Tarot Fighting Game

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Revision as of 04:44, 17 May 2009 by Nameless (talk | contribs) (New page: {{Infobox | designer = Nameless | date = 17/05/2009 | players = 2 | status = unfinished }} This is a cardgame that is similar to Magic: the Gathering, and has borrowed a lot of ideas from ...)
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Tarot Fighting Game
Designer Nameless
Date 17/05/2009
Players 2
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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This is a cardgame that is similar to Magic: the Gathering, and has borrowed a lot of ideas from Yomi [ http://www.sirlin.net/yomi/]. It is mostly free of flavor text at this point, and needs a lot of editing.

Object of the Game

The object of the game is to reduce the opponent’s hit points to zero through winning combats and performing combos.

Phases of Play

Turn Structure

Simultaneous for both players

Draw Phase (skip on first turn)

   * Draw a card

Combat Phase

   * Play a face-down card
   * Play a face-down Yin or Yang card.
   * Reveal combat cards simultaneously
   * Determine combat winner
   * Winner plays combos if applicable
   * Can play Jokers to cancel combos
   * Discard combat cards at end of combat

Centering Phase

   * Discard pairs, 3-of-a-kinds, or 4-of-a-kinds to search for Aces.
   * Search for more Aces if you hit with a chain combo this turn. 

Combat Phase Rules

Combat

During combat, you and your opponent each play a card face down, along with a Yin or Yang card. then reveal them simultaneously. Most cards have a different move at each end, and the Yin or Yang card signifies which end you are playing.

What Beats What?

   * Attacks beat throws then let you combo.
   * Throws beat blocks and dodges then usually let you combo.
   * Blocks stop attacks, The Dark One, and The Fool. When you block an attack, The Dark One, and The Fool, draw a card. As long as your block isn’t thrown, return your block card to your hand.
   * Dodges avoid attacks, The Dark One, and The Fool, and let you retaliate with a single attack or throw (any attack or throw you do becomes an Ender).
   * The Dark One and The Fool beat attacks and throws and let you search your deck and discard pile for 4 Aces, then you discard 2 cards.
   * Tie-breaker
     Between two attacks or two throws, the attack with the lower Rank wins.

Combos

When you hit with an attack or throw, you can play a combo. Each move lists its combo points and a character can only do a combo as big as his Combo Limit each turn.

Knockdowns

Most normal throws knock the opponent down if you do not follow up with a combo after the throw. When you are knocked down, turn your character card face down until the end of next turn’s combat. You cannot use your character ability while your character card is face down.

Combo Rules

   * An Ender always ends a combo.
   * A Starter can only start a combo.
   * After a Linker, you can combo any normal attack or any
     Linker or Ender. A Linker can be used at any point in a
     combo.
   * Can’t Combo cards cannot be preceded or followed by any
     other moves.
   * You can chain combo normal attacks in increasing
     sequential order (e.g.: 2,3,4,5; face cards and Aces aren’t normal attacks.)

Combo Escape

After getting hit by a combo (even a 1-hit attack or throw), you can play The Dark One or The Fool to cancel the opponent’s combo damage. He must discard the Aces in his combo, but he can return non-Aces to his hand. If the opponent cancels your combo with The Dark One or The Fool, you can play your own The Dark One or The Fool to cancel his, and so on.

Centering Phase Rules

Centering

At the end of each turn, you have a chance to center by searching your deck and discard pile for Aces. You may discard:

   * A pair for ... 1 Ace
   * 3-of-a-kind for ... 2 Aces
   * 4-of-a-kind for ... 3 Aces
     

Hitting with chains (straights) in a combo during combat also lets you search for Aces during the Centering phase, no extra discards required.

   * 3 normal attacks in a row ... 1 Ace
   * 4 normal attacks in a row ... 2 Aces
   * 5 normal attacks in a row ... 3 Aces

Miscelaneous Rules

Extra Costs

Some moves let you discard extra cards to pump up your damage. These extra cards do count as part of your combo, but they don’t cost extra combo points. Some Ace moves have mandatory costs that require you to discard extra Aces as soon as you reveal an Ace in combat.

Special Abilities

Each character has an innate ability on his character card. In each deck there are also two or three other special abilities with four copies each.

Initiative and Timing

Occasionally you and your opponent might want to play abilities at the same time. The player who started the turn with the lower life total has initiative for the turn and has the first chance to play abilities at each step. If your life totals are tied as the turn starts, play rock, paper, scissors to determine who has initiative that turn. Abilities resolve immediately when they are played, unless they are countered. Play as many abilities as you want in a row, then your opponent gets a chance to play his. Go back and forth this way until you’re both ready to go to the next step.

Countering Abilities

There are a few abilities that can counter other abilities. When you counter an ability, the opponent must still pay all costs (all negative effects such as discarding or taking damage), but gets no positive effects.


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