Quidditch deck

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Quidditch v2
Designer Sandy
Date 9th April 2001
Players 2+
This is an untested deck. Its cards are complete, but it hasn't yet been tested.
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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Second edition of a card-game version of the broomstick-based sport from the Harry Potter books, with teams fighting for pitch-dominance, goals and ultimately the Golden Snitch.

Special Rules

Requirements

In this game you must keep a running total of their scores. Each goal scored adds 10 points to their score while catching the Snitch scores 150 points and ends the game. Some cards will also require you to have a die around.

The Quaffle

At the start of each game place the Quaffle card in the centre of the table. The Quaffle must stay in play at all times and cannot be destroyed by any means. It may be kept in play even if not controlled by any Player, and begins each game in this way.

The Golden Snitch

The Golden Snitch begins the game as the first card in the discard pile. The deck must be gone through once before the Snitch can enter play.

Dominance

In this new Quidditch game the course of the match is affected by which team is dominating play. Many cards in this deck, both things and actions, allow Players to add and subtract to a tally of dominance points. Both Players dominance scores start at zero and cannot drop into minus figures. These can be represented by counters, pennies, matchsticks or whatever you have to hand. (I recommend Jelly Babies.Then when you lose dominance points you at least have the consolation of eating the Jelly Baby...) Things give their dominance effects every turn, while actions have their effect once and then vanish. A few actions may only have their effect for the turn in which they are played.

Manoeuvres

At the end of your turn, you may spend one point of your dominance to perform a Manoeuvre - Score, Snatch, Bludger, Outfly or Search. The first four require your dominance to be higher (before the point is spent) than that of the opponent you are trying to affect. You may only perform one Manoeuvre per turn.

Manoeuvre List

  • Score (must have a dominance at least four higher than your opponent): You may only score if you have possession of the Quaffle. Add 10 points to your score.
  • Snatch (must have a dominance three higher): You gain possession of the Quaffle.
  • Bludger (must be two higher): Beating a bludger at the opposition limits their options. Pick a Player, who must discard a card at random.
  • Outfly (must be one higher): By outflying the opposition you assert your dominance of the game. Drop an opposition's dominance score by one, and regain the point you spent.
  • Search: Your Seeker spends time looking for the Snitch. Draw five cards and show them to everybody. If the Snitch is one of them treat it as if it had been played normally. All other cards are discarded.

Snitch-Blagging

If the Blagging card is played after the Snitch has been revealed but before the Seeker cards are shown then the penalty goal is given after Seeker cards are shown (so you cannot blag to prevent the snitch being caught, though it can give you a big advantage).

Card List

Quaffle
Thing
The large red ball, that has to go through the hoops to score goals.
Golden Snitch
Thing
The Snitch is the smallest ball, golden and with tiny wings. Each Player selects a number of Seeker cards from their hand, and reveals them simultaneously. The Player with the highest Seeker total grabs the Snitch and gets 150 points, and the game ends. If the Seeker cards are equal then the Snitch gets away, is sent to the discard pile, and the game continues.
+3
Sweeping Play
Action
Great swooping forward moves give you a brief, but potent, advantage. Add 3 to your dominance.
+1
Lightning Passing
Thing
Being trained to pass the ball quickly between players makes your team great to watch and hard to beat. Add 1 to your dominance at the start of your turn.
+1?
Flying High
Thing
Staying above the opposition helps you keep the ball. If you have possession of the Quaffle subtract 1 from each opponent's dominance at the start of your turn. If an opponent has possession of the Quaffle add 1 to their dominance score at the start of your turn.
+1?
Flying High
Thing
Staying above the opposition helps you keep the ball. If you have possession of the Quaffle subtract 1 from each opponent's dominance at the start of your turn. If an opponent has possession of the Quaffle add 1 to their dominance score at the start of your turn.
+3/+1
Trick Play
Action
Flip a coin when this card is played. On a heads result the trick works, adding three to your dominance. On a tails it isn't exactly perfect, but still adds one to your dominance.
+3/+1
Trick Play
Action
Flip a coin when this card is played. On a heads result the trick works, adding three to your dominance. On a tails it isn't exactly perfect, but still adds one to your dominance.
+3/+1
Trick Play
Action
Flip a coin when this card is played. On a heads result the trick works, adding three to your dominance. On a tails it isn't exactly perfect, but still adds one to your dominance.
+1
Playing Tough
Thing
A useful tactic until the ref spots you. At the start of your turn add one to your dominance, and roll two dice; if you roll a double destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn.
+1
Playing Tough
Thing
A useful tactic until the ref spots you. At the start of your turn add one to your dominance, and roll two dice; if you roll a double destroy this card and give the opposition a penalty goal (10 pts), returning the Quaffle to the centre. You may choose to destroy this card at the end of your turn.
-2
Tactical Bludgering
Action
Hit the right person at the right time and you can really wreck their game. Drop an opponent's dominance by two.
-2
Tactical Bludgering
Action
Hit the right person at the right time and you can really wreck their game. Drop an opponent's dominance by two.
-2
Tactical Bludgering
Action
Hit the right person at the right time and you can really wreck their game. Drop an opponent's dominance by two.
+1
Weaving
Action
Raise your dominance by one.
+1
Weaving
Action
Raise your dominance by one.
+1
Weaving
Action
Raise your dominance by one.
+1
Weaving
Action
Raise your dominance by one.
+2
Blistering Speed
Action
Unless an opponent has a faster broom stick in play or can discard one from their hand, add two to your dominance score
-1
Outside Problems
Thing
The opposition are distracted by problems in their lives off the pitch. Pick an opponent - at the start of their turns, drop their dominance by one. Destroy this card when their dominance exceeds yours.
+1
Supporters
Thing
At the start of your turn, if your dominance score is higher than that of any opponent, add one to it.
+1
Supporters
Thing
At the start of your turn, if your dominance score is higher than that of any opponent, add one to it.
+1
"It's all gone quiet over there!"
Action
The Player with the highest score may add one to their dominance.
Dopplebeater Defence
Action
Both your beaters hit the bludger to give it a frightening speed and power. Pick an opponent. They miss a turn.
Match Nerves
Thing
Pick an opponent. At the beginning of their turn flip a coin. On a heads they are unable to draw a card. When they score a goal destroy Match Nerves.
Rain
Thing - -1?
At the start of each Player's turn, roll a dice. On a 1-3 they can pick a Player whose dominance drops by one. On a 5-6 their dominance drops by one. On a 6 this card is destroyed.
Saved
Action
Play in immediate response to an opponent scoring a goal against you - prevent that goal, and gain control of the Quaffle.
Saved
Action
Play in immediate response to an opponent scoring a goal against you - prevent that goal, and gain control of the Quaffle.
Saved
Action
Play in immediate response to an opponent scoring a goal against you - prevent that goal, and gain control of the Quaffle.
Strayed Off The Pitch
Action
Leaving the pitch is a foul and the Quaffle is passed to the Player on its current owner's left.
Stunned By A Bludger
Action
A player can be KO'd by a well-placed bludger. Destroy a player card.
Stunned By A Bludger
Action
A player can be KO'd by a well-placed bludger. Destroy a player card.
Pass
Action
Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it.
Pass
Action
Play in immediate response to an opponent forcing you to lose the Quaffle - you may retain control of it.
Penalty
Action
You are awarded a penalty and will score a goal (10 pts, Quaffle to centre) unless an opponent discards two cards to save it.
Blagging
Action
Grabbing hold of an opponent's broom is a despicable tactic. A chosen opponent must discard two cards, but you are caught and must give away a penalty goal (10 pts, Quaffle to centre). You can play this card at any time, even during an opponent's turn.
Bludger the Seeker
Seeker - Seeker
When you see the Seeker going for the snitch the best thing to do is knock him off his broom.
Bludger the Seeker
Seeker - Seeker
When you see the Seeker going for the snitch the best thing to do is knock him off his broom.
Daring Risk
Seeker - Seeker
Sometimes catching the snitch means taking a risk.
Perfect Catch
Seeker - Seeker
A Seeker needs to have the safest pair of hands.
Obstruction By The Chaser
Seeker - Seeker
Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card
Obstruction By The Chaser
Seeker - Seeker
Veering into the path of the opposing Seeker is sneaky but it works. Seeker Card
Nudge Off Course
Seeker - Seeker
Often Seekers will be side by side as they go for the snitch.
Quick Off The Mark
Seeker - Seeker
As soon as you see that snitch you need to be going for it.
Wronski Feint
Action
A Seeker can dive to the ground as if he sees the Snitch in order to make his opposite number crash. Pick a Player. They must show their hand to all Players and then discard two seeker cards. If they have one or no seeker cards they must discard other cards of their choice. You may not play the Golden Snitch for the next three turns after you have played this card.
Nippy Seeker
Thing - Player
If Nippy Seeker is in play you win any Seeker card ties that occur after the Snitch is revealed.
Accurate Beater
Thing - Player
You only need to beat an opponent's dominance score to choose Bludger as a Manoeuvre, not beat it by two. If you also have Powerful Beater you may use either his ability or this one; you may not use both.
Powerful Beater
Thing - Player
When you choose the Bludger Manoeuvre your opponent must discard two cards. If you also have Accurate Beater you may use either his ability or this one; you may not use both.
Crack-shot Chaser
Thing - Player
You only need to beat an opponent's dominance score by three to choose Score as a Manoeuvre, not beat it by four.
Sure-handed Chaser
Thing - Player
You only need to beat an opponent's dominance score by two to choose Snatch as a Manoeuvre, not beat it by three.
Competitive Captain
Thing - Player
If your dominance is higher than an opponent's you have an extra Manoeuvre available; Pre-Planned Moves. Performing this Manoeuvre allows you to draw a card.
Top Keeper
Thing - Player
Whenever an opponent scores a goal against you roll a die. On a 5 or 6, the goal is saved and you take possession of the Quaffle.
+1?
Nimbus 2000
Thing
Fast Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn.
+1?
Nimbus 2000
Thing
Fast Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn.
+1?
Nimbus 2001
Thing
Faster Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn.
+1?
Firebolt
Thing
Fastest Broomstick. If you have a broomstick in play that is faster than your opponents you may add one to your dominance at the start of your turn.