Difference between revisions of "Summerdaze version 2"

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|title=Prankster Kat
|title=Prankster Kat
|type=Thing - Person - Green
|type=Thing - Person - Green
|text=When Kat enters play, if your opponent has more than 1 thing in play, they choose one of their things and destroy it. (This bypasses protection.)
|text=When Kat enters play, if your opponent has more than 1 thing in play, they choose 1 of their things and destroy it. (This bypasses protection.)
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Revision as of 09:57, 6 September 2015

Summerdaze
Designer Gryffonl / JJ12121616
Date September 2nd, 2015
Players 2+
This is a CCG set, a set of cards which can be used to construct personalised decks, in the style of a collectable card game.
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

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export
Mtgcard.gif Generate Apprentice CSV

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

This project seems to be abandoned, so I'm taking over. All credit goes to Gryffonl for the original design. I'm testing out some experimental rules and card edits because the original set has the problem of games that never end. :) JJ12121616 (talk) 17:04, 2 September 2015 (UTC)

This is actually part of a a set of cards I'm working on. In it, you play as a group of campers and counselors, and must either make your opponent homesick or have the time of your life to win. Every Thing and Action is of a color. Each color is a personality-Gold is Cool, Red is Cute, Blue is Smart, Green is Funny, Purple is Artsy, and Orange is Sporty. Silver is counselors. This is not a true deck- it's a gathering of cards, so Dvorak players- use this as material for your SummerDaze decks.

This CCG set is unfinished.

Special Rules

Demerits

If at the beginning of your turn, you have 3 Demerits, skip your turn and lose 3 Demerits.

Homesickness

Each player begins with 0 Homesickness points. If you reach 7, you lose.

Experience

Each player begins with 0 Experience points. If you accumulate 7, you win.

Actions

Action cards' requirements must be met from the Things YOU CONTROL. They are considered the color of the requirements used to fulfill them. I.e. If an action requires 2 Gold or 2 Orange, and you use 2 Orange, the action is Orange and NOT Gold.

Deck Construction

You may have no more than 3 copies of any one card in your deck.

Turns

Unless a card explicitly states, you cannot use any abilities/cards when it is not your turn.

Reshuffles

In Summerdaze, there are no reshuffles. When your deck is empty and you attempt to draw a card, your opponent chooses one of the following: They gain an Experience, you gain a Homesickness, you gain a Demerit.

Terms

Tip - This card should be turned sideways (90 degrees). You can't choose to tip a tipped card. If a tipped card is tipped, it remains tipped. If a tipped card is spun, it becomes spun.

Untip - Turn a tipped card upright. It is no longer tipped. You CANNOT untip a spun card.

Spin - This card should be turned upsidedown (180 degrees). You can't choose to spin a spun card. If a spun card is spun, it remains spun. If a spun card is tipped, it stays spun.

Unspin - Turn a card upright. It is no longer spun. You CAN unspin a tipped card.

Card List

Firstyear Matt
Thing - Person - Colorless
When you play this card, you can discard 1 card to play another Thing.
Every time you get 1 or more Experience points, change Matt's color to the color of the Action or Thing that produced that Experience unless that color was Silver.
Twins Rose and Indigo
Thing - Person - Red and Purple
As an addtional cost to play Rose and Indigo, pay an action.
When counting the number of Things in play, Rose and Indigo count as 2 things.
Popular Carter
Thing - Person - Gold
When Carter enters play, you lose 1 Homesickness point.
Beautiful Amanda
Thing - Person - Gold
Amanda is immune to Red, Blue, Green, Orange, and Purple.
Charismatic Stan
Thing - Person - Gold
Action, Tip: Lose 1 Demerit. If there are no Silver things in play, gain 1 action.
You may untip Stan at the end of a turn you didn't play a Thing or Action.
Little Gary
Thing - Person - Red
No Actions may effect Gary.
Lovely Malory
Thing - Person - Red
Action, Spin: You lose 1 Homesickness point.
At the beginning of your turn, if this card is spun, you may destroy it to draw 1 card.
Heartful Liza
Thing - Person - Red
If Liza is not spun and you would gain 1 or more Demerits, instead spin her and gain 1 experience.
Twisted Cameron
Thing - Person - Blue
Action: Pay 1 Experience point. If you do, your opponent gains 1 Homesickness point.
Sarcastic Laurel
Thing - Person - Blue
Tip: Gain 1 Demerit and draw 1 card.
At the beginning of your turn, if you have another Blue thing in play, you may untip this card.
Observant Cassandra
Thing - Person - Blue
Action: Draw 3 cards, then place 2 cards from your hand on top of your deck.
Wise Alexander
Thing - Person - Blue
When Alexander enters play, all players draw 1 card and then discard 1 card.
Dilenquent Lucas
Thing - Person - Green
When Lucas enters play, you gain 1 Demerit.
Action: Gain 1 Demerit to gain 1 Experience point.
Prankster Kat
Thing - Person - Green
When Kat enters play, if your opponent has more than 1 thing in play, they choose 1 of their things and destroy it. (This bypasses protection.)
Joker Norris
Thing - Person - Green
Action: Choose a player to draw 1 card. Look at that players hand and choose 1 card. Place it on bottom of their deck.
Creative Violet
Thing - Person - Purple
Action: On your next turn, you may play 2 Actions. (This does not stack.)
Hopeful Emily
Thing - Person - Purple
Action: Draw 1 card for every Purple Thing you control.
Quiet Jared
Thing - Person - Purple
When you play Jared, gain 1 Homesickness and 1 Experience.
Stubborn Mike
Thing - Person - Orange
Tip: Your opponent gains a Demerit.
At the end of your turn, you may untip Mike if no player gained any Demerits during your turn.
Athletic Hugh
Thing - Person - Orange
Action: Gain 3 Demerits.
Whenever you skip a turn from Demerits, your opponent discards 2 cards and gains 1 Homesickness.
Rowdy Diego
Thing - Person - Orange
Whenever an opponent gains 1 or more Homesickness, you may draw 1 card.
Director Gregory
Thing - Person - Silver
Action: Each player places 1 card from their discard pile on bottom of their deck, then draws 1 card. Any player with a Silver Thing in play may draw 1 additional card.
Consular Randy
Thing - Person - Silver
At the beginning of your turn, you may tip or untip Randy.
While Randy is tipped, any player playing an action gains 1 demerit.
Challenging Hike
Action
Requires: 1 Gold or 1 Orange.
Gain 2 Homesickness and 2 Experience points.
Flirtation
Action
Requires: 1 Red or 1 Gold.

You can't play this card on your first turn.

You may look at your opponents hand and discard 1 card from it.
Caution Needed
Action
Requires 1 Blue or 1 Silver.

You can't play this card on your first turn.

Destroy 1 Thing that is not Blue or Silver.
Murderball Game
Action
Requires 2 Orange.
Your opponent gains 1 Homesickness point, and you may destroy 1 of their non-Orange things.
New Friendship
Action
Requires 1 Green or 1 Purple.
Your opponent loses 1 Homesickness point, and you gain 1 Experience point.
Clear Weather for Swimming
Action
Requires 1 Orange or 1 Red.
Gain 1 Experience point.
Leonardo's Envy
Action
Requires 2 Purple.
Discard 3 cards. For each card discarded this way, gain 1 Experience point.
That's Not Maple
Action
Requires 2 Blue.
Gain 1 Experience point and draw 1 card.
Memories
Action
Requires 1 Purple or 1 Blue.
Your opponent gains 1 Homesickness point.
A Midnight Prank
Action
Requires 3 Green.
Your opponent places their hand on bottom of their deck in a random order, then discards the top card of their deck.
Big Dance
Action
Requires 2 Gold or 2 Red.
Place 1 card from your hand on top of your deck. If you do, gain 2 Experience points.
Lost in the Woods
Action
Requires 1 Green and 1 Orange.
Your opponent gains 1 Homesickness point for each Green and/or Orange Thing you have in play, to a max of 3.
Autumn Arrives
Action
Requires 1 Gold, 1 Red, 1 Blue, 1 Orange, 1 Green, and 1 Purple.
The game is over. The winner is whoever has the most Experience points after subtracting their Homesickness points from it. In the case of a tie, this card is negated.
Shaving Cream 'Accident'
Action
Requires 2 Green.
Destroy 1 Thing. Your opponent gains 1 Homesickness point.
Sarcasm Extreme
Action
Requires 1 Blue and 1 non-Blue. (Can't be colorless.)
Destroy 1 Thing.
Vespers
Action
Requires 1 Silver.
All players Homesickness is lowered by 1. Gain 1 Experience point.