tower
Thing - Psychic
If an opponent's thing were to deal damage, that damage is also reflected upon itself.
6sp
Rune Bolt
Action - Arcane
Destroy 1 thing or distribute exactly 5 damage among things.
We've all heard of lightning bolts.
7sp
Mana Quake
Action - Arcane
Destroy 2 things.
10sp
Implosion Portal
Action - Arcane
Destroy all things and runes in play, except evolution cards.
4sp
Illumination Army
Action - Arcane
Put 3 arcane tokens into play each with 5 hp. If you have Arcane Style, put 1 extra into play.
7sp
Ray Obelisk
Action - Arcane
Deal 9 damage to target thing or 1 damage to any player.


6sp
Mirror Beam
Rection - Arcane
Destroy target thing that uses an action to destroy another thing.


4sp
Deconstruction Wave
Action - Arcane
Destroy all runes in play.


0sp
Fountain of Mana
Rune - Arcane
If you have Arcane Style, gain 1 extra sp each turn while this rune is in play.


4sp / 2hp
Crystal Orb
Thing - Arcane
As long as this thing is in play, roll a die each turn. If it is 4 or higher, gain 1sp.


6sp / 4hp
Glowing Core
Thing - Arcane
All Arcane damage dealt by cards under your control have their damage increased by 1.