DOCTOR STRANGE
INTRODUCTION
Card game for 2 players.
Based on the comic book character Doctor Strange.
One player is the forces of good.
The other player is the forces of evil.
VICTORY
If, for 2 turns in a row, starting on turn 10, a player has no viable
Characters in play, his opponent wins.
THE DECK
Players share a common deck.
The deck contains one of each card in the card list.
Card Types include: Characters, Companions, Locations, Items,
Modifiers, Powers, Attacks, Events
DICE
A Twelve-sided die is needed.
SETUP
Decide who is Good and who is Evil.
Each player is dealt a hand of 7 cards.
Each player starts with 1 Character in play:
The Good player starts with Doctor Strange in Play.
The Evil Character starts with Baron Mordo in play.
The Evil player goes first.
VIABLE CHARACTERS
A viable Character is one that is not:
Killed, Incapacitated, Exiled, or Captured.
TURN SEQUENCE
Players take turns.
Each turn has 4 Phases:
Mystic Arts Phase
Summon Phase
Attack Phase
Rest Phase
MYSTIC ARTS PHASE
Draw 2 cards and put them in your hand.
If the deck runs out, shuffle the discard and draw from it.
SUMMON PHASE
Put permanent cards into play from your hand.
Permanent cards include: Characters, Companions, Locations, Items, and Modifiers.
Place Character cards face up in front of you.
Location, Item, Companion, and Modifier cards are attached to individual characters.
A Character may only have one Location card attached.
ATTACK PHASE
Each of your viable characters may make 1 attack per turn.
An Attack targets an opposing viable character.
Targeted Characters are also known as marked Characters.
First declare all Attacks.
To make an attack you must play (discard) an Attack card.
The attacker rolls 1D12 and adds the power of the attacking
Character and all attached cards. This is the Attack Total.
The defender rolls 1D12 and adds the power of the defending
Target Character and all attached cards. This is the Defense Total.
Players may play (discard) Power cards to temporarily increase their Power.
The higher Total wins. Attacker wins ties.
If the Defender wins, the Attack fails, and nothing further happens.
If the Attacker wins, the Target Character suffers the fate described on
The Attack card (Killed, Incapacitated, Controlled, Exiled, or Captured)
REST PHASE
Max hand size is 7 cards.
Discard excess cards.
Roll 1D12 for each of your Incapacitated Characters:
On a Roll of 11 or 12 the Character recovers and is no longer Incapacitated.
Characters with an Unmodified Power of 10 and greater usually have better
Things to do: Roll 1D12: on a Roll of 11 or 12 discard the Character.
KILLED
Killed Characters are placed in a special Killed Character card pile.
(Their spirits now roam other dimensions)
All cards attached to the Character are discarded.
EXILED
Exiled Characters are placed in a special Exiled Character card pile.
(Their physical bodies are trapped on some other dimension)
All cards attached to the Character are discarded.
INCAPACITATED
Mark Incapacitated Characters with a token.
You remain in control (possession) of your Incapacitated Character.
CONTROLLED
If you gain control of an opponents Character, it now becomes your
Character, and you may attack with it, etc.
Indicate controlled status with a marker.
Note that a controlled character is still viable, but only for the
Player that now controls it.
Important Point:
If the original Attacking Character that brought the target character under
Control is in turn controlled or made unviable, the control is lost, and
The target character returns to its original owner fully viable.
(Players will have to remember which character did what to whom)
CAPTURED
You take possession of a Character you have captured.
A Captured Character is not viable and may not attack, etc.
Indicate controlled status with a counter.
All non-modifier cards attached to the Character are discarded.
Important Point:
If the original Attacking Character that captured the target character is
in turn controlled or made unviable, the captive is freed, and
The target character returns to its original owner fully viable.
CALL DEFENDER
Some Event cards allow for a Call Defender ability.
These cards are played by the Defender in Attack Phase.
This lets an unmarked friendly viable character add its modified Power to
The power of the Defender.
COUNTER & NEGATE
A Counter card causes a target card to be discarded only as it is being played.
A Negate card causes a target card in play to be discarded or target effect to end.
CARD LIST NOTATION
Pow = Power Level
P = Power Card
E = Event play in Mystic Arts Phase
B = Event play in Attack Phase
R = Event play in Rest Phase
X = Event play any time
C = Character
L = Location
I = Item
M = Modifier
A = Attack
N = Companion
GPO = Good Player Only may use this card
EPO = Evil Player Only may use this card
TC = Target Character
D = Call Defender Card
DO = Defender Only
AO = Attacker Only
CARD LIST
Name: Type Pow Notes:
Doctor Strange C 8 GPO
Baron Mordo C 6 EPO
Sorcerer Supreme M +1 -
Bind A - Capture
Magic Amulet I +1 -
Master of the Mystic Arts M +1 -
Insanity A - Incapacitate
Bound in Chains A - Capture
Enter Dream P +1 -
Incense P +1 -
Hidden Temple L +1 -
Trance P +1 -
Nightmare C 5 EPO
Hostile Dimension L +1 -
Hypnotic Ray A - Control
Interruption B - Counter Attack
Dream Dimension L +1 -
Metaphysical Spirit P +1 -
I Command You A - Control
Black Magic P +1 -
Desperate Cry D - GPO
Hidden Castle L +1 -
Mental Commands A - Control
Powerful Potion A - Incapacitate
Poison A - Kill
Learn Secrets E - Draw 3 cards
Experiment E - Discard hand & Draw 5 cards
Speed of Thought P +1 -
Spirit Image P +1 -
Not Responding D - GPO
Occult Powers P +1 -
Transfer Energy P +1 -
Catch Unawares P +1 -
Omnipotent M +1 -
Deadly Trap A - Kill
Magic Disguise P +1 -
Detect Danger P +2 DO
Paralyzation Vapor A - Capture
Sorcery P +1 -
Opponent Weakened P +1 -
Project Thought D - GPO
Mental Message D - GPO
Spell Bound Girl P +1 -
Mind Control Servant P +1 -
Dormant Talent M +1 -
Impostor P +2 AO
Real Self P +1 -
Teleportation P +1 -
Levitation P +1 -
Pass Through Walls P +1 -
Ethereal Self P +1 -
Mystic Dimension L +1 -
Disciple C 2 -
Tibetan Retreat L +1 -
Surprise P +2 AO
Mental Battle P +2 DO
Preparations P +1 -
The Ancient One C 7 GPO
Vapors of Valtorr A - EPO Kill
Powers of Vishanti P +2 DO
Bolts of Pure Force P +1 -
Banish A - Exile
Unsuspecting P +2 AO
Mystic Potion A - Incapacitate
Supernatural Force P +1 -
Counter Spell B - Counter Attack
Book of Vishanti I +1 -
Incantation P +1 -
Mist of Hoggoth R - Negate Exile
Shadow World L +1 -
Nightmare World L +1 EPO
Enchanted Path P +1 -
Spiny Beast A - EPO Kill
Sorcerer C 4 -
Mystic Beam P +1 -
Healing Powers R - Negate Incapacitate
Simple Spell P +1 -
Vanish A - Exile
Ethereal Cylinder A - Capture
Escape R - Negate Capture
Enchanted Ring I +1 -
Go Back in Time E - Search Deck for card & keep it
Vanquish A - Exile
Read Minds X - Look at Opponents Hand
Bait A - Capture
Force Shield P +1 -
Possession A - Control
Force Retreat A - Exile
Underlings N +1 EPO
Wong C 1 GPO (Servant)
Transfixed A - Capture
Investigate E - Look at next 7 cards in Deck
Petty Thieves E - Negate Item
Purple Dimension L +1 EPO
Aggamon The All-Powerful C 4 EPO
Sinister Gem I +1 -
Bring Back R - Negate Kill
Guards N +1 EPO
Demolisher Beam P +1 -
Battle of Wills A - Kill
Surrender Terms A - Incapacitate
All Seeing Eye X - Look at Opponents Hand
Remove Powers A - Incapacitate
The Powers that Be P +1 -
Potent Words P +1 -
Rintrah C 5 GPO (Minotaur)
Topaz C 3 GPO (Empath)
Taboo C 6 GPO (Sorcerer)
The Dread Dormammu C 10 EPO
Illusions P +1 -
Zota C 4 EPO
Loki C 12 EPO (Norse God)
LINKS
Sorcerer Supreme Very Cool!!!
GAME DESIGNERS NOTES
I’m sure I’ll be adding more cards soon.
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