Miami Beach Fight: Gang Attack deck

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Miami Beach Fight: Gang Attack
Designer Natanz
Date March 1 2008
Players 2-5 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. You all see an ice cream stand and use it for cover. You're lucky the ice cream stand was a cover-up for criminals, because there are many weapons in it!

Work together with other players to survive! Divide your weapons well and balance your ammo! Watch out for the 3 mean bosses.

Systems

Whichever system you use, when a pile is empty is stays empty and you don't shuffle the discard pile to get a new pile.

System A

Mix all the cards together. This system gives you more time to reload.

System B

There's a gang pile and a regular pile. Gang pile cards are the ones that say "- Gang". This system gives you less time to reload but you get most of the weapons in the beginning.

Gameplay

Everyone starts with HP 15.

The game is divided in rounds:

System A

1 Each player takes a card. If it's a Gang card, put it in the middle of the table in a way so you can see who took which Gang card. Else put it in your hand.

2 Players are free to mix turns now, playing 1 Action and 1 Thing. It's possible to attack attackers attacking other players :)

3 When everyone's done with their turn, if a gang card is still on the table, whatever it says happens to the player that drew that card. The value on the top right of Gang cards is their Attack/HP.

Repeat these steps.

When the pile is empty you've killed the entire gang and win!

System B

1 Put all Gang cards together in 1 gang pile and the rest in a regular pile.

2 Each player takes a Gang card and puts it in the middle of the table. Place it in a way so you can see who took which card.

3 Each player takes a regular card.

4 Players are free to mix turns now, playing 1 Action and 1 Thing. It's possible to attack attackers attacking other players :)

5 When everyone's done with their turn, if a gang card is still on the table, whatever it says happens to the player that drew that card. The value on the top right of Gang cards is their Attack/HP.

Repeat these steps.

With this system, you may want to use the rule: each round 1 player can play 1 extra Action.

When the Gang pile is empty you've killed them all!

Special rules

You can use an Action or a Thing to give a Thing/ammo from your hand or inventory to another player's inventory (not hand). This is crucial to winning so don't forget it!

Event 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'.

Counters

It's easiest to:

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'.

Use counters to track the attackers' health and a piece of paper to track the players' health.

Variations

Each round, 1 player can perform an extra Action.

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

You can't mix turns.

Use a current weapon/holster system. Basically this means you have to spend an Action switching weapons (not recommended).

Cards

Gang

Gang - Thugs

1/8
Punch
Thing - Gang
A thug punches you in the face 5 times. It 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.
4/2
Katana
Thing - Gang
A thug slashes you with a katana.
3/3
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.
2/5
Rocks
Thing - Gang
A thug throws rocks at you.
4/5
Shotgun
Thing - Gang
A thug shoots you with a shotgun.
4/3
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, whoever has the shotgun gets it fully reloaded.
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
Dumb 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 their already busted-up hippie van and shoot at you, doing 2 damage to everyone.
?/7
Dumb Thief
Thing - Gang
A thug steals your lightest weapon, and fires/uses 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
Thief!
Thing - Gang
A thug steals a random weapon and fires/uses it on you once. 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 - Event - 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.
New Thug
Action - Event - 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 - Event - Gang
It's a sneak attack! 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 - Event - Gang
A thug shoots one of your fire weapons. Decide whose and which weapon is destroyed.
Hey! Not fair!


Gang - Bosses

6/2
Miss X
Thing - Boss - Gang
Miss X does 5 damage to everyone. When you attack Miss X, throw a dice. Even: you miss. If there is already a boss in play, shuffle this card back in the pile.
Have a taste of my chaingun!
1/10
Miss Y
Thing - Boss - Gang
Miss Y kicks everyone in the nuts, doing 1 damage to all men. When you attack Miss 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 more gang cards until Miss Y is dead or KO.
This is what all you men deserve!
2/20
Miss Z
Thing - Boss - Gang
You can play 2 actions when Miss Z is in play. Miss Z does 2 damage to everyone. When you attack Miss 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 more gang cards until Miss Z is dead or KO.


Gang - Nothing

Chase
Event - Gang
A cat chases a dog.
Crazy directions
Event - Gang
A crazy person asks for directions.
Walk straight, then turn 720, walk a block and turn 360.
Bird
Event - Gang
A bird flies in the sky, swoops down and picks up a monkey.
She Spies
Event - Gang
She Spies is on TV.
Wind
Event - Gang
There's a light breeze.
The News
Event - Gang
A news crew keeps asking you questions for their news program.
How do you feel?
Sun
Event - Gang
The sun is shining!
Yay!
Nest
Event - Gang
A bird is building a nest in a palm tree.
10:45
Event - Gang
It's 10:45. You're usually having a smoothie now. You'll have ice cream.
Wow
Event - Gang
A straight woman sees a beautiful woman and turns straight into her arms.
SALE
Event - Gang
You notice there's a sale in the mall - you want to go there after this.


Regular

Regular - Weapons

Kung Fu Handbook
Thing - Weapon
Action: Attack. Throw a dice: 5: do 4 damage, else do 2 damage to an attacker.
You do some quick reading. It's in Japanese, but luckily this book has pictures... Japanese pictures! Can you figure them out in time?
KO
Aluminum baseball bat
Thing - Weapon
Action: KO an attacker, who wakes up after the next round. After 2 KOs, this bat becomes more flexible and does 2 damage instead. Always does 2 damage to bosses and vehicles.
Take this!
?
Flaming stick
Thing - Weapon
Action: Attack. Throw a dice: this is how much damage you do. Destroy after use.
4
Knife
Thing - Weapon
Action: You throw a knife and a dice: 1-2 is miss and destroy Knife. If you hit an enemy, but don't kill her: throw a dice: 1-2: she throws the knife back and you get hit and get the knife back. Else she throws the knife back to you but misses and you get the knife back. If you hit an enemy and kill her, you get the knife back after the next round.
2/6
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: You fire a flare, which flares up in the attacker's body. Attackers who are hit won't attack this round and keep getting 3 damage each round. Uses Flares as ammo. Universal Ammo doesn't fit in this weapon.
Yeah! Take that!
5/3
Shotgun
Thing - Weapon
Action: Fire. Action: melee attack - throw a dice, if above 2: 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 at 1 or 2 attackers. Action: Cover fire. Fire 5 bullets (miss) so another player can use 1 extra Action this round. Uses Sub-Machine Gun ammo.
2/10
Assault Rifle
Thing - Weapon
Action: Fire up to 3 times total at 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
Action/Thing - Weapon
Action: Grenade does 5 damage to 3 random attackers. You can play Grenade directly as an Action.
10
Bazooka
Thing - Weapon
Action: Fire. This weapon destroys itself when fired.


Regular - Ammo

6
Gun ammo
Action/Thing
6 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.
6
Gun ammo
Action/Thing
6 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 and get damage this round, you get half the damage. 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 and get damage this round, you get half the damage. 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
1
Flare
Action
1 Flare
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.
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
10 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.
5
Universal Ammo
Action/Thing
4 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.
4
Universal Ammo
Action/Thing
4 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. When this attacker attacks, throw a dice - 2-5 is miss.
Wait, that isn't snow, that is...
Ice Cream Stand
Thing
Any time, anyone can hide behind the Ice Cream Stand so it takes damage for them. HP 5.
Yum! Wow they have coconut flavor too!
Cover Fire
Action
You shoot at your enemy a lot, so your friends have time to perform 1 extra Action this round. You lose all your ammo from 1 weapon that has at least 2 ammo.
3
Flaming Cosmopolitan
Action
You grab a cosmopolitan from a 3 year old (?), put it on fire and throw it between you and your attackers. Each enemy that attacks YOU this round gets 3 damage first.
Throw
Action
Throw up to 3 Things/ammo from your inventory and/or hand in another player's inventory. You then hide, avoiding all damage this round.
Jump
Action
You jump in front of a player, taking the damage she gets this round. This doesn't count towards your 1 Action limit. You can do stuff while flying in the air!
Coconut
Action
You or another player HP+2.
Evade
Action
You avoid damage from 2 attackers 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 - Event
Because of the stress, everyone lost count of their ammo. Of each weapon except Flare Gun, the ammo goes –1.
Trunk
Action - Event
You open the trunk of a nearby car and find lots of ammo! Every player's weapons gets ammo +2.
2
SWAT
Action - Event
A SWAT team shoots an attacker you point out with 3 damage, then is called to a more important scene...
Hey! What are you pointing at me for?!
Jam
Thing - Event
Put this card on a random weapon. It's jammed, you can't fire it. Action: Unjam the weapon. Destroy this card.
Group decision
Action - Event
The nr of players : 2 is the amount of cards that can be drawn by all players together. Decide who draws how many cards.
Time-out!
Action - Event
Britney Spears walks by, so the gang starts shooting at her. Time-out for you! Players can (A) divide their inventory however they want, reload/unload as much they want and give ammo from their hand to other player's inventory as much as they want OR (B) play 1 extra action.