Difference between revisions of "Cults of Nark"
(A new Deck Creation, minus the deck.) |
m (JakeTheWolfie moved page Deck Name to Cults of Nark: Rename) |
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Revision as of 02:53, 22 August 2019
Cults of Nark | |
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Designer | JakeTheWolfie |
Date | 8/21/19 |
Players | 2-4 |
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.) | |
Print this deck | |
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
Special Rules
Cult Beginnings
Each player playing should get their own Cult Leader card and 3 Cult Influence Tokens
Tokens
Cult Influence Tokens - These represent how many people you have influence over in a particular village. Every village has 12 people in it, not including yourself. You will always have, at minimum, as many tokens of this type as you have cultists.
Cultist Tokens - These represent your unskilled cultists. Place a cultist token on a cultist card to "train" them.
GodPower Tokens - These represent how much power your God has. Your god gets summoned if you have 13 of these.
Card Types
Things:
Cultist Jobs - You can place a Cultist Token on a Cultist job to train them. Trained cultists cannot be untrained.
Cultist Items - Things such as Blood, Altars, Holy Book, etc
Regular Items - Things such as Brooms, Bottles, And Weapons
Actions:
Acts of God - Costs GodPower Tokens to play
Rituals - Costs Cultist Items or Cultists themselves to play.
Regular Actions - Usually doesn't cost anything
Winning Conditions
You win if two of the following are met:
You collect 6 GodPower Tokens
You have 6 Cultists
You collect 6 Cult Influence tokens from other villages
You have collected all Cult Influence tokens from your village.
You Summon your God (You win the game instantly if you meet this condition)
You eliminate the other Cults (You win the game instantly if you meet this condition)
Cards
None, as of yet.