Difference between revisions of "Plainchase booster pack"
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{{card|title=Future Crafter|type=Thing|cornervalue=|text=Whenever a player would Plainswalk, reveal the top 2 cards from the Hyperverse deck. Choose one of those cards to Plainswalk to instead. Shuffle the other card into the Hyperverse deck.|creator=JakeTheWolfie|bgcolor=006|longtext=|flavortext=}} | {{card|title=Future Crafter|type=Thing|cornervalue=|text=Whenever a player would Plainswalk, reveal the top 2 cards from the Hyperverse deck. Choose one of those cards to Plainswalk to instead. Shuffle the other card into the Hyperverse deck.|creator=JakeTheWolfie|bgcolor=006|longtext=|flavortext=}} | ||
{{card|title=Plainswalk|type=Action|text=Plainswalk.|creator=Bucky|bgcolor=700|cornervalue=X3}} | |||
Revision as of 16:40, 13 September 2022
Plainchase booster pack | |
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Designer | |
Date | 2022 and onwards |
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.) | |
Print this deck | |
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
The Hyperverse is a rather large place, containing many fragments and sections, called Plains. These plains have their own rules and regulations for how they internally run. While there isn't any inherent danger going on, it can be nice to visit them, and even battle it out in a game of Infinite Dvorak.
The Special Rules
New Card types
- Plain is a new card type, and all Plain type cards are kept in the Hyperverse deck. Plains are a card with some static or activated ability, and have an additional effect when Chaos is rolled.
- Event is a new card type, and all Event type cards are kept in the Hyperverse deck. Events are cards which have an immediate impact on the game, then are discarded. All Events have the implicit text at the end "Then, Plainswalk". Players cannot Plainswalk on an Event unless it instructs them to.
When printing the deck, you may want to print these as Double-Sized cards, to denote that they are special.
New Zones
- The Hyperverse deck contains all Plains and Events included in the game, and it is always face-down. It may never contain cards which are not either a Plain or an Event. If this zone ever needs to be restocked, shuffle the Hyperverse discard to make a new Hyperverse deck.
- The Hyperverse discard contains any Plains or Events which have been discarded during the game.
- The Current Dimension contains the currently active Plain or Event. While a Plain is in this zone, its effect applies to the current game.
New Action
Instead of playing either a Thing or an Action, you may choose to roll the Hyperverse die, which is a d6.
- Whenever a 1 is rolled on the Hyperverse die, Plainswalk.
- Whenever a 6 (or whatever the highest number may be in case of modification) is rolled, activate the **Chaos** ability on the Plain.
Whenever a player is instructed to Plainswalk, that player discards the Current Dimension zone, then puts the top card of the Hyperverse deck into the Current Dimension face up. If that card is an Event, that player resolves its effect, then immediately Plainswalks again.
The Cards
Plain List
Chaos: You may roll the Hyperverse die again.
Chaos: Gain two Energy tokens (plus one for the Plain effect).
Chaos: An opponent discards a card of your choice.
Chaos: Destroy all non-Geometry things.
Chaos: Choose a player. If they have less things than the number of Charge counters on NILS Statue, eliminate them, otherwise destroy things they control equal to those Charge counters. Then, remove all Charge counters from NILS Statue.
Chaos: Money tokens you control gain "Sacrifice 2 money tokens: You may play an additional card this turn."
A Prosperous Inland town, famed for everflowing riches.
Chaos: Each player draws a card.
"...that by the light of some fire, there may always be a new book to read."
Whenever any Thing completes a clockwise rotation, its controller may turn target Thing face-up or face-down.
Chaos: Each player passes a face-down Thing they control to the previous player in turn order.
Chaos: Discard a card, shuffle the deck, then draw two cards.
A home for the bold explorer, who needs not the feel of familiarity.
Chaos: You may play up to four extra Things this turn, but may not roll the Hyperverse die for the rest of the turn.
Chaos: Draw three cards, then discard down to your maximum hand size.
Chaos: Destroy all Cephalopods. For each thing destroyed this way, its' controller creates a Mammal token.
Chaos: Each player draws a card for each Combo token they have. Destroy all Combo tokens you don't control.
Chaos: If this is the first roll of the turn, eliminate a random opponent; otherwise, they discard their hand.
Chaos: Sacrifice up to two things you control. For each thing sacrificed this way, each opponent sacrifices a thing.
Chaos: Look at the next X Hyperverse cards, where X is the number of charge counters on this Plain. Choose one of them, shuffle the rest into the hyperverse deck, then put that card on top the the hyperverse deck. Plainswalk.
The Central Battery is the proudest and grandest of all the inventions in Siff-Stele
Players who chose Connect draw 3 cards per turn instead of 1 and have their hand revealed. Players who chose Disconnect don't draw a card for turn but may use a card play to instead draw a card.
When the Northern Power Gate was installed, a terrible war broke out between the locals. Many lost their lives. Some lost far, far worse.
Event List
At this very moment, two histories crashed into one.
Other Cards List
Plainar Companion does not exist while not on the noted Plain or if the Current Dimension doesn't have the noted Plain subtype.
Action: Spend two Entropy tokens to activate the current Plain's Chaos ability.