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.
Rules
Deck Construction
Your deck must contain at least 20 cards, but no more than 3 copies of any card.
Generic Rules
- If a card contradicts the rules, the card wins.
- Can’t beats can.
- Anything that would happen simultaneously happens in the order of the current player's choice.
- If you can’t draw a card, your opponent gains a reward.
Winning & Losing
If a player has 7 Homesickness, they lose. If a player has 7 Experience, they win.
Game Play
Setup
Each player shuffles their deck and draws 5 cards. Randomly determine who goes first. In a best of 3 series, the player who lost the previous game determines who goes first. A player may mulligan once for free, and then any number of times after by giving their opponent a reward each time. The player going first may either skip their first draw or let their opponent draw a card.
Game Flow
- Demerits
- If the current player has 3 or more Demerits at this point, they lose 3 and skip all remaining phases.
- Beginning of turn
- Nothing happens here unless otherwise stated.
- Draw
- Draw 1 card. If you can’t, your opponent gains a reward.
- Main
- You may play one Thing and one Action in either order. You may use abilities.
- End of turn
- Nothing happens here unless otherwise stated.
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 or tip 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.
Mulligan - Place any number of cards from your hand on bottom of your deck, and draw the same number. Shuffle your deck.
Reward - Choose one of the following: You gain 1 Experience, your opponent gains 1 Homesickness, your opponent gains 1 Demerit, draw 1 card.
Thing - When you play a thing, place it in play. Things stay in play until otherwise stated.
Action - Any requirements to play an action must be met by your Things. Action's effects happen, then they are placed into your discard pile. An action is considered to be the colors of the things used for it's requirements. i.e. If an action states "Requires 3 Green or Purple *OR* 1 Green and 1 Purple" and you choose 3 Green, the action is Green and not Purple.
Card List
Rose and Indigo count as 2 Things.
Tip: Gain 2 Homesickness. Place a card from your discard pile on top of your deck. Place Carter back into your hand.
You may untip Amanda at the beginning or end of your turn.
When Amanda is untipped, unattach all Things from her.
You may untip Stan at the end of a turn you didn't play both a Thing and Action.
At the end of your turn, if Gary is tipped, return him to your hand.
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 a different named Blue thing in play, you may untip this card.
Action: Gain 1 Demerit and gain 1 Experience point.
If they have an equal number, they choose one of their things and return it to their hand.
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 or at the beginning of your turn, you may unspin Hugh. If you do, your opponent discards a card for each Orange thing you have in play, minus one if it's the beginning of your turn.
While Randy is tipped, any player playing an action gains 2 demerits.
Gain 1 Homesickness and 2 Experience points.
You may look at your opponent's hand and discard 1 card from it.
Gain 2 rewards. You can’t choose the same option on both.
Your opponent gains 1 Homesickness point. If they have no Orange things in play, destroy one of their Things.
Your opponent loses 1 Homesickness point, and you gain 1 Experience point.
Gain 1 Experience point. If you have both Orange and Red, you may draw 1 card.
Gain 1 Experience point. Discard 2 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.
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.
You lose 1 Homesickness point. Gain 1 Reward.
Each player loses 2 Experience. Your opponent draws a card for each experience they lost this way. You draw a card for each experience they didn’t lose this way.
Gain 1 Experience point if you have Homesickness points.
OR
You win.