Middle-Eastern Confrontation deck

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Middle-Eastern Confrontation
Designers Fuso and a younger brother
Date Jan 8, 2009
Players 2+
This is a playable deck - it's finished, tested and ready to play.
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.

A not too serious game on the Iraq invasion. Destroy your opponents' headquarters under the flag of one of three sides: the united states, the european union, or the Iraqi opposition.

To play, you need a dice (preferably two) and a number of counters or markers.

Special Rules

Teams

At the beginning of the game, each player chooses a side, preferably at random. This does not restrict what cards you may play but some cards will affect a certain team.

Basic Rules

Each player draws seven cards. At the beginning of each turn, draw two cards and then play up to two cards (you are not restricted to playing one action and one thing). You may use any number of free actions but no action more than once per turn. At the end of your turn, you must discard cards until you have at most seven cards in your hand. Actions of a thing cannot be used the same turn the thing came into play.

Card Types

Every card belongs to one of the three teams but can be used by everyone. The three teams are EU (representing humanitarianism, everyday life, and politics), US (representing military forces and technological advancement), and IO (representing the people, terrorists, and the opposition).

There's one special kind of action: the free action. Free actions can even be played on an opponent's turn, in particular can a free action be played in response to another action and take effect before it. An ordinary action can however not in turn be played in response to and take effect before a free action, even if it is your turn.

There are two special kinds of thing: augmentations and units. Unis have special combat actions and two subtypes, personnel and vehicles.

An augmentation is attached to a thing and has some effect on it. If the a thing is destroyed, also destroy its augmentations. The owner of a thing is also the owner of its augmentations even though any player may play an augmentation on any unit.

Combat

Each unit has a combat strength as a corner value. Units with the special action "Attack." may attack either the base of an opponent or a unit in play. A base cannot be attacked if the owner controls another unit that can be attacked. If a headquarter is attacked, the owner gains a number of damage counters equal to the attack power. The player is eliminated when the number of units reaches ten or more.

All units have an attack action which is implicit if not mentioned. This is a free action that can only be used on your turn (and, again, only once more turn). To use it, target a base or unit in play. The owner of the unit may choose to change the target to another of his units (this is called blocking). Each owner rolls a die and adds the attack strength of their unit. The player who got the highest score destroys the opponent's unit. At a tie, neither unit is destroyed. If the unit winning unit had an attack strength of 0, don't destroy any unit.

Card List

Interesting Cards

Anti-Personnel Mine (IO)
Thing
Free action: Destroy Anti-Personnel Mine to destroy target attacking personnel.
Card by Fuso
Anti-Vehicle Mine (IO)
Thing
Free action: Destroy Anti-Vehicle Mine to destroy target attacking vehicle.
Card by Fuso
0
Artillery (US)
Thing - Vehicle
Artillery cannot block.

Attack: Artillery gets +3 for this attack and cannot be destroyed.

Card by Fuso
In the Heat of Battle (EU)
Action - Free Action
Target unit gets +2 for the remainder of this turn.
Card by Fuso
Infiltration (US)
Action
Transfer control of target non-personnel IO-thing.
Card by Fuso
Politics (EG)
Action
Choose a team other than EG. Every player must destroy two things of that team or as many as they can destroy. (A unit is also a thing.)
Card by Fuso
Inside Man (US)
Action
Take a card from any player's hand. (If you have any way to distinguish the cards, e.g. a card that was just drawn or if you can see the cards, then you may target a card of your liking. Otherwise, take one at random.)
Card by Fuso
High-Tech Equipment (US)
Thing - Unit Augmentation
This unit gets +2.
Card by Fuso
Kevlar Suit (US)
Thing - Unit Augmentation
Free action: Sacrifice Kevlar Suit when the attached-to unit is being destroyed; prevent the destruction.
Card by Fuso
3
Flametank (US)
Thing - Vehicle
Flametank has +1 against personell and -1 against vehicles.
Card by Fuso
Sabotage (IO)
Thing - Augmentation
Cancel all effects of attached-to non-personell thing.
Card by Fuso
4
M1 Abrams Tank (US)
Thing - Vehicle
Attack: +2 against IO-units.
Card by Fuso
4
Opposition Tank (IO)
Thing - Vehicle
When Opposition Tank is attacked, you may reroll your die.
Card by Fuso
3
Tank Destroyer (EU)
Thing - Vehicle
Tank Destroyer has +2 against vehicles.
Card by Fuso


2
Anti-Tank Unit (US)
Thing - Personnel
+4 when attacked by vehicles.
Card by Fuso
X-mas (EU)
Action
Every player draws 3 cards and then gives a card from their hand to you.
Card by Fuso
Satelite (US)
Thing
Target player plays with his hand open for everyone to see.
Card by Fuso


Mediocre Cards

Conspiracy (US)
Thing
Play this card up-side down.

If this card leaves play, draw a card.

If this card is discarded from your hand in response to an action by an opponent, that opponent discards his or her hand.

Card by Fuso
0
Rocketry (US)
Thing - Vehicle
Attack: Destroy Rocketry after this attack. This attack has +10 and cannot be blocked.
Card by Fuso
Main Force (US)
Action
Your units gets +2 until the end of turn. All of your units that can attack must do so.
Card by Fuso
Children (IO)
Action - Free Action
Target EU unit cannot destroy another thing this turn.
Card by Fuso
Starvation (IO)
Action - Personnel
Unit gets -2.
Card by Fuso
6
Army (US)
Thing - Personnel
As an additional cost to play Army, discard a card at random from your hand.
Card by Fuso
C4 (IO)
Action
Bomb event.

Destroy a thing that that isn't a unit or augmentation.

Card by Fuso
Bomb Squad (EG)
Action - Free Action
Play this card to cancel a bombing event.
Card by Fuso
Ceremony (IO)
Action
All IO-units gains +2 until end of turn.
Card by Fuso
Moral Dilemma (EU)
Action
The player with least units in play may draw three cards. If two or more players tie, no player may draw any cards.
Card by Fuso
Celestial Intervention (OI)
Thing - Unit Augmentation
Unit has +1. Free Action: Move Celestial Intervention to any unit.
Card by Fuso
Tactical Warhead (US)
Thing
When Tactical Warhead comes into play, choose a player. At the beginning of your (next) turn, you must destroy Tactical Warhead and every unit of that player (this is a Bombing event.).
Card by Fuso
Craftsmen (OI)
Thing
You may play an extra thing per turn.
Card by Fuso
Rallying (US)
Thing
Units of your team gains +1, regardless of who controls them.
Card by Fuso
Snow in July (EU)
Thing
All non-EU units gets -1.
Card by Fuso
Nationalism (EU)
Thing
For every player: units of your team that you control gets +2.

Whenever a player plays a card not belonging to his or her team, he or she must discard a card from his hand as an additional cost to play the card.

Card by Fuso
Laser Satelite (US)
Thing
Free action: Destroy a random thing in play. (Things includes units, your own things, and Laser Satelite.)
Card by Fuso
Energy Drink (US)
Action - Free Action
You may immediately play two more actions, even if it isn't your turn.
Card by Fuso
Joker (EU)
Thing
Take control of target thing that isn't a unit. If it was an augmentation, you may move it to another thing in play.
Card by Fuso
2
Sniper (US)
Thing
Sniper cannot block or blocked.

Attack: Sniper cannot be destroyed in this attack.

Card by Fuso
Bunker (OI)
Thing
Whenever a bomb event occurs, you may exempt a unit of your choice from the effects of the event.
Card by Fuso
2
Militia (OI)
Thing - Personnel
Militia gains +1 if you control no other units.
Card by Fuso
1
Tree Launcher (EU)
Thing - Vehicle
Tree Launcher gets +2 when attacking.
Card by Fuso
Radio In (US)
Action
Draw four cars then discard two cards from your hand.
Card by Fuso
Reinforcements (US)
Action
Draw a card, reveal it, and put it into your hand. If the displayed card was a unit, return this card to your hand.
Card by Fuso
Tapping (US)
Action - Free Action
Play when an OI-card is played to negate its effects and move it to the top of the discard pile.
Card by Fuso
Bereaucracy (EU)
Action - Free Action
Play when an EU-card is played to negate its effects and move it to the top of the discard pile.
Card by Fuso
Rainy Night (OI)
Thing
No player may attack you while this card is in play. At the beginning of your (next) turn, destroy Rainy Night.
Card by Fuso
Snow Plow (EU)
Thing
Free action: Destroy any road or weather condition card.
Card by Fuso
Hydrogen Bomb (US)
Action
Bombing Event.

Destroy every unit in play.

Card by Fuso
Mustard Gas (OI)
Action
Bombing Event.

Destroy every personnel in play.

Card by Fuso
0
Suicide Bomber (OI)
Thing - Personell
Attack: Destroy Suicide Bomber after the attack. This attack gets +20 and counts as a bombing event. (A player owning a Bunker is therefore immune to this attack.)
Card by Fuso
0
Poor Road Conditions (OI)
Thing - Personell
No unit with power of 3 or greater can attack. (Attack modifiers not included.)
Card by Fuso