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Caravan: A Badawi Card Game


tadabug2000

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Caravan: A Badawi Card Game

A game started the night of the Sheikhas wedding and has since grown in popularity first among the Tribe before filtering out to those outside the Fakhr Oasis lands. The game is called Caravan, the goal is to become the ruler of the deserts amidst battles and strategies.

 

Players: There can be as many players as one might wish but keep in mind that the bigger the group, the longer it’d take.

 

Cards: There are three types of cards, with varying rarities, common, uncommon, rare and ultra rare.

Camel Cards: They are the soldiers of your fight, based off of the Fakhr tribes own camels about the Oasis.

Boosters: Boosters are items that can aide your caravan in its fight, providing extra stats or companions to assist.

Place Cards: Place cards can be used as traps or to offer danger towards your opponent.


 

Instructions

To start, each player is meant to have their own personal deck, creating it to fit their playstyle. Quantity vs Quality might come into play but the game is designed to allow one from either side to win.

Five cards are placed face down, to be used at any given time but you cannot change it later.

Two are placed down in a row above that, being either two Camels or a Camel and a booster.

When the game begins, the two would be flipped over and the stats taken into account.

All cuteness starts at 1 unless specified otherwise or with a booster. If a cuteness stat adds up to 20, it’ll stun the opponent for that turn unless there is wisdom equal to that. Wisdom beats cuteness if equal to or above 20. If the cuteness is used, it’d lose 20 for the game and can’t get it back without some form of booster.

All attacks stats are 5 unless specified otherwise or with a booster. If the health is the same amount as the attack or above, roll out of 20 and the one with the higher roll successfully attacks or defends.

All health starts at 15 unless specified otherwise or with a booster. If one has a healer Camel, you roll out of 5 each turn with a passive healing, able to give the healing to one of the cards in the deck.

A place card can consist of places around the current world or in history and be set face down to be used when wanted. Even if stunned, only this card can be flipped over and depending on the instructions, either give unavoidable damage or another effect for a turn.

Boosters, camels and place cards can be flipped down but aren’t in use until flipped up during the game.

The game continues until the opponents camels are taken out and ‘join’ your Caravan as the ruler of the Deserts.

 

Spoiler

[OOC: This all started as a joke but after many requests, the game is actually written out and cards now being sold, so you can calm, you Gremlins. The idea was started by @ibraheemc2000and with permission, I wrote it fully out to post. Msg tadabug2000 or beautifulwatty#6584 with questions if needed.]

 

 

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Ripplewick reads the rules and, excited, purchases a deck of Caravan cards to play with his dearest landlord, maybe even hoping to wager a double or nothing on this month's rent!? 

 

In his quarters, deciding it best to begin by practicinhis shuffle, the clumsy wizard paper-cuts his fingers thrice and then hurls his deck into his wall.  The stack of cards dissipates into many, all fluttering to an eventual rest against timber planks.


Ripplewick blows on his poor wounded fingers, retrieves his cards, orders them, and begins to shuffle again...

 

 

O+o+o+o+o+o+O

 

 

(Hope I can find some cards out there for sale! I enjoyed reading this)

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