BZFlag deck
BZFlag | |
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Designer | jftsang |
Date | December 2007 |
Players | 4+ |
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.) | |
Print this deck | |
This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more. |
Players grab Flags which enhance or harm their tank in some way. See http://my.bzflag.org/bb/viewtopic.php?p=118867#118867 for information and discussions.
Special Rules
Setup
At the start all players must sort themselves into teams or organise a FFA. You can play as a Rogue, that is you have no team. The Flags are taken from the main deck and shuffled separately.
Before a game, players must decide how many of a particular card to include in the deck.
Players then control a team (or an individual Tank as a Rogue).
Objective
Be the last player to have any Zone cards. Once you have no Zone cards left you are out of the game. If your team has no more Zone cards left then your team has lost.
Card Types
- Flags are Things that can be drawn. You may draw 1 card from the flag pile each turn. Each tank cna only hold 1 flag at a time.
- Zones represent areas on the field. More than one tank of the same team may occupuy a Zone, but
- Land Zones are areas on the field that allow normal fighting to occur.
- Airspace Zones are areas above the ground. They can only be accessed if you have the Wings flag.
- Special Zones are areas that have a variety of effects, such as teleportation or death.
- Tanks can occupuy Zones and pick up Flags. They can destroy any other Tank in play provided that it is in the same zone as the target.
Tank Fighting
Each Tank in a battle rolls a number of dice equal to the number of shots they have remaining. A tank can fire once every two rounds, unless a flag modifies this in some way. Every shot must be aimed at a target. The Tanks shoot in a random order.
If the tank rolls a 6, the target is killed no matter what, unless the target held a Shield flag. If the tank rolls a 1, the shot misses so badly it hits a random tank in the battle instead and is treated as a 3. If the tank rolls 2 to 5, the target may make a a single saving throw. If any of the shot rolls were greater than the number rolled on the saving throw, the target is destroyed.
Example: Tank A has 4 shots and is in a battle against Tanks B and C. Tank A rolls two against B and two against C. He rolls 4 and 5 against B. He rolls a 6 and a 1 against C. C is thus immediately destroyed, but the 1 may go towards either B or A. It goes towards A, but A makes a successful save against his own shot. B then rolls a save. He must roll at least 5 to not be destroyed. He rolls a 5. He then rolls four dice against A and rolls 2, 4, 1 and 3. The 1 hits either B or A, and goes towards A, but A makes a save against it, rolling 4 (as the missed shot is treated as a 3). A must then save against the 2, 4 and 3, but A rolls only 3, and is destroyed by the 4.