Halo deck

From Dvorak - A Blank-Card Game
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Halo deck
Designer ChippyYYZ
Date 31/05/2008
Players ?
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.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.


Special Rules

Rules under construction


Card List

The Flood Escape
Action
If the Flood control the Truth and Reconcilliation, you win.
The Great Journey
Action
If the Covenant control the Control Room and have a human prisoner and the Index there, you win.
Turns out they were right all along.
Contain the Outbreak
Action
If a flood has been in play, Humanity controls the Control Room, and the Index and Guilty Spark are there, you win.
Light Fuse, Run Away
Action
If The Master Chief is in the Pillar of Autumn, you win.
The Truth and Reconcilliation
Thing - Location
Comes into play with 15 points of Covenant.
The Pillar of Autumn
Thing - Location
The Control Room
Thing - Location
343 Guilty Spark
Thing
Transport
Action: Search the deck for a location and play it.
The Library
Thing - Location
Comes into play with 15 points of Sentinels.
Human Ops Base
Thing - Location
Comes into play with 15 points of Humanity.
The Swamp
Thing - Location
The first time troops occupy this location, add 15 points of Flood.
The Silent Cartographer
Thing - Location
Action: Search the deck for a location and put it into your hand.
Grunts
Action - Reinforcement
Add 2 points of Covenant to a location.
Elites
Action - Reinforcement
Add 7 points of Covenant to a location.
Camo Elites
Action - Reinforcement
Play at any time. Add 5 points of Covenant to a location.
Covenant Dropship
Thing - Vehicle
Transport, Auto-Pilot
When this is played, If any of the top 5 cards of the deck are a Covenant vehicle, play one of them with this. You may play a Covenant vehicle from your hand instead.
Worth 2 points, takes 3 points to destroy.
Sentinels
Action - Reinforcement
Add 7 points of Sentinels to a location.
Flood
Action - Reinforcement
Add 10 points of Flood to a location.
Marines
Action - Reinforcement
Add 4 points of Humanity to a location.
ODSTs
Action - Reinforcement
Add 6 points of Humanity to a location.
Seargant Johnson
Thing
Worth 4 points, takes 3 points to destroy. Cannot be assimilated by the Flood.
The Master Chief
Thing
Worth 10 points, takes 2 points to destroy.
If The Chief would be destroyed, Flip two coins. If either is heads, he cannot be destroyed this round.
Ghost
Thing - Vehicle
Worth 6 points, takes 3 points to destroy.
Warthog
Thing - Vehicle
Worth 9 points, takes 4 points to destroy.
Banshee
Thing - Vehicle
May transport only The Master Chief.
Worth 7 points, takes 3 points to destroy.
Bonus Attack: Explosion attack every other round.
Scorpion
Thing - Vehicle
Worth 15 points, takes 7 points to destroy.
Bonus Attack: Explosion attack every other round.
Wraith
Thing - Vehicle
Worth 10 points in rounds when it attacks, takes 7 points to destroy.
Explosion attack every other round.
Pelican
Thing - Vehicle
Transport, Auto-Pilot
When this is played, If any of the top 5 cards of the deck are a human vehicle, play one of them with this. You may play a human vehicle from your hand instead.
Takes 3 points to destroy.