Custom starship

From Dvorak - A Blank-Card Game
Revision as of 16:58, 31 July 2009 by Xahn Borealis (talk | contribs) (Changing to Unfinished)
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Custom starship
Designer Pont
Date 7/30/2009
Players 2+
This is an unfinished deck. It is incomplete, and is not playable.
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.


Card List

RR
Commander
Officer
When the Commander engages in combat with infantry he rolls a d8 to attack.
RR
Medical Officer
Officer
When a 1 is rolled in combat with infantry the Medic prevents one loss.
BB
Admiral
Officer
Allows the player to add 1 to any one defense roll of the Admiral's ship each turn.
BB
Chief Engineer
Officer
Allows the player to restore 1 Hull to the ship at the beginning of each turn.
YY
Scientist
Officer
Allows the player to draw an additional card each turn.
YY
Explorer
Officer
Allows the player peek at one unexplored sector and return that sector to play face down each turn.
GG
Diplomat
Officer
A ship with a diplomat on board may not attack or be attacked.
GG
Trader
Officer
Allows the player to gain 1 Spice of the color of a planet the Trader's ship orbits once per turn.
1RR
Barracks
Structure
Produces 1 extra infantry on the Barrack's planet each turn.
1RR
Fortress
Structure
Owner's units defend using d8s on the Fortress' planet.
1BB
Construction Bay
Structure
Allows the player to work on constructing two ships at once.
1BB
Warp Gate
Structure
Allows the player to move infantry from one Warp Gate to another. If this is the first Warp Gate to be played the player may place two.
1YY
Library
Structure
Allows the player to hold an additional card in their hand.
1YY
Ion Cannon
Structure
May fire at a ship orbiting the planet for 1d8 once per turn.
1GG
Spice Refinery
Structure
Generates 1 additional spice of the planet's color each turn.
1GG
Embassy
Structure
Ships orbiting the Embassy's planet may not attack or be attacked.
2R
Sloop Class
Ship Hull
Hull 1 Aiming 5+
Shield 1 Weapon d6
Engine 2 Capacity 0
Slots 2
Short range: Sloop Class ships cannot end there turn in a sector not containing a planet or another ship with a Carrier Bay. Deploys three identical ships.
2RR
Frigate Class
Ship Hull
Hull 3 Aiming 5+
Shield 1 Weapon d6
Engine 1 Capacity 6
Slots 4
3RR
Dreadnought
Ship Hull
Hull 5 Aiming 5+
Shield 1 Weapon d6 x2
Engine 1 Capacity 9
Slots 4
3B
Carrier Class
Ship Hull
Hull 4 Aiming 5+
Shield 1 Weapon d6
Engine 1 Capacity 9
Slots 4
Shortrange ships may end their movement in the same sector as the Carrier.
2B
Corvette Class
Ship Hull
Hull 2 Aiming 5+
Shield 1 Weapon d6
Engine 2 Capacity 3
Slots 4
3BB
Mothership Class
Ship Hull
Hull 4 Aiming 5+
Shield 2 Weapon d6
Engine 1 Capacity 9
Slots 4
Shortrange ships may end their movement in the same sector as the Mothership. Structures may be built inside of the Mothership.
1Y
Probe Class
Ship Hull
Hull 1 Aiming 5+
Shield 0 Weapon -
Engine 3 Capacity 0
Slots 1
2YY
Frigate Class
Ship Hull
Hull 3 Aiming 5+
Shield 1 Weapon d6
Engine 1 Capacity 6
Slots 4
2YYY
Genesis Class
Ship Hull
Hull 4 Aiming 5+
Shield 1 Weapon -
Engine 1 Capacity 0
Slots 2
1GG
Harvester Class
Ship Hull
Hull 3 Aiming 5+
Shield 1 Weapon d6
Engine 1 Capacity 3
Slots 3
May generate 1 random spice at the beginning of your turn if the Harvester is orbiting asteroid.
2G
Corvette Class
Ship Hull
Hull 2 Aiming 5+
Shield 1 Weapon d6
Engine 2 Capacity 3
Slots 4
2GGG
Planet Cracker Class
Ship Hull
Hull 4 Aiming 5+
Shield 1 Weapon -
Engine 1 Capacity 6
Slots 3
If the Planet Cracker begins your turn orbiting a planet you may place 1 counter on that planet. If that planet has 4 or more counters then that planet is destroyed. You gain 2d6 spice of that planet's color.
1RR
Barracks
Structure
Produces 1 extra infantry on the Barrack's planet each turn.