Summerdaze version 2

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Summerdaze
Designer Gryffonl / JJ12121616
Date September 2nd, 2015
Players 2+
This is a CCG set, a set of cards which can be used to construct personalised decks, in the style of a collectable card game.
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.

This project seems to be abandoned, so I'm taking over. All credit goes to Gryffonl for the original design. I'm testing out some experimental rules and card edits because the original set has the problem of games that never end. :) JJ12121616 (talk) 17:04, 2 September 2015 (UTC)

This is actually part of a a set of cards I'm working on. In it, you play as a group of campers and counselors, and must either make your opponent homesick or have the time of your life to win. Every Thing and Action is of a color. Each color is a personality-Gold is Cool, Red is Cute, Blue is Smart, Green is Funny, Purple is Artsy, and Orange is Sporty. Silver is counselors. This is not a true deck- it's a gathering of cards, so Dvorak players- use this as material for your SummerDaze decks.

This CCG set is unfinished.

Special Rules

Demerits

If at the beginning of your turn, you have 3 demerits, skip your turn and lose 3 Demerits.

Homesickness

Each player begins with 0 Homesickness Points. If you reach 7, you lose.

Experience

Each player begins with 0 Experience Points. If you accumulate 7, you win.

Actions

Action cards' requirements must be met from the Things YOU CONTROL. They are considered the color of the requirements used to fulfill them. I.e. If an action requires 2 Gold or 2 Orange, and you use 2 Orange, the action is Orange and NOT Gold.

Deck Construction

You may have no more than 3 copies of any one card in your deck.

Turns

Unless a card explicitly states, you cannot use any abilities/cards when it is not your turn.

Reshuffles

In Summerdaze, there are no reshuffles. When your deck is empty and you attempt to draw a card, your opponent chooses one of the following: They gain an experience, you gain a homesickness, you gain a demerit.

Terms

Tip - This card should be turned sideways (90 degrees). You can't choose to tip a tipped card. If a tipped card is tipped, it remains tipped.

Untip - Turn a card upright. It is no longer tipped. (Regardless of if it was previously)

Spin - This card should be turned upsidedown (180 degrees). You can't choose to spin a spun card. If a spun card is spun, it remains spun.

Unspin - Turn a card upright. It is no longer spun. (Regardless of if it was previously)

Card List

Firstyear Matt
Thing - Person - Colorless
When you play this card, you can discard a card to play another Thing.
Everytime you get an Experience Point, change Matt's color to the color of the Action or Thing that produced that Experience.
Twisted Cameron
Thing - Person - Blue
Action:Pay one Experience Point. If you do, your opponent gains one Homesickness Point.
Popular Carter
Thing - Person - Gold
When Carter enters play, you lose one Homesickness Point.
Little Gary
Thing - Person - Red
No Actions may effect Gary.
Dilenquent Lucas
Thing - Person - Green
When Lucas enters play, you gain a Demerit.
Action: Gain one Demerit to Gain one Experience Point.
Sarcastic Laurel
Thing - Person - Blue
Tip: Gain one Demerit to draw one card.
At the beginning of your turn, you may untip this card.
Creative Violet
Thing - Person - Purple
Action: On your next turn, you may play two Actions. (This does not stack.)
Stubborn Mike
Thing - Person - Orange
Action: Spin this card.

No changes may be made to Homesickness or Experience Points while this card is spun.

At the beginning of your turn, if this card is spun, destroy it.
Director Gregory
Thing - Person - Silver
Action: Each player places a card from their discard pile on bottom of their deck, then draws a card. Any player with a Silver card in play may draw an additional card.
Lovely Malory
Thing - Person - Red
Action, Spin: You lose one Homesickness Point.
If this card leaves play, remove it from the game instead.
Prankster Kat
Thing - Person - Green
When Kat enters play, if your opponent has more than one thing in play, they choose one of their things and destroys it. (This bypasses protection.)
Beautiful Amanda
Thing - Person - Gold
Amanda is immune to Red, Blue, Green, Orange, and Purple.
Observant Cassandra
Thing - Person - Blue
Action: Look at the top three cards of your deck and rearrange them. You may draw a card.
Athletic Hugh
Thing - Person - Orange
You can't play Hugh on your first turn.

Action: Gain three demerits. Your opponent discards a card for each demerit you have.

Whenever you lose demerits, destroy Hugh.
Hopeful Emily
Thing - Person - Purple
Action: Draw one card for every Purple Thing you control.
Wise Alexander
Thing - Person - Blue
When Alexander enters play, all players draw a card and then discard a card.
Heartful Liza
Thing - Person - Red
Whenever you would gain one or more Homesickness points, instead, destroy Liza.
Consular Randy
Thing - Person - Silver
At the beginning of your turn, you may tip or untip Randy.
While Randy is tipped, any player playing an action gains a demerit.
Twins Rose and Indigo
Thing - Person - Red and Purple
When counting the number of Things in play, Rose and Indigo count as two things.
On the turn Rose and Indigo enter play, you may not play an action.
Joker Norris
Thing - Person - Green
Action: Choose a player to draw a card. Look at that players hand and choose a card. Place it on bottom of their deck.
Challenging Hike
Action
Requires: 1 Gold or 1 Orange.
Gain 2 Homesickness and 2 Experience Points.
Flirtation
Action
Requires: 1 Red or 1 Gold.
You may look at your opponents hand and discard one card from it.
Caution Needed
Action
Requires 1 Blue or 1 Silver.
Destroy one Thing that is not Blue or Silver.
Murderball Game
Action
Requires 2 Orange.
Your opponent gains 2 Homesickness Points, and you may destroy one of their non-Orange things.
New Friendship
Action
Requires 1 Green or 1 Purple.
Your opponent loses one Homesickness Point, and you gain one Experience Point.
Clear Weather for Swimming
Action
Requires 1 Orange or 1 Red.
Gain 1 Experience Point
Leonardo's Envy
Action
Requires 2 Purple.
Discard 3 cards. For each card discarded this way, gain an experience point.
That's Not Maple
Action
Requires 2 Blue.
Gain 1 Experience Point then draw 1 card.
Memories
Action
Requires 1 Purple or 1 Blue.
Your opponent gains 1 Homesickness Point
A Midnight Prank
Action
Requires 3 Green.
Your opponent places their hand on bottom of their deck in a random order, then discards the top card of their deck.
Big Dance
Action
Requires 2 Gold or 2 Red.
Place a card from your hand on top of your deck. If you do, gain 2 Experience Points.
Lost in the Woods
Action
Requires 1 Green and 1 Orange.
Your opponent gains one Homesickness Point for each Green and/or Orange Thing in play, to a max of 3.
Autumn Arrives
Action
Requires 1 Gold, 1 Red, 1 Blue, 1 Orange, 1 Green, and 1 Purple.
The game is over. The winner is whoever has the most Experience Points after subtracting their Homesickness Points from it. In the case of a tie, this card is negated.
Shaving Cream 'Accident'
Action
Requires 2 Green.
Destroy one Thing. Your opponent gains a Homesickness Point.
Sarcasm Extreme
Action
Requires 1 Blue and one non-Blue. (Can't be colorless.)
Destroy one Thing.
Vespers
Action
Requires 1 Silver.
All players Homesickness is lowered by 1. Gain 1 Experience Point.