Difference between revisions of "Printer sandbox"

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Use this page to print some cards. Any cards made here may be taken down by another user so they can print. Useful if you just want to make a few cards or if you need replacements.
Use this page to print some cards. Any cards made here may be taken down by another user so they can print. Useful if you just want to make a few cards or if you need replacements.


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Revision as of 17:14, 12 September 2015

Printer Sandbox
Designer Everyone!
Date Everytime!
Players Everyone!
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

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

Printer sandbox

Use this page to print some cards. Any cards made here may be taken down by another user so they can print. Useful if you just want to make a few cards or if you need replacements.

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Card List

Firstyear Matt
Thing - Person - Colorless
When you play this card, you may discard 1 card to play a non-Silver Thing. If you do, change Matt’s color to the same color as that thing.
Firstyear Matt
Thing - Person - Colorless
When you play this card, you may discard 1 card to play a non-Silver Thing. If you do, change Matt’s color to the same color as that thing.
Firstyear Matt
Thing - Person - Colorless
When you play this card, you may discard 1 card to play a non-Silver Thing. If you do, change Matt’s color to the same color as that thing.


Copy Kat
Thing - Person - Colorless
Whenever you play a Thing or Action card, Kat becomes the same color or colors as that Thing or Action.
Copy Kat
Thing - Person - Colorless
Whenever you play a Thing or Action card, Kat becomes the same color or colors as that Thing or Action.
Copy Kat
Thing - Person - Colorless
Whenever you play a Thing or Action card, Kat becomes the same color or colors as that Thing or Action.


Beautiful Amanda
Thing - Person - Gold
Amanda and all Things attached to her are immune to Red, Blue, Green, Orange, and Purple.

You may untip Amanda at the beginning or end of your turn.
When Amanda is untipped, unattach all Things from her.

Tip: Attach a thing you control to Amanda.
Beautiful Amanda
Thing - Person - Gold
Amanda and all Things attached to her are immune to Red, Blue, Green, Orange, and Purple.

You may untip Amanda at the beginning or end of your turn.
When Amanda is untipped, unattach all Things from her.

Tip: Attach a thing you control to Amanda.
Beautiful Amanda
Thing - Person - Gold
Amanda and all Things attached to her are immune to Red, Blue, Green, Orange, and Purple.

You may untip Amanda at the beginning or end of your turn.
When Amanda is untipped, unattach all Things from her.

Tip: Attach a thing you control to Amanda.


Little Gary
Thing - Person - Red
Opponents Actions can’t affect Gary.

At the end of your turn, if Gary is tipped, return him to your hand.

At the beginning of your turn, you may tip Gary to draw a card.
Little Gary
Thing - Person - Red
Opponents Actions can’t affect Gary.

At the end of your turn, if Gary is tipped, return him to your hand.

At the beginning of your turn, you may tip Gary to draw a card.
Little Gary
Thing - Person - Red
Opponents Actions can’t affect Gary.

At the end of your turn, if Gary is tipped, return him to your hand.

At the beginning of your turn, you may tip Gary to draw a card.
Twisted Cameron
Thing - Person - Blue
Action: Pay 1 Experience point. If you do, your opponent gains 2 Homesickness points or loses 1 Experience point.
Twisted Cameron
Thing - Person - Blue
Action: Pay 1 Experience point. If you do, your opponent gains 2 Homesickness points or loses 1 Experience point.
Twisted Cameron
Thing - Person - Blue
Action: Pay 1 Experience point. If you do, your opponent gains 2 Homesickness points or loses 1 Experience point.
Wise Alexander
Thing - Person - Blue
When Alexander enters play, all players draw 1 card. Your opponent puts a card from their hand on bottom of their deck.
Wise Alexander
Thing - Person - Blue
When Alexander enters play, all players draw 1 card. Your opponent puts a card from their hand on bottom of their deck.
Wise Alexander
Thing - Person - Blue
When Alexander enters play, all players draw 1 card. Your opponent puts a card from their hand on bottom of their deck.
Prankster Stu
Thing - Person - Green
When Stu enters play, if your opponent has more things than you, choose a thing and return it to it’s owner’s hand.

If they have an equal number, they choose one of their things and return it to their hand.

If they have less, draw a card.
Prankster Stu
Thing - Person - Green
When Stu enters play, if your opponent has more things than you, choose a thing and return it to it’s owner’s hand.

If they have an equal number, they choose one of their things and return it to their hand.

If they have less, draw a card.
Prankster Stu
Thing - Person - Green
When Stu enters play, if your opponent has more things than you, choose a thing and return it to it’s owner’s hand.

If they have an equal number, they choose one of their things and return it to their hand.

If they have less, draw a card.
Joker Norris
Thing - Person - Green
Action: Choose a player and look at their hand. Choose 1 card and place it on bottom of their deck. That player draws a card.
Joker Norris
Thing - Person - Green
Action: Choose a player and look at their hand. Choose 1 card and place it on bottom of their deck. That player draws a card.
Joker Norris
Thing - Person - Green
Action: Choose a player and look at their hand. Choose 1 card and place it on bottom of their deck. That player draws a card.
Hopeful Emily
Thing - Person - Purple
Action: Draw 1 card for every Purple Thing you control minus 1, to a minimum of 1.
Hopeful Emily
Thing - Person - Purple
Action: Draw 1 card for every Purple Thing you control minus 1, to a minimum of 1.
Hopeful Emily
Thing - Person - Purple
Action: Draw 1 card for every Purple Thing you control minus 1, to a minimum of 1.
Athletic Hugh
Thing - Person - Orange
Spin: Gain 3 Demerits. Your opponent discards a card.
Whenever you skip a turn from Demerits or at the beginning of your turn, you may unspin Hugh. If you do, your opponent discards a card for each Orange thing you have in play, minus 1 if it's the beginning of your turn.
Athletic Hugh
Thing - Person - Orange
Spin: Gain 3 Demerits. Your opponent discards a card.
Whenever you skip a turn from Demerits or at the beginning of your turn, you may unspin Hugh. If you do, your opponent discards a card for each Orange thing you have in play, minus 1 if it's the beginning of your turn.
Athletic Hugh
Thing - Person - Orange
Spin: Gain 3 Demerits. Your opponent discards a card.
Whenever you skip a turn from Demerits or at the beginning of your turn, you may unspin Hugh. If you do, your opponent discards a card for each Orange thing you have in play, minus 1 if it's the beginning of your turn.
Counselor Randy
Thing - Person - Silver
At the end of your turn, you may tip or untip Randy.
While Randy is tipped, any player playing an action gains 2 demerits.
Counselor Randy
Thing - Person - Silver
At the end of your turn, you may tip or untip Randy.
While Randy is tipped, any player playing an action gains 2 demerits.
Counselor Randy
Thing - Person - Silver
At the end of your turn, you may tip or untip Randy.
While Randy is tipped, any player playing an action gains 2 demerits.
Challenging Hike
Action
Requires: 3 Gold or Orange *OR* 1 Gold and 1 Orange
Gain 1 Homesickness and 2 Experience points.
Challenging Hike
Action
Requires: 3 Gold or Orange *OR* 1 Gold and 1 Orange
Gain 1 Homesickness and 2 Experience points.
Challenging Hike
Action
Requires: 3 Gold or Orange *OR* 1 Gold and 1 Orange
Gain 1 Homesickness and 2 Experience points.
Caution Needed
Action
Requires 3 Blue or Silver *OR* 1 Blue and 1 Silver
Gain 2 rewards. You can’t choose the same option on both.
Caution Needed
Action
Requires 3 Blue or Silver *OR* 1 Blue and 1 Silver
Gain 2 rewards. You can’t choose the same option on both.
Caution Needed
Action
Requires 3 Blue or Silver *OR* 1 Blue and 1 Silver
Gain 2 rewards. You can’t choose the same option on both.
Clear Weather for Swimming
Action
Requires 1 Orange or Red.
Gain 1 Experience point. If you have both Orange and Red, you may draw 1 card.
Clear Weather for Swimming
Action
Requires 1 Orange or Red.
Gain 1 Experience point. If you have both Orange and Red, you may draw 1 card.
Clear Weather for Swimming
Action
Requires 1 Orange or Red.
Gain 1 Experience point. If you have both Orange and Red, you may draw 1 card.
Leonardo's Envy
Action
Requires 3 Purple.
Gain 1 Experience point. Discard 2 cards. For each card discarded this way, gain 1 Experience point.
Leonardo's Envy
Action
Requires 3 Purple.
Gain 1 Experience point. Discard 2 cards. For each card discarded this way, gain 1 Experience point.
Leonardo's Envy
Action
Requires 3 Purple.
Gain 1 Experience point. Discard 2 cards. For each card discarded this way, gain 1 Experience point.


Vespers
Action
Requires 1 Silver.
You lose 1 Homesickness point. Gain 1 Reward.
Vespers
Action
Requires 1 Silver.
You lose 1 Homesickness point. Gain 1 Reward.
Vespers
Action
Requires 1 Silver.
You lose 1 Homesickness point. Gain 1 Reward.
Cafeteria Food
Action
Requires 2 Gold *OR* 1 Gold and 2 non-Gold. (Can't be colorless)
Each player loses 2 Experience. Your opponent draws a card for each experience they lost this way. You draw a card for each experience they didn’t lose this way.
Cafeteria Food
Action
Requires 2 Gold *OR* 1 Gold and 2 non-Gold. (Can't be colorless)
Each player loses 2 Experience. Your opponent draws a card for each experience they lost this way. You draw a card for each experience they didn’t lose this way.
Cafeteria Food
Action
Requires 2 Gold *OR* 1 Gold and 2 non-Gold. (Can't be colorless)
Each player loses 2 Experience. Your opponent draws a card for each experience they lost this way. You draw a card for each experience they didn’t lose this way.


S'mores
Action
Requires 1 Red and 1 Any (Can't be colorless)

Gain 1 Experience point if you have Homesickness points.
OR

Your opponent loses 1 Experience point if they have Homesickness points.
S'mores
Action
Requires 1 Red and 1 Any (Can't be colorless)

Gain 1 Experience point if you have Homesickness points.
OR

Your opponent loses 1 Experience point if they have Homesickness points.
S'mores
Action
Requires 1 Red and 1 Any (Can't be colorless)

Gain 1 Experience point if you have Homesickness points.
OR

Your opponent loses 1 Experience point if they have Homesickness points.
Autumn Arrives
Action
Requires 1 Gold, 1 Red, 1 Blue, 1 Orange, 1 Green, 1 Purple and 1 Silver
You win.
Autumn Arrives
Action
Requires 1 Gold, 1 Red, 1 Blue, 1 Orange, 1 Green, 1 Purple and 1 Silver
You win.
Autumn Arrives
Action
Requires 1 Gold, 1 Red, 1 Blue, 1 Orange, 1 Green, 1 Purple and 1 Silver
You win.