Into Mordor deck

From Dvorak - A Blank-Card Game
Revision as of 11:03, 26 July 2007 by QuietlyConfident (talk | contribs) (New page: {{Infobox | designer = Quietly Confident | date = 25/07/2007 | players = 4+ | status = unfinished }} Unlike my complex Ludovician game, this one is simple, and just for fun. I intend to ...)
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Into Mordor deck
Designer Quietly Confident
Date 25/07/2007
Players 4+
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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Unlike my complex Ludovician game, this one is simple, and just for fun. I intend to make a simple, funny one based off Ludovician, but this one is a pretty funny idea I think.

Playing the Game

Into Mordor takes place at the Council of Elrond, with somehow you and your peanut gallery sitting in. Inevitably, the topic of the One Ring comes up, and you fellows chime in with your fantastic ideas about how to end the reign of Sauron. Hilarity ensues.

Requirements

This game uses one deck and the basic game rules. No player can be eliminated in the course of a game. You win by creating a complete Plan and passing it amongst a majority of the council.

Planning

Before you can send off your merry Fellowship, if at all, you need a plan. Plans are created by combining Things, Heroes, Places and Actions together into a single chain. However, a simple plan would not suffice, so there is a minimum of 100 points alloted required before a Plan is considered complete enough to propose to the Council. The goal is always the same though, to cross into Mordor and end Sauron's reign forever. How this is done is open to interpertation.

Your enemies on the Council can also throw wrenches into your planworking by reminding you of difficulties to be encountered. Obstacle cards have unique effects, and some can be argued around, while others merely require the removal of a specific hero or action, and others are nearly impossible to surmount and must be banished by other means.

The Plan Template

The basic plan template is always the same. Once you understand the game, this can be altered as you see fit, but these are the four elements (and in the basic logical order) that you require. Once things get complicated, such as adding several Places to make up the score, it becomes more of a mad lib.

"HEROES will carry the ring through PLACES before arriving in Mordor, and then using THING to ACTION."

HEROES: These are characters responsible for carrying out the actions. PLACES: These are heroic locations deserving of a stop-over on your quest. THINGS: These are objects or armies or devious trickeries to accomplish the quest. ACTION: This is the deed that seals the fate of the Dark Lord. There is always only one action, but the exact manner in which the Ring is destroyed varies.

Convening the Council

It is necessary for the Council to decide on a Plan before the mission can proceed. To do this, you need to convince Council members of influence to vote for your plan. If you can get a 2/3rds majority, your plan passes. Every council member will vote against a plan they are a member of, regardless of any other Cards played. A list of important Council Members is as follows:


Elrond - Council Leader

Erestor - Elrond's Advisor

Legolas - Bringing news of Gollum's escape

Glorfindel - Badass Balrog-slayer

Galdor - Emissary of Círdan


Boromir - Son of the Steward of Gondor

Aragorn - Having just arrived with Frodo


Glóin - Emissary of the Dwarf Holds

Gimli - Son of Glóin


Frodo - The current Ring-bearer

Bilbo - The previous Ring-bearer


Gandalf - The famous Wizard


Card List

Gimli
Hero
Cracks of Doom
Place
Absurdly Large Catapult
Thing
Army of the Dead
Thing
Hijacked Oluphant
Thing
Flying Eagles
Thing
Some Kind of Wizardry
Thing
A Large Wooden Horse
Thing
A Large Wooden Rabbit
Thing
Melt the Ring
Action
Push over Barad-dûr
Action
Challenge Sauron to Single Combat
Action
Kill every Orc in the World
Action
Ask him Nicely
Action