Protoss deck will be posted soon.
SCOOBY DOO MYSTERY GAME INTRODUCTION
Solve Mysteries with Scooby Doo & the gang of Mystery Inc.
Card game for 2+ players.
DISCLAIMER
Scooby Doo is a licensed, trademarked, copyrighted property.
This is merely a fan site.
WINNING
The first player to solve 3 Mysteries is the winner.
THE DECK
Players share a common deck
SETUP
Shuffle the deck.
The youngest player goes first.
TURN SEQUENCE
Players take turns.
Each turn is divided into 4 phases:
Mystery Phase
Find Clues Phase
Chase Phase
Capture Villain Phase
MYSTERY PHASE
Lay the top eight cards of the deck face up on the table.
These are known as clue cards.
FIND CLUES PHASE
Players (starting with the current player) take turns taking one clue card and
Putting it into their hand. Continue until all 8 clue cards are taken.
Max hand size is 13 cards. Discard excess cards.
Special cards take effect (played & discarded) as soon as they are picked.
CHASE PHASE
Any player may discard 2 of a kind from their hand to draw 2 cards from the
top of the deck and put them into their hand.
CAPTURE VILLAIN PHASE
Any Player may solve a Mystery.
To solve a Mystery, you must play from your hand the
following combination of 7 cards:
1 Scooby card
1 Shaggy card
1 Fred card
1 Velma card
1 Daphne card
1 Villain card
1 Location card
CARD LIST
Card Name: # Type
Scooby Doo 8 Scooby (Character)
Shaggy 8 Shaggy (Character)
Freddy 8 Freddy (Character)
Daphne 8 Daphne (Character)
Velma 8 Velma (Character)
Zoinks 1 X = Opponent must discard 1 random card
Scooby Snacks 1 X = Draw 2 cards
Mystery Machine 1 X = Draw 3 cards and discard 2
Jeepers 1 X = Opponent must discard a Character card
Mystery Club Convention 1 X = Take a Location clue card & go again
The Van Breaks Down 1 X = Opponent must discard a Location card
Scrappy Doo 1 X = Counts as Velma & Fred
Gypsy Woman 1 X = Look at next 8 cards in deck & go again
Secret Identity 1 X = Opponent must discard a Villain card
Velma loses her glasses 1 X = This card does nothing
The Malt Shop 1 X = Discard all Character Clue Cards
Best Pals 1 X = Counts as Scooby & Shaggy
Chase Scene 1 X = Counts as any card type for Chase Phase
Pull off the Mask 1 X = Draw a card & go again
The Girls 1 X = Counts as Daphne & Velma
I have a Plan 1 X = Take 2 Clue Cards
Captain Cutler 1 Villain
The Creeper 1 Villain
Snow Ghost 1 Villain
Shadow Phantom 1 Villain
Dracula 1 Villain
Miner 49’er 1 Villain
Chinese Zombies 1 Villain
Frankenstein’s Monster 1 Villain
Haunted Castle 1 Location
Spooky Island 1 Location
Ship Graveyard 1 Location
The Big Top 1 Location
The Wax Museum 1 Location
The Abandoned Mine 1 Location
The Lighthouse 1 Location
Funland Park 1 Location
# = number of copies of that card in the deck.
X = Special
STAR FLEETS
INTRODUCTION
Card game for two players.
Battle between opposing fleets in the Star Trek Universe.
THE DECKS
Each player gets one unique deck.
DOWNLOAD CARDSET
Thanks Zak. This set is awesome!
Goto Zaks Site
CARDS
Types of cards include:
Ships, Personnel, Control, and Combat cards.
FLEET TOTAL
Each player starts with a Fleet Total of 100 points.
VICTORY
You win if you reduce your opponents Fleet Total to zero points.
SHIPS
All ships are designated as Small, Medium, Large, or Fighters.
All ships have an Attack Score and a Defense Score.
Shield cards played with large ships get Defense +2
Shield cards played with small ships get Defense -1
Shield cards played with fighters get Defense -2
Evasion cards played with large ships get Defense -1
Evasion cards played with small ships get Defense +3
Evasion cards played with fighters get Defense +4
Ships with Initiative get to attack first in Combat.
Ships with Command give Initiative to any one ship every turn.
TURN SEQUENCE
Players take turns.
Each turn has 4 phases:
Warp Phase
Deployment Phase
Control Phase
Combat Phase
WARP PHASE
Both players Draw 5 cards.
If your deck runs out, shuffle the discard and draw from it.
DEPLOYMENT PHASE
Put all Ships you draw into play (face up in front of you).
Place Personnel Cards into play onto Ships just deployed.
A ship may have a maximum of 1 Captain, 1 Officers, and 1 Crew.
CONTROL PHASE
Ships with Detect allow you to look at your opponent’s hand.
If the hand contains Cloak cards you may discard one.
Discard all Control cards played at the end of this phase.
COMBAT PHASE
Declare a target for each of your ships.
A target can be any opposing ship or the opponents Fleet.
If the defender has any ships not being attacked, those ships may block any
attacker they like.
A ship does damage equal to its Attack rating.
Every ship has a Attack & Defense rating. Attached Personnel add to these ratings.
Players may play Combat cards onto their ships to increase the Ship’s
Force & Defense ratings.
If the Attack total is greater than the target ships Defense Rating, the
target is destroyed.
The Attacking & Target ships simultaneously do damage to each other.
Ships with “Initiative” get to apply their attack first.
If a ship is attacked by two or more ships, it applies its Attack rating to
them in any combination it likes to the attackers.
If a ship is attacked by two or more ships, the attackers combine their
Attack ratings but not their Defense ratings.
If the Fleet is attacked and the attacker is unblocked, subtract a number of
Points from the Fleet Total equal to the Force of the attacking ship.
Discard all Combat cards played at the end of this phase.
If a ship is destroyed, all of its fighters are destroyed too.
Share with your friends: |