Battle Deck

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Battle Deck
Designer Tronbie
Date 30/06/2009
Players 2+
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.)
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This deck is locked. Further cards should not be added - leave feedback on the talk page.

In this game, players choose a "Style" and use the spells in that "Style" to battle other players. Players spend SP (represented by a token of some sort) to play these spells.

Special Rules

-At the beginning of the game before you draw your hand, choose 1 Style card in which to play as.
-Each turn, every players gains 1 SP.
-Cards and actions that are the same Style as the player cost 2 less SP to play, with a minimum of 0.

Trading

-Players may choose at any time during their turn to trade cards with another player.
-Players do NOT reveal the specific card offered for trade. Players must reveal the Styles, however.
-Players can lie about anything else about the card up for trade.

Combat Rules

-Things have HP. The HP is restored back to full at the beginning of that player's turn.
-Players have 10 HP. If a player's HP reaches 0, he or she loses. This is not the only way to win.

Special Cards

-Reaction Cards: These can be played whenever an opponent plays an Action, provided you can pay the SP cost.
-Rune Cards: Runes are special Thing cards that stay in play for 3 turns, and then are destroyed.

Styles

Each style has its own way of waging war!

Psychic- This Style manipulates opponents with tricks they won't expect!
Arcane- This Style uses really really powerful actions at a high cost.
Stone- This Style won't break down so easily!
Sky- This Style likes freedom.
Biology- Zerg rush!
Technology- This Style is from the future.
Elemental- This Style uses classic RPG elements to inflict stereotypical damage.
Necromancy- This Style likes it when things die.
Light- This Style is good with protection and healing.

Note that some cards may not utilize a Style.


Card List

1sp
Peek
Action - Psychic
Choose a card from an opponent's hand and look at it.
3sp
Precognition
Reaction - Psychic
Counter target action.
5sp
Telepathy
Reaction - Psychic
Counter target action. If you have Psychic Style, put the card into your hand.
Oh I'll handle it.
4sp
Mind Rot
Action - Psychic
Target player discards a card. If you have Psychic Style, they discard another card.
2sp
Inner Sight
Action - Psychic
Look at target player's hand.
4sp
Brain Burst
Action - Psychic
Destroy target undead or biological thing or token.
Go for the brain!!
5sp
Leech Consciousness
Rune - Psychic
All actions cost 1sp more to play. If you have Psychic Style, whenever an action is played, gain sp cost/2 rounded up.
4sp / 3hp
Amulet of Donag
Thing - Psychic
Action: 6sp: Take control of target thing.
Sometimes the amulet speaks. And it is rude.
5sp / 4hp
Psionic Dampener
Thing - Psychic
Action: 5sp: Biological creatures take 2 damage.
7sp / 5hp
Distortion Tower
Thing - Psychic
If an opponent's thing were to deal damage, that damage is also reflected upon itself.
6sp
Rune Bolt
Action - Arcane
Destroy 1 thing or distribute exactly 5 damage among things.
We've all heard of lightning bolts.
7sp
Mana Quake
Action - Arcane
Destroy 2 things.
10sp
Implosion Portal
Action - Arcane
Destroy all things and runes in play, except evolution cards.
4sp
Illumination Army
Action - Arcane
Put 3 arcane tokens into play each with 5 hp. If you have Arcane Style, put 1 extra into play.
7sp
Ray Obelisk
Action - Arcane
Deal 9 damage to target thing or 1 damage to any player.


6sp
Mirror Beam
Rection - Arcane
Destroy target thing that uses an action to destroy another thing.


4sp
Deconstruction Wave
Action - Arcane
Destroy all runes in play.


0sp
Fountain of Mana
Rune - Arcane
If you have Arcane Style, gain 1 extra sp each turn while this rune is in play.


4sp / 2hp
Crystal Orb
Thing - Arcane
As long as this thing is in play, roll a die each turn. If it is 4 or higher, gain 1sp.


6sp / 4hp
Glowing Core
Thing - Arcane
All Arcane damage dealt by cards under your control have their damage increased by 1.
5sp
Mini Quake
Action - Stone
Deal 2 damage to any number of things.
It was a really mini quake!
2sp
Tremor Bolt
Action - Stone
One opponent discards a card.
6sp
Fog of Pebbles
Rune - Stone
Things you control take 3 less damage.
4sp / 6hp
Boulder Hammer
Thing - Stone
Action: 3sp: Deal 2 stone damage to target thing.
4sp / 6hp
Stone Mitts
Thing - Stone
This comes into play attached to a thing. If the thing it is attached to leaves play, attach it to another thing. If you control no other things, attach it to an opponent's thing. If no things are in play destroy it. Attached thing does 1 extra stone damage whenever it deals damage.
3sp / 5hp
Rock Golem
Thing - Stone
Action: 1sp: Deal 1 stone damage to target thing. Rock Golem is immune to lightning damage.
6sp / 10hp
Stone Giant
Thing - Stone
This thing can only be destroyed by damage, not by "destroy effects". It takes 1 less damage from all attacks on it. Stone Giant is immune to lightning damage, and is immune to rune effects.
4sp
Fortified Gate
Thing - Stone
This thing is indestructible.
3sp / 5hp
Hot Spring
Thing - Stone
Reaction: 2sp: prevent 1 damage to any thing you control that is not a fire type.
3sp / 5hp
Mud Statue
Thing - Stone
Reaction: 5sp: Counter an action.
4sp
Soar
Reaction - Sky
Prevent 4 damage to target thing.
NOPE!
5sp
Gale-Force Winds
Action - Sky
Return target thing to its owner's hand.
5sp
New Lands
Action - Sky
Draw a card. If you have Sky Style, you may play it without paying its cost.
3sp
Forced Diplomacy
Action - Sky
You and an opponent must trade a card. Do not reveal anything about the cards until the trade it complete.
Is that an oxymoron?
4sp
Flash
Action - Sky
Switch a thing in play under your control with a thing from your hand without paying its sp cost.
3sp
Overcast
Rune - Sky
Arcane, lightning, and light damage is reduced by by 2.
4sp / 4hp
Cloud Golem
Thing - Sky
Action: 3sp: Destroy a token. This thing is immune to stone damage.
3sp / 5hp
Bird Folk
Thing - Sky
Action: 4sp: Deal 1 damage to target thing and prevent 1 damage to another thing until it is your turn again.
3sp / 4hp
Clarity Bell
Thing - Sky
As long as this is in play, you are immune to discarding cards.
4sp
Evolution Stage 1
Thing - Evolution Card - Biological
All your things have +1hp. This card cannot be destroyed.
4sp
Evolution Stage 2
Thing - Evolution Card - Biological
All your things have +1hp. This card cannot be destroyed. Play this only if you have Evolution Stage 1 in play.
4sp
Evolution Stage 3
Thing - Evolution Card - Biological
All your things have +1hp. This card cannot be destroyed. Play this only if you have Evolution Stage 2 in play.
5sp
Rapid Growth
Action - Biological
Put a copy of a target biological thing into play under your control.
5sp
Feeding Frenzy
Reaction - Biological
Choose a card in the discard pile. Prevent an amount of damage equal to that card's sp cost to your things distributed however you'd like.
Yum.
4sp / 3hp
Metabolism
Thing - Biological
As long as this is in play, you may play either one extra action or one extra thing each turn. If you do not have Biological Style, that card's sp cost is increased by 1.
3sp / 1hp
Flesh Mongrel
Thing - Biological
Action: 3sp: Deal damage equal to this thing's hp to target thing.
4sp / 2hp
Scale Beast
Thing - Biological
Action: 2sp: Play another biological thing this turn.
3sp / 5hp
Brood Bog
Thing - Biological
Action: 2sp: Put a biological thing token into play that has 1hp. That token has "Action: 3sp: Sacrifice a biological token in order to deal 1 acid damage to target thing. You may play this action as many times this turn as you wish, as long as you keep paying 3sp and sacrificing tokens."
3sp / 2hp
OctoBeast
Thing - Biological
Action: 5sp: Choose one: Deal 1 damage to 8 different things, or deal 1 damage to target player.
4sp / 1hp
Gelatinous Blob
Thing - Biological
Action: 2sp: turn this card into a copy of target biological thing. It loses this ability.
4sp / 5hp
BioPaste
Thing - Biological
Sacrifice this card to bring back any biological card from the discard pile into play under your control.