mine craft player v.s. player rules

By plx
Number of people:
2-4 people
Venue:
There are a total of 10×10, or 100, grids. Each grid features a distinct biome, such as forest, plain, ocean, etc. There are semi-randomly generated buildings on top of them.
The biomes include:
Plain (or plains)
Jungle
Black Forest
Ocean (or Sea)
Mountainous region
Snowfield
Swamp
River(s)
The correspondence between biomes and buildings is as follows:
When exploring the mine, there is a one-in-six chance to encounter a Trial Chamber (Chest [requires challenging two Cyclones to draw two cards] + Treasure Chamber [requires challenging nine skeletons, slimes, and Cyclones with double damage to obtain a random five items from the following: Arrow 3, Poison Arrow 3, Iron Ingot 2, Wind Bomb 2, Ominous Bottle, Diamond, Golden Apple, and Trident])
When exploring the mine, there is a 1/6 chance to encounter an ancient city (the chest [requires two projectiles to open; if no projectiles are available, one must challenge a Sound-Following Guardian and can draw three cards])
Plain – Village (Draw three items from all food (excluding carrion), and there is a one-third chance to obtain three random items from the set of iron ingots, diamonds, iron armor, and iron swords. At this location, you can discard one card to draw another card [only once per round])
Plain – Raider Outpost (Chest [Upon defeating three raiders, you will receive a random combination of three items from the following seven: a crossbow, iron ingots x4, thread x2, and a flint x1])
Black Forest – Woodland Mansion (Chest [Defeat eight Ravagers and one Demon Spawn to obtain an Immunity Totem, a Golden Apple, an Iron Sword, and three Threads])
Ocean – Submarine Temple (Gold Nuggets [Defeat four Ocean Guardians and one Ancient Ocean Guardian while suffocating to obtain 6 to 12 gold ingots])
Desert – Desert Temple (When exploring, there is a 1/3 chance to receive 10 damage from a chest. If no damage is received, you can obtain any 5 items from the following 15: 3 diamonds, 5 iron ingots, 3 gold ingots, 4 rotten meat, and a TNT)
Jungle – Jungle Temple (Chest [any 3 of these 7 items: Diamond 1, Iron Ingot 3, Gold Ingot 1, Rotten Meat 2] + Launcher [there is a chance to take 2 damage during exploration; if no damage is taken, gain 2 arrows])
Snowfield – Snow Cave (Free access to Weakness Potion 1, Golden Apple 1)
Ocean – Shipwreck (3 chests [randomly obtain 5 items from 17 items: 5 iron ingots, 4 gold ingots, 1 TNT, 3 threads, 4 leather, and obtain a map])
Ocean and land boundary – treasure (Open the treasure chest [using a map] to obtain five items from the 10 available: 2 diamonds, 3 iron ingots, 2 gold ingots, and 3 roasted fish.)
When exploring the mine, there is a one-third chance to encounter an abandoned mine shaft (randomly obtaining four items from the following ten: chest minecart, iron ingot 3, gold ingot 2, enchanted golden apple 1, golden apple 1, bread 2)
When exploring a mine, there is a 1/6 chance to encounter a stronghold (chest [obtains any 4 items from the 11 items: diamond 3, iron ingot 4, and ender pearl 4])
Any terrain except ocean – Lower Portal Ruins (chest [drop any three items from gold ingots 5, gold armor (random enchantment), gold sword (random enchantment)])
When exploring a mine, there is a one-third chance to encounter a dungeon (chest). After defeating 2 zombies, 2 skeletons, and 1 spider, you can obtain any three items from the following nine: 3 iron ingots, 2 gold ingots, 1 TNT, and 3 threads. )
Any biome except Ocean – Mine (choose any two cards from all mineral cards after defeating four random common monsters)
All buildings can only be explored once, and cannot be explored again after being explored.
Turn structure:

  1. Set up the game, where each player is dealt 5 initial hand cards, and then chooses their birthplace
  2. The round begins
  3. The next player starts
  4. This player plays a card and moves
  5. This player draws a card
  6. If you are not the last player, go back to 3
  7. If only one player remains, return to 2
  8. Game over

Deck:
(The number following the item name indicates the quantity of that card in the deck)
Weapons and armor:


Bow 2: Long-range attack range 5, long-range attack 4. To attack, you need to show “Attack” to draw the bow. After showing the attack, do not switch weapons (switching weapons is considered invalid for drawing the bow). You can only cause damage in the next round and cannot delay. Attacking consumes one arrow
Trident 1: Melee attack 8, Long-range attack range 4, Long-range attack 6. Long-range attack requires displaying “Attack” to build up momentum. After displaying the attack, do not switch weapons (switching weapons is considered invalid for momentum building). It can only cause damage in the next round. No delay is allowed
Crossbow 2: Long-range attack 4. To attack, you need to show “Attack” to draw the bow. The damage can be dealt in the next round after showing “Attack”, but it can also be done at other times. Attacking consumes one arrow.
Iron Sword 2: melee attack 6
Golden Sword 2: melee attack 7
Diamond Sword 2: Melee Attack 9
Leather Armor 3: All damage you receive from attacks is reduced by 1
Chain Armor 3: Reduces all damage received from attacks by -2
Iron Armor 2: Reduce all damage received from attacks by -3
Golden Armor 2: Reduce all damage received from attacks by -4
Diamond Armor 2: Reduces all damage received from attacks by 5
Shield 1: When you receive damage from an attack, if the roll result is 1-3, you will not take any damage.
Enchanting Book:


Protection 2: Target Armor +2 Armor Resistance
Flame Protection 1: Target Armor. Armor Flame Resistance +2
Explosion Protection 1: Target Armor – Armor Explosion Resistance +2
Projectile Protection 1: Target Armor. Armor’s resistance to ranged attack damage +2
Thorn 2: Target Armor When taking damage, deal half of the original damage to the enemy. (This damage can be shielded by armor.)
Sharpness 2: Target Sword. Attack power of the sword +2
Undead Slayer 1: Target Sword. Damage to Undead creatures +2
Arthropod Slayer 1: Target Sword +2 damage to arthropod creatures
Knockback 2: Target. The target that takes damage will retreat two squares
Flame Enchantment 1: Target Sword – Causes the target that takes damage to catch fire
Snatch 1: Target Sword. Enemy Dropped Resources x2
Sweeping Blade 1: Target Sword Attacks all adjacent targets in the same row/column as the target during the attack
Power 2: Target Bow. Bow damage +2
Impact 2: Target. The target that takes damage will be knocked back two squares
Fire Arrow 1: Target Bow – Sets the target that takes damage on fire
Infinite 1: Target Bow – You only need one arrow to launch infinitely
Penetration 2: Target Bow – You ignore half of the opponent’s armor
Multishot 2: Target Crossbow. You can use one arrow to simultaneously attack three targets within range
Durability 3: Target: Any item with durability. Increase their durability by 2
Empirical Repair 1: Target Any durable item. When you defeat the target, you restore 2 durability points to it
Deep Sea Explorer 2: Objective – Armor. Your movement speed on oceans and rivers increases by 1
Underwater Breathing: Target: Armor. Your underwater breathing duration has been extended from 10 rounds to 20 rounds
Bind Curse 2: Target Armor – Once you put on this armor, you cannot take it off until it is damaged
Vanishing Curse 2: Target: Any. After your death, this item will enter the discard pile, rather than the person who defeated you.
Available cards:


Wind Blast 5: Attack range 5. Makes a target retreat three squares
Flint 3: Attack range 1 – Set a target on fire
TNT 2: Attack Range 4. Designate a target. If the target is determined to be a 1, deal 10 points of damage to it. Otherwise, pass the attack to the next closest target.
Arrow 4: Use a bow and arrow/crossbow to launch
Poison Arrow 4: Use a bow/crossbow to launch, inflicting a poison effect on the target
Slow Arrow 4: Use a bow/crossbow to launch arrows/bolts, inflicting a slowing effect on the target
Weak Arrow 4: Use a bow/crossbow to launch arrows, inflicting a weakening effect on the target
Attack 20: Deal damage equivalent to the weapon’s damage to a target
Defense 15: Immune to damage from one attack
Fishing rod 5: Draw a card from the opponent
Spider Web 5: Distance 3. Prevent the opponent from moving until the start of your next turn
Food:


Bread 5: Restores 10 points of health
Steak 3: Regain 8 points of health
Raw steak 3: recover 7 points of health
Pork 3: Regenerate 6 points of HP
Raw pork 3: Restores 5 points of health
Mutton 3: Restores 4 points of HP
Raw lamb meat 3: 3 points of blood return
Grilled Fish 3: Regain 3 points of HP
Raw Fish 3: Regain 2 points of HP
Rotting Meat 10: Restores 1 point of health
Golden Apple 2: Restores full health, grants immunity until the end of your next turn, and gains 4 additional health points
Enchanted Golden Apple 1: Restores full health, grants Strength and Resistance effects until the end of your next turn, and provides 16 additional health points.
Regarding card play/movement:
Each player can move two steps per turn, and cannot move diagonally. However, certain effects may reduce or increase this number of steps.
Moving to or from a mountainous area is considered as moving two steps, so traversing a mountainous area takes twice as long.

[Attack] can be directly executed, dealing one point of damage. If you have a weapon, the damage will be increased to match the weapon’s damage, and the weapon’s durability will be reduced by one. When using a melee weapon, you can only attack adjacent targets, but using a ranged weapon allows you to attack any target within a certain range. If you become the target of an attack, you can immediately execute a defense to offset the damage.
Weapons can be directly equipped to the weapon slot. Weapons equipped to the weapon slot cannot be removed and can only be discarded. When a weapon’s durability is depleted, it is considered damaged and must be discarded. Only one weapon can be equipped at a time.
Armor can be equipped to the armor slot. Armor equipped to the armor slot cannot be removed and can only be discarded. Each time the armor receives damage, its durability decreases by one. When the durability is depleted, it must be discarded.
The Immortality Totem and Shield can be equipped in the Off-hand slot. Once equipped in the Off-hand slot, the Immortality Totem or Shield cannot be removed and can only be discarded. The durability of the Shield decreases by one each time it absorbs damage. When the Shield’s durability is depleted, it is considered damaged and must be discarded. The Immortality Totem has no durability and is discarded after use.
Monster:
Common monsters:
Zombie: Health 10, Melee Attack 5, Movement Speed 1
Skeleton: Health 10, Ranged Attack 4, Movement Speed 1
Spider: Health 5, Melee Attack 3, Movement Speed 3
Creeper: Health 10, Melee Attack 10, Movement Speed 1. Dies after attacking
Enderman: Health 20, Melee Attack 6, Movement Speed 2 # Can teleport directly in front of the player when spawned
Slime: HP 40, melee attack 1, movement speed 1
Monsters in the water:
Drowned Corpse: Health 10, Melee Attack 5, Movement Speed 1 (Common)
Ocean Guardian: HP 15, Ranged Attack 2, Movement Speed 2 # Can attack twice per round
Others:
Raid: Health 15, Melee Attack 6, Ranged Attack 4, Movement Speed 2
Flying:
Annoying Ghost: HP 5, melee attack 4, movement speed 3. # A maximum of three of this creature can appear on the field. # It cannot be attacked remotely
Whirlwind Man: HP 15, Range Attack 2, Movement Speed 3. #If a player is in the front row when they receive damage, they can retreat to the back row and become immune to damage# The player who receives damage retreats to the back row

BOSS:
Ancient Ocean Guardian: Health 40, Ranged Attack 4, Movement Speed 1. Can attack twice per round
Demon Summoner: HP 15, Ranged Attack 8, Movement Speed 1. If no attack is made in this round, two Netherwraiths can be summoned
Guard on Sound: HP 50, Ranged Attack 13, Melee Attack 10, Movement Speed 1# If the player has not moved or attacked this turn, they cannot move or attack
Effect:
Ominous Sign: Those with this effect will be attacked by eight plunderers and one demon summoner when approaching the village. After defeating them, they will receive an Immortal Totem, a Golden Apple, an Iron Sword, and three threads. The effect lasts for 12 rounds.
Poison: At the end of the round, lose three health points. Lasts for 3 rounds
Slow: Can only move one step per round. Lasts for three rounds.
Weakness: Attack power reduced by half. Lasts for three rounds.
Regeneration: At the end of the round, recover three hit points. Lasts for three rounds.
Speed: You can take three steps per round. This effect lasts for three rounds.
Strength: Double attack power, lasting for three rounds.
Resistance: The maximum damage you can receive is one. Lasts for three rounds.

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