Summerdaze version 2
Summerdaze | |
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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.) | |
Print this deck Generate MUSHcode | |
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. If a tipped card is spun, it becomes spun.
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. If a spun card is tipped, it stays spun.
Unspin - Turn a card upright. It is no longer spun. (Regardless of if it was previously)
Card List
Every time you get an Experience Point, change Matt's color to the color of the Action or Thing that produced that Experience unless that color was Silver.
On the turn Rose and Indigo enter play, you may not play an action.
You may untip Stan at the end of a turn you didn't play a Thing.
At the beginning of your turn, if you have another Blue thing in play, you may untip this card.
Action: Gain 1 Demerit to Gain 1 Experience Point.
At the end of your turn, you may untip Mike if no player gained a demerit during your turn.
Action: Gain three demerits.
While Randy is tipped, any player playing an action gains a demerit.
Gain 2 Homesickness and 2 Experience Points.
You can't play this card on your first turn.
You may look at your opponents hand and discard one card from it.You can't play this card on your first turn.
Destroy one Thing that is not Blue or Silver.Your opponent gains 2 Homesickness Points, and you may destroy one of their non-Orange things.
Your opponent loses one Homesickness Point, and you gain one Experience Point.
Gain 1 Experience Point
Discard 3 cards. For each card discarded this way, gain an experience point.
Gain 1 Experience Point then draw 1 card.
Your opponent gains 1 Homesickness Point.
Your opponent places their hand on bottom of their deck in a random order, then discards the top card of their deck.
Place a card from your hand on top of your deck. If you do, gain 2 Experience Points.
Your opponent gains one Homesickness Point for each Green and/or Orange Thing in play, to a max of 3.
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.
Destroy one Thing. Your opponent gains a Homesickness Point.
Destroy one Thing.
All players Homesickness is lowered by 1. Gain 1 Experience Point.