Halo deck

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Halo deck
Designer ChippyYYZ
Date 31/05/2008
Players  ?
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.


Special Rules

Vehicles may only be played on locations controlled by the proper race.
A vehicle cannot engage in combat without at least a point of force (any race) accompanying them, unless it has Auto-Pilot.
If a Transport is present in a location, it may move to another location , once per turn, bringing any amount of force with it.
Transports may leave the battle after one round.


Card List

The Flood Escape
Action
If the Flood control the Truth and Reconcilliation, you win.
The Great Journey
Action
If the Covenant control the Control Room and have a human prisoner and the Index there, you win.
Turns out they were right all along.
Contain the Outbreak
Action
If a flood has been in play, Humanity controls the Control Room, and the Index and Guilty Spark are there, you win.
Light Fuse, Run Away
Action
If The Master Chief and a Warthog are in The Pillar of Autumn, you win.
The Truth and Reconcilliation
Thing - Location
Comes into play with 15 points of Covenant.
Covenant vehicles may always be played here.
The Pillar of Autumn
Thing - Location
Human vehicles may always be played here.
The Control Room
Thing - Location
343 Guilty Spark
Thing
Transport
Action: Search the deck for a location and play it.
The Library
Thing - Location
Comes into play with 15 points of Sentinels.
Human Ops Base
Thing - Location
Comes into play with 15 points of Humanity.
The Swamp
Thing - Location
The first time troops occupy this location, add 15 points of Flood.
The Silent Cartographer
Thing - Location
Action: Search the deck for a location and put it into your hand.
Grunts
Action - Reinforcement
Add 2 points of Covenant to a location.
Elites
Action - Reinforcement
Add 7 points of Covenant to a location.
Camo Elites
Action - Reinforcement
Play at any time. Add 5 points of Covenant to a location.
Sentinels
Action - Reinforcement
Add 7 points of Sentinels to a location.
Flood
Action - Reinforcement
Add 10 points of Flood to a location.
Marines
Action - Reinforcement
Add 4 points of Humanity to a location.
ODSTs
Action - Reinforcement
Add 6 points of Humanity to a location.
Seargant Johnson
Thing
Worth 4 points, takes 3 points to destroy. Cannot be assimilated by the Flood. Can be taken prisoner if alone.
The Master Chief
Thing
Worth 10 points, takes 3 points to destroy.
If The Chief would be destroyed, Flip two coins. If either is heads, he cannot be destroyed this round.
Ghost
Thing - Vehicle
Worth 6 points, takes 3 points to destroy.
Warthog
Thing - Vehicle
Worth 9 points, takes 4 points to destroy.
Scorpion
Thing - Vehicle
Worth 9 points, takes 7 points to destroy.
6 point bonus every other round.
Wraith
Thing - Vehicle
Takes 7 points to destroy.
10 point bonus every other round.
Pelican
Thing - Vehicle
Transport, Auto-Pilot
When this is played, If any of the top 5 cards of the deck are a human vehicle, play one of them with this. You may play a human vehicle from your hand instead.
Takes 3 points to destroy.
Covenant Dropship
Thing - Vehicle
Transport, Auto-Pilot
When this is played, If any of the top 5 cards of the deck are a Covenant vehicle, play one of them with this. You may play a Covenant vehicle from your hand instead.
Worth 2 points, takes 3 points to destroy.
Banshee
Thing - Vehicle
May transport, but only The Master Chief.
Worth 4 points, takes 3 points to destroy.
3 point bonus every other round.
The Index
Thing
Playable only on the Library.