Difference between revisions of "A Practical Guide to Evil"
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{{card | {{card | ||
|title=Evil | |title=Evil turns on Evil | ||
|type=Story | |type=Story | ||
|text='''Condition:''' A player controls at least two Vilains not attached to each other.<br/> | |text='''Condition:''' A player controls at least two Vilains not attached to each other.<br/> |
Revision as of 11:56, 2 October 2020
A Practical Guide to Evil | |
---|---|
Designer | Aerdor |
Date | 30th September 2020 |
Players | ??? |
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.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
A card game inspired by the web novel A Practical Guide to Evil : check it out here, it's so good ! /!\ ATTENTION : POSSIBLE SPOILERS IN THE DECK /!\
- This deck is still only a draft. Suggestions are welcome if you know the Guideverse.
Rules
Dvorak
Dvorak is played entirely with cards, and there are just two types of card - Things and Actions. When you play a Thing card, it goes onto the table in front of you and stays there, usually having a useful effect while it remains in play; when you play an Action card, it does whatever it does and goes to a discard pile.
Take the deck of cards, shuffle it, and deal five cards to each player (which they hold in their hand where other players can't see). The rest of the cards go in the middle of the table as a face-down draw pile, and whenever a card is discarded or destroyed, it goes into a face-up discard pile.
Starting with a random player, you take turns in order. A turn consists of:
- Drawing the top card from the draw pile. (If the draw pile's empty, shuffle the discard pile and turn it over to make a new draw pile.)
- Playing up to two cards from your hand. You can play one Thing and one Action per turn (or just one of those, or no cards at all).
- Checking your hand size; if you have more than five cards, discard down to five.
The game continues until somebody meets the deck's victory condition.
A Practical Guide to Evil
Win condition
To win, you must control 3 different Stories.
Stories
A Story :
- can be played when its Condition is met and if you control a Named.
- can be played maximum once each turn (each turn, you can play a Story and/or a Thing and/or an Action).
- resolves its Effect when it is played.
If at any point, you don't control any Named, you must destroy all your Stories.
Named
Named is a generic term that englobe Vilains and Heroes.
A Name can have built-in Aspect that works like an Aspect card.
Rule of Three
The card Rule of Three works very particularly. Because the text is so long, it is written here and summarize on the card.
Condition:
- Play this card when one of your Named is destroyed by an opponent
- You still need to control at least one Named
- You can't have multiple Rule of Three linked to the same opponenet.
Effect:
On playing it:
- Put two markers on it.
- This card isn't taken into account for the win condition as long as it has markers on it.
- This Story is link to the opponent mentioned in the condition. He is thereafter refered to as the linked opponent.
As long as there is exactly 2 markers on the card:
- If you destroy one of the linked opponent Named or he destroys one of yours, destroy this card.
- Three turns after playing thsi card, remove one marker from it.
As long as there is exactly 1 marker on the card:
- The linked opponent cannot destroy any of your Named.
- When you destroy one of the linked opponent's Named, remove the last marker from this card. It is now taken into account for the win condition.
Aspects
An Aspect :
- can be played when its Condition is met.
- can be played as a Reaction if followed by "(R)", even when it is not your turn.
- must be played attached to an Eligible Named.
- resolves its Effect when it is played.
Each Named can have a maximum of 3 Aspects.
When a Named uses one of its Aspect (i.e. activate its effect when it is already attached to a Named), put a marker on it. Each player removes the markers on his Aspects at the beginning of his turn. A Named can only use one of its Aspect if none of its Aspects has a marker on it. You can use an Aspect event if it is not your turn in reaction to something.
When playing an Aspect, resolving its effect doesn't put a marker on it, but you can't activate it before your next turn. You can play an Aspect on a Named, even if there is a marker on one of its Aspects.
Band of Five
Each player cannot control more than 5 Named, and a Band of Five must be composed exclusively of Vilains or exclusively of Heroes (except when Team up ! is in play).
Card List
Stories
Effect: The targeted player separate all his Vilains into two groups. You destroy the group of your choosing. The targeted player get control over this Story.
Effect: Gain control of the sword and attached it to the heir AND ???
Effect:???
Effect: Flip a coin. Head, the Vilain is now considered a Hero and you gain control of it. Tail, the Vilain is destroyed.
Effect: The Hero is now considered a Vilain and you gain control of it.
Condition: An opponent without Rule of Three with you destroyed one of your Named, but not the last one.
Effect: Put two markers on it.
2 markers: If destruction of a Named, destroy this card. After three turns, remove one marker.
Condition: An opponent without Rule of Three with you destroyed one of your Named, but not the last one.
Effect: Put two markers on it.
2 markers: If destruction of a Named, destroy this card. After three turns, remove one marker.
Condition: An opponent without Rule of Three with you destroyed one of your Named, but not the last one.
Effect: Put two markers on it.
2 markers: If destruction of a Named, destroy this card. After three turns, remove one marker.
Effect: None.
Effect: None.
Effect: Put 7 markers on this card. This Story doesn't count for the win condition as long as it has markers on it. The Sword is unattached to the Hero and must remain unattached as long as there are markers on this card, else this card is destroyed.
At the beginning of your turn, remove one marker from this card.
Aspects
Eligible: A Named who must be attached to an other.
Eligible:???
Eligible: Combat Named
Eligible:???
Eligible:???
Eligible:???
Eligible: Magic Named
Eligible: Combat Named
Eligible:???
Eligible: Hero
Eligible: Combat Named
Eligible:???
Eligible: Combat Named
Eligible:???
Eligible: Trick Named
Vilains
Conquer: If you meet the condition of a Story (other than Rule of Three) an opponent controls, you can take the card and play it.
When played, must be attached to an other Named of your band. Destroy her if the attached Named leaves play.
Obey:???
Stand(R): If the attached Named should be destroyed, cancel the destruction.
Heroes
Shine: As long as there is a marker on Shine, at the beginning of each player's turn, this player can only remove one marker among all those on his Vilains' Aspects.
Wander(R): As long as there is a marker on Wander, she can't be targeted by an opponent.
Other cards
Bands of Five can now be composed of Vilains and Heroes together.
You can control the Named attached in addition to a complete Band of Five. This Named cannot be destroy as long as you control another Vilain, except by a Story.