4 walls deck
|4 walls deck|
|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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You are in a box. BWAHAHAPenguins!
You get 3 actions per turn. You can use an action to play a Thing, as well as playing an Action or using an ability. At the end of your turn, discard or draw until you have 5 cards.
Object of the game
Get a living thing to the top of the board (the side opposite where gravity points). But beware! Soon, the box will tun on it's side.
Cards with the type "Extra" are kept in a separate pile away from the main deck, because they always only come into the game when another card says so. Example: The Trigger Bomb has you take the Trigger, which is an extra, to give to a Living thing so that they can trigger the bomb when they want to. Having the trigger in a separate deck of extras makes it easier to find. Trigger only has an effect when you use Trigger Bomb, so there's no reason to put it in the main deck. When you discard an Extra, just put it back in the Extras pile.
Gravity starts pointing to the oldest player. Whenever any cards are not on the floor (floor: the edge to which gravity is pointing) or stacked on other cards, they immediately "fall" the way gravity points. Immediately doesn't mean at the end of your turn or whatever. It means IMMEDIATELY.
Stuff you need
1. A game board, from whatever games you own. Square works best. It's the box! 2. A d6.
space: to count spaces place cards from the discard pile side-to-side next to the card that will move or whatever. 1 space is the width or length of a card, depending on which way the card needs to move. next to: within 1 space of.
alternately, you can use the spaces that are already on the board. That would be simpler, Except the cards probably won't fit.
Living things are controlled by the player who played them (duh) and are able to turn themselves right-side-up when the box turns, so they remain with their bottoms pointed toward their owners and are considered to be right-side-up whatever the gravity is. If a living thing falls at least 5 spaces, or something falls at least 5 spaces onto it, it goes splat and is destroyed. Living things must be played into the corner directly to the player's left. f that corner is full, you must move the living thing there. All living things (unless they say otherwise) have the following abilities even though they don't say it: "Action (move): roll a d6. This card may move left or right up to as many spaces as rolled." "Action (turn): if this card is next to an object it may rotate it 90 degrees." "Action (push): if this card is next to an object it may use a move to push or pull it 1 space. It then occupies the space where the object was." If an object is right next to a living thing, when the living thing moves it may use one of it's move spaces to climb up the object, then another to go sideways onto the object. It can only climb up 1 space at a time though. Example: Aragog wants to move. He rolls a 3. But a crate's in his way. The crate has nothing on top of it, so Aragog can use a move to climb one space up it, and then use another move go right, so now he's on top of the crate with 1 move left.
Objects don't do much by themselves, but things that touch them are often effected somehow. If a Thing-Object-Fragile falls at least 3 spaces, or something falls at least 3 spaces onto it, it shatters (and is destroyed). Some cards have special things that happen when they shatter, called "shatter effects", so you will see things like "Shatter: all cards within 3 spaces are destroyed." That would be for a bomb or something. Objects may be played on any unoccupied space on the board.