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Revision as of 21:15, 30 November 2008

Team Fortress Dvorak
Designer JLeeBly
Date 11-30-2008
Players 2
This is an unfinished deck. It is incomplete, and is not playable.
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

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Cards.gif Generate Lackey export

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

Team Fortress Dvorak (TFD) This is a deck that I decided to create in the spirit of Team Fortress 2, a game I'm sure many of you have heard of, if not play regularly. I bounced around a few ideas that seemed excessively complex until I decided on a more simplistic approach that didn't involve hit points or complex mechanics to simulate the intricacies of some of the classes. I do hope you enjoy.

Special Rules

Each player will need their own deck of TFD cards. Each deck will consist of 50 cards, unless players want to modify the quantities of particular cards to make things more strategic or challenging. The hope is that modifications will be made for the sake of competition and fairness, rather than exploiting the strengths of particular cards.

Card Types

There are several different card types which Team Fortress Dvorak uses. All cards are, ultimately, either a "Thing" or an "Action".

Characters

Characters are "Thing" cards, and represent the majority of the TFD deck.

Offense Characters

Offense Characters (Pyro, Scout, and Soldier) are responsible for capturing whatever it is you might be capturing (intelligence, command points, etc.). They are generally strong against Support but weak against Defense.

Defense Characters

Defense Characters (Demo, Engineer, and Heavy) are responsible for protecting capture points and intelligence. They are strong against Offense, though weak against Support.

Support Characters

Support Characters (Medic, Sniper, and Spy) provide supplemental coverage on the battlefield, making it easier for the rest of the team to do their job. They are typically stronger against Defense, though weak against Offense.

Special Abilities

Special Abilities are typically "Action" cards which are placed on appropriate characters to augment their current abilities. The exception is the Engineer's "Turret", which is treated as a "Thing".

Objective-Based Cards

Depending on the type of game that each team is playing (Intelligence, Capture Point, etc.), miscellaneous object-based cards will be necessary. These will not part of the regular deck.

Tapping

When a card is "Tapped", this is usually signified by turning the card sideways to show that it is ineligible for further actions until it is "untapped". Untapping typically occurs at the beginning of the player's next turn, unless another card or ability states otherwise.

Actions

Every turn, a player may perform one "Action", whether it be in the form of a card or as a character augmentation. Pay special attention to an ability's requirements to see whether or not you will be using your one "Action".

Card Terminology

Cards used in TFD use common Trading Card Game terminology. For clarification, these terms are below.

  • Action - Whenever a card (such as a Special Ability) has "Action:" written, this counts as your Action for the turn.
  • Innate - The ability is always active, and requires nothing special to use.
  • Instant - The ability may be played at any time, including during an opponent's turn. Unless otherwise stated, "Instant" actions do not interrupt other actions.
  • Noob - Any character without veteran status.
  • Tap - The card is placed sideways and is ineligible for further actions until untapped.
  • Tap+Action - Whenever a card has "Tap+Action:" written, its ability will count as your Action for the turn, as well as require the card to be tapped in order to perform.
  • Veteran - Special characters who aren't susceptible to the wiles of run-of-the-mill noobs.

Card List

For the sake of organization, the cards will be separated by class. Please also note the suggested "quantity" of each set that should be printed.

Characters

Suggested Quantity: 4 of Each

Pyro
Offense Character
Engulf [Tap+Action]: Flip 3 coins; for every “heads”, a target character receives an Engulf token and becomes tapped. Player may remove Engulf token by flipping “tails” once per turn for each affected character.
"Mrrphrrr Mrr-Mrrph!"
Card by JLeeBly
Scout
Offense Character
Smooth Criminal [Innate]: Double capture points
"Bonk!"
Card by JLeeBly
Soldier
Offense Character
When Soldier comes into play, destroy target Support Character.
"If God had wanted you to live, he would not have created me!"
Card by JLeeBly
Demo
Defense Character
When Demo comes into play, destroy target Offense Character.
"I'm drunk -- you don't have an excuse!"
Card by JLeeBly
Engineer
Defense Character
Teleporter [Tap]: Player may spawn an additional Character this turn.
"I built that."
Card by JLeeBly
Heavy
Defense Character
When Heavy comes into play, destroy target Offense Character.
"We Make Good Team!"
Card by JLeeBly
Medic
Support Character
Gesundheit [Tap]: Prevent death of any Character.
"Ze healing leaves little team for ze killing."
Card by JLeeBly
Sniper
Support Character
When Sniper comes into play, destroy target Defense Character.
"Standin' around like a bloody idiot!"
Card by JLeeBly
Spy
Support Character
Disguise [Tap+Action]: Place a Disguise token on Spy to prevent attacks.
Surprise! [Tap]: Remove Disguise Token; Kill target character or double capture points until end of turn.
"Gentlemen..."
Card by JLeeBly

Special Abilities

Suggested Quantity: 1 of Each

Spy Check
Action - Pyro Ability
[Tap+Action]: All opposing Spy characters lose their "Disguise" token and become "Engulfed".
Card by JLeeBly
Deceptive Speed
Action - Scout Ability
[Innate]: May not be the target of an opening attack.
Card by JLeeBly
Rocket Jump
Action - Soldier Ability
[Innate]: Double capture points.
Card by JLeeBly
Proximity Mines
Action - Demo Ability
[Tap+Action]: Kill target Character attempting to capture.
Card by JLeeBly
Automated Turret
Engineer Creation
When Turret comes into play, [Tap] an Engineer.
[Tap]: Destroy target Offense Character
Card by JLeeBly
Iron Curtain
Instant - Heavy Ability
[Tap]: Destroy target attacking Character.
Card by JLeeBly
Ubercharge
Action - Medic Ability
[Tap+Action]: Medic and target Character may not be destroyed this turn.
Card by JLeeBly
Dead Eye
Action - Sniper Ability
[Tap+Action]: Opponent must discard random card from their hand.
Card by JLeeBly
Cloaking Device
Action - Spy Ability
[Innate]: Disguising does not require the use of an "Action". Spy is immune to "Spy Check".
Card by JLeeBly

Veteran Cards

Suggested Quantity: 5

Pro Player
Veteran Status
[Innate]: Cannot be the target of a noob attack.
[Tap]: Kill noob character.
"STFU n00bs."
Card by JLeeBly