COMBAT (PROJECTILE AND HAND-TO-HAND)
The target to hit is still the same (11-20 on 1d20). To hit a target, the
unit rolls the 1d20 adds that attacking units Experience level to the roll,
and subtracts the defending unit's experience level from the roll. If the
modified score is 11-20, it is a hit. Other wise, no damage is inflicted.
DAMAGE
The unit inflicts 1 damage point per level. A unit can absorbs (after armor
has absorbed as much damage as it can) as many damage points in a battle as
it has levels (e.g., a 3rd level knight, after his plate armor and shield
have absorbed their maximum damage, can receive 3 damage points before being
defeated).
SAMPLE MONSTERS AND THEIR LEVELS
Examples are from my NARNIA SMART CAMPAIGN:
FIRST LEVEL MONSTERS GOBLINS GIANT BATS SKELETONS SPRITE DEMONS SECOND LEVEL MONSTERS GHOULS HOBGOBLINS
MAGICIAN (can cast two spells per battle)
GIANT SNAKE ZOMBIE THIRD LEVEL MONSTERS GIANT CENTEPEDES DWARF
ELF (can cast three spells per day)
GNOME
A creature, who can cast spells, has a range in inches equal to its
level. If the battle is on a 1:1 scale, then its area of effect has a
diameter equal to the spell caster's level. If the battle is not a skirmish
(i.e., the scale is greater than 1:1, then the area of effect is 1 unit).
The spell causes 1 point of damage per spell caster's level.
In my NARNIA CAMPAIGN, I give the good guys a FAITH roll to avoid all
magic damage. The unit rolls 1d20: if the roll, with the unit's level added
to it, is 11 or greater, they avoid all magic damage or effects. A fair
Judge should also devise some sort of magic resistance roll for victim units.
COMING SOON: SMART INTERMEDIATE RULES
-More powerful sample creatures
-A larger experience list (so you don't have to do the calculations yourself
-The importance of terrain (and tips on really inexpensive terrain!)
SOAPBOX INTRODUCTION
Game of Oration.
Players pretend to be USA presidential candidates.
PLAYER ROLES
There are 3 types of Player Roles:
1. Candidates At least 2 players
2. Judge One player only
3. Citizens All remaining Players
SETUP
Players decide what roles they want to be.
Determine how much time is available to play.
The Judge picks which issues he wants to cover in the allotted time.
SEQUENCE OF PLAY
The Judge picks one issue.
Each candidate gets 2-5 minutes to address the issue.
The Judge determines speaking order, rules of conduct, and watches the clock.
Candidates should explain how they as president of the USA would solve the problem.
After all candidates speak on an issue, the Judge and the citizens vote to see
which of the candidates they most agree with on that particular issue.
The candidate that gets the most votes for that issue gets an “Electoral Vote”.
If the Issue vote is a tie, neither candidate gets an Electoral Vote.
At the end of the gaming session, the player with the most Electoral Votes
wins the presidential election.
SAMPLE ISSUE LIST
1. Global Warming
2. Over Population
3. Stem Cell Research
4. Middle East Peace Process
5. Racism
6. Abortion Controversy
7. Domestic Economy
8. Election Reform
9. Term Limits
10. Campaign Fundraising
11. Star Wars Missile Defense
12. Iraq
13. Education
14. Energy Development
15. Space Exploration
16. Immigration Policy
17. War on Drugs
18. Foreign Relations with China
19. Health Care
20. AIDS SHIPS OF THE LINE INTRODUCTION
Card game for 2 players.
Players are rival 15-18th century Warships trying to sink each other.
OBJECT
Destroy your opponents ship by reducing any one of his stats to zero.
SHIP STATS
Each ship has three stats:
1. Hull
2. Rigging
3. Crew
Each stat has a starting value of 7 points.
Cannon attacks will reduce these starting values.
If the Hull stat goes to zero the ship will sink.
If the Rigging stat goes to zero the ship can no longer move.
If the Crew stat goes to zero, then all aboard have perished.
DECK
The Deck has 56 cards.
Players share a common deck.
There are 7 types of cards.
The deck contains 8 cards of each type.
CARD TYPE LIST
North Wind
South Wind
East Wind
West Wind
Cannon Balls
Chain Shot
Grape Shot
TURN SEQUENCE
Play is simultaneous.
Each turn has 5 phases:
1. Load Phase
2. Reload Phase
3. Sail Phase
4. Fire Phase
5. Retire Phase
LOAD PHASE
Each player is dealt enough cards to fill their hand up to 7 cards.
If the deck runs out, shuffle the discard and deal from it..
RELOAD PHASE
Each player may discard up to 4 of his cards.
Players are dealt replacement cards.
SAIL PHASE
Players simultaneously reveal none, one, or more Wind cards.
The wind cards revealed may not include opposites.
North and South are opposites.
East and West are opposites.
For example, you can play a South and a West card together.
You may play more than one of the same Wind card.
For example, you can play 2 North cards and 3 East cards.
The player with the most Wind cards is said to be the Advantaged player.
The player with fewer Wind cards is said to be the Disadvantaged player.
If tied, both players are said to be Equals.
Discard all played cards.
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