Risk deck

From Dvorak - A Blank-Card Game
Revision as of 16:15, 15 June 2008 by Jftsang (talk | contribs) (New page: A combination of Dvorak and the board game Risk. {{Infobox | date = June 2008 | players = 2-6 | status = unfinished }} ==Special Rules== ===Equipment=== You will need this deck, a standa...)
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A combination of Dvorak and the board game Risk.

Risk deck
Designer
Date June 2008
Players 2-6
This deck has not been categorised.
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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Special Rules

Equipment

You will need this deck, a standard Risk board and set of armies, and a number of d6s and d8s.

Setup

Assign armies onto the board as you would in standard Risk. At the start of the game, each player receives 1d6 cards.

Cards

The cards that are in standard Risk are not used. Instead, when a player captures at least one territory by conventional attack (i.e. by moving armies into a territory), he may draw one card at the end of the turn.

Playing Cards

You may play or set up to two cards during your turn, and an unlimited number of cards during other players' turns. You may activate an unlimited number of set cards during your turn and the other players' turns.

  • Actions may be played at any time during your turn unless otherwise noted on the card.
  • Instant Actions may be played at any time unless otherwise noted on the card.
  • Things may not be played, only set.

Any card may be set, in which it is layed face-down onto the table. A set card is under your control; you may activate it at any time after the start of your next turn (so that you cannot set a thing and then immediately activate it). If the card is an action, you can activate it at any time which you would normally be able to play it.

The following are subsets of things:

  • Buildings are activated once. Once this is done, they stay until destroyed.
  • Support Units are activated when you attack or are attacked conventionally (i.e. by armies, not by cards). They are destroyed immediately at the end of your turn.
  • Special Units are activated during your turn. Once this is done, they stay until destroyed. Unlike buildings, special units tend to have active abilities, instead of passive effects.

Misc

  • There is no maximum hand size.
  • When a card is destroyed or otherwise removed, it is reshuffled into the draw pile. There is no discard pile.