Elemental TCG card set

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Elemental TCG card set
Designer Drock
Date June 12, 2011
Players 2+
This is a CCG set, a set of cards which can be used to construct personalised decks, in the style of a collectable card game.
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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Rulebook

Setting

The land is torn into an all-out war between the seven Elemental Tribes. Each Tribe corresponds to one of the 7 Elements that make up the universe. You and your opponent(s) are waging one of this war's countless battles.

Each Element has a unique fighting strategy. Fire focuses on dealing swift, small amounts of direct damage. Water is more concerned with speed, and attacking during your opponent's turn. Earth emphasizes a strong and sturdy Defense. Air is all about staying out of your opponent's reach. Lightning is about unleashing powerful combinations of cards. Light concentrates on restoring your Life Points and avoiding damage. Finally, Darkness focuses on building up your Summons' Strength and draining the Strength of your opponent's Summons.

Gameplay

Each player starts with 200 Life Points. If your Life Points are reduced to 0 (or less), you lose. You can reduce another player's Life Points by inflicting Damage upon them.

To start a game, both players shuffle their decks and draw 7 cards. At the beginning of each turn after that, that turn's player draws 1 card.

All cards have Costs denoted in the card's upper right-hand corner. To play a card, you must already have in play a number of revealed cards (see priming in the next paragraph) that equals the Cost of the card you are trying to play. For example, if you're trying to play a card with a Cost of 2, you must already have at least 2 revealed cards in play.

If you want to play a card and can pay its Cost, place it face-down on your Field. This card cannot be used until your next turn. This is called priming the card. A priming card is still considered to be in play. At the beginning of your next turn, before you draw, you may flip any primed cards right-side up. This is called revealing the card. Some cards (such as Gambit Cards) do not have to be primed. You can flip a revealed card face-down and then reveal it again the turn after. You can do this as many times as you want.

Types of Cards

There are 4 Types of card in this TCG:

Summons: A soldier enlisted to fight for your side. This can be a tribesman fiercely loyal to your side or an apathetic mercenary who sides with whoever has the most money. Summons don't have to be human; semi-intelligent creatures such as goblins or imps can be used at your disposal. Even otherworldly creatures, spirits or powerful demons can be summoned to your side. Summons have two special values: Strength and Defense. These are used in battling (see Battling below).

Some Summons have special Abilities that can give them advantages in battle. See the Abilities Index for a complete list of Abilities and their definitions.

Gambits: These cards do not have to be primed. They are destroyed (sent to the graveyard, or discard pile) as soon as their effect takes place. If you do prime a Gambit Card, you may reveal it during your opponent's turn.

Equipment: When these cards are revealed, they can be attached to another card (usually a Summon) and affect that card in some way. You can attach Equipment to cards controlled by your opponent(s). If the card an Equipment card is attached to is destroyed, the Equipment card is not destroyed. Equipment cards do not have to be attached to anything, but can only be attached to cards after both cards in question have been revealed.

Planes: When these cards are revealed, they affect all players' Fields continuously until they are destroyed. Only one Plane Card can in play at any given time; when another one is put into play (by either player), the first Plane is destroyed.

Battling

Once during your turn, you can send your Summons into battle. You can battle with as many Summons as you want, but each Summon can only attack one target (the target being another Summon or another player). More than one Summon may attack the same target, however.

As mentioned before, Summons have special values called Strength and Defense. Both of these are taken into account when battling.

Summon 1 attacks Summon 2. If Summon 1's Strength is greater than Summon 2's Defense, Summon 2 is destroyed. If Summon 1's Strength is equal to or less than Summon 2's Defense, neither Summon is destroyed.

Summon 1 attacks Player 2. If Player 2 has a Summon on his or her Field, he or she can block Summon 1's attack with it. The two Summons then enter the previous battling scenario. If Player 2 doesn't have any Summons to block with, or chooses not to block, he or she takes Damage equal to Summon 1's Strength.

Abilities Index

General Abilities

Charge X: Prime this card for up to X turns. Generally an effect will occur based on how many turns this card charged for.

Abilities exclusive to Summons

Bonds with [Type/Element]: For every Summon of the denoted type or Element in play, this Summon gets +10 Strength.

Cower: This Summon can't attack or block any Summon with a higher Strength than it.

Hostile towards [Type/Element]: When attacking a Summon of the denoted type or Element, this Summon gets +10 Strength until the end of the turn.

Loyalty to [Type/Element]: This Summon can't attack other Summons of the denoted type or Element.

Shroud: This Summon can't be the target of a Gambit.

Card List

(Sorted by Element, then Cost.)

0
Flash
Fire Gambit
Deal 20 damage to a player.
0
Smokeling
Fire Summon - Creature
Loyalty to Fire. (Smokeling can't attack Fire Summons.)

If Smokeling attacks a non-Fire Summon, Smokeling's Strength is doubled.

10/0
0
Sunhat
Fire Equipment
Equipped Summon gets +10 Defense.
0
Upstart Soldier
Fire Summon - Soldier
Upstart Soldier does not have to be primed.

10/10
1
Fledgeling Marauder
Fire Summon - Marauder
Bonds with Marauders. (For every Marauder in play, Fledgeling Marauder gets +10 Strength.)

20/10
1
Goblin Trooper
Fire Summon - Goblin
Cower. (Goblin Trooper can't attack or block any Summon with a higher Strength than Goblin Trooper.)

20/20
1
Supply Bomb
Fire Gambit
Destroy 1 card in play.
1
Token of Allegiance
Fire Equipment
Equipped Summon has Loyalty to Fire. (It can't attack Fire Summons.)
2
Blaze Footsoldier
Fire Summon - Soldier
Bonds with Soldiers. (For every Soldier in play, Blaze Footsoldier gets +10 Strength.)

Hostile towards non-Fire. (When attacking a non-Fire Summon, Blaze Footsoldier gets +10 Strength until the end of the turn.)

15/15
2
Goblin Bandit
Fire Summon - Goblin
When you reveal this card, your opponent must discard a card from his or her hand.

20/15
2
Night Marauder
Fire Summon - Marauder
Bonds with Marauders. (For every Marauder in play, Night Marauder gets +10 Strength.)

Shroud. (Night Marauder can't be the target of a Gambit.)

25/15
3
Brushfire
Fire Gambit
Charge 3. (You can prime this card for up to 3 turns.)

When this card is revealed, destroy a number of Summons in play equal to the amount of turns this card Charged for.
3
Desert Merchant
Fire Summon - Merchant
Instead of attacking with Desert Merchant, you can draw a card.

20/20
3
Flame Banner
Fire Plane
All Summons have Loyalty to Fire (They can't attack Fire Summons) and are Hostile towards non-Fire. (When attacking a non-Fire Summon, they get +10 Strength until the end of the turn.)
3
Hot Gauntlets
Fire Equipment
When the equipped Summon attacks another Summon, its target's controller loses 10 Life. If the equipped Summon attacks a player, the player loses 10 Life before the remaining Damage is calculated.
4
Blaze Berserker
Fire Summon - Soldier
Bonds with Soldiers. Hostile towards non-Fire.

Charge 3. (You can prime this card for up to 3 turns.)

When this card is revealed, it gets +10 Strength for each turn it was Charged for, until the end of the turn.

30/25


0
Courageous Soldier
Light Summon - Soldier
When you reveal Courageous Soldier, gain 5 life.

10/10
Card by ChippyYYZ
0
Reveal
Light Gambit
When this card is revealed, look at each opponent's hand.
Card by ChippyYYZ
1
Ray of Light
Light Gambit
Prevent the next 15 damage that would be dealt to a Summon of your choice, then gain 5 life.
Card by ChippyYYZ
1
Sentinel Orb
Light Summon - Elemental
Instead of attacking with Sentinel Orb, you may destroy it and gain 35 life.

0/35
Card by ChippyYYZ
2
Paladin
Light Summon - Soldier
Whenever Paladin deals damage to a player, you gain that much life.

20/20
Card by ChippyYYZ
2
Crusader
Light Summon - Knight
If you have more than 200 life, Crusader does not have to be primed.

20/20
Card by ChippyYYZ
2
Truce
Light Plane
All Summons lose Hostility.
Card by ChippyYYZ
2
Heroes' Mantle
Light Equipment
Equipped Summon gets +5/+15
Card by ChippyYYZ
3
Blindness
Light Equipment
Equipped Summon gets -50 Strength.
Card by ChippyYYZ
3
Shining Knight
Light Summon - Knight
Loyalty to Light. Whenever Shining Knight attacks a player, a creature that player controls gains cower until the end of combat.

20/20
Card by ChippyYYZ
3
Monk's Chant
Light Gambit
Charge 4. When Monk's Chant is revealed, you gain 20 life for each turn it was charged, then draw a card.
Card by ChippyYYZ
4
Glorious Rebirth
Light Gambit
Return a Summon from your discard pile to play. It is now a Light Summon.
Card by ChippyYYZ
5
Angel of Vengeance
Light Summon - Angel
Loyalty to Light. Whenever a card is put into a discard pile, you gain 5 life.

50/50
Card by ChippyYYZ
5
Angel of Justice
Light Summon - Angel
Loyalty to Light. Opponent's Summons have Loyalty to Light.

40/40
Card by ChippyYYZ
5
Angel of Purity
Light Summon - Angel
Loyalty to Light. When you control a non-Light card or play a non-Light Gambit, destroy Angel of Purity.

60/60
Card by ChippyYYZ