Dream Card Cube Tournament
Posted: Sun Jan 16, 2022 2:25 pm
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.
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.