Miami Beach Fight: Gang Attack deck

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Miami Beach Fight: Gang Attack
Designer Natanz
Date March 1 2008
Players 2-4 most fun 4
Although this is an unfinished deck, it is still playable.
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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You're on vacation in Miami when suddenly a gang attacks you and your friends. Using an ice cream stand for cover, you fend off the attackers.

Work together with other players to survive! Divide your weapons well and balance your ammo!

Gameplay

There's a gang pile and a regular pile. Gang pile cards always say "- Gang". Everyone starts with HP 10.

The game is divided in rounds:

1 Each player takes a gang card (gang pile) and puts it in the middle of the table. Place it in a way so you can see who took which card.

2 Each player takes a regular card (regular pile).

3 Players are free to mix turns now: play an action and a thing. It's possible to attack attackers attacking other players :)

4 When everyone's done playing, if a gang card is still on the table, whatever it says happens to the player that drew the card. The value on the top right of Gang cards is their AP (attack)/HP.

5 You win when the gang pile is empty and you're still alive.

Special rules

Special cards take their effect immediately when they're draw. They don't count as Actions or Things.

Where you place cards is called the 'inventory'.

You can use Actions to give Things from your hand or inventory to another player's inventory (not hand).

Counters

Put counters on weapons to count the bullets (best use dices). When you get a weapon, it's already loaded. The x/y value in the top right corner is the 'damage/max ammo that fits in the weapon'.

When you play an ammo card you can add counters up to the value of the ammo card. If the weapon is full and you have ammo left, place the ammo card in your inventory and use counters to show how many ammo is left. Destroy an ammo card when it has no counters.

Use counters to track your and the attackers' health.

Variations

Use a current weapon/holster system. Basically this means you have to spend an Action switching weapons.

You can't discuss with the other players who to shoot.

Cards

Gang

Gang - Thugs

1/8
Punch
Thing - Gang
A thug punches you in the face 5 times. It only hurts as much as 1 good punch.
2/6
Kick
Thing - Gang
A thug kicks you in the nuts.
2/10
Diseases
Thing - Gang
A thug with diseases bites you.
2/4
Baseball Bat
Thing - Gang
A thug hits you with a baseball bat.
2/2
Metal bar
Thing - Gang
A thug hits you with a metal bar.
3/6
Katana
Thing - Gang
A thug slashes you with a katana.
3/4
Knife
Thing - Gang
A thug cuts you with a knife.
2/4
Gun
Thing - Gang
A thug shoots you with a gun.
2/2
Water gun
Thing - Gang
A thug shoots you with a water gun, except there's acid in it.
2/9
Rocks
Thing - Gang
A thug throws rocks at you.
4/5
Shotgun
Thing - Gang
A thug shoots you with a shotgun.
4/6
Shotgun
Thing - Gang
A thug shoots you with a shotgun.
4/8
Shotgun
Thing - Gang
A thug shoots you with a shotgun. If you kill this enemy, you can choose to get +4 shotgun ammo if you don't play an action the next round.
4/11
Riot Shotgun
Thing - Gang
A thug takes a shot at each of you with a riot shotgun, doing 4 damage to everyone.
2/9
Drive-by
Thing - Gang
Drive-by! Thugs drive by in their pink car and shoot at you, doing 2 damage to everyone.
4/3
Stupid Thug
Thing - Gang
A dumb thug shoots with a gun held backwards, doing 4 damage to herself.
2/7
Drive-by
Thing - Gang
Drive-by! Thugs drive by in a hippie van and shoot at you, doing 2 damage to everyone.
?/7
Thief!
Thing - Gang
A thug steals your current weapon or else another weapon you have, and fires it on you the maximum nr of times it can be fired in a round. You get your weapon back when you kill this thug. If you have no weapon, this thug punches you with 2 damage.
?/5
Good thief
Thing - Gang
A thug steals your best weapon and fires it on you the maximum nr of times it can be fired in a round. You get your weapon back when you kill this thug. If you have no weapon, this thug punches you with 2 damage.


Gang - Special

Sand
Action - Special - Gang
A thug throws sand in your eyes, you can't see anything. You use your weakest weapon and attack a random player with it.
2
New Thug
Action - Special - Gang
A new gang member doesn't know who's on who's side and shoots 3 of his gang with 2 damage. Then her own gang shoots at her 417 times with 65% accuracy.
Hey don't shoot, I'm on your side!
Sneak attack
Action - Special - Gang
All players in total draw 3 more gang cards. All players together have 10 seconds to decide who draws how many cards, else draw 5 gang cards instead!
No!
Action - Special - Gang
A thug shoots one of your fire weapons. Decide whose and which weapon is destroyed.
Hey! Not fair!


Gang - Bosses

2/10
Mr X
Thing - Boss - Gang
Mr X does 2 damage to everyone. When you attack Mr X, throw a dice. Even: you miss. If there is already a boss in play, shuffle this card back in the pile. You don't have to draw gang cards after this round, until Mr X is dead.
2/15
Mr Y
Thing - Boss - Gang
Mr Y does 3 damage to everyone. When you attack Mr Y, throw a dice. Even: you miss. If there is already a boss in play, shuffle this card back in the pile. You don't have to draw gang cards after this round, until Mr X is dead.
3/25
Mr Z
Thing - Boss - Gang
Mr Z does 3 damage to everyone. When you attack Mr Z, throw a dice. Even: you miss. If there is already a boss in play, shuffle this card back in the pile.You don't have to draw gang cards after this round, until Mr X is dead.


Gang - Nothing

Chase
Action - Gang
A cat chases a dog.
Crazy directions
Action - Gang
A crazy person asks for directions.
Bird
Action - Gang
A bird flies in the sky, swoops down and picks up a monkey.
She Spies
Action - Gang
She Spies is on TV.
Wind
Action - Gang
There's a light breeze.
Wow
Action - Gang
A gay guy sees a beautiful woman and turns straight.
SALE
Action - Gang
You notice there's a sale in the mall - you want to go there after this.


Regular

Regular - Weapons

1
Kung Fu Handbook
Thing - Weapon
Action: do 1 damage to an attacker.
You do some quick reading. It's in Japanese, but luckily this book has pictures.
KO
Aluminum baseball bat
Thing - Weapon
Action: KO an attacker, who wakes up after the next round. Does 1 damage to bosses instead.
Take this!
Flaming stick
Thing - Weapon
Destroy after use. Action: Throw a dice – above 2: you hit an attacker and his face catches fire. You do 1 damage this round and the next round. 6: you hit an attacker and his balls catch fire. You do 4 damage this round and the next round.
3
Knife
Thing - Weapon
Action: You throw a knife and a dice: even is miss and destroy Knife. If you hit an enemy, but don't kill her: throw a dice: odds: she throws the knife back and you get hit and get the Knife back. If you hit an enemy and kill her, you can get the knife back, but then you can't play an Action the next round.
2/5
Generic gun
Thing - Weapon
Action: You fire up to 2 times (choose) at 1 attacker. Uses gun ammo.
2/5
Generic gun
Thing - Weapon
Action: You fire up to 2 times (choose) at 1 attacker. Uses gun ammo.
3/3
Desert Eagle
Thing - Weapon
Action: You fire up to 2 times (choose) at 1 attacker. Uses Desert Eagle ammo.
Now this is a real gun.
3/1
Flare gun
Thing - Weapon
Action: Fire. Attackers who are hit get 3 damage each round. Uses Flares as ammo.
Yeah! Take that!
5/3
Shotgun
Thing - Weapon
Action: Fire. Action: melee attack - throw a dice, if even: KO an attacker, who wakes up after the next round. Uses shotgun ammo.
1/10
Sub-Machine Gun
Thing - Weapon
Action: Fire up to 4 times total on 1 or 2 attackers. Uses Sub-Machine Gun ammo.
2/10
Assault Rifle
Thing - Weapon
Action: Fire up to 3 times total on 1 or 2 attackers. Action: melee attack - throw a dice, if odds: KO an attacker, who wakes up after the next round. Uses Assault rifle ammo.
5
Grenade
Thing - Weapon
Grenade does 5 damage to 3 random attackers.


Regular - Ammo

5
Gun ammo
Action/Thing
+5 Gun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
5
Gun ammo
Action/Thing
+5 Gun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
2
Gun ammo
Action/Thing
2 Gun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
3
Gun ammo
Action/Thing
3 Gun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
3
Gun ammo
Action/Thing
3 Gun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
3
Desert Eagle ammo
Action/Thing
3 Desert Eagle ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
3
Desert Eagle ammo
Action/Thing
3 Desert Eagle ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
1
Flare
Action
1 Flare
2
Shotgun ammo
Action/Thing
2 Shotgun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
2
Shotgun ammo
Action/Thing
2 Shotgun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
3
Shotgun ammo
Action/Thing
3 Shotgun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
5
Assault Rifle ammo
Action/Thing
5 Assault Rifle ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
5
Assault Rifle ammo
Action/Thing
5 Assault Rifle ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
10
Sub-Machine Gun ammo
Action/Thing
10 Sub-Machine Gun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
5
Sub-Machine Gun ammo
Action/Thing
5 Sub-Machine Gun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
10
Sub-Machine Gun ammo
Action/Thing
10 Sub-Machine Gun ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
3
Universal Ammo
Action/Thing
3 Universal Ammo. You can use this ammo for any weapon that uses ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.
3
Universal Ammo
Action/Thing
3 Universal Ammo. You can use this ammo for any weapon that uses ammo. If you reload more than your weapon's capacity, put counters on this card to display how much ammo is left and play it as a Thing (doesn't count towards the 1 Thing limit). Action: reload. Destroy when no ammo is left.


Regular - Actions

Distraction
Action
You distract the attackers so your friends can draw an extra card or play an extra action this round. This round you get HP-1 and all other damage.
Snowball
Action
You throw a snowball in an attacker's face. This attacker doesn't attack this round.
Wait, that isn't snow, that is...
2
Rock
Action
You throw a rock at an attacker and do 2 damage. Throw a dice - odds: miss.
2
Cover Fire
Action
You shoot at your enemy a lot, so your friends have time to perform 2 actions this round. You lose all your ammo from 1 weapon that has ammo.
2
Flaming Cosmopolitan
Action
You grab a cosmopolitan from a girl, put it on fire and throw it between you and your attackers. Each enemy that attacks you at the end of this round gets 2 damage first.
Throw
Action
Throw 2 Things/ammo from your inventory and/or hand in another player's inventory.
Jump
Action
You jump in front of a player, taking the damage she gets this round.
Coconut
Action
You or another player HP+2.
Evade
Action
You avoid damage from 1 attacker at the end of the round.
CSI Miami
Action
The crime scene investigators have arrived too early and take all the damage this round. Hint: save this for bosses.


Regular - Special

Lost count
Action - Special
Because of the stress, everyone lost count of their ammo. Of each player, 1 weapon's ammo goes –1. Half the players can draw a card.
Trunk
Action - Special
You open the trunk of a nearby car and find lots of ammo! Every player's weapons get ammo +2.
Cop
Action - Special
A cop shoots an attacker with 2 damage, then is called to a more important scene.
SWAT
Action - Special
A SWAT team shoots all attackers with 3 damage, then they are called to arrest a monkey holding a baby hostage.
Jam
Thing - Special
Put this card on your last used weapon. It's jammed, you can't fire it. Use an action to unjam it so you can fire it again, then destroy this card.
Group decision
Action - Special
The nr of players + 1 is the amount of cards that can be drawn by all players together. Decide who draws how many cards.
Rest
Action - Special
It's quiet all of a sudden. Players can divide their inventory and reload/unload as much as they want. There are no attacks this round.