/pvp-cards

PVPCards is an open source fantasy RPG playing card game.

pvp-cards

PVPCards is an open source fantasy RPG playing card game. This game can be played with 2 or more players, and is generally played in 2 teams. Players take turns completing actions trying to deal damage and eliminate each other from the game. Because you rolled a 20 and found this page; you are free to download, print, and play this game.

If you would like to help support this game, anything is appriciated. Feel free to contribute ideas, art, alternative rules, cards, and even donations. I intend to create a Kickstarter campaign to get physical sets made if I get enough donations. I also intend to continue expanding both this universe, as well as some different themes as well if possible.

Donations

  • Venmo: @Chadrbanks
  • BTC: 1F1Nc5spjxiWTTenn8rUtShxdo7omroCdx
  • ETH: 0x349D36020FD17D40f5a7Fa620777c6b42c132196

Objective

The object of PVPCards is to deal enough damage to all of your enemies to knock them out. You want to be the last person or team standing.

Components

The game is currently made up of a single set of 48 cards. Currently, you must print these and cut them out manually.

Setup

Have a random player shuffle and deal 3 cards to everyone. The dealer should deal the final cards face up. If you suspect that the player is a sneaky rogue, then play multiple games having players take turns dealing in a clockwise rotation.

Turn Order

The player with the highest card value wins initiative and goes first. If there is a tie, the card type can be used to break a tie. There are currently 4 card types. Listed in priority order from highest to lowest is Green, Red, Yellow, Blue. Implying that a green card will always win a ties and a blue card will always lose.

Once the player with initiative is established, he declares himself on Blue team. The next player to his left is declared on Red team, and the pattern of Blue and Red back and fourth continues until all players are on a team. If there is an odd number of players then the last player does not declare Blue team and instead becomes the true rogue. This player is now independant for this hand and is able to change teams at will, or stay independant. This means they can declare Blue or Red from the onset or just declare Rogue.

Rounds

The player with initiative takes their turn by playing any one card they want, and they only discard the played card or draw any new cards if they are instructed to do so on the card being played. Then turn order proceeds to their left, and play continues as players are dealt damage and knocked out. If a character runs out of cards in their hand, they are knocked out and forced to discard any cards in front of them. Players who have had the misfortune of being eliminated do not get to draw or take turns unless an active player plays a card that instructs them to do so.

End

Turns continue until only one team (or player) is left. Winners are then declared, and you can shuffle and play the next game.

Alternative Rule Sets

  • Begin with 5 HP (cards)
  • Book keeper
  • Free for all

Card Manifest

Green Items

  1. Lockpicks & Loot: Roll 1d10 on a table. 1 - 3 discards this card, 4 - 7 does nothing, you draw a new card on 8 or 9, and a 10 draws you two cards.
  2. Throwing dagger: Single Action TR:5 DMG:1
  3. X Throwing Daggers: Single Action TR:7 DMG:2
  4. Shortbow: Action TR:6 DMG:1
  5. X Enchanted Shortbow: Action TR:5 DMG:2
  6. Long Bow: Action TR:5 DMG:1
  7. X Enchanted Longbow: Action TR:4 DMG:2
  8. X Crossbow: Action TR:4 DMG:1
  9. X Enchanted Crossbow: Action TR:3 DMG:2
  10. Hide: PIFS -> Enemies must roll to spot before attacking TR:6.
  11. X Set trap: PIFE -> Enemies must save TR:6 DMG:1
  12. Steal: Roll (TR:6) to steal a single card from a targeted player of your choice, keep the card if it is green or yellow otherwise you must discard it.

Red Items

  1. Wound to skip turn: PIFS -> When you deal damage to a player, they lose a turn too.
  2. Throwing axe: Single Action TR:6 DMG:1
  3. X Javlin: Single Action TR:8 DMG:2
  4. Handaxe: Action TR:5 DMG:1
  5. X Enchanted Handaxe: Action TR:4 DMG:2
  6. Greataxe: Action TR:4 DMG:1
  7. X Enchanted Greataxe: Action TR:3 DMG:2
  8. X War Hammer: Action TR:3 DMG:1
  9. X Enchanted War Hammer: Action TR:2 DMG:2
  10. Extra action I: PIFS -> You can take 2 actions per turn.
  11. X Extra action II: PIFS -> You can take 2 actions per turn.
  12. Rage: PIFS -> +1 to DMG every time you inflict DMG on a player.

Yellow Items

  1. Leather Armor: PIFS -> +1 TR when being attacked. If the enemy succeeds, this card is discarded instead of one from your hand.
  2. X Chain armor: PIFS -> +2 TR when being attacked. If the enemy succeeds, this card is discarded instead of one from your hand.
  3. Magic armor: PIFS -> +3 TR when being attacked. If the enemy succeeds, this card is discarded instead of one from your hand.
  4. X Magic bag at start of turn, you can risk roll 1d6 to draw a card.
  5. Power Ring: PIFS -> -1 TR to all your rolls while you have this.
  6. Treasure I: Discard to draw 2 cards. Can will.
  7. X Treasure II: Discard to draw 3 cards. Can will
  8. X Treasure III: Discard to draw 4 cards. Can will
  9. Local Business: PIFS -> Roll each turn. 1 - 3 discard this card. 4 - 7 Nothing. 8 - 9 draw a card. 10 draw 2 cards.
  10. X The “Winning” Machine
  11. Health potion: Discard to draw 2 cards.
  12. X Necklace of Life: When you discard this card, draw 3 cards.

Blue Items

  1. Heal spell: Roll to allow target to draw a card TR:6
  2. Missile of magic: Action targets up to 1 players TR:5 DMG:1
  3. Fireball spell: Action targets up to 3 players TR:6 DMG:1
  4. Shield barrier: PIFS -> If attacker fails, they take the damage.
  5. Blood Magic: PIFS -> Get 2t for DMG, and can spend action to add 1t until 0.
  6. X Scry to spy
  7. Divine intervention: PIFS -> Roll at this time is saved.
  8. X Greater healing
  9. X Red dot
  10. X Captain swap
  11. X Necro
  12. X Spell of wonder