Difference between revisions of "Nintendo Championship: Kongs VS. Crocs card set"

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(→‎The Cards Kong Deck: Expresso nerf.)
(→‎Playing the game: modified the starting turn.)
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==Playing the game==
==Playing the game==
Begin by drawing 14 cards, then fill your first and last lines with character and object cards face down. If you don't have enough cards to fill the lines keep drawing till you do.  
Begin by drawing 8 cards, then fill your first and last lines with character and object cards face down. If you don't draw at least characters you can keep drawing until you can put at least 3 characters.


After the first 6 in play cards are set hand size is 6 cards.
After this turn hand size is 6 cards.


Players reveal their in play cards at the same time, and play begins.
Players reveal their in play cards at the same time, and play begins.

Revision as of 19:37, 6 April 2012

Nintendo Championship: Round One Kongs VS. Crocs.
Designer Soniccuz
Date 6-14-2008
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.)
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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

You become the Kongs elder, Cranky or, the King of Kremlings K. Rool. Take command of your tribe and take out the opposition.

Note this is still in planning stage, contents label to shift without warning!

If you have any questions or, suggestions, please feel free to leave a comment on the discussion page. I welcome all critique.

Special Rules

Everyone knows the Kongs and Kremlings have been fighting for possession of the golden bananas.

Each player puts 3 Golden Banana piles at the end of their Hoard Zone. (See Play Area/Zones)

The Goal is to reach the hoard zone and bring back a pile of Golden Bananas and put them in your Vault. the first to bring all three piles to their vault wins.

Some characters can use combo attacks, If they have combo written between atk values flip a coin to attempt to combo. If heads it's successful, the attack deals the damage listed on the right of the word 'combo'. If Tails the combo was fumbled and atk deals the damage on the left.


Each leader comes with unique abilities. Depending on who you play as (Cranky or, K. Rool) you have either:

Guerrilla Warfare, As Cranky a character card can switch to adjacent positions (to the sides, or up and down the line of defense) on their side of the field at the beginning, and end of all your turns.

K. Rool starts the game as the "King", and has 3 abilities related to his other 3 personalities. Anytime the card "ID Crisis" is played the active ability is changed:

As the Baron Hand size is increased to 10 cards.

As the Kaptain You may look at the top three cards of your deck.

As the Boxer you may shuffle the deck at the start of each turn.

Thus ID Crisis is a highly recommend card for the kremling deck.

Card Types

This card game will be attempting to use the Additional Rules - Physical Challenge.

Thing = Units/object/equipment/Events-ongoing

Unit's are further divided into Characters, and Animal Buddies:

  • Characters have HP Def and Atk and sometimes abilities, same goes for animal buddies except animal buddies can't equip cards unless specially stated. Characters are typically Unique: all zones. Unless otherwise stated. Thus if a character does not say Unique anywhere it is still assumed Unique: all zones. Conversely Animal Buddies are not unique.
  • Objects, unlike units, are stationary with the idea of providing substantial buffs, and abilities when in play. Generally unable to attack and have low defenses. It'll be common to place objects in the back row behind a character in the front to prevent the object from being destroyed. Though stationary they can still switch positions with adjacent cards. The idea being the unit 'picked up and moved the object'.
  • Equipment are items that can be attached to characters for added atk/def, and/or abilities.
  • Events Affect the game mostly over long term but, some act as action and only affect the turn. They are basically ongoing Effect cards.

Action = Offense/Defense/Event-action

Golden Banana Pile are Goals, 3 = Win.

Barrel Tokens

These tokens can enhance or, hinder some character cards. To gain a token instead of attacking with a character you can choose to have them "build a barrel" and place a Barrel Token on the same space as the character not attacking. Barrels are not attached to a character but instead stay on the space the character built it from. Barrels stay on the field if the character is removed and are, themselves, removed when used or if otherwise stated.

You can build as many barrels as there are characters to build them but, each space can only have 4 barrels at one time. A barrel is “within reach of a character” if it is on the same space as the they are.

1 barrel can be made per character per turn.

Play Area/Zones

The playing surface starting from you and going out to your opponent is:

  • Hoard Pile: 3 spots for 3 Golden Banana Piles (known as Piles from here on out.)
  • Last Line: 3 spots for Units, and objects
  • First Line: 3 spots for Units, and objects


This setup may remind you of Real Time strategy games such as league of leagues. 3 "lanes" with characters hindering you from acquiring the Goals.


So when all these are laid out you have a 3x3 grid. Add to that a Draw pile typically off to the right that rolls into the discard pile, and a parallel spot to the left for ongoing event cards. Lastly you might want a specific spot to put acquired Banana Piles, aka the Vault.


A character can only attack if there's nothing blocking them, Last line character can't attack opponent if there's a first line character above it. Opponent can't attack Last line if there's a First line in front of it. You will constantly come across abilities that circumvent this.


The Lines make up your play area. Barrel tokens are built, and Units constantly move within these areas.

Playing the game

Begin by drawing 8 cards, then fill your first and last lines with character and object cards face down. If you don't draw at least characters you can keep drawing until you can put at least 3 characters.

After this turn hand size is 6 cards.

Players reveal their in play cards at the same time, and play begins.

On your turn:

  • Draw card
    • Play 1 action, or event card per turn if desired. If a card forces you to play it immediately, you are still free to play another action or, event card after that one. It does not count as your one action/event.
      • Bring a character or, object into play, and equip them at this time.
        • Attack* or, build.

*When attacking Atk-Def= Targets Damage

If a front line position is empty, say a character card was just discarded, the unit directly behind it is free to move up and take the position. Alternately a player can opt to bring a new unit into play. Otherwise unit's typically cannot freely move without Guerrilla Warfare or, a similar ability.

Kong Deck

Things

  • Donkey Kong (Character) Possible hero
  • Diddy Kong (Character)
  • Dixie Kong (Character)
  • Funky Kong (Character)
  • Kiddy Kong (Character)
  • Lanky Kong (character)
  • Chunky Kong (character)
  • Eddie the Yeti (Character)
  • Rambi (Animal Buddy)
  • Squawks (Animal Buddy)
  • Expresso (Animal Buddy)
  • Squitter (Animal Buddy)
  • Clapper (Animal Buddy)
  • Barrel Jetpack (Equipment)
  • Barrel Bazooka (Equipment)
  • Bi-Plane (Equipment/Vhical)
  • Bongos (Equipment)
  • Guitar (Equipment)
  • Encyclopedia Bananica (Equipment)
  • Crystal Coconut (Object)

Action

  • Banana-Slama (Offense)
  • Cosmic Intervention (Event)
  • Boom Box Blast (Offense) not included yet
  • Wrinkly's Gift from the Grave
  • Bluster's Barrel Delivery
  • Swanky's Sweepstakes
  • Simian Slam (Offense) not included yet
  • Kong Koncert (Offense) not included yet

Kremling Krew Deck

Things

  • Klump (Character) Possible hero
  • Krusha (Character) Possible hero
  • Kannon (Character)
  • Kritter (Character)
  • Manky Kong (Character)
  • Krunch (Character)
  • TNT Knocka (Character)
  • Klap Trap (Character/Equipment)
  • Clockwork (Animal Buddy)
  • Kluba (Character) Possible hero
  • Kasplat (Character)
  • Spiny (Animal Buddy)
  • Necky (Animal Buddy)
  • Krow (Animal Buddy)
  • Screech (Animal Buddy)
  • Click-Clack (Animal Buddy)
  • Zinger (Animal Buddy)
  • Neek (Animal Buddy)
  • KAOS (Equipment) not included yet
  • Klap Blaster (Equipment)
  • blunderbuss (Equipment)
  • Dooms Day Device (object) not included yet

Action

  • Intelligence Report not included yet
  • Dooms Day Plans not included yet
  • Heat Wave
  • K.C.C.B.M. not included yet
  • Identity Crises
  • Next Plot not included yet

Cards that can be used in both decks

  • Kong Barrel (action)
  • Kong Barrel (object)
  • TNT Barrel (object)
  • Save Barrel (object) Most barrels are currently action
  • Bonus Barrel (action)
  • Banana
  • Book of Spells not included yet
  • Cursed Golden Banana not included yet
  • Kart not included yet
  • Letters (Thing - Event)
  • Banana-Slama (action - offense)
  • Barrel Landslide (action - Event)

The Cards Kong Deck

100
Donkey Kong
Unit-character-hero
Atk 60

Def 30


Strong Kong: Negates an attack that would inflict over 30 damage. cost 3 barrel tokens.

Exception if a Boss card is in play this ability stays in affect for 3 turns. DK can't build barrels when this is effect.
Card by soniccuz
75
Diddy Kong
Unit-character
Atk 20 combo 50

Def 30


Creative Ingenuity: If two Barrel tokens are in reach you can use them to search your deck for any non-Character card with “barrel” in its name.
Card by soniccuz
75
Dixie Kong
Unit-character
Atk 40

Def 30


Team Attack!

If Dixie & Diddy are in the same line of defense, raise one's atk +10 and the other's def +10
Card by soniccuz
100
Funky Kong
Unit-character
Atk 10 combo 30

Def 40


Cosmic Karma, compare the # of Characters in your discard pile to your opponents' if you have more characters discarded discard your opponent's hand, if not Discard your hand. Plays out when Funky is brought into play.
Card by soniccuz
75
Kiddy Kong
Unit-character
Atk 40 combo 70 Def 20
Card by soniccuz
100
Lanky Kong
Unit-character
Atk 30 combo 50

Def 30


Banana Peel gag: If lanky successfully attacks, target can't attack next turn. cost 1 barrel token
Card by soniccuz
200
Chunky Kong
Unit-character
Atk 20 combo 40 combo 70

Def 20


Targets hit by Chunky interfere with the unit directly behind them. The unit behind the target has it's ability negated, and can't attack next turn.
Card by soniccuz
200
Eddie the Yeti
Unit-character
Atk 60

Def 20


Needless Rage, When Eddie Attacks flip a coin if tails Atk does nothing.
Card by soniccuz
200
Rambi
Unit-animal buddy
Atk 30 combo 75 Def 20
Card by soniccuz
200
Rambi
Unit-animal buddy
Atk 30 combo 75 Def 20
Card by soniccuz
75
Squawks
Unit-animal buddy
Atk 20 combo 30 combo 40

Def 10


Instead of playing Squawks you can choose to discard this card and search your deck for up to two animal bubby character cards.
Card by soniccuz
20
Expresso
Unit-animal buddy - Unique:Deck
Atk 10

Def 50


All opponent's character cards in First Line lose -20 atk unless attacking this card. Expresso must shift postions every turn for this to take affect.

This effect isn't increased with more Expresso's.
Card by soniccuz
75
Squitter
Unit-animal buddy
Atk 30 combo 50 combo 60

Def 30


Card by soniccuz
30
Clapper
Unit-animal buddy
Atk 0

Def 20


If Clapper is still in play you may draw another card at the end of your turn.
Card by soniccuz
attachment
Barrel Jetpack
Equipment
When equipped with this the character can attack the last line of defense even when guarded by the first line.
This Item was first used by Diddy Kong in DK64. It returned as Diddy's recovery move in Smash Bros. Brawl.
Card by soniccuz
attachment
Barrel Jetpack
Equipment
When equipped with this the character can attack the last line of defense even when guarded by the first line.
This Item was first used by Diddy Kong in DK64. It returned as Diddy's recovery move in Smash Bros. Brawl.
Card by soniccuz
attachment
Barrel Jetpack
Equipment
When equipped with this the character can attack the last line of defense even when guarded by the first line.
This Item was first used by Diddy Kong in DK64. It returned as Diddy's recovery move in Smash Bros. Brawl.
Card by soniccuz
attachment
Barrel Gun
Equipment
+10 atk for every barrel within reach.
Card by soniccuz
attachment
Bongos
Equipment
Instead of attacking with the character equipped with Bongos this turn, you can flip a coin if heads all cards in the same line as the target gets 10 damage.
Card by soniccuz
attachment
Guitar
Equipment
Instead of attacking with the character equipped with Guitar, you can flip a coin if heads 10 damage is dealt to the target and any cards in front or behind it.
Most may recall Diddy's guitar in DK64. But, how about his girlfriend Dixie's guitar from DKC2?
Card by soniccuz
vihical
Bi-Plane
Equipment
The character equipped with Bi-Plane can't be attacked on opponents turn. Discard upon your next turn.
Card by soniccuz
attachment
Encyclopedia Bananica
Equipment
When attacking with the character equipped with this, negate the ability of the target during the attack.
Card by soniccuz
30
Crystal Coconut
Object
At the start of each turn this card is in play, state whether this cards is raising Atk or Def.
+20 Atk or, +20 Def all first line characters
Card by soniccuz
Action
cosmic intervention
Action
Compare the # of Characters in your discard pile to your opponents' if you have more characters discarded discard your opponent's hand, if not Discard your hand.
Card by soniccuz
==========================================================================================

Cards Kremlings Deck

200
Klump
Unit-character
Atk 40

Def 30


Kritter Kommand: With Klump in play, at the beginning and end of your turns, you may swap positions of any two Kritter or, Klaptrap cards in play.
Card by soniccuz
100
Krusha
Unit-character
Atk 60

Def 30


Quick to Anger: when Krusha takes damage and is not KO'd flip a coin, if heads attacker receives 20 exit damage.
Card by soniccuz
100
Kannon
Unit-character-Unique:No
Atk 50

Def 20


Cannon Shot: Kannon can attack characters in the second line even if they're guarded by someone in the first line.
Card by soniccuz
75
Kritter
Unit-character-Unique:No
Atk 30 combo 40

Def 20


Card by soniccuz
75
Kritter
Unit-character-Unique:No
Atk 30 combo 40

Def 20


Card by soniccuz
75
Kritter
Unit-character-Unique:No
Atk 30 combo 40

Def 20


Card by soniccuz
75
Manky Kong
Unit-character-Unique:No
Atk 30

Def 20


Barrel Toss: Manky Kongs attack raises by 5 for every Barrel Token in his reach.
Card by soniccuz
100
Krunch
Character
Atk 30 combo 40

Def 20


Krunch can equip two equipment cards.
Card by soniccuz
50
TNT Knocka
Unit-character-Unique:No
Atk 20 combo 40 combo 60

Def 10


Explosive End: When TNT Knocka is KO'd the attacking card is also KO'd.
Card by soniccuz
75
Klap-Trap
Character/attachment-Unique:No
Atk 50

Def 20


Lock On: If this card's attack is successful it is attached to the target where it does 10 damage every turn it is not KO'd.
Card by soniccuz
200
Clockwork
Unit-animal buddy
Atk: 50

Def: 10


Whined Up: Clockwork can't attack unless there is a character behind them.
Card by soniccuz


200
Klubba
Character
Atk 80

Def 40


Pay the Piper: To attack with Kluba discard 5 cards.
Card by soniccuz
200
Kasplat
Unit-character
Atk 40

Def 20


Krem Wave: By using a barrel token. Kasplat's attack will effect cards to the left and right of the target.
Card by soniccuz
200
Kasplat
Unit-character
Atk 40

Def 20


Krem Wave: By using a barrel token. Kasplat's attack will effect cards to the left and right of the target.
Card by soniccuz
200
Kasplat
Unit-character
Atk 40

Def 20


Krem Wave: By using a barrel token. Kasplat's attack will effect cards to the left and right of the target.
Card by soniccuz
75
Spiny
Animal Buddy
Atk 40

Def 20


Spine Ball: Discard a card from the top of your deck to raise Spiny's Def to 40. Spiny's def resets to 20 at the start of your next turn.
Card by soniccuz
75
Necky
Animal Buddy
Atk 30

Def 0


If 2 Necky's are in play add +10 per Necky to Krow's Atk. If Krow isn't in play you may discard a Necky to search your Deck or, Discard pile for her.
Card by soniccuz
75
Necky
Animal Buddy
Atk 30

Def 0


If 2 Necky's are in play add +10 per Necky to Krow's Atk. If Krow isn't in play you my discard a Necky to search your Deck or, Discard pile for her.
Card by soniccuz
75
Necky
Animal Buddy
Atk 30

Def 0


If Krow & Necky are in play add +10 per Necky to Krow's Atk. If Krow isn't in play you may discard a Necky to search your Deck or, Discard pile for her.
Card by soniccuz
100
Krow
Animal Buddy
Atk 40

Def 20


If Krow has been discarded once already, if brought back into play it’s HP is halved.
Card by soniccuz
40
Screech
Unit-animal buddy-Unique:Deck
Atk 40

Def 30


Race to Win: If Screech is in play for 6 turns you can put one banana pile into your valut and discard screech.
Card by soniccuz
100
Click-Clack
Animal Buddy
Atk 40

Def 30


fliped: If click-Clack takes damage it can't attack next turn.
Card by soniccuz
60
Zinger
Animal Buddy
Atk 40

Def 0*


Zinger only takes damage from equipment and item enhanced attacks.
Card by soniccuz


attachment
Klap Trap Blaster
Equipment
Ready,aim,Fire! if the character equipped with klap blaster successfully attacks attach a klap trap to the target.
In the cartoon Klaptraps were used as ammunition to mow down the target.
Card by soniccuz
attachment
Klap Trap Blaster
Equipment
Ready,aim,Fire! if the character equipped with klap blaster successfully attacks attach a klap trap to the target.
In the cartoon Klaptraps were used as ammunition to mow down the target.
Card by soniccuz
attachment
blunderbuss
Equipment
+10 Atk for every barrel within reach.
Card by soniccuz
attachment
blunderbuss
Equipment
+10 Atk for every barrel within reach.
Card by soniccuz
attachment
blunderbuss
Equipment
+10 Atk for every barrel within reach.
Card by soniccuz


attachment
Klap Trap Blaster
Equipment
Ready,aim,Fire! if the character equipped with klap blaster successfully attacks attach a klap trap to the target.
In the cartoon Klaptraps were used as ammunition to mow down the target.
Card by soniccuz
Event
Heatwave
Action- Event- ongoing
While this is in effect adds the ability Guerrilla Warfare. (Unit movement) This card is automatically destroyed after 5 turns.
Card by soniccuz


Action
ID Crisis
Special Event
Play immediately upon drawing. Change personas to either: The King, The Kaptain, The Baron, or The Boxer. After use this card is shuffled back into the deck.
Card by soniccuz


Page two of the card list can be found here: [[1]]