Space Cat deck

From Dvorak - A Blank-Card Game
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Space Cat deck
Designer EagleRock
Date circa 2006
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 deck is locked. Further cards should not be added - leave feedback on the talk page.

About the Game

This game is inspired by the story "Space Cat" that was part of the story "Garfield: His 9 Lives." The story came out as a TV special and as a book. Both stories were similar but not exactly the same. The jist of the story was that Garfield, an explorer in space, came across the The Incredibly Huge Galactic War Fleet (aka the IHGWF) and was given an ultimatum. Garfield had to think fast and find ways to survive the insurmountable odds. This game gives you an opportunity to play as Garfield and try to defeat the IHGWF.

You can read more about the story here.

Special Rules

Deck and Cards

Each person has their own copy of this deck and only use their deck in play. Only one copy of each Thing can be controlled by any player at any time.

Triangles

Each player starts the game with 9 Triangles. If you lose all your Triangles, you can no longer score points or play Things. All of your Things are destroyed. However you may continue drawing and playing Actions until play is stopped or everyone has lost their Triangles.

Crisis Factors

Crisis Factors remove your Triangles. The number determines how many Triangles you lose. For example, Crisis Factor 1.0 removes one of your Triangles.

Point System

This game is played by points. All cards have a point value recieved by the card's TARGET when initially played. For example, if you play a card on your opponent worth 500 points, your opponent receives 500 points, while you receive none. Things have a second point value recieved at the start of its controller's turn (every turn).

Survival Items

Depending on how many Survival Items you conrol, you get this amount of points each turn: 1 - 100 points 2 - 300 points 3 - 600 points 4 - 1000 points

Winning the Game

Winning is determined ENTIRELY by points. Even if you play a card that stops the game, it is not a guaranteed win. You only win if you have the most points once everyone loses their triangles or after the stopped gameplay tally.

Stopped Gameplay

If play is stopped by a player, before scoring, all OTHER players recieve 1000 points for each of their remaining Triangles. The player that stopped the gameplay recieves points for their Triangles based on the card they played.


Card List

800/*
"I have food..."
Thing
Survival Item
800/*
"I have food..."
Thing
Survival Item
800/*
"...water..."
Thing
Survival Item
800/*
"...water..."
Thing
Survival Item
800/*
"...artificial gravity..."
Thing
Survival Item
800/*
"...artificial gravity..."
Thing
Survival Item
800/*
"...and sand."
Thing
Survival Item
800/*
"...and sand."
Thing
Survival Item


Cards I need to import

These cards are in the old ddd2html format, which I am currently in the process of converting.


Exact {

   name: "Exact Change Only (500)";

text: "Crisis Factor 1.0

You may destroy Food to counter this."; acknowledgement: ""; parent: action; count: 2; } Leak { name: "Water Leak (500)"; text: "Crisis Factor 1.0

You may destroy Water to counter this."; acknowledgement: ""; parent: action; count: 2; } Shutdown { name: "Gravity Shutdown (500)"; text: "Crisis Factor 1.0

You may destroy Artifical Gravity to counter this."; acknowledgement: ""; parent: action; count: 2; } NoLitter { name: "Out of Litter (500)"; text: "Crisis Factor 1.0

You may destroy Sand to counter this."; acknowledgement: ""; parent: action; count: 2; } GravBoots { name: "Gravity Boots (400/0)"; text: "May be sacrificed instead of Artifical Gravity to counter Gravity Shutdown.

Not a survival item."; acknowledgement: ""; parent: thing; count: 1; } WhereGrav { name: ""Where's gravity when you need it?" (400)"; text: "Lose Artifical Gravity and Gravity Boots.

If you have neither, Crisis Factor 1.0."; acknowledgement: ""; parent: action; count: 1; } Clone { name: "Clone (500/100)"; text: "May control multiple copies of Clone."; acknowledgement: ""; parent: thing; count: 6; } CloneMatic { name: "Clone-A-Matic (800/0)"; text: "Action: Search the deck for a Clone and put it into play. Usable only once per turn."; acknowledgement: ""; parent: thing; count: 1; } Drone { name: "Drone (500/0)"; text: "May control multiple copies of Drone."; acknowledgement: ""; parent: thing; count: 6; } DroneBay { name: "Drone Bay (800/0)"; text: "Action: Search the deck for a Drone and put it into play. Usable only once per turn."; acknowledgement: ""; parent: thing; count: 1; } Surprise { name: ""I have a surprise for you, Commander!" (2000)"; text: "Sacrifice 5 Clones and 5 Drones. Flip a coin.

If heads, play stops. Gain 5000 points for each remaining Triangle you have.

If tails, Crisis Factor 2.0."; acknowledgement: ""; parent: action; count: 2; } Hydrant { name: "Fire Hydrant (1000)"; text: "Lose all your Clones and Drones."; acknowledgement: ""; parent: action; count: 1; } IHate { name: ""I hate vending machines." (400)"; text: "Lose Clone-A-Matic. If you do not control Clone-A-Matic, Crisis Factor 1.0."; acknowledgement: ""; parent: action; count: 1; } DroneMalf { name: "Drone Bay Malfunction (400)"; text: "Lose Drone Bay. If you do not control Drone Bay, Crisis Factor 1.0."; acknowledgement: ""; parent: action; count: 1; } Shoo { name: ""Go 'way! Shoo!" (400)"; text: "Lose up to 3 Clones."; acknowledgement: ""; parent: action; count: 1; } DefDrones { name: "Defective Drones (400)"; text: "Lose up to 3 Drones."; acknowledgement: ""; parent: action; count: 1; } GoPlay { name: "Go Play In Traffic (500)"; text: "Lose all of your pairs of Clones and Drones. Unmatched Clones or Drones are kept."; acknowledgement: ""; parent: action; count: 1; } Secret { name: "Secret Weapon (500/**)"; text: "Secret Weapon starts Non-working. Use a coin to show status, tails for Non-working, heads for Working.

** - Collect 100 points per turn if Secret Weapon is Non-working, 500 points per turn if Working."; acknowledgement: ""; parent: thing; count: 2; } Oughta { name: ""This oughta do it." (1000)"; text: "If you control Secret Weapon, it becomes Working. Cannot be played if you played Secret Weapon this turn."; acknowledgement: ""; parent: action; count: 2; } TakeThis { name: ""Take this!" (1500)"; text: "Sacrifice Working Secret Weapon. Flip a coin.

If heads, play stops. Gain 2000 points for each remaining triangle you have.

If tails, Crisis Factor 2.0."; acknowledgement: ""; parent: action; count: 2; } Declawed { name: ""I've been declawed!" (800)"; text: "If you control Working Secret Weapon, it becomes Non-working.

If you control Non-Working Secret Weapon, you lose it.

If you do not control Secret Weapon, Crisis Factor 1.0."; acknowledgement: ""; parent: action; count: 2; } ODIE { name: "Operations Data Index Element (O.D.I.E.) (1000/200)"; text: "You may play as many Things and Actions as you want each turn.

You can choose to draw an extra card each turn. If you do, you can only play one Thing and Action that turn.."; acknowledgement: ""; parent: thing; count: 2; } Arf { name: ""Arf, he says." (400)"; text: "Unplayable if target does not control O.D.I.E.

Crisis Factor 1.0.

You may sacrifice O.D.I.E. to counter this."; acknowledgement: ""; parent: action; count: 2; } LowestBidder { name: "Built By The Lowest Bidder (600)"; text: "Unplayable if target does not control O.D.I.E.

Flip a coin. If heads, lose O.D.I.E. and Crisis Factor 1.0."; acknowledgement: ""; parent: action; count: 1; } Require { name: ""All that we require is that you survive." (400)"; text: "If you do not control O.D.I.E., Crisis Factor 1.0."; acknowledgement: ""; parent: action; count: 2; } HeyYou { name: ""Hey you, Kitty Kat!" (800)"; text: "Crisis Factor 2.0.

If you have O.D.I.E., reduce Crisis Factor to 1.0."; acknowledgement: ""; parent: action; count: 2; } SurvPlan { name: "Survival Plan (1000)"; text: "If you do not control all 4 Survival Items or O.D.I.E., Crisis Factor 1.0."; acknowledgement: ""; parent: action; count: 2; } Terminate { name: "Terminate (2000)"; text: "Crisis Factor 2.0.

If you do not control O.D.I.E., add an additional Crisis Factor 1.0.

If you do not control all 4 Survival Items, add an additional Crisis Factor 1.0."; acknowledgement: ""; parent: action; count: 1; }