Difference between revisions of "Myth CCG set"

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=== Rule Ideas ===
=== Rule Ideas ===


This is an area for ideas about how the game should work.
=== Starting the Game ===
 
(If you're making a new deck from scratch, you should first create at least five times as many cards as there are Players - see [[#Starting the Creative Game]].)
 
Take all the cards in the deck and shuffle them together, placing them in a face-down pile, in easy reach of all Players. This is the draw pile, where cards are drawn from throughout the game.
 
Clear a space next to the draw pile for the discard pile, which is where discarded cards will go, face-up.
 
Each Player then draws five cards, and the game begins, starting with a randomly-determined Player.


===(Possible) Cards to Make===
===(Possible) Cards to Make===

Revision as of 14:24, 30 April 2007

Myth CCG
Designer dc0nklin
Date 4-29-2007
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

Hammer and spanner.gif
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

This is a CCG with influences from many other Dvorak decks, commercial CCG's, boardgames, etc. The idea is to allow locations, heroes, creatures, objects, etc. from various legends, myths, historical events, cultures, etc. to interact in a common "world". Monomyth concepts also strongly influence the game.

It is currently under construction. Very little is concrete at this point.

Special Rules

Atrributes

All cards have 6 basic attributes that are common throughout the game. These attributes may have different meaning in game terms depending on the card type, but generally indicate the strength of that particular attribute for the thing or action described on the card:

  • Spirit: The "spiritual" or supernatural strength of the card. This may also be interpreted as "magic". Deities and supernatural creatures will have high Spirit values.
  • Mind: The mental strength of the card. Smarts, brains, intelligence, etc.
  • Heart: The emotional strength of the card. A card with a big Heart number may be very intimidating (if an enemy or challenge) or very motivating (if an ally).
  • Will: The strength of will of the card. Humans will have the highest Will values because of their reliance on their free-will.
  • Skill: A general catch-all for any physical skill. Fighting, climbing, etc.
  • Power: The pure physical power of the card. This includes strength, stamina, etc.

Attribute values will normally be between 0 and 10 for Being cards.

Effect

All cards have an Effect on the game:

  • Beneficial: beneficial to the Hero, card values add to the Hero's values
  • Malicious: against the Hero, card values add to the Challenge's values
  • Neutral: no obvious benefit or detriment. May have meaningful impact though based on the description text.

These effects may be indicated by using a term on the card that is appropriate for the card type. For example, a Beneficial Being card will be called "Ally" and a Malicious Being card will be called "Enemy".

Card Types

Instead of the generic Things and Actions, the following card types exist:

Hero

Heroes are a subtype of Thing. These cards represent the protagonist of the Mythic adventure. Hero will generally have (relatively) low attribute values as they represent a hero before he undertakes the Challenges that await. As the game progresses, the other cards will increase his attribute values.

Being

Beings are a subtype of Thing. There can only be at most one copy of each being in play at once, unless noted otherwise.

Beings have further subtypes of:

  • Human
  • Humanoid
  • Creature
  • Deity

Beings have the following effect terms:

  • Beneficial: Ally
  • Malicious: Enemy
  • Neutral: Neutral

Item

Items are a subtype of Thing. Items can only be played onto Beings, unless noted otherwise. Items have many subtypes including:

  • Weapon
  • Armor
  • Potion

Items have the following effect terms:

  • Beneficial: Help
  • Malicious: Hinder
  • Neutral: Neutral

Location

Locations are a subtype of Thing. Locations can only be played onto Challenges, unless noted otherwise. If another is put in play, the old one is discarded. Locations have many subtypes including:

  • Landscape
  • Structure
  • Dimension

Items have the following effect terms:

  • Beneficial: Help
  • Malicious: Hinder
  • Neutral: Neutral

Challenge

Challenges are a subtype of Thing. Challenges are the locus of conflict in the game. Players play challenges to initiate contest between the players. There can be multiple challenges in play at one time, each in a different state of resolution. Challenges have further subtypes of:

  • Test (a player would normally play these on himself, because successfully completing the Test will gain him additional cards)
  • Trial (a player would normally play these on his opponent, because it delays the other player and could cause him to lose cards)
  • Threshold (this is a major challenge to the player. Winning the game requires successfully completing 4 Thresholds)

Events

Events are a subtype of Action. Each Event specifies the conditions required for it to be played. Events may effect any other type of card or may trigger other events.

Rule Ideas

Starting the Game

(If you're making a new deck from scratch, you should first create at least five times as many cards as there are Players - see #Starting the Creative Game.)

Take all the cards in the deck and shuffle them together, placing them in a face-down pile, in easy reach of all Players. This is the draw pile, where cards are drawn from throughout the game.

Clear a space next to the draw pile for the discard pile, which is where discarded cards will go, face-up.

Each Player then draws five cards, and the game begins, starting with a randomly-determined Player.

(Possible) Cards to Make

  • Greek Mythology
  • Lord of the Rings
  • Star Wars
  • Gladiator


Card List

Pegasus
Being : Creature : Ally
Spirit: 6
Mind: 4
Heart: 8
Will: 5
Skill: 3
Power: 6

If a Location is in play, its Power is reduced to zero.
The winged horse from Greek mythology carries the hero to his task.
Darth Vader
Being : Human : Enemy
Spirit: 5
Mind: 7
Heart: 8
Will: 9
Skill: 7
Power: 8

Designate an opponent's Ally to be considered an Enemy for this Challenge.
If you only knew the power of the Dark Side...
Typical Human
Being : Human : Ally
Spirit: 2
Mind: 2
Heart: 2
Will: 2
Skill: 2
Power: 2

This card represents a typical humans attribute scores
Just your typical Joe Six-pack
The Coliseum
Location : Structure : Hinder
Spirit: 0
Mind: 0
Heart: 5
Will: 0
Skill: 0
Power: 0

Many a brave gladiator has taken his final breath here, even as its massiveness has taken his breath away
Goblin
Being : Creature : Enemy
Spirit: 2
Mind: 1
Heart: 4
Will: 3
Skill: 4
Power: 3

More than one Goblin can be in play at one time.
Goblins can overwhelm in large groups.
Stormbringer
Item: Weapon : Helpful
Spirit: 0
Mind: 0
Heart: 0
Will: 0
Skill: 3
Power: 3

A legendary blade belonging to a hacking wizard, Stormbringer is both deadly and easy to use.
0
Zandraa
Being : Diety : Enemy
Spirit: 28
Mind: 3
Heart: 2*
Will: 3
Skill: 5
Power: 12

Zandraa has a Heart of 10 during Challenges
Once a human sorceress, Zandraa discovered the twin secrets of Immortality and True Power. Although powerful, she still suffers from many human flaws.