Combat: An Ultra Easy To Learn Card Game for two players (Also: Warriors - Role Playing Card Game inspired by Poker)
By well-wisher
- 378 reads
- The combat deck is made up of 4 different types of cards – Block; dodge; strike; power blast and run.
- There are 10 of each type of card in a deck.
- Player 1 shuffles the deck and deals out five cards to both players.
- Each player looks at the cards they’ve been dealt
- Now the combat begins –Player 1 attacks by putting down either a strike or a power blast card.Player 2 has to now put down a block card (against a strike) or a dodge card (against a strike or a power blast)Now Player 2 Attacks with either a strike or a power blast
And player 1 has to put down a Block or a dodge card to defend himself.
- As in a real fight, if you cannot block or dodge then you get hit.
- Each time a player cannot defend themselves they declare that they’ve been hit.
- Each time a player declares they’ve been hit, the cards are shuffled again and 5 different cards are dealt to player 1 and 2.
- Then the combat begins again.
- The game continues until one of the players sustains 3 hits and then they have to surrender.
- Power blasts cannot be blocked they can only be dodged. Strikes can be blocked or dodged.
- RUN CARDS: If a player has a run card then they have the option to run away rather than being hit but they can still be hit (from a distance) with a power blast or, if their opponent also has a run card they can pursue them and hit them with a strike.
- In order to run (pursue) and strike, both cards must be put down together.
WARRIORS – Role-Paying Card game for 2 players inspired by Poker.
- Warriors Deck: This is a 56 card deck divided up into 4 suits. Warriors, Abilities, Weapons and Transport.
- Within The Warriors suit are these cards - 0- Shape shifter (Can become any other card in the deck)
1– Fairy (Enables use of spell dice)
2- Ghost
3- Elf
4 - Troll
5 – Dwarf
6 – Thief
7 - Priest
8 – Robo- Knight
9 - Warrior
10 - Giant
11 – Dragon
12 – Witch (Enables use of Spell dice)
13 – Wizard (Enables use of spell dice)
- Within the Abilities Suit are these cards – 0 – Shape shifter (Can become any other card in the deck)
1- Fairy Magic (Enables use of Spell dice)
2 – Walk through walls
3- Supreme Marksmanship
4- Power of petrification
5- Deadly war cry
6- Invisibility
7- Power of prayer
8- Teleportation
9- Supreme Fighting Skills
10 – Titanic strength
11 – Power of flight
12– Powers of Shadow (Enables use of Spell dice)
13 – Powers of Light (Enables use of Spell dice)
- Within The Weapons Suit are these cards – 0 – Shape shifter (Can become any other card in the deck)
1– Fairy Wand (Enables use of Spell dice)
2 – Ghost chain
3 – Elfin Bow
4- Troll Hammer
5 – Dwarf Battle axe
6 – Thief Dagger
7- Priest Talisman
8- Laser Sword
9- Sword and Shield
10- Giant Club
11 – Dragon Fire
12– Witch’s Book of spells (Enables use of spell dice)
13 – Wizards staff (Enables use of Spell dice)
- Within the Transport suit are these cards – 0 – Shape shifter (Can become any other card)
1 – Wishes (Enables use of Spell dice)
2- Skeletal Steed
3- Winged Horse
4- Battle Wolf
5- Mechanical horse
6- Secret Passageway
7- Angry Mule
8- Space ship
9- Stallion
10- Giant Spider
11 – Horde of Gold
12– Flying Broomstick (Enables use of Spell dice)
13 – Trans-dimensional Portal (Enables use of Spell dice)
- In Warriors, the four suits (along with one joker (shape shifter) each) are separated and shuffled separately before being placed, face down, in four separate piles (the backs of the cards indicating whether they are warriors; weapons; abilities or transport). The reason why the four suits are separated is so that each player will have, within their hand, one warrior; one weapon; one ability and one form of transport.
- Both players take one card from the top of each suit and then commence battle.
- Normal Rules of Battle –The Rules of Battle are that players add up the numbers on their cards and the highest number wins.
9. Rule of Multiplication –a) Pair: Whenever a player gets a matching pair (or two pairs) of cards the numbers upon the matching cards should be doubled b) Three of a kind: Whenever a player gets three of a kind, the numbers upon those three cards should be tripled. 3) Four of a kind: Whenever a player gets Four of a kind the numbers upon his cards should be quadrupled.
10. THE SPELL DICE: Each time a player wins a battle, they take possession of the six-sided Spell Dice. Any player, while in possession of the spell dice, with a card that has the numbers 1, 12 or 13 (Because all these cards are linked to Fairy, Witch or Wizard) on them can roll the Spell dice and then multiply the number on their highest card by the dice roll.
11. Each time a battle is fought and won the players put their used cards to one side, then new cards are drawn from the four suits and battle commences again.
12. Aim of the game: One player elects to be silver; the other elects to be bronze. Each time Silver wins a battle, they take a silver disc from the box. Each time Bronze wins a battle, they take a bronze disc from the box. The player with the most discs at the end of the game (when all the cards are used up) is declared the victor.
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