A Magic-y CCG card set

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A Magic-y Deck
Designer Game and Watch Kirby
Date March 16, 2008
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.)
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This deck is under construction. Anyone is welcome to contribute - check the talk page to find out more.

This is a game idea I had that works well enough with the basic Dvorak rules. In the game, three different shcools of thought - Magic, Alchemy, and Science - are at war trying to satisfy their own win conditions.

Special Rules

Win Conditions

There are three different ways to win in A Magic-y Deck.

1) Reduce opponent's Health to zero.

All players start out with 10 Health. By attacking with creatures, you can reduce their Health to zero.

2) Own three Rare Objects

Players can create Rare Objects by using their Recipe cards. If a player owns three Rare Objects, they win.

3) Have a Knowledge of 10 or more.

All players start out with zero Knowledge. By using experiment cards, they can increase their Knowledge. Any players with 10 or more Knowledge wins the game.

Factions

The game is divided into three Factions - Magic, Science and Alchemy. Each one of the Factions has a win condition that is the easiest for them to acheive - Magic is best at reducing Health to zero, Alchemy is best at creating Rare Objects, and Science is best at obtaining Knowledge.

Certain cards are partial to one Faction. Spells cards are partial to Magic, Recipe cards are partial to Alchemy, and Experiment cards are partial to Science. Resource cards, Object cards and Creature cards, however, and impartial to all three Factions.

The Factions have a triangular relationship. Magic tends to do well against Alchemy and is usefull when combined with Science. Alchemy is powerful against Science and is usefull when combined with Magic. Science does best against Magic and combines well with Alchemy.

Players do not have to commit to any Faction before or during the game, and may satisfy any Win Condition they can, meaning it is possible to use Magic, Alchemy and Science all at once.

Things

In this game, Things are divided into three types - Resources, Creatures, and Objects

Resources - Resources are what you'll need to play any type of things besides Resources and any type of Action. Resources are impartial to any of the three factions, and provide something for each of the factions. For magicians they can become Mana, for alchemists and scientists they can be used in Recipes and Experiments.

Creatures - Creatures are put into play as the result of an Experiment card, a Spell card or a Recipe card. Creatures have actions and abilites that will help reduce opponent's health to zero, create objects and obtain knowledge. Therefore, Creatures are impartial to any of the Factions.

Objects - The third and last impartial card type, Objects have similar effects to creatures, but tend to focus less on active effects like damaging oppoents, and more on passive effects like drawing.

Actions

There are three types of actions in this game - Recipes, Experiments, and Spells

Recipes - Recipes are actions that require you to discard Things with specific names to obtain an object or creature, generally of power greater than that of a regular creature. Recipes are partial to Alchemy

Experiments - Experiments are actions that require having (and discarding sometimes) Things of specific named or kinds, and in exchnage give knowledge and other things like creatures and objects. Experiments are partial to Science.

Spells - Spells are actions that require you do discard resources equal to the amount of specific costs the spells has to get a powerful one time effect. For example, take the spell Mud Blast. It requires one Resource that counts as a Water Mana (like Puddle) and one that counts as an Earth Mana (like Dirt). When you have both of these resources or other cards that equal at least 1 Water mana and 1 Earth Mana, you can discard them to play Mud Blast. Spells are partial to Magic.

The Turn

Tired of reading yet? Hang on, its almost over.

At the beggining of the game, players draw 6 cards from the collective deck (if you want to, players may play with seperate decks.) Play starts with a randomly selected player, and rotates to the left.

During a turn, a player first draws a card from the deck. After that, they may play up to 2 resources for that turn. If they can, they can use their resources to either play 1 Thing, or play 1 Action. To play either, they must fufill the costs outlined on the cards. After they have played Resources and played their Thing or Action for that turn, return all resources discarded to the deck and shuffle it. Then, the next player takes their turn. If a player has satisfied any of the win conditions when their turn ends, they win the game.

Mischellaneous

Any mischellaneous Rules will be placed here later, kay?

Cost:

You must fulfill the cost by discarding the proper cards on a card before you can use the card effect.

X

X is a variable, that is, it can be any number. "Cost: X Earth Mana" means you can discard any amount of Earth Mana you have to play it.

As a side note, all standard Dvorak Rules apply, Things go to discard pile when discarded, Actions go there once used, players draw from a combined deck, shuffle discard pile into deck after deck runs out, etc.

If you plan to play this game, I suggest including a large number of resources, because though they replenish themselves, they leave play quickly.

The game is still being developed, so that is why their is a shortage of cards.


Card List

Things

Resources

Dirt
Thing - Resource
Mana: 1 Earth
Nothing Special Here
Puddle
Thing - Resource
Mana: 1 Water
Puddles are fun to Jump in.


Creatures

Earth Elemental
Thing - Creature
Cost: XX Earth Mana. For each two mana beyond the first two you pay (if you payed mana) to play Earth Elemental, Deal a damage to an opponent or draw a card.
Rubble will turn you to Rubble.


Objects

Glass Sphere
Thing - Object
Cost: Discard 2 Resources of yours and 1 card in your hand. You can discard 1 Resource to draw 1 card.
*insert philosophical sounding flavor text here*


Actions

Spells

Mud Blast
Action - Spell
Cost: 1 Earth and 1 Water Mana. Discard an Object. If it is a Rare Object, instead place it face down. It has no effects while face down and does not count towards any win conditions. At any point, an opponent can pay 1 Water Mana to turn it face up.



Recipes

Machine Blueprint
Action - Recipe
Cost: 2 of a Resource. Put a creature in your hand into play. All players lose 1 knowledge.
Isn't it weird how you can use Machine Blueprints to build an Animal? Furthermore, how building machines lowers knowledge? Weird, isn't it?


Experiments

Bio Research
Action - Experiment
Cost: Discard a Creature of you or your opponents. Gain 1 knowledge.
Sadly, the only way to see the insides of an animal is to go inside.