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).
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, each of which is a potential resource aswell as a 'spell'.  
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, each of which holds potential as a resource as well as a 'spell'.  


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.  
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, on camping/fishing trips and satisfy extended play within the limited constraints.  


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 as payment 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 as payment 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 08:58, 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.)
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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, each of which holds potential as a resource as well as a 'spell'.

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, on camping/fishing trips and satisfy extended play within the limited constraints.

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 as payment 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.


All the rules are the same as MTG unless otherwise stated, such as, at the start of each players turn they untap all permanents they control and draw a card and they all start with 20 life.

There is no maximum hand size.

To play a card you must first be able to choose and discard a card. (There are no lands or mana costs). You can play any number of Things or Actions in this way each turn as long as you first discard a card to play the card. Actions on Things are free to play but require tapping the card sideways (so this can only be done once each turn).

All creatures have haste (can attack or use Actions the turn they are played).

When a player needs to draw a card but the Deck is empty, reshuffle the Discard Pile and make a new Deck. (This does not end the game).

The starting hand for 2 players is 7 cards. 3 players = 6 cards 4 players = 5 cards, and so on.