Filibuster CCG set
Filibuster CCG set | |
---|---|
Designer | Drock |
Date | June 1, 2012 |
Players | 2+ |
This is a CCG set, a set of cards which can be used to construct personalised decks, in the style of a collectable card game. | |
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 Generate MUSHcode | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
Rules
Victory
The first player to get 200 points wins. All players begin the game with 0 points. Points are awarded to players under certain conditions.
Cards
There are 3 types of card in Filibuster:
Campaigns: Gameplay consists of rounds called campaigns (see Campaigns below). To start a campaign, a Campaign Card must be played. Without a Campaign Card, the campaign cannot proceed.
Gambits: Gambits are cards that are stacked on top of a Campaign Card, having an immediate effect while on the stack. In response to a Gambit being played, any player can stack a Gambit of their own (see Stacking Rules, below). Once all Gambits have been stacked, their effects are resolved from the top down.
Constants: Constants are cards that are not played on a stack, but come into play on your field outside of the stack. They stay in play for the duration of the game or until they are destroyed by another card. Gambits can be played in response to Constants.
Campaigns
Filibuster gameplay is made up of rounds called campaigns. Campaigns are made up of several steps, which go in this order:
Roll Step: All players roll their dice. Whoever's dice have the highest total face value is that campaign's pitcher. All players draw 5 cards.
Beginning Step: The pitcher must play a Campaign Card if able. If he or she can't play a Campaign Card, the player with the next-highest dice value must play a Campaign Card if able and become the new pitcher. If no players can play a Campaign Card, the campaign dies and all players shuffle their hands into their decks and start a new campaign. Once a Campaign Card is played, the pitcher can play any Constants he or she is able to play.
Main Step: The pitcher can then stack a Gambit on top of the Campaign Card, if able. Other players may respond to this Gambit by stacking Gambits of their own (see Stacking Rules below). Once all Gambits for this turn have been stacked, the Gambits resolve (come into effect) from the top of the stack to the bottom of the stack.
End Step: Any effects that occur during the End Step occur here. The pitcher gains 10 points. All players discard their hands, then draw 5 more cards and start a new campaign.
Stacking Rules
At the top right-hand corner of every Gambit card is a box with a number in it. That number is that Gambit's value. A Gambit can only be stacked upon a Gambit with an equal or lesser value, otherwise, the Gambit will fizzle -- get immediately destroyed without taking effect.