Difference between revisions of "Mario Bros. deck"
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|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.) | |
Print this deck | |
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
Thank you Mario! But our princess is in another castle!
Action: Destroy this card to destroy target enemy.
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.
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.'
Action: If your Jump Check is at least 6, draw a card.
Action: Target player must discard a card at random.
Pick a box. Its contents will help you on your way.