Difference between revisions of "Nausicaa deck"

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This game is themed on "Nausicaa and the Valley of the Wind" graphic novels infused with the basic mechanics of Magic: The Gathering (MTG). It is the fruition of my desire to compress some of the most enjoyable aspects of MTG for the casual gamer. I wanted to get closer to the theatrical 'heart-of-the-cards' scenario as seen in Yugi-Oh (also based on MTG) to this end there is only 30 cards.  
This game is themed on "Nausicaa and the Valley of the Wind" graphic novels infused with the basic mechanics of Magic: The Gathering (MTG). It is the fruition of my desire to compress some of the most enjoyable aspects of MTG for the casual gamer. My aim was to encourage inclusiveness rather than exclusivity. I wanted to get closer to the theatrical 'heart-of-the-cards' scenario as seen in Yugi-Oh (also based on MTG) to this end there is only 30 unique cards.  


I wanted a game that gets away from the power gamer mindset and into a more creative and collaborative event. The single deck meets this need. Players need not construct their own deck to play. This eliminates playing against incompatible decks. Being a single deck means it could not be a narrow deck aimed at winning mercilessly the same way again and again, instead I wanted to see interesting interactions where each game is different.  
I wanted a game that gets away from the power gamer mindset and into a more creative and collaborative event therefore each player shares the same 30 card deck. Being a single deck means it could not be a narrow deck aimed at winning mercilessly the same way again and again, instead I wanted to see interesting interactions where each game is different. A deck that could be taken, for example, camping and satisfy extended play within the limited constraints and materials.  


The game ends when one player is eliminated (highest life total at this point wins), this fits my goal of encouraging inclusiveness rather than exclusivity. The game is extremely quick playing as all Things have Haste. The speed of play balanced by the decision making aspect where players must choose which card to discard in order to be able to play another. More powerful cards can be played for the same 'cost' as any other cards, but they cannot dominate play due to the small card pool in which there are ways to deal with these threats, be it countering, cloning, or controlling etc.
The game ends when one player is eliminated and the player(s) with the highest life total at this point wins. The game is extremely quick playing as all Things have Haste. The speed of play balanced by the decision making aspect where players must choose which card to discard in order to be able to play another. More powerful cards can be played for the same 'cost' as any other cards, but they cannot dominate play due to the small card pool in which there are ways to deal with these threats, be it countering, cloning, or controlling etc.

Revision as of 08:37, 25 October 2010

Nausicaa deck
Designer Anthony Sun
Date 25/10/2010
Players solo, vs or multiplayer
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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

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This deck is locked. Further cards should not be added - leave feedback on the talk page.

This game is themed on "Nausicaa and the Valley of the Wind" graphic novels infused with the basic mechanics of Magic: The Gathering (MTG). It is the fruition of my desire to compress some of the most enjoyable aspects of MTG for the casual gamer. My aim was to encourage inclusiveness rather than exclusivity. I wanted to get closer to the theatrical 'heart-of-the-cards' scenario as seen in Yugi-Oh (also based on MTG) to this end there is only 30 unique cards.

I wanted a game that gets away from the power gamer mindset and into a more creative and collaborative event therefore each player shares the same 30 card deck. Being a single deck means it could not be a narrow deck aimed at winning mercilessly the same way again and again, instead I wanted to see interesting interactions where each game is different. A deck that could be taken, for example, camping and satisfy extended play within the limited constraints and materials.

The game ends when one player is eliminated and the player(s) with the highest life total at this point wins. The game is extremely quick playing as all Things have Haste. The speed of play balanced by the decision making aspect where players must choose which card to discard in order to be able to play another. More powerful cards can be played for the same 'cost' as any other cards, but they cannot dominate play due to the small card pool in which there are ways to deal with these threats, be it countering, cloning, or controlling etc.