Shandalar II — Setup _×
SHANDALAR II
A LAND OF MAGIC
CD-ROM · WIN 95

Shandalar IIPLAYABLE PROTOTYPE · v1.1

Wander a land that generates itself, pick fights with wandering duellists, take a card off everyone you beat, and break the five mana castles before they break you.

The duels run on a real rules engine — a stack with priority passes, instants you can cast on your opponent's turn, counterspells, artifacts, enchantments and auras, activated and triggered abilities, continuous effects through layers, X spells, dual lands, and gang blocking.

Built from the data files of a 1997 MicroProse game. Every card, opponent name and town name in it is extracted from that install, not invented.

How to play
Travel or WASD — one step per day
DuelWalk into a figure on the map. The number on it is how hard they hit.
DeckB to edit · E for the shop when standing in a town
In a duelGlowing cards are castable right now. Green-marked permanents have an ability you can activate. Instants stay castable on your opponent's turn.
BlockingClick an attacker, then as many of your creatures as you like — you can gang up on one attacker.
WinningBeat all five coloured castles. They are much harder than the rogues.
Contents
  • 356 cards — every one fully implemented, none are decorative
  • 96 activated abilities, 22 triggers, 29 continuous effects, auras that fall off
  • The ten original dual lands, so two-colour decks actually work
  • 66 named opponents with their original difficulty ratings and taunts
  • A duel AI that scores cards off the 1997 game's own hand-authored hint data

Best on a desktop — it wants a keyboard and a wide window. Nothing installs, nothing is saved; closing the tab wipes your progress.

readme.txt _×
This is a prototype, not a finished game.

356 of the 1,399 coded cards in the source data are playable. The rest
wait on rules text this engine cannot compile yet -- a card only ships if
ALL of its text is implemented, so nothing on screen is decorative.

Not in yet: regeneration shields, damage prevention, and most one-off
1997 templating. Dungeons and lairs are still duels wearing a different
hat. There is no save -- closing the tab ends the run.

Measured over 400 duels per tier, your win rate runs 68% against the
weakest wanderers down to 41% against a castle wizard.
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