Last Lure a small group of players played a DC Cube tourney for the first time. Successfully i would say, since we really enjoyed it.
I would like to point out, that this format is very freindly to players, that would like to get a taste of DC, but are not (yet) ready for the full experience. It´s quite easy to get into it, having a very limited pool of DC cards and using only a selection of DC rules.
The genereal idea of a cube is to imitate a Sealed event, with 2 major differences:
- the card pool doesnt come from boosters, instead there is a preconstructed pool of cards
- the cards provided are not exactly corresonding with the distribution in boosters. Instead, cards that wont be used are dropped and there is a focus on cards that harmonize with the DC theme.
in the attachment you will find the complete list of the cards in the pool, septerated into
- DC cards in the pool
- MECCG cards in the pool
- preconstructed Fixed portions
Sealed Deck Rules DC
When playing Sealed Deck Tournament normal rules for 1-Deck games apply with the following exceptions:
- Deck construction: a player's deck consists of at least 25 resource and the same number of hazard cards.
- Only 18 MPs are required to call the Free Council.
- The required number of hazard creatures in a deck is lowered from 12 to 10.
- All cards you didn ́t use for the deck build your sideboard.
- You play with the site-cards you get from your card pool. You may add 2 site-cards of your choice, that have tobe declared before the first game starts. Changing a site afterwards is not possible.
- For a legal deck it must contain a minimum of 5 dream-cards in the resource portion and a minimum of 5 dream-cards in the hazard portion of your play deck. Also, at least 3 characters have tob e in the character pool oft he deck, out of which 1 must be among the starting company.
- Time limit per game is 60 minutes.
Extra rules for the DC Cube Sealed event:
• Minor items: You may start the game with up to three minor items (and/or startable events).
• Mulligan: If you have no resource in your starting hand that normally gives any MP(s), you may shuffle your starting hand into your play deck and draw a new starting hand.
• Starting site: you can start the game at any site, if at least half of your starting characters have that site as their home site.
• Healing: Characters and allies heal from wounded to untapped at Havens and their non-generic home site.
• Playing characters: Characters may be brought into play at a Haven or their home site under Direct or General Influence, if you have a character at the site (this need not be your avatar).
• Avatars: You can discard a copy of your avatar to untap your avatar (except when resolving a strike).
Before a game starts, players announce their avatar. If both have the same, a dice roll decides, who may play his avatar. The other player may instead play another one (up to 2 copies) of his choice.
• Drawing cards: Cards are always drawn based on the site moved to.
• Resource long-events: Resource long-events can be played at any time during your turn.
• Starter movement: the company is considered to be moving in all regions as indicated in the (new) site's site path (i.e. not just the first and last region).
• ICE Optional rules: The following ICE optional rules are in effect:
- Recently visited sites: if a company enters a site that is in opponent’s discard pile, the automatic-attack receives +1 prowess and +1 strike.
- Tapping to face multiple strikes: if you assign strikes of an attack (as defender), a character in the company may tap to face two strikes of the attack, in separate strike sequences. The character receives a minus 3 modification to his prowess against both strikes, and he must be able to at least tie both strikes.
- Defending with DI: whenever General Influence is used to defend against an influence check, or to face a hazard (e.g. Call of Home), you may use the unused Direct Influence of a character in the defending company instead of your GI.
Used Dreamcard Errata:
- “Bert”/”Tom”/”William”: add body value 5
- Cave Worm: add: […Númeriador, Iron Hills], Dragon Gap, or any mountain region.
- Healing Herbs: delete: tap and [discard this item to heal…]
- Star-glass: delete: bearer of [Star-glass…]
- Khamûl the Easterling: add Dagorlad, Harrhûn, Horse Plains, and Southern Rhovanion to the listed regions.
Dream Card Cube Tournament
Moderators: Vastor Peredhil, Thorsten the Traveller
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- Joined: Wed Mar 21, 2007 7:33 am
Looks fun! How do you randomize and distribute the non-fixed cards to players?
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- Ex Council Chairman
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we use an adapted version of the system as for the pool sealed, which says:Gaereth Barethson wrote: ↑Sun Feb 13, 2022 2:59 pm Looks fun! How do you randomize and distribute the non-fixed cards to players?
#2) the more comfortable version:
Have a big table in the centre of the room, so that players are able to circle around it. It really needs to be big, so maybe put together 2 or more tables.
Then, take all TW cards (except the f cards) and make 15 piles (face down), arranged on 3 sides of the table. Player 1 starts to pick the upper most card of the first pile, then the uppermost card of the second pile and so on, till he got 1 card of each TW pile (a total of 15, which matches 1 booster). Player 2 is doing exactly the same following player 1. When the last player got his 15 cards, repeat the procedure for 4 more rounds. So, in the end every player got 5x15 TW cards (= 5 TW booster).
Do the same 3 times with the distribute them randomly, so that up to 24 card piles are built. Do the same with the TD cards, but only 3 rounds (=3 TD booster). Then add a randomly chosen hero f-set to each participating player.
These piles will be the individual card pools for the players, out of which they have to build their play deck.
and this really lokks fun
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- Posts: 14
- Joined: Wed Mar 21, 2007 7:33 am
The setup seems a bit tedious, but I'm sure it's worth it!