Difference between revisions of "Castles deck"
Line 46: | Line 46: | ||
|title=General | |title=General | ||
|text=All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn. | |text=All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn. | ||
|type= | |type=Special | ||
|bgcolor=900 | |bgcolor=900 | ||
|cornervalue=5 | |cornervalue=5 | ||
Line 54: | Line 54: | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 3 damage to any card in play. If played against a Wizard, both cards are destroyed. | |text='''Action''': Deal 3 damage to any card in play. If played against a Wizard, both cards are destroyed. | ||
|type= | |type=Special | ||
|bgcolor=900 | |bgcolor=900 | ||
|cornervalue=2 | |cornervalue=2 | ||
Line 62: | Line 62: | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 3 damage to any card in play. If played against a Wizard, both cards are destroyed. | |text='''Action''': Deal 3 damage to any card in play. If played against a Wizard, both cards are destroyed. | ||
|type= | |type=Special | ||
|bgcolor=900 | |bgcolor=900 | ||
|cornervalue=2 | |cornervalue=2 | ||
Line 70: | Line 70: | ||
|title=Spy | |title=Spy | ||
|text='''Action''': Reveal up to two cards in your opponent's hand. | |text='''Action''': Reveal up to two cards in your opponent's hand. | ||
|type= | |type=Special | ||
|bgcolor=900 | |bgcolor=900 | ||
|cornervalue=1 | |cornervalue=1 | ||
Line 86: | Line 86: | ||
|title=General | |title=General | ||
|text=All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn. | |text=All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn. | ||
|type= | |type=Special | ||
|bgcolor=009 | |bgcolor=009 | ||
|cornervalue=5 | |cornervalue=5 | ||
Line 94: | Line 94: | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 3 damage to any card in play. If played against a Wizard, both cards are destroyed. | |text='''Action''': Deal 3 damage to any card in play. If played against a Wizard, both cards are destroyed. | ||
|type= | |type=Special | ||
|bgcolor=009 | |bgcolor=009 | ||
|cornervalue=2 | |cornervalue=2 | ||
Line 102: | Line 102: | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 3 damage to any card in play. If played against a Wizard, both cards are destroyed. | |text='''Action''': Deal 3 damage to any card in play. If played against a Wizard, both cards are destroyed. | ||
|type= | |type=Special | ||
|bgcolor=009 | |bgcolor=009 | ||
|cornervalue=2 | |cornervalue=2 | ||
Line 110: | Line 110: | ||
|title=Spy | |title=Spy | ||
|text='''Action''': Reveal up to two cards in your opponent's hand. | |text='''Action''': Reveal up to two cards in your opponent's hand. | ||
|type= | |type=Special | ||
|bgcolor=009 | |bgcolor=009 | ||
|cornervalue=1 | |cornervalue=1 | ||
Line 547: | Line 547: | ||
{{Card | {{Card | ||
|title=Trap | |title=Trap | ||
|text=Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card | |text=Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card. | ||
|type=Action | |type=Action | ||
|bgcolor=999 | |bgcolor=999 | ||
Line 554: | Line 554: | ||
{{Card | {{Card | ||
|title=Trap | |title=Trap | ||
|text=Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card | |text=Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card. | ||
|type=Action | |type=Action | ||
|bgcolor=999 | |bgcolor=999 | ||
Line 561: | Line 561: | ||
{{Card | {{Card | ||
|title=Trap | |title=Trap | ||
|text=Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card | |text=Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card. | ||
|type=Action | |type=Action | ||
|bgcolor=999 | |bgcolor=999 | ||
Line 568: | Line 568: | ||
{{Card | {{Card | ||
|title=Trap | |title=Trap | ||
|text=Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card | |text=Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card. | ||
|type=Action | |type=Action | ||
|bgcolor=999 | |bgcolor=999 |
Revision as of 20:24, 25 November 2007
Castles deck | |
---|---|
Designer | jftsang |
Date | 25 November 2007 |
Players | 2 (or 2 teams) |
This deck has not been categorised. | |
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 locked. Further cards should not be added - leave feedback on the talk page. |
Rules
Each player or team has one Castle card to start off with, and must defend it. It has 50HP (as shown on the corner). When either team's Castle is destroyed they lose the game. They also start with their General, Wizards and Spy, all of which start off in the Castle Zone except for the General, who starts off in the Middle Zone.
The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn.
Each card has a number, which is their HP value. When a card's HP falls to 0 it is discarded.
Civilians can repair the castle and perform other feats.
Soldiers can attack and deal damage to opponent Soldiers or Buildings.
Buildings do something that protects the castle (or IS the castle).
If the Spy, Wizards or General are destroyed then they cannot be resurrected, not even by the Resurrection spell.
Spells and Special Attacks
Spells and Special Attacks are both Actions. Spells may only be played if a Wizard on your side is in play, and Special Attacks may only be played if the General is in play and you have a Soldier that is in your Middle Zone or Front Zone.
Terrain (optional rules)
You may predefine each zone to be of a specific terrain. By default all zones are Plains. The Castle Zones must be Plains.
- Plains: No bonuses or disadvantages.
- Hills: Archers that are on Hills have a range of 2 zones and may attack into the Castle Zone.
- High Hills: Archers that are on High Hills have a range of 2 zones and may attack into the Castle Zone and deal +1 damage. Also, Soldiers which have just entered High Hills may be attacked by any opponent Soldiers as it a
- River: Only between zones, never inside zones. Crossing the River means any opponent Soldiers may attack your card that crosses it during your turn while you cross it.
- Lake: To cross your Soldiers and Civilians must get into boats. Boats are vulnerable and deal -1 damage and take +1 damage when attacked by Soldiers on the bank. If both combatants are in boats then they both deal -1 damage but do not take any extra damage.
- Forest: Archers deal -1 damage to Civilians and Soldiers in Forests.
- Marsh: No Special Attacks may be performed by Soldiers on a Marsh.