Friday, February 8, 2008

Cards for Teenage Mutant Ninja Pirate Gnomes

I think we can use a simple idea for card playing. In the beginning of your turn, draw a card. In your turn, play as many cards as you want. You may choose to play no cards at all. Your turn simply ends in this case but it also allows you to have more cards.

Players start with 4 cards. If a player has more than 7 cards they should discard cards until they have 7. Discarded cards unless otherwise stated have no effect.

Note that only a few cards allow you to draw an extra card so playing more than one card is a gambit. You'll get a boost for a turn but you'll lose options for following turns. A bit balancing is needed to decide number of spaces to move for each card. It will be quite challenging for the wild cards.

Format I used for these is as follows:

[card name] ([number of spaces to move])
[card description]

For instance Fine tune will look like this:



Fine Tune
2
Turn any disc one step in any direction. Move 2 spaces


Simple Cards

Fine tune (2):
Turn any disc one step in any direction. Move 2 spaces.

Master Mechanic(1):
Turn the disc containing your peg any number of steps in any direction. Move 1 space.

Jerk CCW (3):
Turn any disc one or two steps in counter clockwise direction. Move 3 spaces.

Jerk CW (3):
Turn any disc one or two steps in clockwise direction. Move 3 spaces.

Lock(2):
Put this card on the disc you want to lock. That disc can not be turned until your next turn. Move 2 spaces.

Oil Trap(1):
Target player can not move until your next turn. Move 1 space.

Greed(1):
Draw 2 cards. Move 1 space.

Rush(6):
Move 6 spaces. All other players move 2 spaces.

Advanced and Wild Cards

Locksmith(3):
Remove all locks. No disc can be locked until your next turn. Move 3 spaces

Bargain(5):
When you play this card choose another player. That player may turn any disc 1 step in any direction. Move five spaces.

Teamwork(3):
Starting with the next player after you, each player must turn a disc in any direction 1 step. After the last player, turn any disc in any direction 1 step. Move three spaces.

Confusion(2):
Target player discards a card. Draw a card. Move two spaces.

Brain Storm(3):
Each player discards all cards he/she has and draws as many cards. Move three spaces.

Coffee(1):
Players have to play at least 2 cards until your next turn. Move one space.

Warm Milk(3):
Players can not play more than 1 card until your next turn. Move three spaces.

Shove(1):
Move target player to a neighboring sector on the same disc. That player moves 5 spaces. Move 1 space.

Pirate Swing (1):
Move to any starting connector on any sector on the same disc. Move 1 space.

Ninja Jump(0):
You may ignore the connector rules one times this turn.

Mutant Monkey Wrench(2):
Draw 3 cards, keep one discard others. Move 2 spaces.

Strong Ale(0):
No player can move until your next turn.

Jet Pack(0):
Discard as many cards as you want. For each card you discard move three spaces.

By the way should we continue with wiki for things like this?

1 comment:

battal said...

I've uploaded the current deck to wiki. Do you have any comments?