Difference between revisions of "Spellcraft deck"
From Dvorak - A Blank-Card Game
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| date = 8/11/2007 | | date = 8/11/2007 | ||
| players = 2-6 | | players = 2-6 | ||
| status = | | status = Playable | ||
}} | }} | ||
Revision as of 18:36, 10 November 2007
Spellcraft deck | |
---|---|
Designer | jftsang |
Date | 8/11/2007 |
Players | 2-6 |
This is a playable deck - it's finished, tested and ready to play. | |
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. |
Special Rules
- Each player starts off with 15HP. When a player gets to 0HP he or she dies. If there are many players then the last man standing wins. If all surviving players die at the same time then the game is declared a draw.
- You may play two cards per turn. These two cards can be of any type.
Card Types
- Spells have effects that are instantaneous. They are discarded after the effect resolves.
- Enchantments have effects that last for a period of time. They stay in play for that period. If the Permanancy card is played you may select a non-permanent Enchantment and make it permanent.
- Monsters stay on the field after they are played. Every turn you may direct monsters that you control to attack another player (or you).
- Elementals deal 3 heat/cold damage to each player that does not have a Shield or a Resist Heat/Cold Enchantment on them every turn. They are destroyed by three points of damage and are immune to damage of their own element. (Fire Elementals are immune to Fireballs, for example.)
- Weapons may be equipped to players or Monsters. A weapon lets the Monster with it deal extra damage. A player equipped with a weapon may do melee damage. Currently the only available Weapon is the dagger.
Card List
Fireball
Spell
Target player takes 5 heat damage.
A fireball springs from your hand and strikes your target.
A fireball springs from your hand and strikes your target.
Card by jftsang
Iceball
Spell
Target player takes 5 cold damage.
An iceball springs from your hand and strikes your target.
An iceball springs from your hand and strikes your target.
Card by jftsang
Lightning Bolt
Spell
Target player takes 5 damage.
A chain of electricity comes from your fingertips and hits your target in the chest.
A chain of electricity comes from your fingertips and hits your target in the chest.
Card by jftsang
Firestorm
Spell
All players take 3 heat damage.
The duelling circle is turned into a pit of Hell.
The duelling circle is turned into a pit of Hell.
Card by jftsang
Icestorm
Spell
All players take 3 cold damage.
The duelling circle becomes extremely cold and icy.
The duelling circle becomes extremely cold and icy.
Card by jftsang
Lightning Storm
Spell
All players take 3 damage.
Thunder roars across the duelling circle.
Thunder roars across the duelling circle.
Card by jftsang
Magic Missile
Spell
Target player takes 1 damage.
A small bolt of pure energy comes from your fingertips and hits your target in the head.
A small bolt of pure energy comes from your fingertips and hits your target in the head.
Card by jftsang
Cause Wounds
Spell
Target player takes 4 damage.
Wounds appear all over the target's body.
Wounds appear all over the target's body.
Card by jftsang
Finger of Death
Spell
Target player, Monster or Elemental dies.
A green bolt comes from your hand and hits your target. He dies.
A green bolt comes from your hand and hits your target. He dies.
Card by jftsang
AntiSpell
Spell
Target player discards all his cards and all Enchantments.
Smoke is emitted from the hands of your target. He has lost his magical abilities.
Smoke is emitted from the hands of your target. He has lost his magical abilities.
Card by jftsang
Remove Enchantment
Spell
Any Enchantments on the target player are removed.
The magical energies around the subject are removed.
The magical energies around the subject are removed.
Card by jftsang
Dispel Magic
Spell
All players must discard all cards in their respective hands and all Monsters, Elementals and Enchantments currently in play are discarded.
The magic around the circle glows red as it is removed.
The magic around the circle glows red as it is removed.
Card by jftsang
CounterSpell
Spell
All Spells cast upon (and by) the subject this turn have no effect.
The target is surrounded by a green magical glow.
The target is surrounded by a green magical glow.
Card by jftsang
Shield
Enchantment
For one turn, you are immune to melee attacks from Monsters/players, the effects of Elementals and Storms and from the effect of Magic Missile cards.
You are covered by a translucent shimmering shield.
You are covered by a translucent shimmering shield.
Card by jftsang
Magic Mirror
Enchantment
For one turn, all Spells targeted upon you are reflected onto the player of the Spell.
You are covered by a mirror-like shield.
You are covered by a mirror-like shield.
Card by jftsang
Disease
Enchantment
This effect lasts for five turns. Each turn the target takes 3 damage. This effect cannot be made permanent.
The target starts to look pale and looks sick.
The target starts to look pale and looks sick.
Card by jftsang
Permanency
Spell
Choose an Enchantment that is currently in play. This Enchantment (and its effects) stays in play until somebody plays Dispel Magic, AntiSpell or Remove Enchantment or the target of the Enchantment dies.
Your target glows light blue for a moment.
Your target glows light blue for a moment.
Card by jftsang
Resist Heat
Enchantment
Target player is immune to heat damage. This effect is permanent.
Your target cools down.
Your target cools down.
Card by jftsang
Resist Cold
Enchantment
Target player is immune to cold damage. This effect is permanent.
Your target heats up.
Your target heats up.
Card by jftsang
Clairvoyance
Enchantment
All players (apart from you) must expose their hands. This effect is permanent.
Your perception is improved. You can read the minds of your opponents.
Your perception is improved. You can read the minds of your opponents.
Card by jftsang
Charm Person
Enchantment
For one turn, you can control what cards the target player plays and whom his monsters attack.
You have the power to control the actions of another person.
You have the power to control the actions of another person.
Card by jftsang
Paralysis
Enchantment
For one turn, the target player may not play any cards.
The hands of your enemy stiffen.
The hands of your enemy stiffen.
Card by jftsang
Confusion
Enchantment
For one turn, the target player must play two random cards.
Your target looks delusional and he feels tired.
Your target looks delusional and he feels tired.
Card by jftsang
Amnesia
Enchantment
For one turn, the target player may not draw cards at the start of his or her turn.
Your target looks blank.
Your target looks blank.
Card by jftsang
Invisibility
Enchantment
For three turns, no Spells and Enchantments played by your opponents can target you, nor can you be the target of melee and Monster attacks. You are still vulnerable to Elemental attacks and effects of blanket cards such as Dispel Magic.
You fade away.
You fade away.
Card by jftsang
Forcefield
Enchantment
For three turns, your target is trapped in a forcefield. No Enchantments, Spells, Monsters, Elementals, melee attacks or Storms can affect a player in a Forcefield, but he or she may not cast spells.
The target is held in a green forcefield.
The target is held in a green forcefield.
Card by jftsang
Cure Wounds
Spell
Target player heals 4 damage. If the target has the Disease Enchantment he or she is cured of it.
Wounds on the target's body are cleared.
Wounds on the target's body are cleared.
Card by jftsang
Raise Dead
Spell
You may raise a dead player, unless he or she was killed by Finger of Death in which case this card does not work. The dead player has 5HP when raised.
You can call on the God of Death to help you control the deceased.
You can call on the God of Death to help you control the deceased.
Card by jftsang
Summoning
Spell
Draw 3 cards. Do not discard any cards if you have more than five cards at the end of your turn.
You call on the Gods for help.
You call on the Gods for help.
Card by jftsang
Charm Monster
Spell
Choose an opponent's monster and take it for yourself. It may not attack this turn.
The monster looks at you as if hypnotised.
The monster looks at you as if hypnotised.
Card by jftsang
1
DaggerWeapon
A rusty small knife. Useful for cutting up ropes and as an eating utensil.
Card by jftsang
2
CrossbowWeapon
Can be used 10 times
A wooden crossbow that shoots bolts. You have 10 bolts.
A wooden crossbow that shoots bolts. You have 10 bolts.
Card by jftsang