ATTACK PHASE
If opposing pawns occupy the same room they may attack each other.
To attack, discard an Attack card. This causes one Wound.
Alternatively the attacker may discard a control card.
The defender may discard a Defense card to negate one attack or control card.
All attacks are simultaneous.
A control card cannot be played against Dracula or the Primary Vampire Hunter.
A non-negated control card causes the color of the defending pawn to be switched.
HITS
Dracula can take 3 wounds before being destroyed.
The Vampire Hunter can take 2 wounds before being destroyed.
All other pawns are destroyed with a single wound.
DISCARD PHASE
Discard your hand.
SUPPORT PAGE
Action Card Set & Map Tile Set Available!
Draculas Castle Support Page
CASTLE MAP
by Themcganndoctor@aol
http://warpspawn.tripod.com/draculascastledungeon.bmp
http://warpspawn.tripod.com/draculascastlegroundfloor.bmp
http://warpspawn.tripod.com/draculascastleupperfloor.bmp
DRAGON POKER INTRODUCTION
Card game. Players use cards to construct a dragon and provide it with treasure.
Dragons is so stupid!
THE CARDS
The deck contains 68 cards:
2 White Heads
2 White Bodies
2 White Tails
2 White Wings
2 Green Heads
2 Green Bodies
2 Green Tails
2 Green Wings
2 Black Heads
2 Black Bodies
2 Black Tails
2 Black Wings
2 Blue Heads
2 Blue Bodies
2 Blue Tails
2 Blue Wings
2 Red Heads
2 Red Bodies
2 Red Tails
2 Red Wings
2 Gold Heads
2 Gold Bodies
2 Gold Tails
2 Gold Wings
4 Dragon Slayers
2 Maidens
8 Gold Treasures
4 Gem Treasures
2 Dragon Eggs
TURN SEQUENCE
1- Shuffle deck.
2- One player is chosen as the dealer (Dragon Master).
3- Players ante in.
4- The Dragon Master deals out 7 cards to each player
Cards are dealt face down unless house rules state otherwise.
Play starts with the player to the DM's left and proceeds clockwise
5- In turn each player may discard up to 6 cards and receive replacement cards.
6- Players may now, in turn, raise the ante (Dragon Rage).
Other players must match the raise or drop out.
7- In turn, If a player has a Dragon Slayer he must discard it to cause his
opponent to discard a random card from his hand.
8- Players reveal their hands. The hand worth the most points wins.
If tied, players split the pot (Dragon Council).
COMBINATIONS
Heads, bodies, tails, and wings are used to construct Dragons.
Dragon eggs are wild cards and can be used as any color body part.
COMBO POINTS
Serpent (Head & Tail) 1
Beast (Head & Body) 1
2 Serpents or 2 Beasts (Bookends) 2
Winged Serpent (No Body) 2
Tailess Dragon (No Tail) 2
Wingless Dragon (No Wings) 2
Bastard Dragon (2 or 3 Colors) 3
Wyrm (No body & 2 Tails) 3
Chromatic Dragon (4 Colors) 4
White Dragon 5
Green Dragon 6
Black Dragon 7
Blue Dragon 8
Red Dragon 9
Gold Dragon 10
Hydra (6 Heads & 1 Body) 12
TREASURE
If a player has one of the combos above, he can earn extra points
if his hand contains treasure cards:
TREASURE POINTS
Gold Treasure 1 per 2 cards
Gem Treasure 1 per card
Maiden 2 (one card max)
Dragon Eggs 1 per card if not used as a body part
VARIANTS
Use 5 card hand size instead of 7 cards.
Play it like Gin Rummy instead of Poker.
Add more combos (Example: The two headed serpent).
DUNE CCG VARIANT SOLO RULES
By C Gerard Luft
(SEE THE LAST SECTION FOR PLAYING WITH OUT DUNE CARDS)
SET UP
You will need a deck of DUNE CCG card (with an equal amount of cards from
each Allegiance) and a paper and pencil.
TURN
The turn consists of drawing one card. You start the game with the
CALADAN Homeworld card (you're a vassal of the late Duke Leto Atredies).
Your Allegiance is as follows in the first column of the table below. In the
Second Column your opponent Allegiance are list:
Player's Allegiances Adversaries
House Atredies Houses Harkonnen & Corrino
Bene Gesserit Sisterhood The Guild
Fremen House Harkonnen
Water Seller's Union Spice Miner's Guild
Dune Smugglers The Guild
You begin with five spice tokens.
When you draw a card each turn, the only figures you need to apply are
cost and Allegiance. In this variant of the rules, the cost is how many
spice tokens you receive or loose.
If the card is of your allegiances or is a "N/A", you gain its cost in
spice tokens. If the card is of the adversary Allegiances, then its cost is
how many spice tokens you loose.
WINNING
You win when you obtain 20 spice tokens (adjust to a lower amount if you
have a smaller deck). If, at any time during the game, you are reduced to
zero spice tokens, you loose.
PLAYING WITHOUT DUNE CARDS
If you do not have a deck, you can use the DUNE CCG CARD SNOOPER,
available free at the link below:
Click Here
Using the FIND IT section to view the entire card list, roll 1d1000 (3 ten
sided dice: 1sr die is hundreds, 2nd dice is tens, and 3rd dice is ones).
Reroll any number above 662. Then find the card's number. That card is the
card you have drawn for this turn.
EARTH DEFENSE FORCE INTRODUCTION
Board & card game for 2 players.
Takes place in the Star Blazers Universe.
Pick your Fleet: Earth Defense Force, Gamillon Empire, White Comet Empire
Abstract skirmish level Ship combat.
Each figure represents a single Ship (unit).
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