Difference between revisions of "Mario Bros. deck"

From Dvorak - A Blank-Card Game
Jump to navigationJump to search
Line 308: Line 308:
|title=Keyhole
|title=Keyhole
|type=Action
|type=Action
|text=Play only if you control Key.  If you are at Star Road, advance to the next level twice.  Otherwise, advance only one level.  Either way, destroy Key.
|text=Play only if you control Key.  If you are at Star Road, advance to the next level twice.  Otherwise, advance only one level.  You cannot use this to advance beyond the last level.  Either way, destroy Key.
|bgcolor=660000
|bgcolor=660000
|creator=Bucky
|creator=Bucky

Revision as of 03:13, 26 March 2007

Mario Bros.
Designer MagiMaster
Date 3-21-2007
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

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

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

Take on the role of a plumber in the Mushroom Kingdom. This means you are in charge of rescuing Princess Peach from Bowser and his Minions.

Special Rules

Locations are a type of Thing. Locations are played into the middle, on top of the current Location. Only the topmost Location is counted as in play and affects all players. No Things or Actions (or Thing abilities) can be played if there is no Location in play.

Enemies are also a type of Thing. Enemies have no special rules, but some cards only affect enemies.

At the beginning of the game, the players should decide on how many Levels the game will last. The game begins on Level 1.

At the beginning of each players' turn, they should roll a six-sided die. The result is their Jump Check for that turn. The Jump Die refers to the number rolled on the die for your Jump Check before anything modifies it.

Equipment

You need something to keep track of which Level the game is on and a six-sided die. You will also need a few objects to act as counters.

Notes

My original idea for this deck was fairly similar to the one for the Monty Python and the Holy Grail deck. However, it's becoming quite different.

Currently, the biggest problem seems to be the lack of Action cards. Many Things have actions, but there should be more Action cards. Right now though, I can't really think of any.

(Possible) Cards to Make

For notes on various things appearing in the Mario games, check here and here. Things in bold are referenced by existing cards already.

  • Banzai Bill
  • Piranha Plant
  • Blooper
  • Buzzy Beetle
  • Cheep-Cheep
  • Shy Guy
  • Snifit
  • Chain Chomp
  • Dry Bones
  • Thwomp
  • Wiggler
  • Pider
  • Super Feather (or Racoon Leaf)
  • Frog Suit
  • Hammer Bros. Suit
  • Koopa Shell
  • Chocolate Island
  • Koopahari Desert
  • Pipe Maze
  • Ghost House

Other Thoughts

  • There should be several cards that depend on the number of enemies you control
  • There should be more interaction between the cards (and not just the player/Jump Check)
  • The locations should all be fairly unique, but I don't have many good ideas at the moment
  • There should probably be some cards that affect the players' hands besides just discarding cards
  • There should be a couple of cards that let you draw cards faster
  • There could be a card to go back a Level
  • Should each player keep track of their own Level, or should there be a global Level?
    • Global Levels speed the game along, but make things more random (I could let you rescue the princess seven times, and then win on the last level)
    • Seperate Levels would make the game a lot slower, but less random


Card List

Rescue the Princess
Action
Play only in Bowser's Castle. If the game is on the last Level, you win. Otherwise, destroy the stack of Location cards and advance to the next Level, then shuffle the discard pile (including this card) into the draw pile.
Thank you Mario! But our princess is in another castle!
Card by MagiMaster
Donut Plains
Location
Action: If your Jump Check is at least 6, destroy target Enemy.
Card by MagiMaster
Soda Lake
Location
Don't roll for your Jump Check. Your Jump Die is always 3.
Card by MagiMaster
Bowser's Castle
Location
If your Jump Check is 1 or less, discard a card.
Card by MagiMaster
Super Mushroom
Thing
Add 1 to your Jump Check. If you are forced to discard a card, you may destroy this instead.
Card by MagiMaster
Tanuki Suit
Thing
You cannot be affected by Enemy actions.
Card by MagiMaster
Fire Flower
Thing
Action: If your Jump Check is greater than 2, destroy target non-Location Thing.
Card by MagiMaster
Warp Pipe
Action
Play this only if your Jump Check is greater than 4. Destroy the stack of Location cards and advance to the next level.
Card by MagiMaster
Goomba
Enemy
Action: Target player whose last Jump Check was less than 3 must discard a card.
Card by MagiMaster
Koopa Troopa
Enemy
Action: Target player whose last Jump Check was less than 4 must discard a card.
Card by MagiMaster
Hammer Bros.
Enemy
Action: All players whose last Jump Check was less than 3 must discard a card.
Card by MagiMaster
Starman
Action
Play during a Jump Check to make it an automatic 6, or during your turn to increase your next Jump Check by 3.
Card by Bucky
Yoshi Egg
Thing
Action: Search the deck for a Baby Yoshi card. If you find one, put it into play and destroy this card.
Action: Destroy this card to destroy target enemy.
Card by MagiMaster
Baby Yoshi
Thing
Reduce your Jump Check by 1.
Action: Destroy target enemy and add a counter to this card.
Action: Remove 3 counters from this card to search the deck for a Yoshi card. If you find one, put it into play and destroy this card.
Card by MagiMaster
Yoshi
Thing
Increase your Jump Check by 1.
Action: Destroy target thing.
Card by MagiMaster
Bowser
Enemy
Play only in Bowser's Castle. The game cannot advance to the next level when Bowser is in play.
Card by Bucky
Lakitu
Enemy
This card cannot be destroyed by a player whose Jump Check is less than a 6.
Action: Create a Spiny Token. This counts as an Enemy with the text: 'This cannot be destroyed by a player whose Jump Check is less than 5.'
Card by MagiMaster
Question Mark Block
Action
Play this only if your Jump Check is greater than 1. Draw two cards.
Card by MagiMaster
Pokey
Enemy
Play only in Koopahari Desert. This card comes into play with 3 counters. If this card would be destroyed, remove a counter instead. If there are no counters on this card, destroy it.
Card by MagiMaster
Flagpole
Action
Play this only if your Opponent controls no Enemies or your Jump Check is 5 or greater. Reveal cards from the top of the deck until you find a Location. Put that Location into play and shuffle the deck.
Card by Bucky
Yoshi's Island
Location
If your Jump Die is a 1, re-roll.
Card by MagiMaster
Vanilla Dome
Location
If your Jump Die is a 6, re-roll.
Card by MagiMaster
Star Road
Location
If your Jump Die is 3 or less, it becomes 1. If your Jump Die is 4 or more, it becomes 6.
Action: If your Jump Check is at least 6, draw a card.
Card by MagiMaster
1-up Mushroom
Action
Discard your hand and draw enough new cards to reach your hand size limit.
Card by MagiMaster
Forest of Illusion
Location
You cannot play another Location card unless your Jump Check is at least 6.
Card by MagiMaster
Blargg
Enemy
Play only in Vanilla Dome. If another Location is played, destroy this card. This card cannot be destroyed otherwise.
Action: Target player must discard a card at random.
Card by MagiMaster
Out of Time
Action
Play this only if there are at least 5 cards in the stack of Location Cards. Destroy those cards but do not advance to the next Level.
Card by MagiMaster
Jump Combo
Action
Discard a number of cards to destroy an equal number of enemies.
Card by MagiMaster
Key
Thing
Decrease you Jump Check by 1.
Card by Bucky
Keyhole
Action
Play only if you control Key. If you are at Star Road, advance to the next level twice. Otherwise, advance only one level. You cannot use this to advance beyond the last level. Either way, destroy Key.
Card by Bucky
Magikoopa
Enemy
Reduce all other players' maximum hand size by one.
Card by MagiMaster
Bob-omb
Enemy
Action: Destroy this card. Target player must discard three cards.
Card by MagiMaster
Boo
Enemy
Play only in Ghost House. If any player's Jump Check is 1 or less, they must discard a card or skip their turn. This card cannot be destroyed by a player whose Jump Check is less than 6.
Card by MagiMaster
Big Boo
Enemy
Play only in Ghost House. If another Location is played, destroy this card. It cannot be destroyed otherwise. If any player's Jump Check is 2 or less, they must discard two cards or skip their turn.
Card by MagiMaster
Jump
Action
Destroy target Enemy.
Card by MagiMaster
Toad
Action
Draw three cards, then discard two.
Pick a box. Its contents will help you on your way.
Card by MagiMaster
Bullet Bill
Enemy
Action: Choose an opponent. If their last Jump-Check was less than 3, your opponent loses a non-location thing.
Card by BM
Spade Game
Action
Pick 3 cards of your choice from an opponents hand. If they are all the same type, then draw 3 cards. If not, shuffle the deck.
Card by BM
Warp Whistle
Action
Lay the Location pile out face-down and choose 3 cards from it. Discard 2 of the chosen cards and use the remaining one as the location.
Card by BM