|This is an unfinished deck. It is incomplete, and is not 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.)|
| Print this deck|
|talk page to find out more.|
Players grab Flags which enhance or harm their tank in some way. See http://my.bzflag.org/bb/viewtopic.php?p=118867#118867 for information and discussions.
At the start all players must sort themselves into teams or organise a FFA. You can play as a Rogue, that is you have no team. The Flags are taken from the main deck and shuffled separately.
Before a game, players must decide how many of a particular card to include in the deck.
Players then control a team (or an individual Tank as a Rogue).
Be the last player to have any Zone cards. Once you have no Zone cards left you are out of the game. If your team has no more Zone cards left then your team has lost.
- Flags are Things that can be drawn. You may draw 1 card from the flag pile each turn. Each tank can only hold 1 flag at a time.
- Zones represent areas on the field. More than one tank of the same team may occupy a Zone, but
- Land Zones are areas on the field that allow normal fighting to occur.
- Airspace Zones are areas above the ground. They can only be accessed if you have the Wings flag.
- Special Zones are areas that have a variety of effects, such as teleportation or death.
- Tanks can occupy Zones and pick up Flags. They can destroy any other Tank in play provided that it is in the same zone as the target.
Each Tank in a battle rolls a number of dice equal to the number of shots they have remaining. A tank can fire once every two rounds, unless a flag modifies this in some way. Every shot must be aimed at a target.
Order of Events
- Target attacks at other tanks
- Roll shots
- Check for 6s and resolve, instantly killing the target (unless it has a Shield)
- Check for 1s and resolve, changing it to a 3 and targeting a random tank in the battle (except for shooter, unless there is Ricochet)
- Roll saving throws, 1 save per tank that is targeted
- Check for hits and resolve, destroying target if it does not have Shield and the saving throw is lower than any of the shots
All tanks resolve simultaneously, i.e. if A destroyed B, B could still destroy A.
Example (assuming B and C do not shoot): Tank A has 4 shots and is in a battle against Tanks B and C. Tank A rolls two against B and two against C. He rolls 4 and 5 against B. He rolls a 6 and a 1 against C. C is thus immediately destroyed, but the 1 may go towards either B or A. It goes towards A, but A makes a successful save against his own shot. B then rolls a save. He must roll at least 5 to not be destroyed. He rolls a 5. He then rolls four dice against A and rolls 2, 4, 1 and 3. The 1 hits either B or A, and goes towards A, but A makes a save against it, rolling 4 (as the missed shot is treated as a 3). A must then save against the 2, 4 and 3, but A rolls only 3, and is destroyed by the 4.
Example (assuming both combatants shoot): Tanks A and B have 4 shots each. Tank A rolls 4 dice against B and B rolls all 4 against A. A gets 1, 3, 5, 5, and B gets 2, 2, 3, 5. Neither side have rolled a 6, so the 1 is resolved and ends up traveling towards A. A is currently faced with 2, 2, 3, 3 (from the 1), 5 but rolled 4 and is destroyed. B is faced with 3, 5, 5 and rolls a 5 on the save, surviving the ordeal and claiming the battlefield.