a Role-playing Card Game · How to Play I n order to play this STARTER SET of CARTOMANCY, each player must have his or her own deck of cards, except for the Game Master (GM). P laying

  • Upload
    others

  • View
    2

  • Download
    0

Embed Size (px)

Citation preview

  • a Role-playing Card Game

    by Vincent van der Zwaagwww.vincentgames.com

    S t a r t e r S e t

  • Index of the RulebookINTRODUCTIONS

    Using This BookHow To PlaySuits of CardsAdventuring

    CHAPTER 1: Rules of the Game

    DECK OF CARDSJokers

    PLAYING THE CARDSDifficultyTesting SuitsPlaying CardsDetermine the OutcomePlayer Versus PlayerCard Abilities

    ENHANCING THE CARDSAdding a Third SuitAdding an EdgeWorking Together

    DIFFERENT CARD PILESEmpty DeckExhaustion & RestingWounds & Healing

    COMBATTaking a TurnAttackingRange and Duration

    CHAPTER 2: Custom Characters

    CREATING A CHARACTERChoose a ClassChoose a CultureDescribe the CharacterCreate the Deck

    CHARACTER ADVANCEMENTFilling In a FieldUnlocking New CardsAwarding Experience

    CULTURESImperial HumansWildling HumansMountain DwarvesTunnel DwarvesHigh ElvesWood ElvesHalflingsHalf-orcs

    CLASSESDruidMageMonkPriestRangerRogueWarlockWarrior

    EQUIPMENTGoldAttireShieldsWeaponsToolsPotions

    CHAPTER 3: Aroundthe World

    THE WORLDSThe AbyssThe Ethereal DreamThe Kingdom

    ADVERSARIESAnimalsConstructsDemonsDragonlingsPeopleSpiritsCustom Creatures

    Appendix

    11224

    6778899

    1010

    10111112

    13141415

    15161718

    2020212525

    26262628

    282930313234353637

    404046495458636771

    76767678787980

    82828383

    8586878891949899

  • How to Play

    In order to play this STARTER SET of CARTOMANCY, each player must have his or her own deck of cards, except for the Game Master (GM).

    Playing the game is much like communal storytelling, and it follows a certain structure. Firstly, the GM describes the environment the player-characters find themselves in. Secondly, the players describe how their characters react to their surroundings, and call out if they perform any specific actions. Sometimes, these actions will lead to a test, in which case the GM will ask a player to play cards in order to determine the outcome of his character’s actions. Thirdly, the GM describes the results of the players’ actions. You’ll notice that the third step is already the first step in another cycle, and thus the game unfolds.

    Suits of Cards

    Each player will have a unique deck of cards. In this customized deck, different cards will allow the player to perform different actions. Therefore, the cards in a player’s deck very much

    describe what type of character he is playing. The four card suits each describe a specific attribute of the character.

    ♠ FORCE cards describe the character’s strong physical actions as well as its constitution and endurance. For example, lifting a heavy stone, jumping a great distance, resisting poisons, or swimming for a long duration.

    ♥ SPIRIT cards describe the charisma and influence of the character. For example, making a performance, inspiring others, testing bravery or willpower, or handling an animal.

    ♣AGILITY cards describe precise or fast movements as well as the character’s reflexes and balance. For example, trying to sneak by, shooting an arrow, disarming a trap, or rolling out of danger.

    ♦WISDOM cards describe the acquisition of precise knowledge and using the character’s senses. For example, recalling old memories, staying aware of the surroundings, investigating an area, or interpreting clues.

  • Actions

    Each deck of cards consists of number cards and face cards (Jack, Queen, and King). Each card has its own value, depending on the number, and face cards also have a special ability linked to them.

    Cards are drawn into the players hand and played out onto the table whenever an action is performed. This only happens when the GM deems that the action undertaken by the player has a chance of failure. When this happens, follow these steps:

    � The GM set a DIFFICULTY of 1-6 (higher is harder, lower is easier), and adds the result of a single die roll to form the total difficulty. This value is kept hidden from the players.

    � The GM chooses ONE SUIT that is required for the test.

    � The player may choose ANOTHER SUIT, but the GM must agree that adding the 2nd suit makes sense.

    � The player performs the action by playing cards from his hand.

    Playing Cards

    The player may play any number of cards from his hand, one-by-one. These cards may only belong to the 2 suits that have been called for.

    Each card has its own value, and when the player is done playing cards, the total value of all cards is counted. The GM compares this value to the difficulty he set. If the player’s value is highest, the action succeeded!

    Regardless of the outcome, the player always discards the cards he used, and draws cards from his deck, back up to his DRAW-LIMIT. The draw-limit determines the minimum amount of cards the player has in his hand.

    Card Abilities

    Face cards each have a unique ability. When used, the effect instantly takes place. If the player is instructed to ‘discard’ a card, that card is placed on the discard pile. If the player must ‘exhaust’ a card, the card is placed face-down on the exhausted pile. Lastly, if the player has to ‘wound’ a card, the card is placed face-down on the wounded pile.

  • Jokers

    Each player’s deck also holds 2 Jokers. These cards have a value of 0. When used in an action, or otherwise leaving the player’s hand, the Joker is given to the GM.

    The GM may play the Joker to trigger a hindrance or obstacle that interrupts the players. When played, the GM describes the sudden twist of fate that brings forth the situation that will hinder the players. Afterwards, the card is given back to the player to whom it belonged, and placed in his discard pile.

    Different Card Piles

    Each player’s character sheet has space for four different piles of cards. Which, together with the player’s hands, makes for five different locations the player’s cards can be in. Each has its own meaning and effects.

    Cards in the player’s hand describe his character’s current state.

    The deck of cards indicates the character’s energy. When

    empty, the player shuffles his discard pile to form a new deck. After doing so, the top 3 cards are taken and added to the exhausted pile (without looking).

    The discard pile is where all used-up energy goes. The discard pile is the only stack of cards that remains face-up, and the player is always allowed to look at the cards in his discard pile and change their order. If both the deck and discard pile are empty, the player falls UNCONSCIOUS.

    The exhausted pile indicates the level of tiredness the character feels. To shuffle this pile back into the deck, the player must take 8 hours of REST.

    The wounded pile shows the level of injuries the character has suffered. To shuffle this pile back into the deck, the player must take 8 hours to HEAL. For each point of damage taken, the player must place 1 card here from any other pile or his hand.

  • Adversaries

    The listed adversary types can be easily altered to fit any type of creature the GM wants to introduce into the adventure. The full game holds over 23 archetypes.

    Each adversary has a Physical and Mental rating which is used by the GM to determine the difficulty of combat actions (both offensive and defensive).

    � gnome: There are races in the world that are small like a dwarf or halfling, yet not nearly as strong. They are frail and weak and tend to stick together and attack in groups - if they attack at all. Examples include a fishman, gnoll, goblin, or kobold.

    siZe TinysPeeD SlowPHYsicaL 2mentaL 1HeaLtH 4actions � Melee Weapon: A melee attack

    that deals 2 damage.

    � Ranged Weapon: A long ranged attack that deals 1 damage.

    � BanDit: A humanoid trained in the art of combat can be a soldier, guard, briggant, or perform some other role that requires them to fight. Examples include an assassin, gladiator, guardsman, knight, lizardman, marauder, merfolk, monk, orc, outlaw, spy, thief, thug, or tribal warrior.

    siZe MediumsPeeD NormalPHYsicaL 4mentaL 3HeaLtH 14actions � Melee Weapon: A melee attack

    that deals 5 damage.

    � Ranged Weapon: A long ranged attack that deals 3 damage.

    � Shield: This creature can carry a shield, giving it +4 physical when defending.

  • � WiZaRD: People who learn magic can use their sorcery to cast spells at their foes and aid their allies. Their spellcasting can come from inherit magical abilities, through magical objects, or through dedicated training. Example include a cultist, druid, mage, priest, or warlock.

    siZe MediumsPeeD NormalPHYsicaL 2mentaL 4HeaLtH 10actions � Melee Weapon: A melee attack

    that deals 2 damage.

    � Arcane Blast: A long ranged attack spell that deals 4 damage.

    � Stun: The creature magically tries to mentally overwhelm a target within long range. If the target fails the test, it becomes stunned, gaining -6 to all actions it performs until the end of its next turn.

    � Bind: A long ranged attack spell that deals 1 damage and prevents the target from moving. The target must use an action to remove the effect.

    � Heal: A target within short range magically regains health equal to the roll of 1 die.

    � tRoLL: Generally, an increase in size indicates an increase in strength, but also a decrease in intelligence. Monstrous humanoids often hide in dark places, away from society, waiting for unsuspecting prey to wander near. Examples include a cave troll, hobgoblin, ogre, river troll, stone troll, or werewolf.

    siZe LargesPeeD NormalPHYsicaL 5mentaL 2HeaLtH 20actions � Bash: A melee attack that deals 7

    damage.

    � Seize: A melee attack that deals 2 damage and prevents the target from moving. The target must use an action to remove the effect.

    � Shield: This creature can carry a shield, giving it +6 physical when defending.

  • Dec

    k

    Exh

    aust

    ed

    Dis

    card

    Wou

    nded

    Dec

    k

    Form

    a de

    ck o

    f the

    follo

    wing

    card

    s:

    2 Jo

    kers

    A, 2

    , 3, 4

    , J, Q

    A, 2

    , 3, 4

    , 5, Q

    , K

    ♣A

    , 2, 3

    , 4, 5

    , 6, J

    A, 2

    , 3, 4

    , Q

    Equ

    ipm

    ent

    Wea

    pon:

    Clu

    b (m

    elee w

    eapo

    n th

    at d

    eals

    3 da

    mag

    e).

    Att

    ire:

    Lig

    ht ar

    mou

    r (+3

    to av

    oid

    bein

    g hi

    t).T

    ools

    : Rop

    e, to

    rch,

    her

    balis

    m k

    it, m

    usica

    l ins

    trum

    ent.

    Abi

    liti

    esD

    ruid

    craf

    t: Y

    ou ca

    n m

    ake s

    mall

    plan

    ts gr

    ow an

    d de

    cay

    at w

    ill.

    Shap

    echa

    nge:

    Exh

    aust

    a ca

    rd to

    cha

    nge

    into

    an

    anim

    al de

    pend

    ing

    on th

    e su

    it of

    th

    e car

    d. Y

    ou ca

    nnot

    use

    equi

    pmen

    t, ca

    st sp

    ell, o

    r spe

    ak. W

    hen

    atta

    ckin

    g, yo

    u de

    al 2

    mele

    e dam

    age.

    Larg

    e bea

    sts d

    eal +

    2 da

    mag

    e.

    ♥Sm

    all b

    easts

    cann

    ot at

    tack

    .

    ♣Fa

    st be

    asts

    mov

    e twi

    ce as

    fast.

    Flyi

    ng be

    asts

    can

    fly.

    Dra

    w-l

    imit

    : You

    r dra

    w-lim

    it is

    4 ca

    rds.

    ♠Fo

    rce

    J♠St

    onec

    raft

    : Disc

    ard

    to a

    lter

    stone

    for

    10

    min

    utes

    , or

    exha

    ust

    to i

    nsta

    ntly

    cr

    eate

    a sto

    ne w

    all. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 5

    .

    Q♠

    Bark

    skin

    : D

    iscar

    d be

    fore

    mak

    ing

    a m

    elee

    atta

    ck t

    o de

    al do

    uble

    dam

    age.

    Whe

    n us

    ed in

    an ac

    tion,

    this

    card

    ’s va

    lue i

    s 6.

    ♥Sp

    irit

    Q♥

    Fam

    ilia

    r: D

    iscar

    d to

    com

    mun

    icate

    a si

    mpl

    e id

    ea to

    a g

    roup

    of s

    mall

    ani

    mals

    . W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 6

    .

    K♥

    Sum

    mon

    Wea

    ther

    : Exh

    aust

    to c

    reat

    e a

    weat

    her e

    ffect

    in a

    larg

    e ar

    ea a

    roun

    d yo

    u. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 7

    .

    ♣A

    gili

    tyJ♣

    Live

    ly: T

    his

    card

    is w

    orth

    3. W

    hen

    used

    in a

    mov

    emen

    t ac

    tion

    this

    card

    is

    worth

    6.

    ♦W

    isdo

    mQ♦

    Vin

    es: D

    iscar

    d to

    hav

    e a vi

    ne w

    ithin

    long

    rang

    e gra

    sp a

    near

    by ta

    rget

    and

    pull

    it clo

    se. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 6

    .Wyn

    t E

    verg

    lade

    - W

    ood

    Elf D

    ruid

    © b

    y V

    ince

    nt v

    an d

    er Z

    waa

    gG

    et th

    e ful

    l gam

    e on

    vin

    ce

    nt

    ga

    me

    s.co

    m

  • Dec

    k

    Exh

    aust

    ed

    Dis

    card

    Wou

    nded

    Dec

    k

    Form

    a de

    ck o

    f the

    follo

    wing

    card

    s:

    2 Jo

    kers

    A, 2

    , 3, 4

    , 5, J

    , K

    ♥A

    , 2, 3

    , 4, Q

    A, 2

    , 3, 4

    , K

    ♦A

    , 2, 3

    , 4, 5

    , 6, J

    , Q

    Equ

    ipm

    ent

    Wea

    pon:

    Dag

    ger (

    mele

    e wea

    pon

    that

    dea

    ls 2

    dam

    age)

    .A

    ttir

    e: C

    loak

    Too

    ls: H

    ourg

    lass,

    oil,

    teles

    cope

    , lan

    tern

    .

    Abi

    liti

    esSo

    rcer

    y: D

    iscar

    d a c

    ard

    to ca

    st a s

    pell.

    Arca

    ne bo

    lt at

    tack

    s for

    2 d

    amag

    e at s

    hort

    rang

    e.

    ♥Li

    ght c

    reat

    es a

    float

    ing

    torc

    h.

    ♣Sp

    ectra

    l han

    d las

    ts fo

    r 5 m

    inut

    es an

    d is

    unde

    r you

    r con

    trol.

    ♦Ill

    usion

    is au

    dibl

    e and

    visu

    al wi

    thin

    shor

    t ran

    ge fo

    r 10

    min

    utes

    .

    Dra

    w-l

    imit

    : You

    r dra

    w-lim

    it is

    4 ca

    rds.

    ♠Fo

    rce

    J♠E

    mpo

    wer

    : Whe

    n di

    scar

    ded

    for

    Sorc

    ery

    the

    Arca

    ne b

    olt d

    eals

    doub

    le da

    mag

    e. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 4

    .

    K♠

    Fros

    t: D

    iscar

    d to

    free

    ze u

    p to

    2 ta

    rget

    s with

    in lo

    ng ra

    nge

    - it

    mov

    es a

    t half

    sp

    eed

    for a

    shor

    t dur

    atio

    n. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 7

    .

    ♥Sp

    irit

    Q♥

    Spel

    l M

    aste

    ry: R

    evea

    l tha

    t thi

    s car

    d is

    in y

    our h

    and,

    whe

    n us

    ing

    Sorc

    ery

    to

    gain

    a bo

    nus.

    Whe

    n us

    ed in

    an ac

    tion,

    this

    card

    ’s va

    lue i

    s 6.

    Arca

    ne bo

    lt at

    tack

    s at l

    ong

    rang

    e.

    ♥Li

    ght i

    s cam

    pfire

    -siz

    ed.

    Spect

    ral h

    and

    is tw

    ice as

    stro

    ng.

    Illus

    ion la

    sts fo

    r as l

    ong

    as y

    ou co

    ncen

    trate

    .

    ♣A

    gili

    tyK♣

    Slow

    Tim

    e: E

    xhau

    st to

    hav

    e tim

    e m

    ove

    at h

    alf s

    peed

    in a

    larg

    e ar

    ea w

    ithin

    sh

    ort r

    ange

    for 1

    0 se

    cond

    s. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 7

    .

    ♦W

    isdo

    mJ♦

    Tru

    esig

    ht: D

    iscar

    d to

    see i

    nvisi

    ble o

    bjec

    ts an

    d cr

    eatu

    res,

    and

    read

    all l

    angu

    ages

    fo

    r 5 m

    inut

    es. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 5

    .

    Q♦

    Invi

    sibi

    lity

    : Disc

    ard

    to b

    ecom

    e inv

    isibl

    e. Pe

    rform

    ing

    any

    actio

    n re

    mov

    es th

    e ef

    fect

    . Whe

    n us

    ed in

    an ac

    tion,

    this

    card

    ’s va

    lue i

    s 6.

    Sir

    Gre

    gory

    Edm

    unso

    n -

    Impe

    rial

    Hum

    an M

    age

    © b

    y V

    ince

    nt v

    an d

    er Z

    waa

    gG

    et th

    e ful

    l gam

    e on

    vin

    ce

    nt

    ga

    me

    s.co

    m

  • Dec

    k

    Exh

    aust

    ed

    Dis

    card

    Wou

    nded

    Dec

    k

    Form

    a de

    ck o

    f the

    follo

    wing

    card

    s:

    2 Jo

    kers

    A, 2

    , 3, 4

    , Q, K

    A, 2

    , 3, 4

    , 5, 6

    , J, Q

    A, 2

    , 3, 4

    , J, K

    A, 2

    , 3, 4

    , 5, J

    Equ

    ipm

    ent

    Wea

    pon:

    Ham

    mer

    (mele

    e wea

    pon

    that

    dea

    ls 3

    dam

    age)

    .Sh

    ield

    : Buc

    kler

    (+2

    to av

    oid

    bein

    g hi

    t).A

    ttir

    e: L

    ight

    arm

    our (

    +3 to

    avoi

    d be

    ing

    hit).

    Too

    ls: H

    oly

    wate

    r, lan

    tern

    , rop

    e.

    Abi

    liti

    esH

    eal:

    Use

    an

    actio

    n an

    d ex

    haus

    t any

    num

    ber o

    f car

    ds fr

    om y

    our d

    eck

    to h

    ave

    a ta

    rget

    you

    touc

    h he

    al tw

    ice th

    at n

    umbe

    r of c

    ards

    .

    Pray

    er: O

    nce

    per

    sess

    ion,

    suc

    ceed

    at

    an a

    ctio

    n; a

    dd a

    ll wo

    unde

    d ca

    rds

    to y

    our

    exha

    uste

    d pi

    le; o

    r rec

    over

    all e

    xhau

    sted

    card

    s.

    Aur

    as: O

    nly

    one a

    ura m

    ay re

    mai

    n ac

    tive a

    t any

    tim

    e.

    Dra

    w-l

    imit

    : You

    r dra

    w-lim

    it is

    4 ca

    rds.

    ♠Fo

    rce

    Q♠

    Ven

    gean

    ce: D

    iscar

    d to

    suc

    ceed

    at

    an a

    ttack

    . Whe

    n us

    ed in

    an

    actio

    n, t

    his

    card

    ’s va

    lue i

    s 6.

    K♠

    Smit

    e: D

    iscar

    d to

    atta

    ck a

    t lon

    g ra

    nge f

    or 2

    dam

    age.

    Whe

    n us

    ed in

    an

    actio

    n,

    this

    card

    ’s va

    lue i

    s 7.

    ♥Sp

    irit

    J♥A

    ura

    of P

    rote

    ctio

    n: D

    iscar

    d to

    giv

    e you

    rself

    and

    allie

    s with

    in sh

    ort r

    ange

    +2

    to d

    efen

    sive a

    ctio

    ns. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 1

    .

    Q♥

    Com

    man

    d: D

    iscar

    d an

    d us

    e an

    actio

    n to

    forc

    e a cr

    eatu

    re to

    per

    form

    a ta

    sk th

    at

    does

    not

    har

    m it

    . Whe

    n us

    ed in

    an ac

    tion,

    this

    card

    ’s va

    lue i

    s 6.

    ♣A

    gili

    tyJ♣

    Aur

    a of

    Dev

    otio

    n: D

    iscar

    d to

    giv

    e you

    rself

    and

    allie

    s with

    in sh

    ort r

    ange

    +2

    to

    non-

    hosti

    le ac

    tions

    . Whe

    n us

    ed in

    an ac

    tion,

    this

    card

    ’s va

    lue i

    s 1.

    K♣

    Div

    ine

    Shie

    ld: D

    iscar

    d to

    igno

    re al

    l dam

    age f

    rom

    a sin

    gle a

    ttack

    . Whe

    n us

    ed

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 8

    .

    ♦W

    isdo

    mJ♦

    Aur

    a of

    Hea

    ling

    : Disc

    ard

    to g

    ain

    a bo

    nus.

    Whe

    neve

    r yo

    u H

    eal,

    half

    the

    exha

    uste

    d ca

    rds

    are

    disc

    arde

    d in

    stead

    . Whe

    n us

    ed in

    an

    actio

    n, th

    is ca

    rd’s

    valu

    e is

    1.

    Kor

    d Bar

    relroc

    k -

    Mou

    ntai

    n D

    war

    f P

    ries

    t

    © b

    y V

    ince

    nt v

    an d

    er Z

    waa

    gG

    et th

    e ful

    l gam

    e on

    vin

    ce

    nt

    ga

    me

    s.co

    m

  • Dec

    k

    Exh

    aust

    ed

    Dis

    card

    Wou

    nded

    Dec

    k

    Form

    a de

    ck o

    f the

    follo

    wing

    card

    s:

    2 Jo

    kers

    A, 2

    , 3, 4

    , 5, 6

    , J, Q

    A, 2

    , 3, 4

    , Q

    ♣A

    , 2, 3

    , 4, 5

    , J, K

    A, 2

    , 3, 4

    , Q

    Equ

    ipm

    ent

    Wea

    pon:

    Swo

    rd (m

    elee

    weap

    on th

    at d

    eals

    3 da

    mag

    e), b

    ow (r

    ange

    d we

    apon

    that

    de

    als 2

    dam

    age)

    Att

    ire:

    Hea

    vy ar

    mou

    r (+6

    to av

    oid

    bein

    g hi

    t).T

    ools

    : Tor

    ch, s

    mith

    ing

    tool

    s.

    Abi

    liti

    esBa

    ttle

    Com

    man

    d: U

    se a

    n ac

    tion

    durin

    g co

    mba

    t to

    have

    an

    ally

    take

    an

    actio

    n in

    stead

    .

    Dra

    w-l

    imit

    : You

    r dra

    w-lim

    it is

    5 ca

    rds.

    ♠Fo

    rce

    J♠A

    thle

    tics

    : Exh

    aust

    to ju

    mp

    twice

    as

    high

    and

    run

    twi

    ce a

    s fa

    st fo

    r a

    shor

    t du

    ratio

    n. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 5

    .

    Q♠

    Enf

    orce

    r: E

    xhau

    st wh

    en o

    utnu

    mbe

    red

    and

    deali

    ng d

    amag

    e to

    dea

    l +2

    da

    mag

    e. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 6

    .

    ♥Sp

    irit

    Q♥

    Tau

    nt: D

    iscar

    d to

    forc

    e a cr

    eatu

    re to

    atta

    ck y

    ou. I

    f thi

    s atta

    ck h

    appe

    ns b

    efor

    e yo

    ur n

    ext t

    urn,

    gai

    n +5

    to an

    y def

    ensiv

    e act

    ion.

    Whe

    n us

    ed in

    an ac

    tion,

    this

    card

    ’s va

    lue i

    s 6.

    ♣A

    gili

    tyJ♣

    Parr

    y: T

    his c

    ard

    is wo

    rth 4

    . Whe

    n us

    ed in

    a de

    fens

    ive a

    ctio

    n th

    is ca

    rd is

    wor

    th

    10.

    K♣

    Dou

    ble

    Stri

    ke: D

    iscar

    d wh

    en m

    akin

    g an

    atta

    ck to

    mak

    e two

    atta

    cks i

    nste

    ad.

    Whe

    n us

    ed in

    an ac

    tion,

    this

    card

    ’s va

    lue i

    s 7.

    ♦W

    isdo

    mQ♦

    Mea

    sure

    : Disc

    ard

    to le

    arn

    the h

    ighe

    st Ph

    ysica

    l attr

    ibut

    e fro

    m th

    e cre

    atur

    es yo

    u ob

    serv

    e. W

    hen

    used

    in an

    actio

    n, th

    is ca

    rd’s

    valu

    e is 6

    .

    Maz

    oga

    Red

    Bot

    tle

    - Hal

    f-or

    c W

    arri

    or

    © b

    y V

    ince

    nt v

    an d

    er Z

    waa

    gG

    et th

    e ful

    l gam

    e on

    vin

    ce

    nt

    ga

    me

    s.co

    m

    test0test1test2