The CardsTrying to encompass DF in thirteen cards is
impossible extremely difficult. Lots of cool things must be left out. I haven't got elves or carp or anvils in my chosen thirteen for example but I think I've made a good compromise. I've chosen these cards for a variety of reasons. The symbols are distinct. You wouldn't want a goblin, groundhog, mountain goat and gibbon card. The relative value of the cards should make sense and a veteran DF player should intuitively know which is higher than another (this will always be a bit iffy, I know). Magnetite, limonite and hematite wouldn't be good. Most importantly we must think of all the ways in which the cards can interact with other cards in a way that touches on yet more DF themes. In so doing we'll hopefully elevate this from a simple bastardisation of poker to a fun DF game that imitates the depth of the video game.
Now some terminology. A lot of the DF flavor will come simply from changing standard names for things in cards. So in DF cards:
A pair is called a "biscuit"
A three of a kind is called a "stew"
A four of a kind is called a "roast"
So if you have two magma cards, you wouldn't say "I have a pair of magma", you'd say "I have a magma biscuit". Dwarfy. Pairs, three of a kinds and four of a kinds can collectively be called "meals". The meal term is useful when talking about "tricks" later.
A flush (five cards of the same suit) is called a "squad". That's why I converted the suits to basic dwarf weapons. You can have an axe squad, spear squad, hammer squad and sword squad. I chose the weapon to roughly match the shape of the original suit but by that logic mace makes more sense than hammer. But I think hammer sounds cooler.
There is no straight or full house. These are incorporated into "tricks". "Tricks" (inspired by the card term and also stupid dwarf trick) are special combinations of 5 cards which automatically beat any non-trick hands unless specifically noted. Now to explain/justify my choice of cards.
∙ vermin
worker specials:
stockpile specials: wear (
☼), bad thought (
☺)
vulnerabilities:
ctrick combos: dining room, fortress, tantrum
I think vermin is a good fit for the lowest value card. Vermin are generally something you don't want in your fortress. I know there are useful vermin but for the purposes of this card, it depicts the bad thought kind. That's why I made it grey as that's the most common colour for the hateable type. A vermin card in your stockpile can be used to give a bad thought to any one dwarf card in all opposing players worker and stockpile hands. A dwarf card with a bad thought becomes an unhappy dwarf and it's value becomes lowest. An unhappy dwarf can still be combined in tricks. If you have a second vermin card in your stockpile you can cause an unhappy dwarf card to tantrum which effectively removes it from the player's hand, breaking any trick he may have had or stockpile benefit. Alternatively you can use vermin in your stockpile to cause wear in any one turtle card in all opposing player's cards. Causing wear in the turtle effectively removes it from the players hand. You must chose whether to attack a dwarf or a turtle, if you have two vermin in your stockpile you can split the attack. Your vermin can be used once on each player. If opposing players have no turtle or dwarf cards, stockpiled vermin have no use.
☼ turtle (food, shell)
worker specials:
stockpile specials:
vulnerabilities:
∙ ☺trick combos: dining room, fishing, caravan, artifact
I chose turtle because it can play the dual role of both food and shell (thus it's alternative names). Plus it's a reference to how in the past (maybe still) players would always embark with some turtles so that moody dwarves wouldn't die while screaming for shells in a desert. Turtles are also very cheap to buy on embark so it's a good fit for a low card. Unfortunately I can't think of worker or stockpile specials which is a minus to this card. It does have effective trick combination potential, though.
c cat
worker specials:
stockpile specials: shield (
☼ ☺), detect (
k)
vulnerabilities:
trick combos: catsplosion
You must have cats in a DF deck. Whether it be cat tallow roasts, thermonuclear catsplosions or war kittens they are a staple. A cat in your stockpile can adopt a dwarf in your worker hand and protect it from bad thoughts caused by opposing players stockpiled vermin. A cat in your stockpile can also detect and stop opposing players stealing from your stockpile with a kobold card or stop a vermin card from causing wear in your turtle card.
• microline (stone, rock)
worker specials:
stockpile specials:
vulnerabilities:
trick combos: dining room, stone-fall trap, fortress, drawbridge, artifact, megaproject
Having a stone card is a no-brainer even if I can't think of suitable worker and stockpile specials. This card has good potential for tricks and can be modified in other ways. Most notably if you have a demon in your stockpile any microline worker cards become adamantine, which is the highest face value card. That's why I chose to use microline and not any other rock or call it generic "stone" card. Microline is the same colour as adamantine. Microline is also probably the most notorious stone amongst DFers.
♠ tower-cap (wood, log)
worker specials:
stockpile specials:
vulnerabilities:
trick combos: cage trap, dormitory, caravan, fortress, clearfelling, artifact
Here's another one I think is a no brainer like microline. Wood is an important resource in a fortress for both construction and fuel. I chose Tower-cap rather than generic wood because this way it can play the role of both tree and material. And tower-cap is the dwarfiest of trees. I can't think of worker or stockpile specials but it has good trick potential.
÷ barrel (booze)
worker specials:
stockpile specials: boost (
☺)
vulnerabilities:
☺trick combos: party
Booze and dwarves go together like dwarves and beards. And barrels are one of the most numerous furnishings in a fortress. I don't think there're many who would argue to remove this card from the deck. A barrel in your stockpile will cause all worker dwarves to have the highest card face value (excepting microline that has been changed to adamantine) because the sky is the limit for a liquored up dwarfs potential. There's no bonus to having two barrels in your stock pile other than requiring an opposing player have two stockpiled dwarves or kobolds to render them ineffective.
Ç mechanism
worker specials:
stockpile specials:
vulnerabilities:
trick combos: stone-fall trap, cage trap, fortress, drawbridge, flood the world
They still don't make a lot of sense in game but they are so much fun. In DF cards they have high trick potential.
k kobold
worker specials: swap (first round pre-betting)
stockpile specials: steal (last round post-betting)
vulnerabilities:
ctrick combos:
So why a kobold and not an elf? Or a human? Or a tigerman? I think the thievery inherent in the kobold can make it interesting. If you have a kobold in your worker hand you can chose to swap it with any one card from any other players worker hand as long as you have not yet bet. You can only do this in the first round. It can be effective if you steal from someone who bet strongly before you and you manage to steal a critical card from them. If you have a kobold and someone steals from you, you can still steal yourself but you must first turn the other players kobold card face up before deploying your own. That's to stop cheating. I suppose you could argue that people should remember the suit of the original kobold but this way avoids confusion and suspicion. You can steal from a player who just stole from you. You can steal as many times as you have kobolds but you must first declare how many times you want to steal and if you get a kobold from another player you can't then steal again with that kobold. You can bet, raise or abandon once you've finished stealing. When stealing from another player they will lay their cards face down and you randomly choose a card. This use of the kobold can not be blocked by a cat. You can use a stockpiled kobold to steal a card from another players stockpile only when/if their stockpile is made visible at the end of the second round of betting and you are comparing cards. This may help you change a losing hand into a winning hand. This use of a kobold can be stopped by a stockpiled cat. You can do this once against each opponents stockpile per kobold you have stockpiled. So worker kobolds against opposing workers, stockpiled kobolds against opposing stockpiles. I think that covers it.
☺ dwarf
worker specials:
stockpile specials: craft (
• ♠), consume (
☼ ÷)
vulnerabilities:
∙trick combos: party, dining room, dormitory, fishing, caravan, ambush, fortress, catsplosion, tantrum, clearfelling, artifact, megaproject
The humble dwarf. Maker of marvels and horrors. A stockpiled dwarf can convert microline in your worker hand into mechanisms or tower-caps into barrels. One stockpiled dwarf per conversion. Alternatively they can consume a turtle or barrel card from an opponents cards. An unhappy dwarf will not convert cards in your worker hand but can still consume turtles and barrels.
g goblin
worker specials:
stockpile specials:
vulnerabilities:
trick combos: stone-fall trap, ambush, siege
I had to add goblins as the principle dwarf enemy even though I can't think of worker or stockpile specials. I made goblin higher value than dwarf because a goblin will usually beat the average dwarf mostly because the average dwarf does something stupid to help. Hopefully someone can think of fun specials because I don't want this card left out of the deck for something else.
≈ magma
worker specials:
stockpile specials: melt (
•), burn (
♠)
vulnerabilities:
trick combos: flood the world, artifact
The final solution. Demons and dragons are above magma in value because they are magma-immune, of course. Stockpiled magma can be used to remove an opposing players microline or tower-cap card. You can't remove microline that has been converted to adamantine.
& demon
worker specials:
stockpile specials: boost (
•)
vulnerabilities:
trick combos: siege
The end game. The ampersand is too cool to leave out. If you have a demon in your stockpile you probably had to dig through adamantine to free it, so any microline in your worker hand is considered to be adamantine, which is the highest card.
D dragon (megabeast)
worker specials:
stockpile specials: dragonfire
vulnerabilities:
trick combos: Cage trap
The in game power of the dragon hasn't yet reached Toady's ultimate intention, so I think I can justify putting it in above a demon. Besides, the spirit of this card is all megabeasts, not just the dragon and a BC will trounce most demons. I chose Dragon for the dragonfire. You can use a dragon in your stockpile to burn the stockpile of another player, rendering it useless. Unfortunately tame dragons are known to be indiscriminate and it will also destroy your other stockpile card. You can choose not to use dragonfire.