Difference between revisions of "Worms Chaos Cards deck"

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(New page: {{Infobox | designer = MrBadAxe | date = 10/19/2007 | players = 2-6 | status = unfinished | unlocked = true }} Designed to emulate Team17's popular ''Worms Armageddon'' and ''Worms World ...)
 
 
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==Card List==
==Card List==
{{card
|title=Worm
|type=Thing - Worm
|bgcolor=aaa
|text=
}}
{{card
{{card
|title=Uzi
|title=Uzi

Latest revision as of 06:18, 19 October 2007

Worms Chaos Cards deck
Designer MrBadAxe
Date 10/19/2007
Players 2-6
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

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

Designed to emulate Team17's popular Worms Armageddon and Worms World Party games.

Special Rules

Space

The game requires a flat surface (for all future rules, a table is assumed), preferably a large one, since distance between cards is a factor. Players start the game with the same number of Worms (all of a given player's worms must be the same color) and take turns placing them on the table. When no one has any worms left to place, a number of cards are placed face-down on the table to represent Weapon Crates.

To avoid the necessity for a measuring device, all distances on cards are measured in card widths (short dimension) and/or card lengths (long dimension).

Worms may not be moved except when a player moves them (see below) or if an attack causes them to move.

Turns

Turn sequence is as follows:

  • Draw up to a 7-card hand. (if you have more than 7 cards, draw nothing. All players draw from the same pile.
  • Optional: Move one worm, up to 2 card lengths away from its starting point (unless that worm was the Shooter last turn). Any Crates in its path are added to your hand. If you move a worm, that worm must be the Shooter this turn (Shooter is referenced on attack cards).
  • Designate one of your worms to be the Shooter.
  • Play an action or a thing.
  • Take the top card of the deck and place it face down on the table (it becomes a Crate).
  • Discard any number of cards from your hand.
  • If there are not enough cards left for the next player to draw up to 7, shuffle the Discard pile into what remains of the deck.

Damage and Death

  • Worms have 10 HP.
  • Whenever a worm takes damage, the action that dealt damage is placed face-down beneath that worm.
    • If the action dealt more than 1 damage, take the top n-1 cards from the top of the deck and place them face-down beneath that worm. (5 damage = 4 cards + card used to play attack = 5 cards)
  • If a worm takes more damage than it has HP, it dies and inflicts 2 damage to all worms within one card width.
  • If a worm slips off the table, it dies.
  • Whenever a worm dies, all damage cards beneath the worm go to Discard pile.
  • Optional: Organ Donor Card. Pick a card at random used to represent damage beneath that worm, and it becomes a Crate where that worm died.


Card List

Worm
Thing - Worm
Uzi
Action
HITSCAN: Must be a straight line between shooter and target. Hits for 3 damage.
Shotgun
Action
HITSCAN: Must be straight line between shooter and target(s). Hits for 2 damage. Fires twice, may hit different targets.
Airstrike
Action
AIRDROP: Drop 5 cards onto the playing field. Each worm the cards touch take 1 damage.
Baseball Bat
Action
MELEE: Must be less than 1 card width distance between shooter and target. Flick the target worm. When the worm stops moving, it takes 2 damage.
Holy Hand Grenade
Action
THROWN: Toss this card, then shalt thou count to three. Thou shalt not count four, nor shalt count thou two, unless thou proceed directly to three. Five is right out. All worms within 3 card widths of where the card lands take 5 damage and are moved 2 card lengths away from where this card lands.
High Winds
Action
Play in response to a THROWN or MISSILE weapon. Cancels the weapon action.
Prod
Action
MELEE: Must be less than 1 card width distance between shooter and target. Blow on the target card.
Health Crate
Thing
May not be played from your hand. If this card is a Crate and is picked up by a worm, remove 2 damage from that worm.
Concrete Donkey
Action
AIRDROP: Using the entire length of your forearm, make a sweeping motion across the table. Any worms in your path that do not get swept off the table take 8 damage.