Difference between revisions of "The World deck"

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Revision as of 17:51, 9 February 2007

World
Designers Jeeves and Piter
Date 25th February 2003
Players 2-3
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.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

As a minor deity, you vie for total control of the World.

Special Rules

Terminology

Power refers to a player's combined total of power points, as calculated from the cards they control (have in play). A Power Card is a Thing card whose text contains a number by itself (plus any annotations). When you are instructed to destroy a card in play, this means you must move it to the discard pile. Finally, the Spivak pronouns are used in the card texts to avoid circumlocutions like he/she.

Energy Assimilation

On any of your turns, you may discard one of your power cards in play to play any additional card, avoiding the 1 Action / 1 Thing limitation.


Card List

A Gamble
Action
If you think your opponent has The World, play this card. If e has it, you may take it. If not, reshuffle your entire hand into the deck, and draw 5 more cards.
1
Always Coca-Cola
Thing
1
Ancient Superstitions
Thing
Astronaut
Thing
Your opponent must show you each card e draws as e draws it. You may not look at eir cards at any other time, even if you have seen them before.
A Vision
Action
Take control of The Moon from your opponent. This does not count as your action for this turn.
Biological Weapon
Thing
If your opponent controls Epidemic, turn it into a weapon against your enemies and take control of it.
Black Hole
Action
Your opponent skips eir next turn.
Black Plague
Action
Deadly disease spreads easily through crowded areas. If your opponent controls any cities, e must discard one.
Bloodless Coup
Action
Steal one of your opponent's power cards in play.
1
Care-A-Lot
Thing
Deconstruction
Action
Opponent must discard all power cards in hand. If e has none, e must destroy any 2 power cards e currently has in play, if e has them.
1
Dictionopolis
Thing
DXM
Action
If you see Infinity, take it. Shuffle this card back into the deck.
Enlightenment
Action
You may only play this card if you have more than 3 cards in your hand and less than 3 power points in play. Shuffle 3 cards back into the deck and draw 3 more.
Entrenched Ruler
Thing
If your opponent takes any action which would cause you to lose control of a power card, you may discard this card to nullify it.
Epidemic
Thing
On each of eir turns, opponent must select one of eir power cards and discard it. Epidemic is destroyed when opponent has no more power cards in play.
Ethidium Bromide
Thing
If drawn, this card must be played. While this card is in play, all players draw 3 cards instead of 1 each turn.
Firearms
Action
Move any card in play to the discard pile.
Floating-Point Exception
Action
You may add or subtract 1 to any quantity on any card. This change stays in effect until that card is removed from play.
Grave Robber
Action
Take the top card from the discard pile and add it to your hand.
1
Infinity
Thing
Kennedy Space Center
Action
Look through the deck. If you find the Moon in the first 15 cards, you may add it to your hand. If not, reshuffle the deck. Discard the 13th card if the Moon is not found earlier.
1
Large Ugly City
Thing
Lidless Eye
Action
Look at your opponents hand. Each player then returns one card to the deck, and redraws.
Life and Death
Action
Flip a coin. Opponent calls it in the air. If e calls incorrectly, you may destroy any card in play.
Lords of the West
Action
Destroy Thangorodrim.
Lunar Amplifier
Thing
Whomever controls The Moon draws one additional card per turn.
Lunar Energy
Thing
Whomever controls the Moon gains 1 Power.
Mandatory Meeting
Action
Exchange 2 cards at random with your opponent.
*
Melkor
Thing
1 Power, 2 if you control Thangorodrim. 0 if your opponent controls it.
Methamphetamine
Thing
Each turn, the top card of the deck is discarded immediately.
Misery
Action
Opponent discards 2 cards at random. Put the top 3 cards of the deck into the discard pile.
Natural Selection
Action
Look at the top 3 cards of the deck. You may rearrange them in any order, or reshuffle the deck.
1
NR
Thing
1
Oil Well
Thing
Organic Chemistry
Action
Exchange hands with your opponent.
Parallel Universe
Thing
At will, you may take one card from the discard pile and add it to your hand. You may not take the top card. You may do this only on your own turn, and you may play no further cards after doing so. At the end of that turn, your opponent gains control of Parallel Universe.
Phase Two
Action
Give your opponent one card from your hand. Take another turn.
Predestination
Thing
Players play with their hands face up. If Predestination is destroyed, its controller draws one card immediately.
Quid Pro Quo
Thing
If your opponent causes you to lose any power card, e must sacrifice one too. Discard this card if this happens.
Relentless Force
Action
Discard any number of cards of your choice from your hand. Your opponent must discard the same number of cards, chosen at random.
Revolución
Action
If your opponent controls any cities, e must shuffle one back into the deck.
Rewind
Action
Return any two cards opponent controls to eir hand. E does not draw on eir next turn.
1
Sandy Beach
Thing
Second Chance
Action
Take any one of your cards back into your hand.
Secret Weapon
Action
You may switch up to 2 of your cards with random cards from the deck.
1
Standing Army
Thing
Control the masses with threats of violence.
Stasis
Thing
No new power cards may be played by any player.
Switcharoo
Action
Return one power card to the deck, and switch any of your cards in play with one of your opponent's cards in play.
Tactical Nuclear Strike
Action
You may move any card in play to the discard pile, or nullify any card as it is being played. You may play this card at any time. Celestial bodies may not be targeted. You do not draw on your next turn.
Take One for the Team
Action
All players destroy one of their power cards in play.
1
Thangorodrim
Thing
The End
Action
Search the deck for any card and add it to your hand. You may not play this card unless you have 3 or more Power.
2
The Flame Imperishable
Thing
The Four Horsemen
Action
Destroy any card in play. Shuffle this card back into the deck.
The Moon
Thing
You may take up to 2 actions on each of your turns instead of just one.
1
The Tao
Thing
The World
Thing
If you play this, you win the game immediately. You may only play it if you control cards with a combined total of 5 or more Power.
Thought Police
Action
"Sooner or later, they always get you." Opponent must put one Action card into the discard pile.
Time Compression
Action
Exchange one card in your hand for any card in the discard pile. Draw one card. If you have more than 5 cards in your hand at the end of your turn, discard to the top of the deck.
2
Tiny Cities Made of Ashes
Thing
If you are required to destroy a power card in play, you must destroy this one.
1
Vishnu
Thing
Wake the Dead
Action
Reshuffle the discard pile back into the deck.