Difference between revisions of "Castles deck"
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==Rules== | ==Rules== | ||
===Setup=== | |||
At the start of the game, the players choose their colour and select from the deck the five cards that are of their colour. The Castle card is put into play on the Middle Zone, and the other four start off in the hand. Both players then draw five cards (Red first) and play begins (Red first). | |||
===Castle=== | |||
Each player or team has one Castle card to start off with, and must defend it. It has 50HP (as shown on the corner). When either team's Castle is destroyed they lose the game. | |||
===Zones=== | |||
The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn. | The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn. | ||
Red Castle Zone | |||
================ | |||
Red Middle Zone | |||
---------------- | |||
Frontline | |||
---------------- | |||
Frontline | |||
---------------- | |||
Blue Middle Zone | |||
================ | |||
Blue Castle Zone | |||
===Units=== | |||
"Unit" is used to mean Soldiers, Civilians and special units. | |||
Civilians can repair the | You may play any number of Soldiers and/or Civilians each turn. When you play a unit, it goes to either your Castle Zone or your Middle Zone. You may want to play soldiers to your Middle Zone and your Civilians to your Castle Zone. | ||
Every unit or building card has a number, which is their HP value. When a card's HP falls to 0 it is discarded. | |||
Civilians can repair the Castle and perform other feats. | |||
Soldiers can attack and deal damage to opponent Soldiers or Buildings. | Soldiers can attack and deal damage to opponent Soldiers or Buildings. | ||
===Buildings=== | |||
Buildings do something as long as they are in play. Buildings can only be played if a Builder is in play, and can only be played into the zone the Builder is in. | Buildings do something as long as they are in play. Buildings can only be played if a Builder is in play, and can only be played into the zone the Builder is in. | ||
===Special Units=== | |||
The General, Spy, Assassin and Wizard are special leaders in the game. They are far more powerful than the ordinary Soldiers. | |||
=== | |||
===Spells and Tactics=== | |||
Spells and Tactics are both Actions. Spells may only be played if your Wizard is in play, and Tactics may only be played if your General is in play. | |||
==Card Listing== | ==Card Listing== | ||
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{{Card | {{Card | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 2 damage to any | |text='''Action''': Deal 2 damage to any Soldier or Civilian in play that is not in your opponent's Castle Zone. | ||
|type=Special | |type=Special | ||
|bgcolor=900 | |bgcolor=900 | ||
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|text=This card can move 2 zones per turn and can enter your opponent's Castle Zone. | |text=This card can move 2 zones per turn and can enter your opponent's Castle Zone. | ||
'''Action''': Destroy an opponent's | '''Action''': Destroy an opponent's special unit that is in this card's zone. | ||
|type=Special | |type=Special | ||
|bgcolor=900 | |bgcolor=900 | ||
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{{Card | {{Card | ||
|title=Wizard | |title=Wizard | ||
|text='''Action''': Deal 2 damage to any | |text='''Action''': Deal 2 damage to any Soldier or Civilian in play that is not in your opponent's Castle Zone. | ||
|type=Special | |type=Special | ||
|bgcolor=009 | |bgcolor=009 | ||
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|text=This card can move 2 zones per turn and can enter your opponent's Castle Zone. | |text=This card can move 2 zones per turn and can enter your opponent's Castle Zone. | ||
'''Action''': Destroy an opponent's | '''Action''': Destroy an opponent's special unit that is in this card's zone. | ||
|type=Special | |type=Special | ||
|bgcolor=009 | |bgcolor=009 | ||
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|title=Charge | |title=Charge | ||
|text=Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage. | |text=Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage. | ||
|type=Action - | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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|title=Charge | |title=Charge | ||
|text=Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage. | |text=Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage. | ||
|type=Action - | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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|title=Arrow Rain | |title=Arrow Rain | ||
|text=Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn. | |text=Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn. | ||
|type=Action - | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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|title=Arrow Rain | |title=Arrow Rain | ||
|text=Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn. | |text=Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn. | ||
|type=Action - | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
{{Card | {{Card | ||
|title=Rout | |title=Cause Rout | ||
|text=Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play. | |text=Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play. | ||
|type=Action | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
{{Card | {{Card | ||
|title=Rout | |title=Cause Rout | ||
|text=Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play. | |text=Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play. | ||
|type=Action | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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|title=Rally Forces | |title=Rally Forces | ||
|text=Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone. | |text=Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone. | ||
|type=Action | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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|title=Rally Forces | |title=Rally Forces | ||
|text=Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone. | |text=Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone. | ||
|type=Action | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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|title=Ambush | |title=Ambush | ||
|text=Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage. | |text=Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage. | ||
|type=Action - | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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|title=Ambush | |title=Ambush | ||
|text=Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage. | |text=Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage. | ||
|type=Action - | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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|title=Incendiarism | |title=Incendiarism | ||
|text=Deal 3 damage to all units in a particular zone. | |text=Deal 3 damage to all units in a particular zone. | ||
|type=Action - | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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|title=Incendiarism | |title=Incendiarism | ||
|text=Deal 3 damage to all units in a particular zone. | |text=Deal 3 damage to all units in a particular zone. | ||
|type=Action - | |type=Action - Tactic | ||
|bgcolor=999 | |bgcolor=999 | ||
}} | }} | ||
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{{Card | {{Card | ||
|title=Resurrection | |title=Resurrection | ||
|text= | |text=Look through the discard pile for two cards and put them into your hand. | ||
|type=Action - Spell | |type=Action - Spell | ||
|bgcolor=999 | |bgcolor=999 | ||
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{{Card | {{Card | ||
|title=Resurrection | |title=Resurrection | ||
|text= | |text=Look through the discard pile for two cards and put them into your hand. | ||
|type=Action - Spell | |type=Action - Spell | ||
|bgcolor=999 | |bgcolor=999 |
Revision as of 18:11, 12 June 2008
Castles deck | |
---|---|
Designer | jftsang |
Date | 25 November 2007 |
Players | 2 (or 2 teams) |
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. |
Rules
Setup
At the start of the game, the players choose their colour and select from the deck the five cards that are of their colour. The Castle card is put into play on the Middle Zone, and the other four start off in the hand. Both players then draw five cards (Red first) and play begins (Red first).
Castle
Each player or team has one Castle card to start off with, and must defend it. It has 50HP (as shown on the corner). When either team's Castle is destroyed they lose the game.
Zones
The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn.
Red Castle Zone ================ Red Middle Zone ---------------- Frontline ---------------- Frontline ---------------- Blue Middle Zone ================ Blue Castle Zone
Units
"Unit" is used to mean Soldiers, Civilians and special units.
You may play any number of Soldiers and/or Civilians each turn. When you play a unit, it goes to either your Castle Zone or your Middle Zone. You may want to play soldiers to your Middle Zone and your Civilians to your Castle Zone.
Every unit or building card has a number, which is their HP value. When a card's HP falls to 0 it is discarded.
Civilians can repair the Castle and perform other feats.
Soldiers can attack and deal damage to opponent Soldiers or Buildings.
Buildings
Buildings do something as long as they are in play. Buildings can only be played if a Builder is in play, and can only be played into the zone the Builder is in.
Special Units
The General, Spy, Assassin and Wizard are special leaders in the game. They are far more powerful than the ordinary Soldiers.
Spells and Tactics
Spells and Tactics are both Actions. Spells may only be played if your Wizard is in play, and Tactics may only be played if your General is in play.
Card Listing
Tactics
The map is one-dimensional essentially, so try to fortify your position.
At the start
At the start of the game, play Wall several Archers to defend your Middle Zone.
When Attacking
Get several Spearmen before attacking, especially if you have to fight many Archers. Play Lightning Storm if possible, then play Charge and/or Ambush. Keep a few Soldiers in your Castle Zone and on your side of the field so that you can play Rally if need be. Play Lightning Storm and Incendiarism and back your attacking army with Archers and Wizards. You may also want to play Charge or Ambush if you have those cards to increase damage dealt and to be able to attack Archers before they have a chance to strike you.
When Defending
If you have not already played Wall, play it. Also put several Archers in your Castle Zone together with your Wizard (but watch out for the Assassin) and prepare Arrow Rain and Trap if you have them. If you are really desparate (i.e. they have gained control of your Middle Zone) then play Incendiarism, Medicine and Repair, and if possible kill their General so that you can play Rout.
When at Stalemate
If you find that your opponent manages to repel all of your attacks and you manage to repel all of his attacks (via the use of well-placed Archers in the Middle Zone and Traps) then you have to break this status. Try to use a Spell such as Lightning Storm to clear your opponent's side of Archers and then step in with your Spearmen. If you find your opponent has built a Wall, you should use Cannons on your Front Zone to destroy them.
When using Assassins
Keep in mind that the Assassin only has 1HP and has to go all the way to the opponent's Castle Zone in order to kill his target, in the process of which he will probably be attacked by Soldiers.