Multiplayer halo deck

From Dvorak - A Blank-Card Game
Revision as of 20:19, 12 September 2008 by Lifeinsepia (talk | contribs) (New page: {{Infobox | designer = A. N. Other | date = 12/09/2008 | players = 2+ | status = unfinished }} ==Special Rules== ===Alternate Game Types and Forge=== For alternate game types, you can cre...)
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Multiplayer halo deck
Designer A. N. Other
Date 12/09/2008
Players 2+
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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This deck is locked. Further cards should not be added - leave feedback on the talk page.

Special Rules

Alternate Game Types and Forge

For alternate game types, you can create extra cards, such as an oddball card, which is passed upon the completion of an objective, or a juggernaut card, which goes to whoever killed the juggernaut and bestows some sort of bonus. Examples of these cards are in the deck, but I'm sure you could change the rules of the card a bit.
For forge mode, you can just make up extra cards as you go along. Things like "Barricade", which you can hide behind to fully recharge your shield at the cost of an action, that sort of thing. Just mix it up, that's what forge and Dvorak are all about!

Weapons and Fighting

Weapons are played in front of you. A player can have up to 2 weapons at once, 4 grenades, and 1 piece of equipment. To fight another player, you must first declare what you are going to do. Then, the fight begins. This takes up your action card. You each roll a dice, add the result to the power of the weapon, and then add on the accuracy. Here, you can also choose to throw a grenade. When the grenade is thrown, instead of the card staying in play, it is discarded. When dual wielding (noted by a dw on the card), add on the power bonus twice (but not the accuracy), then subtract 2. You can also throw a piece of equipment. Playing equipment does nothing unless you are in a fight. The looser then dies, and must re-spawn. The winner gains a point, depending on the game type. If a player wins, lets say, 15 points, they win the game. When a player re-spawns, they must discard their hand and draw a new one, also discarding all cards they have in play. If a player is un-armed at the start of a fight, then thy use their fists, which have a power of 0 and an accuracy of 0.


Card List

Assault Rifle
Thing
Power: 3
Accuracy: 3
Assault Rifle
Thing
Power: 3
Accuracy: 3
Assault Rifle
Thing
Power: 3
Accuracy: 3
Battle Rifle
Thing
Power: 3
Accuracy: 5
Battle Rifle
Thing
Power: 3
Accuracy: 5
Battle Rifle
Thing
Power: 3
Accuracy: 5
SMG
Thing
Power: 2
Accuracy: 3
dw
SMG
Thing
Power: 2
Accuracy: 3
dw
Plasma Pistol
Thing
Power: 2
Accuracy: 4
dw
I have tried to balance this card by using the un-charged strength, and the charged accuracy.
Plasma Pistol
Thing
Power: 2
Accuracy: 4
dw
I have tried to balance this card by using the un-charged strength, and the charged accuracy.
Plasma Rifle
Thing
Power: 3
Accuracy: 2
dw
Plasma Rifle
Thing
Power: 3
Accuracy: 2
dw
Sniper Rifle
Thing
Power: 5
Accuracy: 7
dw
Rocket Launcher
Thing
Power: 7
Accuracy: 1
dw
Shotgun
Thing
Power: 6
Accuracy: 2
dw
Energy Sword
Thing
Power: 6
Accuracy: 1
dw
Grenade
Thing
Power: 6
Accuracy: 0
dw
Grenade
Thing
Power: 6
Accuracy: 0
dw
Grenade
Thing
Power: 6
Accuracy: 0
dw
Grenade
Thing
Power: 6
Accuracy: 0
dw
Grenade
Thing
Power: 6
Accuracy: 0
dw
Grenade
Thing
Power: 6
Accuracy: 0
dw
Grenade
Thing
Power: 6
Accuracy: 0
dw
Grenade
Thing
Power: 6
Accuracy: 0
dw
Flare
Thing
Negate the enemy's accuracy bonus.
Flare
Thing
Negate the enemy's accuracy bonus.
Energy Drain
Thing
Negate the enemy's power bonus.
Energy Drain
Thing
Negate the enemy's power bonus.
Bubble Shield
Thing
The fight is resolved immediately, ending in a draw with neither player getting the point.
Bubble Shield
Thing
The fight is resolved immediately, ending in a draw with neither player getting the point.
Hide
Action
The next time someone tries to declare a fight on you, play this card to negate the fight request.
Hide
Action
The next time someone tries to declare a fight on you, play this card to negate the fight request.
Close Range
Action
The next time someone tries to declare a fight on you and your current weapon's accuracy is lower than 3, play this card to boost it to 4.
Long Range
Action
The next time someone tries to declare a fight on you and their current weapon's accuracy is lower than 3, play this card to reduce it to 0.
Search
Action
Search the deck for a card, show it to everybody, then put it in your hand..
Search
Action
Search the deck for a card, show it to everybody, then put it in your hand..
Search
Action
Search the deck for a card, show it to everybody, then put it in your hand..
X10 Optical Zoom
Action
View three random cards in an enemy's hand.
X10 Optical Zoom
Action
View three random cards in an enemy's hand.
Heightened Reflexes
Action
Draw 2 cards.
Heightened Reflexes
Action
Draw 2 cards.