Difference between revisions of "Quidditch deck"
m (Quidditch v2 deck moved to Quidditch deck: Might as well drop the "v2".) |
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{{card | {{card | ||
|title=Flying High | |title=Flying High | ||
| | |cornervalue=+1? | ||
|type=Thing | |||
|text=Staying above the opposition helps you keep the ball. If you have possession of the Quaffle subtract 1 from each opponent's dominance at the start of your turn. If an opponent has possession of the Quaffle add 1 to their dominance score at the start of your turn. | |text=Staying above the opposition helps you keep the ball. If you have possession of the Quaffle subtract 1 from each opponent's dominance at the start of your turn. If an opponent has possession of the Quaffle add 1 to their dominance score at the start of your turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
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{{card | {{card | ||
|title=Flying High | |title=Flying High | ||
| | |cornervalue=+1? | ||
|type=Thing | |||
|text=Staying above the opposition helps you keep the ball. If you have possession of the Quaffle subtract 1 from each opponent's dominance at the start of your turn. If an opponent has possession of the Quaffle add 1 to their dominance score at the start of your turn. | |text=Staying above the opposition helps you keep the ball. If you have possession of the Quaffle subtract 1 from each opponent's dominance at the start of your turn. If an opponent has possession of the Quaffle add 1 to their dominance score at the start of your turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
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{{card | {{card | ||
|title=Trick Play | |title=Trick Play | ||
| | |cornervalue=+3/+1 | ||
|type=Action | |||
|text=Flip a coin when this card is played. On a heads result the trick works, adding three to your dominance. On a tails it isn't exactly perfect, but still adds one to your dominance. | |text=Flip a coin when this card is played. On a heads result the trick works, adding three to your dominance. On a tails it isn't exactly perfect, but still adds one to your dominance. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
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{{card | {{card | ||
|title=Trick Play | |title=Trick Play | ||
| | |cornervalue=+3/+1 | ||
|type=Action | |||
|text=Flip a coin when this card is played. On a heads result the trick works, adding three to your dominance. On a tails it isn't exactly perfect, but still adds one to your dominance. | |text=Flip a coin when this card is played. On a heads result the trick works, adding three to your dominance. On a tails it isn't exactly perfect, but still adds one to your dominance. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
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{{card | {{card | ||
|title=Trick Play | |title=Trick Play | ||
| | |cornervalue=+3/+1 | ||
|type=Action | |||
|text=Flip a coin when this card is played. On a heads result the trick works, adding three to your dominance. On a tails it isn't exactly perfect, but still adds one to your dominance. | |text=Flip a coin when this card is played. On a heads result the trick works, adding three to your dominance. On a tails it isn't exactly perfect, but still adds one to your dominance. | ||
|bgcolor=660000 | |bgcolor=660000 | ||
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{{card | {{card | ||
|title=Nimbus 2000 | |title=Nimbus 2000 | ||
| | |cornervalue=+1? | ||
|type=Thing | |||
|text=Fast Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn. | |text=Fast Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
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{{card | {{card | ||
|title=Nimbus 2000 | |title=Nimbus 2000 | ||
| | |cornervalue=+1? | ||
|type=Thing | |||
|text=Fast Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn. | |text=Fast Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
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{{card | {{card | ||
|title=Nimbus 2001 | |title=Nimbus 2001 | ||
| | |cornervalue=+1? | ||
|type=Thing | |||
|text=Faster Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn. | |text=Faster Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
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{{card | {{card | ||
|title=Firebolt | |title=Firebolt | ||
| | |cornervalue=+1? | ||
|type=Thing | |||
|text=Fastest Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn. | |text=Fastest Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn. | ||
|bgcolor=000066 | |bgcolor=000066 | ||
}} | }} |
Revision as of 17:14, 31 January 2007
Quidditch v2 | |
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Designer | Sandy |
Date | 9th April 2001 |
Players | 2+ |
This is an untested deck. Its cards are complete, but it hasn't yet been tested. | |
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 locked. Further cards should not be added - leave feedback on the talk page. |
Second edition of a card-game version of the broomstick-based sport from the Harry Potter books, with teams fighting for pitch-dominance, goals and ultimately the Golden Snitch.
Special Rules
Requirements
In this game you must keep a running total of their scores. Each goal scored adds 10 points to their score while catching the Snitch scores 150 points and ends the game. Some cards will also require you to have a die around.
The Quaffle
At the start of each game place the Quaffle card in the centre of the table. The Quaffle must stay in play at all times and cannot be destroyed by any means. It may be kept in play even if not controlled by any Player, and begins each game in this way.
The Golden Snitch
The Golden Snitch begins the game as the first card in the discard pile. The deck must be gone through once before the Snitch can enter play.
Dominance
In this new Quidditch game the course of the match is affected by which team is dominating play. Many cards in this deck, both things and actions, allow Players to add and subtract to a tally of dominance points. Both Players dominance scores start at zero and cannot drop into minus figures. These can be represented by counters, pennies, matchsticks or whatever you have to hand. (I recommend Jelly Babies.Then when you lose dominance points you at least have the consolation of eating the Jelly Baby...) Things give their dominance effects every turn, while actions have their effect once and then vanish. A few actions may only have their effect for the turn in which they are played.
Manoeuvres
At the end of your turn, you may spend one point of your dominance to perform a Manoeuvre - Score, Snatch, Bludger, Outfly or Search. The first four require your dominance to be higher (before the point is spent) than that of the opponent you are trying to affect. You may only perform one Manoeuvre per turn.
Manoeuvre List
Score (must have a dominance at least four higher than your opponent): You may only score if you have possession of the Quaffle. Add 10 points to your score. Snatch (must have a dominance three higher): You gain possession of the Quaffle. Bludger (must be two higher): Beating a bludger at the opposition limits their options. Pick a Player, who must discard a card at random. Outfly (must be one higher): By outflying the opposition you assert your dominance of the game. Drop an opposition's dominance score by one, and regain the point you spent. Search: Your Seeker spends time looking for the Snitch. Draw five cards and show them to everybody. If the Snitch is one of them treat it as if it had been played normally. All other cards are discarded.
Snitch-Blagging
If the Blagging card is played after the Snitch has been revealed but before the Seeker cards are shown then the penalty goal is given after Seeker cards are shown (so you cannot blag to prevent the snitch being caught, though it can give you a big advantage).