Hell on Eight Wheels: Sixteen - Basic Rookie Rules
Stage 1.0: Basic Rookie Rules
Play Requirements
1 x Track Board
10 x Skater Markers (5 per
player)
20 x Speed Tokens (10 per
player)
1 x Activation Marker
10 x Practice Skater Profile
Cards (5 per player)
A Standard Deck of Cards
Practice Skater
Profiles
1. 1 x Jammer
Soul: 8, Speed: 8, Strategy:
6, Strength: 6
(Ignore Abilities and Traits)
2. 3 x Blocker
Soul: 6, Speed: 6, Strategy:
8, Strength: 8
(Ignore Abilities and Traits)
3. 1 x Pivot
Soul: 8, Speed: 6, Strategy: 8,
Strength: 6
(Ignore Abilities and Traits)
Set Up:
Team Set Up: Place the five rookie team cards on the team board.
Shuffle the card deck, and deal ten cards to each player, then deal a face down
card to each team member. Once all cards
have been dealt out, thirty will be on the table or in player’s hands, with
twenty-four remaining in the deck.
Board Set Up: Each player places their skaters on the designated
starting grid markers. A team’s three blockers and pivot may be placed
interchangeably on any of the forward markers behind the first starting line,
the jammer must be placed behind the second starting line. Place the board activation
marker to highlight the grid line behind the first starting line.
Action
Sequence:
Activation: Any skaters highlighted by the activation marker
activate. Any players with an active skater flip the skater’s face down card
and play a card from their hand; using these two cards, one is allocated to
speed and one to strategy. If more than one skater has activated, the one with
the highest allocated speed card moves first (resolve ties using the allocated
strategy card).
Movement: When a skater is activated, you may add a speed token,
remove a speed token or leave the number of speed tokens unchanged (during the
first turn it is recommended that you add a speed token to each skater as they activate,
otherwise they will be unable to move). A skater may have up to 2 speed tokens.
They may move a number of grid units forward equal to their respective card or
their speed attribute (whichever is lower) multiplied by their number of speed
tokens. While moving forward around the track, a skater may move laterally a
number of times equal to the card allocated to their strategy or their strategy
attribute (whichever is lower).
Ignore track markings at this
stage (we’ll look at them as further rules are introduced).
Blocking: A skater may block an active skater if that active skater
moves into their threat zone. In this simplified version of the rules, either a
block works (and knocks a rival skater to the ground), or it doesn’t work (and
the rival skater passes unhindered).
Any time an active skater
moves into a passive skater’s inner threat zone, the player controlling the passive
skater may choose to initiate a block. When a block is initiated, the player of
the passive skater may draw a card or play a card from their hand. The player
of the active skater may do likewise. If the active and passive skater’s cards
match suits, the block has failed and the active skater passes unhindered. If
the cards have different suits, each skater has an impact equal to either their
card rank or their strength score (whichever is lower). The skater with the
lower impact loses a speed token. If the active skater loses all of their speed
tokens in this way, their movement and activation ends.
Scoring:
The aim of a roller derby bout
is to run rings around the opposing team. This is the job of the Jammers. Only
Jammers may score points, and they may only do so once they have completely
lapped the pack.
Once a jammer has completely
lapped the pack, they are able to earn a point by passing an opposing skater.
Each skater passed in this way earns a point, and if a skater completely passes
the opposing team, they may attempt to lap the pack again for another round of
point scoring.
End of the Jam:
A jammed is timed as the
activation marker makes its way around the track. Each time a complete sweep of
the track is made by the activation marker (allowing every skater to activate
at least once), a period of 15 seconds of game time is considered to pass. A regular
jam lasts a maximum of 2 minutes; eight complete circuits of the activation marker.
[EXAMPLE OF A BASIC ROOKIE JAM TO BE WRITTEN]
Comments
Apologies for the off-topic comment, but I couldn't find a contact email for you.
A while ago I put out an ebook of my writing, called 'The New Death and others'. It's mostly short stories, with some obvious gamer-interest material. For example I have a story inspired by OD&D elves, as well as poems which retell Robert E Howard's King Kull story 'The Mirrors of Tuzun Thune' and HP Lovecraft's 'Under the Pyramids'.
I was wondering if you'd be interested in doing a review on your blog (either a normal book review, or a review of its suitability as gaming inspiration).
If so, please let me know your email, and what file format is easiest for you, and I'll send you a free copy. You can email me (news@apolitical.info) or reply to this thread.
You can download a sample from Smashwords:
http://www.smashwords.com/books/view/92126
I'll also link to your review from my blog.
Yours,
James.