Summerdaze version 2

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Revision as of 05:42, 8 September 2015 by JJ12121616 (talk | contribs)
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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.

Rules

Deck Construction

Your deck must contain at least 5 cards, but no more than 3 copies of any card.

Generic Rules

  1. If a card contradicts the rules, the card wins.
  2. Can’t beats can.
  3. Anything that would happen simultaneously happens in the order of the current player's choice.
  4. If you can’t draw a card, your opponent gains a reward.

Winning & Losing

If a player has 7 Homesickness, they lose. If a player has 7 Experience, they win.

Game Play

Setup

Each player shuffles their deck and draws 5 cards. Randomly determine who goes first. In a best of 3 series, the player who lost the previous game determines who goes first. A player may mulligan once. The player going first may either skip their first draw, let their opponent draw a card, or let their opponent gain a reward.

Game Flow

  1. Demerits
    • If the current player has 3 or more Demerits at this point, they lose 3 and skip all remaining phases.
  2. Beginning of turn
    • Nothing happens here unless otherwise stated.
  3. Draw
    • Draw 1 card. If you can’t, your opponent gains a reward.
  4. Main
    • You may play one Thing and one Action in either order. You may use abilities.
  5. End of turn
    • Nothing happens here unless otherwise stated.

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 tipped card upright. It is no longer tipped. You CANNOT untip a spun card.

Spin - This card should be turned upsidedown (180 degrees). You can't choose to spin or tip 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. You CAN unspin a tipped card.

Mulligan - Place any number of cards from your hand on bottom of your deck, and draw the same number. Shuffle your deck.

Reward - Choose one of the following: You gain 1 Experience, your opponent gains 1 Homesickness, your opponent gains 1 Demerit, draw 1 card.

Thing - When you play a thing, place it in play. Things stay in play until otherwise stated.

Action - Any requirements to play an action must be met by your Things. Action's effects happen, then they are placed into your discard pile. An action is considered to be the colors of the things used for it's requirements. i.e. If an action states "Requires 3 Green or Purple *OR* 1 Green and 1 Purple" and you choose 3 Green, the action is Green and not Purple.

Card List

Firstyear Matt
Thing - Person - Colorless
When you play this card, you can discard 1 card to play another Thing.
Every time you get 1 or more Experience points, change Matt's color to the color of the Action or Thing that produced that Experience unless that color was Silver.
Twins Rose and Indigo
Thing - Person - Red and Purple
As an addtional cost to play Rose and Indigo, pay an action.
When counting the number of Things in play, Rose and Indigo count as 2 things.
Popular Carter
Thing - Person - Gold
When Carter enters play, you lose 1 Homesickness point.
Beautiful Amanda
Thing - Person - Gold
Amanda is immune to Red, Blue, Green, Orange, and Purple.
Charismatic Stan
Thing - Person - Gold
Action, Tip: Lose 1 Demerit. If there are no Silver things in play, gain 1 action.
You may untip Stan at the end of a turn you didn't play a Thing or Action.
Little Gary
Thing - Person - Red
No Actions may effect Gary.

At the end of your turn, if Gary is tipped, return him to your hand.

At the beginning of your turn, you may tip Gary to draw a card.
Lovely Malory
Thing - Person - Red
Action, Spin: You lose 1 Homesickness point.
At the beginning of your turn, if this card is spun, you may destroy it to draw 1 card.
Heartful Liza
Thing - Person - Red
If Liza is not spun and you would gain 1 or more Demerits, instead spin her and gain 1 experience.
Twisted Cameron
Thing - Person - Blue
Action: Pay 1 Experience point. If you do, your opponent gains 1 Homesickness point or loses 1 Experience point.
Sarcastic Laurel
Thing - Person - Blue
Tip: Gain 1 Demerit and draw 1 card.
At the beginning of your turn, if you have a different named Blue thing in play, you may untip this card.
Observant Cassandra
Thing - Person - Blue
Action: Draw 3 cards, then place 2 cards from your hand on top of your deck.
Wise Alexander
Thing - Person - Blue
When Alexander enters play, all players draw 1 card and then discard 1 card.
Dilenquent Lucas
Thing - Person - Green
When Lucas enters play, you gain 1 Demerit.
Action: Gain 1 Demerit to gain 1 Experience point.
Prankster Kat
Thing - Person - Green
When Kat enters play, if your opponent has less things than you in play, they choose 1 of their things and destroy it. (This bypasses protection.) Otherwise, you choose a thing and destroy it.
Joker Norris
Thing - Person - Green
Action: Choose a player to draw 1 card. Look at that players hand and choose 1 card. Place it on bottom of their deck.
Creative Violet
Thing - Person - Purple
Action: On your next turn, you may play 2 Actions. (This does not stack.)
Hopeful Emily
Thing - Person - Purple
Action: Draw 1 card for every Purple Thing you control.
Quiet Leonardo
Thing - Person - Purple
When you play Leonardo, gain 1 Homesickness and 1 Experience.
Stubborn Mike
Thing - Person - Orange
Tip: Your opponent gains a Demerit.
At the end of your turn, you may untip Mike if no player gained any Demerits during your turn.
Athletic Hugh
Thing - Person - Orange
Action: Gain 3 Demerits.
Whenever you skip a turn from Demerits, your opponent discards 2 cards and gains 1 Homesickness.
Rowdy Diego
Thing - Person - Orange
Whenever an opponent gains 1 or more Homesickness, you may draw 1 card.
Director Gregory
Thing - Person - Silver
Action: Each player places 1 card from their discard pile on bottom of their deck, then draws 1 card. Any player with a Silver Thing in play may draw 1 additional card.
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 1 demerit.
Challenging Hike
Action
Requires: 3 Gold or Orange *OR* 1 Gold and 1 Orange
Gain 2 Homesickness and 2 Experience points.
Flirtation
Action
Requires: 3 Red or Gold *OR* 1 Red and 1 Gold
You may look at your opponents hand and discard 1 card from it.
Caution Needed
Action
Requires 3 Blue or Silver *OR* 1 Blue and 1 Silver
Destroy 1 Thing that is not Blue or Silver.
Murderball Game
Action
Requires 3 Orange.
Your opponent gains 1 Homesickness point, and you may destroy 1 of their non-Orange things.
New Friendship
Action
Requires 3 Green or Purple *OR* 1 Green and 1 Purple.
Your opponent loses 1 Homesickness point, and you gain 1 Experience point.
Clear Weather for Swimming
Action
Requires 1 Orange or Red.
Gain 1 Experience point.
Leonardo's Envy
Action
Requires 3 Purple.
Discard 3 cards. For each card discarded this way, gain 1 Experience point.
That's Not Maple
Action
Requires 2 Blue.
Gain 1 Experience point and draw 1 card.
Memories
Action
Requires 1 Purple or Blue.
Your opponent gains 1 Homesickness point. If you have both Purple and Blue, you may draw 1 card.
A Midnight Prank
Action
Requires 4 Green.
Your opponent places their hand on bottom of their deck in a random order, then discards 1 card from the top of their deck.
Big Dance
Action
Requires 3 Gold or Red *OR* 1 Gold and 1 Red
Place 1 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 1 Homesickness point for each Green and/or Orange Thing you have in play, to a max of 3.
Shaving Cream 'Accident'
Action
Requires 3 Green.
Destroy 1 Thing. Your opponent gains 1 Homesickness point if you have more colors in play than them. (Colorless is not a color.)
Sarcasm Extreme
Action
Requires 1 Blue and 1 non-Blue. (Can't be colorless)
Destroy 1 Thing.
Vespers
Action
Requires 1 Silver.
All players lose 1 Homesickness point. Gain 1 Experience point if you have 2 or more Silvers in play.
Package From Home
Action
Requires 3 Orange or Purple *OR* 1 Orange and 1 Purple
Your opponent loses 1 Experience. If they didn't lose an experience this way, they gain 1 Homesickness.
Cafeteria Food
Action
Requires 2 Gold *OR* 1 Gold and 2 non-Gold. (Can't be colorless)
Each player loses 1 Experience. If a player has a Silver thing in play, they place a card from their hand on top of their deck.
A Night in the Bunks
Action
Tip or untip any number of things. For each beyond the second, your opponent may draw a card or give you a demerit.
S'mores
Action
Requires 2 Red *OR* 4 non-Red. (Can't be colorless)

Gain 1 experience point if you have Homesickness points.
OR

Your opponent loses 1 Experience point if they have Homesickness points.