Better Mousetrap deck

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Better Mousetrap
Designer Kevan
Date 10th February 2001
Players 2+
This is a playable deck - it's finished, tested and ready to play.
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.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

Connect the battery to the light bulb, beam the light through a magnifying glass to burn the rope and drop the cage on the mouse. Pit your Heath Robinson mousetrap against those of opponents.

Special Rules

Some Things requires Light, Noise, Electricity or Motion for their effects to be triggered - such inputs are generated by other cards. Any energy generated but unused is lost at the end of the turn.

Card List

Mouse
Thing
When you draw this card, you must put it straight into play (if this card is revealed from your hand, or seen leaving it, you lose the game). If any Contraption makes a Noise, destroy the Mouse at the end of the turn.
Cage
Thing
1 Motion: If the Mouse is in play, it is caught and removed from play. If you used more than three Components to achive this, you win the game.
Stun Gun
Thing
1 Electricity: If the Mouse is in play, it is stunned and removed from play. If you used more than three Components to achive this, you win the game.
Solar Panel
Thing
1 Light: Produce 1 Electricity.
Electric Motor
Thing
1 Electricity: Produce 1 Motion.
Hamster Wheel
Thing
1 Noise: Produce 1 Motion.
Printer
Thing
1 Electricity: Draw a card.
Laser
Thing
1 Electricity: Destroy a Thing.
Battery
Thing
Battery comes into play with three counters on it. Action: Remove a counter to produce 1 Electricity.
Amplifier
Thing
1 Electricity: Produce 2 Electricity. You may only use this ability once per turn.
Light Bulb
Thing
1 Electricity: Produce 1 Light.
Candle
Thing
Action: Produce 1 Light, then either discard a card or destroy Candle.
Dynamite
Thing
If Dynamite is destroyed, destroy all Things in play. 1 Electricity: Destroy Dynamite.
Hidden Cable
Thing
Action: Produce 1 Electricity if an Opponent used any during their most recent turn.
Boxing Glove
Thing
1 Motion: Return a Thing to its controller's hand.
Robot Arm
Thing
1 Electricity: Choose an Opponent. That Opponent chooses a Thing they control. Gain control of that Thing.
Magnifying Glass
Thing
1 Light: View an Opponent's hand, or produce 1 Light.
Klaxon
Thing
1 Electricity: Produce 1 Noise, and each Player discards a card at random.
Microphone
Thing
1 Noise: Produce 1 Electricity.
Horn
Thing
1 Motion: Produce 1 Noise.
Windmill
Thing
Action: Produce 1 Motion.
Radio Transmitter
Thing
1 Electricity: Invoke the ability of any Electrical Thing in play, as if you were its owner. You may use any Noise or Light that it generates.
Rope
Thing
1 Light (from either Candle of Magnifying Glass): Destroy Rope and produce 1 Motion.
Mute
Thing
When you play Mute, give control of it to an Opponent. Any Sound made by that Player's Things is reduced to zero.
Faulty Wiring
Thing
When you play Faulty Wiring, give control of it to an Opponent. Whenever a unit of Electricity is produced by a Thing that Player controls, they must discard a card.
Fog Machine
Thing
1 Electricity: Until your next turn, Light produced by Things is reduced to zero.
Gizmo
Thing
Action: Produce 1 Electricity or Noise or Light or Motion, then destroy Gizmo.
Bowling Ball
Thing
1 Motion: Destroy a Thing at random.
Lightning Strike!
Action
Produce 4 Electricity. At the end of the turn, destroy any Things that used this Electricity directly.
Fizzle
Action
Destroy an Electrical Thing. Produce 1 Noise and 1 Light.
Malfunction
Action
Destroy a Thing that was used during its controller's most recent turn.
Back to the Drawing Board
Action
Destroy any number of Things you control. Draw a card for each Thing destroyed in this fashion.
Drastic Modification
Action
Destroy two Things you control. Search the draw pile for a Thing and put it into play.
Masterplan
Action
Play any number of Things from your hand. Discard the rest of your hand.
Great Minds
Action
Choose an Opponent; he or she may look at your hand and take a card from it. You may then look at their hand and take a card from it.
Static
Action
Produce 1 Electricity.
Thunderclap
Action
Produce 1 Noise.
Moonbeam
Action
Produce 1 Light.
Gravity
Action
Produce 1 Motion.
Cheese
Thing
Action: Draw a card and reveal it to all Players. If it is not the Mouse, discard it.