Difference between revisions of "Wizard quest card set"

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{{Card
{{Card
| title = wizard
| title = wizard
| longtitle =
| text = This wizard has a weakness to fire. 100 hp, 100 mp, 100 E. Water blast: 100 h
| text = This wizard has a weakness to fire. 100 hp, 100 mp, 100 E. Water blast: 100 h
| type = charecter-lvl: 0
| type = charecter-lvl: 0
| cornervalue = 0  
| cornervalue = 0  
| flavortext = this wizard specilizes in water spells.
}}
}}



Revision as of 02:34, 21 December 2007

Wizard Quest
Designer Eric F.
Date Wed Dec 19th
Players 2-3
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.


This is a card game based on wizards. You can play as a wizard Character and battle other people and there characters using spells potions and more.

Special Rules

There is alot of explaining that I have also put into special rules.

Card types

Things:

1. Charecters: These are the people you battle with.

2. People: These are other people who show up in the game such as an apprentice or body guard.

3. Creatures:These are like wizards pets and range from cats to owls to dragons.

4. Potions: These are things that give you boosts harm other players etc.

5. Items: These are things like spell books, talismens, amulets, magicaly inhanced jewlry etc.

6. Weaponry: These are swords, shields, and armors

7. Potion ingredients: These are used to make potions

8. Defenders: These are things like brick wall, or wizard tower. If these are in play the other player can do nothing but try to destroy the wall.

Actions:

1. Spells: These are the basis of the game. They can heal you, help you attack, and more.

2. Special attacks: These are attacks that you would use with weapons to boost there hit.

3. Boosts: These are cards that can heal you when played or harm the other player etc.

4. Neutral: These are cards such as draw 3 cards or discard 1 card.

5. Removers: These are cards that allow you to remove other cards in play.

6. Rule benders: These cards bend the rules.

7. Combo-cards/certificates: Some spells can be put together as a combo. Combo cards tell you how to do the combo and combo certificates allow you to do a certin combo that your not sure if you can do or not.

8. Phrases: These are famous or not so famous or just plain made up phrases. They have an effect tied up with them and often you have to role a die to chose 1 of many affects with it (e.g. If you roled a 1 on a die for the phrase card "They come with axes" you would get to take any axe like weapon out of your deck.


Card layout

Here we will point out a few areas of the card you might want to know.

Charecter/people cards

0
wizard
charecter-lvl: 0
This wizard has a weakness to fire. 100 hp, 100 mp, 100 E. Water blast: 100 h
this wizard specilizes in water spells.

Top center: Name, this just gives the name.

Top right: Rarity, this is how rare it is. Goes as follows. 0: basic, 1: common, 2: uncommon, 3: hard to find, 4: rare, 5: super rare

2cond row: Type/level this gives the type of card and the its level (the level is for the advanced game where a character can only use a card if it is his level or lower.)

3rd row: (normaly above this is a picture.) This gives different information Hp; hit points (tells what health your charecter is at.)Mp; Magic points (these are used for the advanced game where each spell card costs so many Mp and if you don't have enough you need to raise using a potion, boost, etc. before you can use spells.)Each charecter has one special spell it can use (e.g. water blast). Where it says 100 h that is how much it hits. Weakness/strangth; some cards have weaknesses and strengths. For strangths whenever you use something related to that strength you gain 1 hp. Whenever it is used against you you gain 2 hp. For weaknesses whenever you use something realated to that you lose 2 hp. Whenever something like that is used against you you lose 1 hp. A charecter may not have a weakness or strength.

Last row: This is just text that gives a little backround on the card.