Difference between revisions of "No One Lives Forever 3 deck"

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{{Card
{{Card
|title=Cate
|title=Cate
|text=When alerted  
|text='''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=Character
|type=Character
|cornervalue=3/3
|bgcolor=
|bgcolor=
|flavortext=
|flavortext=
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{{Card
{{Card
|title=Bruno Lawrie
|title=Bruno Lawrie
|text=When killed and not someone's character, move him to a random player's hand.
|text=When killed and not someone's character, move him to a random player's hand. '''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=Character
|type=Character
|cornervalue=3/3
|bgcolor=
|bgcolor=
|flavortext=
|flavortext=
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{{Card
{{Card
|title=Tom Goodman
|title=Tom Goodman
|text=
|text='''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=Character
|type=Character
|cornervalue=3/3
|bgcolor=
|bgcolor=
|flavortext=
|flavortext=
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{{Card
{{Card
|title=Magnus Armstrong
|title=Magnus Armstrong
|text=
|text='''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=Character
|type=Character
|cornervalue=3/3
|bgcolor=
|bgcolor=
|flavortext=
|flavortext=
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{{Card
{{Card
|title=Dmitrij Volkov
|title=Dmitrij Volkov
|text=
|text='''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=Character
|type=Character
|cornervalue=3/3
|bgcolor=
|bgcolor=
|flavortext=
|flavortext=
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{{Card
{{Card
|title=Santa
|title=Santa
|text=
|text=Santa's small, so throw a dice when Santa's attacked. Odds: the attack misses. '''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=
|type=
|bgcolor=
|bgcolor=
|cornervalue=2/2
|flavortext=
|flavortext=
}}
}}
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{{Card
{{Card
|title=The Director
|title=The Director
|text=
|text='''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=
|type=
|cornervalue=2/3
|bgcolor=
|bgcolor=
|flavortext=
|flavortext=
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{{Card
{{Card
|title=Isake
|title=Isako
|text=
|text='''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=
|type=
|bgcolor=
|bgcolor=
|cornervalue=3/3
|flavortext=
|flavortext=
}}
}}
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{{Card
{{Card
|title=Pierre
|title=Pierre
|text=
|text='''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=
|type=
|bgcolor=
|bgcolor=
|cornervalue=3/3
|flavortext=
|flavortext=
}}
}}
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{{Card
{{Card
|title=J.A.C.K.
|title=J.A.C.K.
|text=
|text='''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=
|type=
|bgcolor=
|bgcolor=
|cornervalue=3/3
|flavortext=
|flavortext=
}}
}}
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{{Card
{{Card
|title=HARM Scientist
|title=HARM Scientist
|text=This scientist alerts guards up to 2 areas away when seeing an attacker.
|text=This scientist alerts guards up to 1 room away when seeing an attacker.
|type=
|type=
|bgcolor=
|bgcolor=
|cornervalue=0/1
|flavortext=
|flavortext=
}}
}}


{{Card
{{Card
|title=
|title=Monkey
|text=
|text='''Action''' When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.<br><br>When alerted, you can choose to move Cate to the place of emergency.
|type=
|type=
|bgcolor=
|bgcolor=
|cornervalue=1/2
|flavortext=
|flavortext=
}}
}}
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|type=
|type=
|bgcolor=
|bgcolor=
|cornervalue=
|flavortext=
|flavortext=
}}
}}

Revision as of 18:04, 14 February 2008

No One Lives Forever 3 deck
Designer Natanz
Date 10/02/2008
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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Padlock.gif
This deck is locked. Further cards should not be added - leave feedback on the talk page.

Based on No One Lives Forever!

Avoid bananas, security cameras, guards and more to attack your enemies!

Rules

If a player's character is out of HP, they're dead. Whoever is left, wins.

You can draw 3 cards each turn.

Setup

At the beginning of the game, each player chooses a Thing - Character and places it in their base. The player is this character = a player character. Leave the remaining characters in the deck.

Your Base

The space in front of each player is their base. You can put obstacles, guards and characters in your base. Your base is a 3 x 3 grid. You can turn it 45 degrees if you want:


             x x x                           x
             x x x                         x   x
             x x x                       x   x   x
                                           x   x
                                             x


At the start of the game, each player says which room is their base entrance. In each room (x) you can put 1 obstacle. Obstacles immediately have their effect when an enemy character or guard moves into the same room. In your own base, you can't move guards or non-player characters without a card.

You can't place anything in a room an enemy is already in. When an enemy is in your base, you can't place obstacles in a room if an obstacle in that room was destroyed in your previous turn or later.

Attacking

This is how you attack

  1. Choose a character or guard from your hand or choose 'your character' if there are no enemies in your base; say whose base you're attacking.
  2. You put your attacker in an enemy's base; see it as a top-down map you're playing on.
  3. Before moving into a room you can play an Action card on an obstacle in the next room.
  4. Your 1st room is the entrance room, after that choose your own way.
  5. Moving an attacker to a room doesn't count as an Action, but you can only do this once a turn.

An attacker in the same room as an enemy player character is automatically moved back to your hand after the turn (if not killed).

An attacker can exit the base when in the entrance room (counts as an Action). In this case, the attacker is moved back into your hand, or to your base if it's 'your character'.

Attack Strength, Health Points

The value in the top right corner is the attack strength/health points.

Variations

Use a different grid size: 4x7, 5x5 etc.

Gadgets and Weapons are Things and have to be put on characters/guards before they attack a base.

You can only place a Thing in a room where 'your character' is.

When attacking, you can move as much as you want and play unlimited Actions as long as they're related to the attack.

Cards

Things - Obstacles

Security Camera
Thing - Obstacle
All guards in the base will move to you and attack you if (A) You're in the same room as this Security Camera. (B) This Security Camera is destroyed.
Security Camera
Thing - Obstacle
All guards in the base will move to you and attack you if (A) You're in the same room as this Security Camera. (B) This Security Camera is destroyed.
Banana
Thing - Obstacle
Slip... you fall and get HP-1. You wake up at the same place in the enemy's base. Banana is destroyed. Banana can't be destroyed with a weapon.
Banana
Thing - Obstacle
Slip... you fall and get HP-1. You wake up at the same place in the enemy's base. Banana is destroyed. Banana can't be destroyed with a weapon.
Banana
Thing - Obstacle
Slip... you fall and get HP-1. You wake up at the same place in the enemy's base. Banana is destroyed. Banana can't be destroyed with a weapon.
Locked!
Thing - Obstacle
The entrance to this room is locked. Now what?
Locked!
Thing - Obstacle
The entrance to this room is locked and you don't have the key.
Alarm Button
Thing - Obstacle
Oh no... just before you killed this guard s/he pressed an alarm button!

Place this on a guard. If this guard is killed, all guards 1 room away are alerted and this card is destroyed.
Top Secret Files
Thing - Obstacle
You can't ignore these Top Secret Files! Reading all of them, the character is unavailable your next turn. Destroy Top Secret Files after they're read.
File Cabinet
Thing - Obstacle
You can't ignore this File Cabinet! Who knows what secrets these files contain? Reading all of the files, the character is unavailable your next turn. Destroy File Cabinet after they're read.
Bear Trap
Thing - Obstacle
You don't pay attention and step into a Bear Trap. HP-2, destroy Bear Trap.
Hey, aren't these only supposed to work on bears?!
Bear Trap
Thing - Obstacle
You don't pay attention and step into a Bear Trap. HP-2, destroy Bear Trap.
Hey, aren't these only supposed to work on bears?!
Angry Kitty Proximity Device
Thing - Obstacle
Angry Kitty attacks an attacker as soon as s/he's in the same room or an adjoining room. HP-2 and destroy Angry Kitty.
0/1
Science Lab
Thing - Obstacle
These scientists will alert all guards 1 room away as soon as they see you... luckily they're easy to get rid off.
0/1
Science Lab
Thing - Obstacle
These scientists will alert all guards 1 room away as soon as they see you... luckily they're easy to get rid off. HP 1
Glue
Thing - Obstacle
What?! There's glue on the floor! This character is unavailable the next turn.
Lockpad
Thing - Obstacle
You need the key to open the door to this room...
Combination Lock
Thing - Obstacle
You need the combination to open the door to this room...
Spotlight
Thing - Obstacle
You don't have to avoid the spotlight, but if you don't all guards 1 room away will be alerted.
Thing - Obstacle
Thing - Obstacle
Thing - Obstacle
Thing - Obstacle


Things - Characters

3/3
Cate
Character
Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
3/3
Bruno Lawrie
Character
When killed and not someone's character, move him to a random player's hand. Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
3/3
Tom Goodman
Character
Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
3/3
Magnus Armstrong
Character
Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
3/3
Dmitrij Volkov
Character
Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
2/2
Santa
Santa's small, so throw a dice when Santa's attacked. Odds: the attack misses. Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
2/3
The Director
Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
3/3
Isako
Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
3/3
Pierre
Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
3/3
J.A.C.K.
Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.
0/1
HARM Scientist
This scientist alerts guards up to 1 room away when seeing an attacker.
1/2
Monkey
Action When in an enemy base, move to the next room. This doesn't count as an action. Your people can't use this ability this turn any more.

When alerted, you can choose to move Cate to the place of emergency.



Things - Guards

1/1
Russian Guard
Alerted: takes the shortest route to the emergency location.

Sees an enemy: attacks
1/2
Indian Guard
1/1
Moroccan Guard
2/2
HARM Guard
2/1
Space Guard
1/1
Ninja Guard
2/2
Mime


Actions

Hide
You hide, so a character, guard or Security Camera doesn't see you.
Explosives
You blow up the obstacle/person in this/the next room, alerting all guards in the base.
Stealth
Action
You sneak past everyone in the next room and enter a room after that.
Coin
You throw a coin and a character/guard investigates. You KO the character/guard from behind.
Monkey
Action
A Monkey distracts a character/guard, so s/he doesn't see you.
Drag
Action
You drag a dead character/guard to a hidden spot, so nobody sees her/him.
Switch
Action
You pull a switch, killing a non-player character/guard in a room. On player characters, this card does 1 damage.
Karate Chop
Action
You sneak up to a non-player character from behind and Karate Chop her/him in the neck. Destroy the target. On player characters: this card does 1 damage.
Funny Conversation
Action
Targets (not 1) in the current or next room are talking, paying no attention to you. The conversation ends before your next turn.
Funny Conversation
Action
Targets (not 1) in the current or next room are talking, paying no attention to you. The conversation ends before your next turn.
Surprise
Action
Next time the target attacks, s/he misses.
Action
Action


Action - Unexpected

Security Camera
Action
Hehe... an attacker didn't see that camera. All guards in the base attack the attacker.

Play this when an enemy is in your base.
Sudden Movement
Action
One of your guards in your base walks to an adjoining room.
Action
One of your guards in your base walks 2 rooms away.
Action
One of your guards in your base walks 3 rooms away.
Action
Action
Action



Action - Gadgets

Lock Pick
Action - Gadget
Pick a lock or stealthily kill a guard.
Compact Code Breaker
Action - Gadget
Destroy a lock.
Hairspray Welder
Action - Gadget
Destroy a lock.
Nail Clipper Lock Pick
Action - Gadget
Destroy a lock.
Mascara Stun Gun
Action - Gadget
Stealthily KO a guard. This guard wakes up at your next turn.
CT-180 Utility Launcher
Action - Gadget
You shoot a tracking dart at a target. Next time this target enters a room you're in s/he won't see you.
Lipstick Camera
You take a picture of a target, who gets blinded by the flash and fires 2 shots in panic. If anyone else is in the room with the target: choose a number for each person in the room, throw a dice twice, if anyone's number is thrown they get 1 damage.


Action - Weapons

Cross Bow
Action - Weapon
Stealthily kill an enemy.
Colt
Action - Weapon
Kill the next enemy, alerting enemies up to 1 room away.
Bacalov Instigator Combat shotgun
You use explosive ammo to kill all enemies in the room, alerting enemies up to 1 room away.
Micromissile Launcher
Destroy everything in the current or adjoining room.
Laughing Gas Grenade
Everyone in the current or adjoining room starts laughing insanely! Choose a number for everyone in the room. Each person in the room throws a dice. If anyone's number is thrown, they shoot that person.
Great invention!
Sleeping Gas Grenade
You throw a sleeping gas grenade and put everyone in the current or an adjoining room to sleep.
Zzzzzzz