Difference between revisions of "Magic Unlimited"

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Each turn, a player may take up to three actions, unless a card adds or subtracts actions.  An action is performing one of the following: drawing a cards, casting a spell, continuing to cast a spell, activate a character or creature's effect, attack with an character or creature, release a delayed spell, learn knowledge, or discard a card.
Each turn, a player may take up to three actions, unless a card adds or subtracts actions.  An action is performing one of the following: drawing a cards, casting a spell, continuing to cast a spell, activate a character or creature's effect, attack with an character or creature, release a delayed spell, learn knowledge, or discard a card.
==Casting Spells==
==Casting Spells==
To cast a spell, take the appropriate card from your hand and place it in the casting spell area.  Each turn, you must spend one action to continue your spell, and one is subtracted from the turn number remaining.  By using all three actions for this, two turns are subtracted.
To cast a spell, take the appropriate card from your hand and place it in the casting spell area.  Each turn, you must spend one action to continue your spell, and one is subtracted from the turn number remaining.  By using all three actions for this, two turns are subtracted.  If the turn number is zero at any time, the spell is instantly activated.  If damage is dealt to the character casting the spell, the spell is interrupted, and the card is returned to the player's hand.  THe same thing happens if you do not spend at least one action every turn to continue casting a multi-turn spell.
Spells are cast by paying an energy cost listed on the card.  The energy is generated by ruin shrines,which create different amounts of energy depending on the shrine and the ruin it is placed in.
Spells may be cast to counter an opponent's spell.  Zero-turn or delayed spells are recommended, as other spells are too slow to have any effect.
Spells are cast by paying an energy cost listed on the card.  The energy is generated by ruin shrines, which create different amounts of energy depending on the shrine and the ruin it is placed in.


=How to Play=
=How to Play=

Revision as of 02:17, 12 November 2009

Magic Unlimited
Designers CDRCH
Date 11/11/09
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.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

Rules

Each player has their own deck of at least 30 cards. Max deck size is 70. Each deck can have up to five copies of a single card, except ruin shrines and any 0-turn spells, of which you may have unlimited.

Field

The field consists of several areas: the casting spell area, the active spell area, the delayed spell area, the artifacts area, the allies area, the absorbed magic area, the knowledge area, the deck area, and the discard pile.

Casting Spell Area

Whenever a spell is played, it is played here first. When the listed number of turns to cast has passed, it is moved to either the active spell area or the delayed spell area. If to the active spell area, the spell will take effect, and be discarded unless it has a lasting effect.

Active Spell Area

All spells in this area are deemed 'active'. If a spell is here and has finished its effects and will not create any more effects, it is immediately discarded.

Delayed Spell Area

Any spell in this area is considered a 'delayed spell'. A spell in this area may be used at any time, even during the opponents turn. It then becomes active. A spell moved from the active spell area to here may not become active on the turn you placed the card in the delayed spell area.

Artifacts Area

All artifacts are placed in this area, unless attached to an ally. A single use artifact is destroyed after it's use - otherwise, artifact cards stay here.

Allies Area

The allies area is where all allies stay. Each ally may use their effect as often as their card allows. Every character card that you own that is not your character is an ally, in addition to creatures, who are also allies.

Absorbed Magic Area

Certain kinds of magic can bind magic to your very soul. Whatever magic is bonded goes in this area. Depending on the type of magic, a different effect occurs for all of the spells in this area.

Knowledge Area

All cards that improve your skill or show that you've mastered something go here. Cards in this area are very rarely destroyed, as they represent knowledge. This area is split in two, as some knowledge cannot be learned until several turns have passed.

Deck and Discard Pile

The discard pile is where all used or destroyed cards go, and is placed next to the deck. Either player can look through either player's discard pile, but this is rarely needed, as cards are not often taken from the discard pile. The deck is for...being a deck.

Turns

Each turn, a player may take up to three actions, unless a card adds or subtracts actions. An action is performing one of the following: drawing a cards, casting a spell, continuing to cast a spell, activate a character or creature's effect, attack with an character or creature, release a delayed spell, learn knowledge, or discard a card.

Casting Spells

To cast a spell, take the appropriate card from your hand and place it in the casting spell area. Each turn, you must spend one action to continue your spell, and one is subtracted from the turn number remaining. By using all three actions for this, two turns are subtracted. If the turn number is zero at any time, the spell is instantly activated. If damage is dealt to the character casting the spell, the spell is interrupted, and the card is returned to the player's hand. THe same thing happens if you do not spend at least one action every turn to continue casting a multi-turn spell. Spells may be cast to counter an opponent's spell. Zero-turn or delayed spells are recommended, as other spells are too slow to have any effect. Spells are cast by paying an energy cost listed on the card. The energy is generated by ruin shrines, which create different amounts of energy depending on the shrine and the ruin it is placed in.

How to Play

Magic Unlimited is played by the two players taking turns to attempt to defeat each other's main character in magical combat. The main character is chosen from the deck before the game begins. When the main character is defeated by losing all oftheir hit points, that player loses. The exception is when allies are in play. Another character on the same side may replace the original character. They are treated as being a new main character.

Card List

Coming Soon