Noll's Superweapons deck

From Dvorak - A Blank-Card Game
Jump to navigationJump to search
Noll's Superweapons
Designer Depressi
Date 16th February 2007
Players 2+
This is an untested deck. Its cards are complete, but it hasn't yet been tested.
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.)
Cards.gif Print this deck

Telnet.gif Generate MUSHcode
Cards.gif Generate Lackey export

Padlock.gif
This deck is locked. Further cards should not be added - leave feedback on the talk page.

Play around with weird superweapons and try to get a reign of terror going. Pyrodraulic Dynamo is from Sacrifice, and Nuclear-Powered Stomping Machine is from Invader Zim, but apart from that they're all my own creations.

Special Rules

Victory

If, at the end of your turn, you have one or more active Megaweapons, and no Opponents have any active Superweapons or Megaweapons, you win.

Things

Things are placed into three categories: Other, Superweapons, and Megaweapons.

"To operate"

If a Thing needs certain conditions "to operate", it cannot use its action unless those conditions are met.

Megaweapons

Megaweapons can only be destroyed if their controller has no Superweapons. This rule outranks all other rules.

Card List

Enslaved Village
Thing-Other
Enslaved Village
Thing-Other
Enslaved Village
Thing-Other
Enslaved Village
Thing-Other
Secret plans
Thing-Other
Discard your hand when you play this card. Secret plans may NOT be destroyed by anyone but it's controller. At any point, you may destroy Secret Plans to play a Superweapon or Megaweapon from your hand (if you have one, and you meet the requirements).
Financial Backing
Thing-Other
Draw an extra card at the start of each turn.
Defensive Position
Thing-Other
Your Superweapons and Megaweapons cannot be destroyed by Opponents while you control Defensive Position.
Smallpox Sample
Thing-Other
Action: Destroy this card, and destroy any Enslaved Village.
Backup plan
Thing-Other
Destroy Backup plan at any point to completely negate the effect of any Action that would have caused one of your Superweapons or Megaweapons to be destroyed.
Nuclear power station
Thing-Superweapon
Action: Destroy Nuclear Power station and any other Thing.
Nuclear power station
Thing-Superweapon
Action: Destroy Nuclear Power station and any other Thing.
Nuclear power station
Thing-Superweapon
Action: Destroy Nuclear Power station and any other Thing.
Giant magnifying glass
Thing-Superweapon
Requires an Enslaved Village to play. Action: A chosen Opponent discards a card at random.
Thunderstorm Generator
Thing-Superweapon
Action: Discard two cards and designate a Thing. That Thing is destroyed at the end of its' controller's next turn.
Thunderstorm Generator
Thing-Superweapon
Action: Discard two cards and designate a Thing. That Thing is destroyed at the end of its' controller's next turn.
Tesla Blaster
Thing-Superweapon
Action: A chosen Opponent discards a card or (If you also control Thundestorm Generator) their entire hand.
Tesla Blaster
Thing-Superweapon
Action: A chosen Opponent discards a card or (If you also control Thunderstorm Generator) their entire hand.
Trained Bee Swarm
Thing-Superweapon
Action: For all intents and purposes, a chosen Opponent has no Enslaved Villages during their next turn.
Trebuchet
Thing-Superweapon
Requires an Enslaved Village to play. Trebuchet cannot be destroyed unless its' controller has no other active Superweapons. Action: A chosen Opponent discards a card.
Earthquake Machine
Thing-Superweapon
Action: All Players destroy a Thing of their choice.
Earthquake Machine
Thing-Superweapon
Action: All Players destroy a Thing of their choice.
Nuclear Missile Silo
Thing-Superweapon
Requires a Nuclear Power Station to play and to operate. Action: Discard a card and destroy a chosen Thing.
Robot Army
Thing-Superweapon
Requires two Enslaved Villages to play. Action: Destroy a Thing. You may not play this Action two turns in a row.
Tamorisian Device
Thing-Superweapon
Requires you to have exactly three cards in your hand to operate. Action: Destroy a Thing.
Pyrodraulic Dynamo
Thing-Megaweapon
Requires three Enslaved Villages to play. Action: Destroy as many Things as you have Enslaved Villages.
Biological Doomsday Device
Thing-Megaweapon
Requires a Smallpox Sample to play. Action: Destroy as many Enslaved Villages as you wish.
Nuclear-Powered Stomping Machine
Thing-Megaweapon
Requires a Nuclear Power Station to play, and two to operate. Action: Destroy all Superweapons and Megaweapons which aren't Nuclear-Powered Stomping Machine.
Double shifts
Action
For all intents and purposes, you have twice as many Enslaved Villages under your control until the end of your turn. Instead of playing a Thing this turn, you may choose to play another Action.
Really sunny day
Action
Play only if you control Giant Magnifying Glass. Destroy two Things.
Harvest
Action
Everyone draws twice as many cards as they have Enslaved Villages.
Reign of Terror
Action
Play only if you have more Superweapons (For the purposes of this card, a Megaweapon is two Superweapons) than any other Player. All Players give you two cards from their hands.
Ninjas
Action
Look at an Opponent's hand and take one of their cards.
Terrify thy neighbour
Action
Draw a card for every Superweapon you control, and three for every Megaweapon you control.
Negation
Action
Destroy one of your Superweapons, and any other Superweapon.
Quick rebuilding
Action
If one of your Superweapons or Megaweapons was destroyed last turn, move it from the discard pile to your control. You do not need to meet any other requirements. You may not play this card on the same turn as a Thing.
Aid from Tamoris
Action
Destroy a Thing you control. You may play as many Things as you want this turn.