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Created March 22, 2023 21:48
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Dual Wielding Cards

The goal of the game is to reduce your opponent's health to zero, from it's starting total of 20.

Each player begins with a deck of 40 cards - each card has a maximum number of copies allowed in a deck. Each card has three main sections: a "top zone", a "bottom zone", and an "initiative" (a number). The players begin the game by drawing up to their maximum hand size (5 cards).

On each turn, both players select two cards from their hand and places it face down in front of them; they then simultaneously turn all cards face up, and the player with the highest single initiative value on the board is the first to act.

The first player chooses the top zone of one card, and the bottom zone of the other - the effects in each selected zone take effect this turn (starting from the selected top zone). The second player then follows suit.

Then, any permanent effects (such as creature attacks) trigger one at a time, starting from the player with the highest initiative. Each player takes turns to resolve an effect one at a time, passing priority between resolutions. If one player lacks any effects to resolve, they simply pass back to the other player to continue their effects.

  • Creatures deal damage, and have a maximum health value which cannot be exceeded. The targets of the attacks is up to the controlling player.
  • Enchantment effects don't trigger; instead they permanently alter something about the game until they are removed.

Finally, the face-up cards are discarded, and the players draw up to their maximum hand size, and the process continues until someone is knocked out.

List of Cards

Name Initiative Top Zone Bottom Zone Max Copies
Stab 90 Deal 2 damage to one target. Deal 1 damage to 1 target. 10
Bandage 80 Heal 2 damage from one target. Heal 1 damage from 1 target. 6
Summon Monster 70 Summon a 3/3 Monster creature. Summon a 1/1 Monster creature. 4
Summoning Circle 75 For each Monster you control, summon a 1/1 Monster creature. For each Monster you control, summon a 1/1 Monster creature. 4
Muster Army 70 Summon a 2/4 Soldier creature. Summon a 4/2 Soldier creature. 4
Sneak Attack 60 Deal 1 damage to one target. If you play this card at the same time as "Muster Army", you may summon an additional 3/3 Soldier creature. 2
Volley Of Arrows 45 For each Soldier you control, deal 1 damage to one target player. For each Soldier you control, deal 1 damage to one target creature. 4
Bless 30 Enchant creature. That creature's attack is 3 higher. Heal 1 damage from a creature or player. 4
Curse 25 Enchant creature. That creature's attack is 1 lower. Enchant creature. When that creature is damaged, it receives that much damage + 1 instead. 4
Dispell 40 Remove one enchantment from the field (it is discarded). Choose one face-up card that has been played from a player's hand this turn, but hasn't been triggered. Discard that card (its effects don't trigger). 4
Twist Fate 10 Enchant player. That players initiative values are 10 higher, to a maximum of 100. Enchant player, and choose a card name. Cards with the chosen name played by the enchanted player have 30 less initiative, to a minimum of 0. 2
Time Leech 10 Enchant player. At the end of each round, place a charge counter on this card. If this card is enchanting a player, you may play this zone as though it were in your hand. Deal damage to the enchanted player equal to the number of charge counters on this card, then remove all time counters from this card (the player remains enchanted). 4
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