Summerdaze version 2
Summerdaze | |
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Designer | Gryffonl / JJ12121616 |
Date | September 2nd, 2015 |
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. |
This project seems to be abandoned, so I'm taking over. All credit goes to Gryffonl for the original design. I'm testing out some experimental rules and card edits because the original set has the problem of games that never end. :) JJ12121616 (talk) 17:04, 2 September 2015 (UTC)
This is actually part of a a set of cards I'm working on. In it, you play as a group of campers and counselors, and must either make your opponent homesick or have the time of your life to win. Every Thing and Action is of a color. Each color is a personality-Gold is Cool, Red is Cute, Blue is Smart, Green is Funny, Purple is Artsy, and Orange is Sporty. Silver is counselors. This is not a true deck- it's a gathering of cards, so Dvorak players- use this as material for your SummerDaze decks.
This CCG set is unfinished.
Special Rules
Demerits
If at the beginning of your turn, you have 3 Demerits, skip your turn and lose 3 Demerits.
Homesickness
Each player begins with 0 Homesickness points. If you reach 7, you lose.
Experience
Each player begins with 0 Experience points. If you accumulate 7, you win.
Actions
Action cards' requirements must be met from the Things YOU CONTROL. They are considered the color of the requirements used to fulfill them. I.e. If an action requires 2 Gold or 2 Orange, and you use 2 Orange, the action is Orange and NOT Gold.
Deck Construction
You may have no more than 3 copies of any one card in your deck.
Turns
Unless a card explicitly states, you cannot use any abilities/cards when it is not your turn.
Reshuffles
In Summerdaze, there are no reshuffles. When your deck is empty and you attempt to draw a card, your opponent chooses one of the following: They gain an Experience, you gain a Homesickness, you gain a Demerit.
Terms
Tip - This card should be turned sideways (90 degrees). You can't choose to tip a tipped card. If a tipped card is tipped, it remains tipped. If a tipped card is spun, it becomes spun.
Untip - Turn a tipped card upright. It is no longer tipped. You CANNOT untip a spun card.
Spin - This card should be turned upsidedown (180 degrees). You can't choose to spin a spun card. If a spun card is spun, it remains spun. If a spun card is tipped, it stays spun.
Unspin - Turn a card upright. It is no longer spun. You CAN unspin a tipped card.
Card List
Every time you get 1 or more Experience points, change Matt's color to the color of the Action or Thing that produced that Experience unless that color was Silver.
When counting the number of Things in play, Rose and Indigo count as 2 things.
You may untip Stan at the end of a turn you didn't play a Thing or Action.
At the beginning of your turn, if this card is spun, you may destroy it to draw 1 card.
At the beginning of your turn, if you have another Blue thing in play, you may untip this card.
Action: Gain 1 Demerit to gain 1 Experience point.
At the end of your turn, you may untip Mike if no player gained any Demerits during your turn.
Whenever you skip a turn from Demerits, your opponent discards 2 cards and gains 1 Homesickness.
While Randy is tipped, any player playing an action gains 1 demerit.
Gain 2 Homesickness and 2 Experience points.
You may look at your opponents hand and discard 1 card from it.
Destroy 1 Thing that is not Blue or Silver.
Your opponent gains 1 Homesickness point, and you may destroy 1 of their non-Orange things.
Your opponent loses 1 Homesickness point, and you gain 1 Experience point.
Gain 1 Experience point.
Discard 3 cards. For each card discarded this way, gain 1 Experience point.
Gain 1 Experience point and draw 1 card.
Your opponent gains 1 Homesickness point. If you have both Purple and Blue, you may draw 1 card.
Your opponent places their hand on bottom of their deck in a random order, then discards 1 card from the top of their deck.
Place 1 card from your hand on top of your deck. If you do, gain 2 Experience points.
Your opponent gains 1 Homesickness point for each Green and/or Orange Thing you have in play, to a max of 3.
The game is over. The winner is whoever has the most Experience points after subtracting their Homesickness points from it. In the case of a tie, this card is negated.
Destroy 1 Thing. Your opponent gains 1 Homesickness point if you have more colors in play than them. (Colorless is not a color.)
Destroy 1 Thing.
All players lose 1 Homesickness point. Gain 1 Experience point for each of your Silvers not used to pay for this.