Well, the file I found contained notes for a Dvorak deck based on the South American Wars of Liberation.
Now, I'm pretty sure I didn't write it. Some of the wording isn't my style at all. But I have no idea where I got it from. So I present it to you pretty much as I found it, on the hope that either someone will recognise it, or that they may feel inspired to run with it and make a deck. Indeed I may do it myself sometime. It looks like that, with a little bit of tweaking, a fairly interesting two- or three-player game could be created here.
Dvorak Liberation
Win: Control three Provinces
Deck
Things
Province - When played goes to centre of table. Must play campaign Action to attempt to capture, when it is placed in front of you. To capture roll a dice and add bonuses from Things. Score of 6+ needed to capture it, otherwise lose one Thing.
Loyal Province – As normal Province, but all campaign rolls are made at -1
Peru, Venezuela, Gran Colombia, Alto Peru, Chile, Rio de la Plata
Infantry - +0 to campaign roll
Elite Infantry - +1 to campaign roll
Cavalry - +0 to campaign roll
Artillery - +0 to campaign roll
Elite cavalry - +1 to campaign roll
Foreign Infantry - +1 to campaign roll
Irregular Cavalry - +1 to campaign roll
Charismatic Commander - +1 to campaign roll
Brilliant Commander - +2 to campaign roll
Maverick Naval Commander - +1 to campaign roll
Political Officer – Play to opponent’s Thing pile. -1 to campaign roll. May be taken as a loss.
Actions
Campaign of Manouevre – Attack Province, but take no loss if you fail.
Mountain March – Attack Province at +1 to roll, but lose one Thing whether you win or lose.
Exile – Opponent loses one Commander
Civil War – Play on opponent with two provinces. Opponent must roll as if conducting a campaign. Failure to win means discard one Thing and lose one Province to centre of table
Campaign – Attack Province
War To The Death – Attack Province, but lose two Things if you fail.
Determined Campaign – Attack a province. If you lose, discard one Thing, but you may then attack the province again.
Mutiny – Opponent must discard one Infantry, Cavalry or Artillery Thing
Bribery – Tale one Commander from opponent.
Political Advantage – Opponent must discard one card from their hand.
Peninsular Veterans – Choose an opponents Province. Opponent must defend that Province or lose it to centre of table.
Loyal Province – As normal Province, but all campaign rolls are made at -1
Peru, Venezuela, Gran Colombia, Alto Peru, Chile, Rio de la Plata
Infantry - +0 to campaign roll
Elite Infantry - +1 to campaign roll
Cavalry - +0 to campaign roll
Artillery - +0 to campaign roll
Elite cavalry - +1 to campaign roll
Foreign Infantry - +1 to campaign roll
Irregular Cavalry - +1 to campaign roll
Charismatic Commander - +1 to campaign roll
Brilliant Commander - +2 to campaign roll
Maverick Naval Commander - +1 to campaign roll
Political Officer – Play to opponent’s Thing pile. -1 to campaign roll. May be taken as a loss.
Actions
Campaign of Manouevre – Attack Province, but take no loss if you fail.
Mountain March – Attack Province at +1 to roll, but lose one Thing whether you win or lose.
Exile – Opponent loses one Commander
Civil War – Play on opponent with two provinces. Opponent must roll as if conducting a campaign. Failure to win means discard one Thing and lose one Province to centre of table
Campaign – Attack Province
War To The Death – Attack Province, but lose two Things if you fail.
Determined Campaign – Attack a province. If you lose, discard one Thing, but you may then attack the province again.
Mutiny – Opponent must discard one Infantry, Cavalry or Artillery Thing
Bribery – Tale one Commander from opponent.
Political Advantage – Opponent must discard one card from their hand.
Peninsular Veterans – Choose an opponents Province. Opponent must defend that Province or lose it to centre of table.
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