This is my thread for running games of Taritus's 'Dwarf: The Hammering'. See the original thread if you want to join this game, as you will need to be assigned cards and stuff.
{Well, it isn't quoted perfectly but it does make a handy link}
Rules:
Dwarf: The Hammering is a card game based on many concepts present in Magic: The Gathering, though some differences exist between the two.
A turn in D:TH is far more simplified compared to M:TG's rather complex system. Each turn can be divided into five steps, during two of which only passive card effects may be used.
a. Beginning Phase
At the beginning of your turn, you draw a card no matter how many cards you have in your hand.{Unless it is the first turn of the game, then you don't draw a card. Also, the Beginning phase is the time that you acquiesce to your Noble's petty whims, or look on in horror as they drive your fortress into the ground...}
The first thing to happen in your beginning phase is that all of your creatures recover(restored towards their normal maximum) all attack and 1 point of toughness each. Then all 'until the beginning of turn' effects are processed.
b. Primary Phase
The first actively usable phase of your turn is called the Primary Phase, during which you may play cards and activate card effects.
c. Combat Phase
The next phase is the combat phase of your turn. Unlike the previous step, you may not play cards or activate effects unless specifically noted by a card's description. The actual game mechanic of combat will be discussed later.
{RAM's Thread is experimenting with having no Secondary phase}
d. Secondary Phase
The secondary phase, while not the 2nd phase of your turn, is the second phase during which you may play cards and activate card effects. You may not enter your combat phase at this point.
e. End Phase
The last phase of your turn is the end of your turn. Like the beginning phase, only passive effects may be used here. If you have more than 5 cards in your hand you must choose a card to discard and send to your crypt. After your turn, the next person in the play order may begin his/her turn. You also may -(X) any cards you have in play at this time.
'Until end of turn' effects are the first things processed during the End Phase.
The play field during a game of D:TH consists of a couple areas.
a. The Field
The field is where all currently active creatures, constructions, and ongoing events exist. There is no limit on how many creatures, constructions, or events you may have in play: the only limiting factor is your resource pile's size. Only from here can you use effects that require a creature to use it's action (abbreviated by the (X) symbol).
b. The Crypt
Most commonly called a graveyard or discard pile in other card games, this is where creatures, constructions, or events go when they are incapacitated, dismantled, or otherwise removed from play.
c. Your Deck
Your deck, while not necessarily part of the playing field, is an essential piece of the game located in play. You must between 20 and 40 cards in your deck before you may begin a game of D:TH. As you draw cards and use effects, your deck may become depleted. If you happen to reach a point in the game when you have no cards left in your deck and are forced to draw a card, you are removed from the game. This is also the only place where absolutely no effects may be triggered. Also, any time a card requires you to search your deck, you must shuffle your deck after the effect.
d. Your Hand
Again, not a part of the field, your hand is a major part of the game. Your hand is limited to 5 cards and if at the end of your turn you have more than 5 cards in your hand you must choose a card and discard it, sending it to your crypt.
a. Creatures
Directly below a creature's name is it's resource cost. Whenever you play a creature, you must pay it's resource cost, unless told not too by an effect; if you cannot pay a creature's resource cost, you may not play that creature. If a creature's resource cost includes a full word in parentheses there must also be a biome in play that provides that specific biome type. You may play as many creatures as you can afford to each turn. Whenever a creature comes into play it immediately expends its action, by simply coming into play, not by activating an effect.
Creatures can be played directly into your military.
b. Constructions
Constructions also have their resource cost displayed below their name. Unlike creatures however, constructions do not expend their action by coming into play. Also, constructions only have one combat stat, their toughness, allowing them to block/be targeted by attacks.
Constructions with the {Military} tag may be played directly into your military.
c. Events
Events immediately begin their effect upon coming into play. Following using an event's effect, unless it has the {Ongoing} type, remove it from play and send it to your crypt. Events with the {Ongoing} type remain in play until an effect causes them to be removed from play.
d. Biomes
Biomes do not have resource costs and do not require that certain biomes are in play. If a biome has an effect it begins immediately.
{If you have any Biome cards in your hand you may place them on the Field during the Primary Phase. There are no costs or requirements for playing Biome cards. You may not play have a non-Biome card in play that lists a biome type unless you have a Biome card in play that lists that biome type.}
a. Deciding Melee Attackers
Creatures in D:TH are either melee attackers or ranged attackers. There are a number of differences between the two. When you begin your combat step you declare your melee and ranged attackers and what player you are attacking with each attacker. That player then chooses which creatures or structures will take the attacks, choosing one per attack. When a melee attacker does damage to another creature, that creature takes damage equal to the attacking creature's stregnth, the first listed number at the bottom of the card. Damage is subtracted from the creature's toughness, the second listed number, and is kept track of for the turn. If a creature's toughness is ever 0 that creature is removed from play and sent to its owner's crypt.
b. Deciding Ranged Attackers
Ranged attackers are only different from melee attackers in one two ways: instead of the defending player choosing the creatures to defend, the attacker chooses what creatures defend the ranged attacks(see 4h.), again, one defender per attack, and ranged attackers do not take combat damage from their target. Ranged attacker have the word 'Ranged' listed before their effect. Ranged attackers cannot attack constructions.
c. Constructions and Damage
Whenever a construction blocks an attack or is targeted by an attack, it takes damage the same way a creature would loses toughness equal to the strength of the attacker. If a Construction is subject to damage, it loses toughness equal to the damage.
d. Fortress Strength
You begin a game of D:TH with 10 20 fortress strength points. Certain actions decrease or increase the amount of fortress strenght points you have, and if you ever have less than 0 fortress strength points you lose. Along with card effects causing damage to your fortress strength, any time a creature is sent to your crypt and the attacking creature's strength exceeded the defending creature's toughness, you lose fortress strength equal to the difference between the attacking creature's strength and the defending creature's toughness. Whenever a construction is destroyed you do not take damage like this.
If a fortress strength is reduced below zero, the owner of the card that reduced the fortress strength may take a number of resources from the losng player's resource pile equivalent to the negative value of the fortress strength, if the fortress strength is reduced to -4 or less they may instead have one of the losing player's {biome} or {Construction} cards in play treated as though it were controlled by the owner of the card thta reduced the fortress strength.
e. Defending Creatures
If a defending creature's toughness exceeds the attacking creature's strength, the attacking creature is sent to it's owner's crypt. This does not apply to when a construction blocks an attack or when a ranged attacker attacks.
e. Creature Damage
When an attacker deals damage to a defending creature the defender is given damage equal to the attacker's strength and, if appropriate, the attacker is given damage equal to the defender's toughness. Once damage has been distributed current strength and damage are reduced equally until one or the other reaches 0, if there is still damage at this point toughness is reduced in the same manner as strength. If there is still damage remaining after the defender has no toughness the defender's fortress strength is reduced by the amount of damage remaining.
f. Direct Attacks
If an ability or {event} deals damage, the damage has the same effect as damage from combat, but does not count as an attack. target loses current toughness equal to the amount of damage dealt. Damage beyond that required to reduce the defender to 0 toughness is wasted.
If a player lacks any creatures or constructions to take damage, that player loses fortress strength equivalent to the combined strengths of all the attacking creatures.
g. Squads
Creatures with the {Soldier} tag in a military may form squads. Squads act as a single card with respect to combat except that each creature takes damage in succession, starting with the weakest member of the squad. The weakest member will have the lowest attack, amongst those it will have the lowest toughness, amongst those it will have the highest cost to play, amongst those it will be the earliest to have been played. A squad will have the {Ranged} tag only if all members of the squad possess the {Ranged} Tag.
h. Military
Any player may designate appropriate cards as being in their military.
Cards that are not in a military may not be targeted during combat unless the total number of untargeted attackers attacking a player and attackers targeting cards in that player's military exceed the number of cards in that player's military. Cards may not defend unless all of the cards in their military are also defending.
Cards within your military may not use (X) abilities.
If you have any cards in your military you may not attack with cards outside of your military.
Creatures and any card with the {military} tag may be played directly into your military. Creatures may be moved into or out of your military but incur -1/-0 until the beginning of your next turn every time they do so.
5. Effects and Actions
Some creatures or constructions have effects that require you to pay certain costs to use. The resources are removed from your resource pile just like with resource costs for playing creatures. If an effect has a (X) symbol in it that symbol means "Use the action of". The similar symbol, -(X), means "Return the ability to use an action to". If an effect is not preceded by a cost, that effect is considered passive and activates whenever it is described to activate. Actions with costs may only be used during the Primary and Secondary phases. Every card has a single action it may perform each turn. If a card has already used its action in the Primary phase it cannot attack. If a creature attacks in the Combat Phase, it may not use its action in the Secondary phase. Attacking uses a creature's action for the turn.
6. Resource Piles
Resources, while similar to mana in M:TG, are different. At the beginning of a game of D:TH you begin with 10 food, abbreviated by the (f) symbol, and 3 of each other resource type, stone, abbreviated (s); wood, abbreviated (w); and metal, abbreviated (m). Certain creatures have effects with the word 'Produce' followed by a resource symbol and an amount. Whenever such a creature uses that effect, you gain that specific kind of resource and that amount of it. Other creatures may have symbols like the following listed in their resource costs to play them or to use their effects or in their effects: (w/m/s), (w/m), (w/s), (m/s). These denote that there is an option between the two or three listed resources. If followed by a number, such as in a resource cost, all resources payed must be of the chosen type; there is no mixing and matching resources with mixed resource symbols, only all of one type.
9. Card Types
A card's types are listed beneath it's resource cost. A type only denotes which effects apply to it. The only exception to this is the {Ongoing} event type. Events with the {Ongoing} type are not immediately removed from play and may only be removed from play if another card's effect says to remove an event from play.
8. Shorthand, or words that appear on cards that mean things
Ranged - Creature is a ranged attacker
Produce - Adds the indicated type and amount of resource to your resource pile
Demand - At the beginning of your turn, pay the indicated amount of resources of any type. Unlike with mixed resource symbols, you may mix resources payed. If you cannot pay the indicated amount, or choose not to pay, you lose fortress strength equal to the indicated amount. Present on all {Noble} creatures, and only present on them.
Upgrade - You may play this card without paying its resource cost by removing the indicated card that you control from play and sending to your crypt.
Butcher - You may send this card to your crypt and add the indicated amount of (f) to your resource pile.
Soldier - This card may form squads.
Military - This card may enter a military.
Whenever a player starts their turn, I'll generate a
random number to determine which card they draw from their deck and PM them what they card they drew. I'll keep track of what cards they have in their hand, and I suggest players do as well.
:
CJ1145
Mr.Person
Asehujiko
Nevyn
Org
DF newb
webadict
RAM{somehow it just doesn't seem right to play with my own thread...}
Frelock
Rooster
PrinnyBaal
DaPatman
{I may not keep this up to date, player lists and cards owned are mostly handled in the main thread}
[/quote]
If you want to play a game post your deck and a request to play here. Feel free to add any specifications for the game you want, such as opponent or number of players and/or teams(I would guess that there will be a pool of ten points per player distributed unevenly at the end of each game). I may show bias towards people with fewer points and/or games if I feel like it... Otherwise it is pretty much first come first served.