Difference between revisions of "Phoenix Wright CCG card set"
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Each player picks one Attorney, plus one Attorney or Aide to start in play with. Those cannot be destroyed during play. | Each player picks one Attorney, plus one Attorney or Aide to start in play with. Those cannot be destroyed during play. | ||
The | The Prosecution plays a Person as the Defendant. | ||
=== Gameplay === | === Gameplay === | ||
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* If one of the Attorneys loses all their Jury points, their owner loses the game. | * If one of the Attorneys loses all their Jury points, their owner loses the game. | ||
* If an Aide loses all their Jury points, they are removed from play. | * If an Aide loses all their Jury points, they are removed from play. | ||
* If the Defendant loses all their Jury points, the | * If the Defendant loses all their Jury points, the Prosecution wins. | ||
* If a Witness loses all their Jury points, they are considered Unlocked. | * If a Witness loses all their Jury points, they are considered Unlocked. | ||
<!--they become the Defendant, and the player that played them becomes the | <!--they become the Defendant, and the player that played them becomes the Prosecution.--> | ||
=== Evidence Chaining === | === Evidence Chaining === | ||
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{{Card | title = Turnabout | {{Card | title = Turnabout | ||
| text = If the Witness' Jury is depleted, it becomes the Defendant and the player that played it becomes the | | text = If the Witness' Jury is depleted, it becomes the Defendant and the player that played it becomes the Prosecution. Discard the former Defendant. Return all Evidence to the owners' hands. | ||
| type = Action | bgcolor = A00 | creator = Zaratustra }} | | type = Action | bgcolor = A00 | creator = Zaratustra }} |
Revision as of 04:28, 27 September 2007
Phoenix Wright | |
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Designer | Zaratustra & Pyoko Crew |
Date | September 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.) | |
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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
Turnabouts in the courtroom.
Special Rules
Each player picks one Attorney, plus one Attorney or Aide to start in play with. Those cannot be destroyed during play.
The Prosecution plays a Person as the Defendant.
Gameplay
The Defendant starts as the Witness, but may be replaced if either player plays another Person card - if this happens, send the former Witness to the discard pile. Players may play Actions and Evidence to improve their case.
When a Person becomes a Witness, they are 'Locked', which means some of their abilities and keywords may not be available. Certain abilities will Unlock a witness.
- If one of the Attorneys loses all their Jury points, their owner loses the game.
- If an Aide loses all their Jury points, they are removed from play.
- If the Defendant loses all their Jury points, the Prosecution wins.
- If a Witness loses all their Jury points, they are considered Unlocked.
Evidence Chaining
You can play Evidence only if it shares a keyword with an Evidence item in play, with the Defendant, or with the Witness.
Card List
Action: Remove a Thing in any discard pile from play. This gains the abilities of that card and loses this ability.
Action (-2): Search your opponent's deck for a Person card and put it in their discard pile.
Whenever an Action is played against this card, flip a coin. On heads, destroy the Action with no effect.
If you have this on your deck, instead of drawing a card, you may search for this and put it on your hand.