Castles deck

From Dvorak - A Blank-Card Game
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Castles deck
Designer jftsang
Date 25 November 2007
Players 2 (or 2 teams)
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.)
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Rules

Each player or team has one Castle card to start off with, and must defend it. It has 50HP (as shown on the corner). When either team's Castle is destroyed they lose the game. They also start with their General, Wizard, Spy and Assassin, all of which start off in the Castle Zone except for the General, who starts off in the Middle Zone.

The board is split into six zones - three on each side: the Castle Zone (inside the Castle), the Middle Zone and the Front. Most Soldiers and Civilians may only perform their actions on targets that are on the same zone as them. You may not enter the Castle Zone of your opponent. The outer walls of the Castle are in the Middle Zone (ironically) so you may move Soldiers into the Middle Zone and attack the Castle. Soldiers and Civilians may move to any adjacent zone on your turn.

You may play any number of cards each turn. When you play a card, it goes to either your Castle Zone or your Middle Zone. You may want to play soldiers to your Middle Zone and your Civilians to your Castle Zone.

Each card has a number, which is their HP value. When a card's HP falls to 0 it is discarded.

Civilians can repair the castle and perform other feats.

Soldiers can attack and deal damage to opponent Soldiers or Buildings.

Buildings do something as long as they are in play. Buildings can only be played if a Builder is in play, and can only be played into the zone the Builder is in.

If the Spy, Assassin, Wizards or General are destroyed then they cannot be resurrected, not even by the Resurrection spell.

Spells and Special Attacks

Spells and Special Attacks are both Actions. Spells may only be played if the Wizard on your side is in play, and Special Attacks may only be played if the General is in play and you have a Soldier that is in your Middle Zone or Front Zone.

Terrain (optional rules)

You may predefine each zone to be of a specific terrain. By default all zones are Plains. The Castle Zones must be Plains.

  • Plains: No bonuses or disadvantages.
  • Hills: Archers that are on Hills have a range of 2 zones and may attack into the Castle Zone.
  • High Hills: Archers that are on High Hills have a range of 2 zones and may attack into the Castle Zone and deal +1 damage. Also, Soldiers which have just entered High Hills may be attacked by any opponent Soldiers as it a
  • River: Only between zones, never inside zones. Crossing the River means any opponent Soldiers may attack your card that crosses it during your turn while you cross it.
  • Lake: To cross your Soldiers and Civilians must get into boats. Boats are vulnerable and deal -1 damage and take +1 damage when attacked by Soldiers on the bank. If both combatants are in boats then they both deal -1 damage but do not take any extra damage.
  • Forest: Archers deal -1 damage to Civilians and Soldiers in Forests.
  • Marsh: No Special Attacks may be performed by Soldiers on a Marsh.

Scoring

At the end of a game:

  • If your opponent's castle was destroyed, gain 100 points
  • If your castle was destroyed, lose 100 points
  • If you surrendered before your castle was destroyed, lose points equal to the damage done to your castle
  • If your opponent surrendered before his or her castle was destroyed, gain points equal to the damage done to their castle
  • If you won, take away a number of points equal to the damage done to your castle.
  • If you lost, add a number of points equal to the damage done to your opponent's castle.

In a tournament each player starts off with 1500 points. If a player wins he will gain and lose points. If you surrender you will also gain and lose points. It is thus better to surrender while you are still alive, and if you are attempting to destroy your opponent's castle you must still defend your castle so you do not lose as many points.

Card Listing

50
Castle
Building
When this card is destroyed you lose the game.
5
General
Special
All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn.
2
Wizard
Special
Action: Deal 2 damage to any card in play (except Special cards).
1
Spy
Special
This card can move 2 zones per turn and can enter your opponent's Castle Zone. It cannot be attacked by Soldiers if in your opponent's Castle Zone. While it is in your own Castle Zone this card is treated as a Civilian. Action: Reveal up to two cards in your opponent's hand if this card is in your opponent's Castle Zone.
1
Assassin
Special
This card can move 2 zones per turn and can enter your opponent's Castle Zone. Action: Destroy an opponent's Special card that is in this card's zone.
50
Castle
Building
When this card is destroyed you lose the game.
5
General
Special
All Soldiers in this card's zone may move two zones. They may not re-enter this zone this turn.
2
Wizard
Special
Action: Deal 2 damage to any card in play (except Special cards).
1
Spy
Special
This card can move 2 zones per turn and can enter your opponent's Castle Zone. It cannot be attacked by Soldiers if in your opponent's Castle Zone. While it is in your own Castle Zone this card is treated as a Civilian. Action: Reveal up to two cards in your opponent's hand if this card is in your opponent's Castle Zone.
1
Assassin
Special
This card can move 2 zones per turn and can enter your opponent's Castle Zone. Action: Destroy an opponent's Special card that is in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
4
Spearman
Soldier
Action: Deal 3 damage to any card in this card's zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
2
Archer
Soldier
Action: Deal 2 damage to any card in this card's zone or in an adjacent zone, excluding your opponent's Castle Zone.
1
Builder
Civilian
Action: Play a Building from your hand into the zone that this card is currently in.
1
Builder
Civilian
Action: Play a Building from your hand into the zone that this card is currently in.
1
Builder
Civilian
Action: Play a Building from your hand into the zone that this card is currently in.
1
Builder
Civilian
Action: Play a Building from your hand into the zone that this card is currently in.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Repairer
Civilian
Action: Give 1HP to any Building in this card's zone.
1
Healer
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
1
Healer
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
1
Healer
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
1
Healer
Civilian
Action: Give 1HP to any Civilian or Soldier in this card's zone.
8
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
8
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
8
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
8
Cannon
Building
This card may be moved if there are at least two Civilians or Soldiers in the same zone with this card and are also moved. Action: Deal 3 damage to any Building within two zones of this card but not in the same zone as this card.
5
Catapult
Building
This card may be moved if there is at least one Civilian or Soldier in the same zone with this card that is also moved. Action: Deal 1 damage to Wall or Castle if it is within two zones of this card but not in the same zone as this card.
5
Catapult
Building
This card may be moved if there is at least one Civilian or Soldier in the same zone with this card that is also moved. Action: Deal 1 damage to Wall or Castle if it is within two zones of this card but not in the same zone as this card.
2
Scaling Ladder
Building
If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone.
2
Scaling Ladder
Building
If this card is in your opponent's Middle Zone, you may move your Soldiers in your opponent's Middle Zone into his or her Castle Zone.
15
Wall
Building
Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
15
Wall
Building
Play this card into your Middle Zone. Your opponent's Civilians and Soldiers cannot enter your Middle Zone from your side of the Front and their ranged attacks cannot penetrate this wall. Your Civilians and Soldiers may move through this wall freely.
1
Blacksmith
Building
Play this card into your Castle Zone. All Soldiers deal +1 damage while this card is in play.
1
Blacksmith
Building
Play this card into your Castle Zone. All Soldiers deal +1 damage while this card is in play.
1
Military Camp
Building
Play this card into your Castle Zone. While this card is in play your opponent may not play Rout.
1
Military Camp
Building
Play this card into your Castle Zone. While this card is in play your opponent may not play Rout.
Repair
Action
Choose a Building. It receives +5 HP.
Repair
Action
Choose a Building. It receives +5 HP.
Medicine
Action
Choose a Civilian or Soldier. It receives +1 HP.
Medicine
Action
Choose a Civilian or Soldier. It receives +1 HP.
Charge
Action - Attack
Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage.
Charge
Action - Attack
Choose a Soldier. This turn, it can move 2 zones forwards and deals +1 damage.
Arrow Rain
Action - Attack
Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn.
Arrow Rain
Action - Attack
Play only if you have an Archer in your Castle Zone. All Archers in your Castle Zone deal 2 damage this turn.
Rout
Action
Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play.
Rout
Action
Choose an opponent's Soldier that has crossed the Front. Put it back to your opponent's Middle Zone. Play only if the opponent's General is not in play.
Trap
Action - Instant
Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
Trap
Action - Instant
Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
Trap
Action - Instant
Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
Trap
Action - Instant
Play when an opponent's Soldier or Civilian enters your Middle Zone. Destroy that card.
Rally Forces
Action
Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone.
Rally Forces
Action
Play only if you have a Soldier in the Castle Zone, the Middle Zone, and your side of the Front. Move all Soldiers to the Middle Zone.
Ambush
Action - Attack
Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
Ambush
Action - Attack
Any damage your Soldiers deal this turn to opponent Soldiers or Civilians deal double the damage.
Incendiarism
Action - Attack
Deal 3 damage to all units in a particular zone.
Incendiarism
Action - Attack
Deal 3 damage to all units in a particular zone.
Resurrection
Action - Spell
Restore 2 Soldiers from the discard pile to your Middle Zone.
Resurrection
Action - Spell
Restore 2 Soldiers from the discard pile to your Middle Zone.
Plague
Action - Spell
Deal 2 damage to all Soldiers and Civilians in your opponent's Castle Zone (including your own).
Plague
Action - Spell
Deal 2 damage to all Soldiers and Civilians in your opponent's Castle Zone (including your own).
Lightning Storm
Action - Spell
Deal 3 damage to all cards on your opponent's side of the field (including your own).
Lightning Storm
Action - Spell
Deal 3 damage to all cards on your opponent's side of the field (including your own).

Tactics

The map is one-dimensional essentially, so try to fortify your position.

At the start

At the start of the game, play Wall several Archers to defend your Middle Zone.

When Attacking

Get several Spearmen before attacking, especially if you have to fight many Archers. Play Lightning Storm if possible, then play Charge and/or Ambush. Keep a few Soldiers in your Castle Zone and on your side of the field so that you can play Rally if need be. Play Lightning Storm and Incendiarism and back your attacking army with Archers and Wizards. You may also want to play Charge or Ambush if you have those cards to increase damage dealt and to be able to attack Archers before they have a chance to strike you.

When Defending

If you have not already played Wall, play it. Also put several Archers in your Castle Zone together with your Wizard (but watch out for the Assassin) and prepare Arrow Rain and Trap if you have them. If you are really desparate (i.e. they have gained control of your Middle Zone) then play Incendiarism, Medicine and Repair, and if possible kill their General so that you can play Rout.

When at Stalemate

If you find that your opponent manages to repel all of your attacks and you manage to repel all of his attacks (via the use of well-placed Archers in the Middle Zone and Traps) then you have to break this status. Try to use a Spell such as Lightning Storm to clear your opponent's side of Archers and then step in with your Spearmen. If you find your opponent has built a Wall, you should use Cannons on your Front Zone to destroy them.

When using Assassins

Keep in mind that the Assassin only has 1HP and has to go all the way to the opponent's Castle Zone in order to kill his target, in the process of which he will probably be attacked by Soldiers.