Hell on Eight Wheels: Eight – A Unified Core Rule
Before we go much further, a
new blanket rule will be instituted to help pull the various mechanisms into a
more unified concept.
The highest card wins, as long as it is below the relevant
attribute for the action. If two skaters are comparing cards and one skater
plays a card higher than their relevant attribute, the other skater wins; but
if two cards are played higher than their respective skater’s attributes, the
higher card wins.
On the negative side, this means
I’ll need to reconfigure some of the rules that we’ve looked at so far. On the
positive side this mean that once a player understands one part of the game,
they’ll have a general understanding of all parts of the game. It also simplifies
a few things, and makes them quicker to play through without needing to add
figures together to determine results.
When we apply this rule to the
concept of skater speed and distance moved, the mechanism now changes to…
Skaters have “Speed” and “Strategy”
attributes, and they have a “thrust” (name subject to change). A player should
aim to place as high a card as possible in the “speed” and “strategy”
categories without exceeding the relevant attribute values. As long as they
place a lower card in their speed, they gain a number of forward movement
actions equal to the card rank (each forward movement action pushes the skater
a number of sections equal to their thrust [walk = 1, run = 2, sprint = 3]). As
long as they place a lower card in their strategy, they gain a number of strategic
movement actions equal to the card rank. If the speed category is allocated a
card with a higher rank, the skater overexerts themselves and risks suffering a
penalty to their speed attribute for the remainder of the jam. If the strategy
category is allocated a card with higher rank, the skater becomes confused with
the potential options available (and risks suffering a penalty to their
strategy attribute for the remainder of the jam). If both categories are
allocated cards with higher rank, the skater risks immediately falling over
(and possibly causing a cascade of falling skaters).
When we apply this rule to the
concept of conflict between skaters, the mechanism remains basically intact
because the fundamentals of the hit mechanism are based on the targeted combat
model. But the notion of conflict results and damage can be applied to the
strength statistic…
1) Active skater moves. If the active skater moves into the
threat zone of another skater, a block opportunity arises. At this point, the
active skater becomes the defender, while the skater whose threat zone has been
invaded becomes the attacker.
2) Attacker and Defender compare their respective strategy
scores to determine how many cards they may draw and play. If the active skater
has entered the threat zone of two opposing skaters, the opponents add together
their strategy scores against the active skater. If the active skater has
entered the threat zones of skaters from both teams, they must resolve the
conflict sequence before any opportunity for an assist or whip.
Respective Strategy Scores
|
Adjacent Track Section
|
Gap of 1 Track Section
|
Defender more than 3 Higher
|
Attacker 1 Card
Defender 3 Cards
|
Attacker 1 Card
Defender 3 Cards
|
Defender Higher
|
Attacker 1 Card
Defender 2 Cards
|
Attacker 1 Card
Defender 3 Cards
|
Attacker Equal or Higher
|
Attacker 1 Card
Defender 1 Card
|
Attacker 1 Card
Defender 2 Cards
|
Attacker more than 2 Higher
|
Attacker 2 Cards
Defender 1 Card
|
Attacker 1 Card
Defender 1 Card
|
3) Cards are played for the assault and the defence. Both
players may play cards from their hand instead of the cards dealt at this time
to the skaters (this gives the players a stronger element of strategic play).
4) Once cards are revealed, each skater involved in the
block/conflict may draw an extra card by risking a foul. When an attacker does
this, they exchange their attack card with a random card from the top of their
deck. When a defender does this, they discard one of their defence cards and replace
it with a random card from the top of their deck. In either case, if the new
card has a higher rank than the replaced card, a foul is performed.
5) If (once cards have been finalised) the attacker plays a
card with a suit unmatched by the defender, then the attack gets through.
Comparison of card ranks determines how savage this attack is. The attacker
uses the rank of their successful card (if they are lucky enough to have two
successful cards they may choose the card used), the defender uses the highest
card rank below their strength attribute.
6) If the attacker’s card is higher than their strength, they
risk a fall (and possibly starting a fall cascade).
7) If the attacker’s card is higher than the defender’s, they
inflict an injury to the victim’s targeted attribute. If the victim has already
suffered an injury to this attribute, it becomes more permanent. A victim
suffering permanent injuries to two attributes is rendered too injured to
continue play.
8) If a fall is risked, the skater must draw a card with a
value lower than their strategy attribute to avoid falling. If a fall occurs,
anyone in the threat zone of the falling skater now risks a fall.
9) If the active skater still has moves remaining, they may
continue their movement around the track.
Any more complicated rules come
in the form of special abilities available only to skaters who possess the
relevant skills or traits.
For example, one trait might provide
the ability to cause a fall risk rather than applying damage to an opposing
skater. One trait might provide the ability to adjust a card’s rank up or down
by a single point when involved in a specific type of action. Another trait
might allow an extra card to be drawn when a specific action type is being
performed.
Traits such as these would be
limited throughout the game, mainly possessed by veteran skaters who have
developed their own special skating techniques, or available under certain
circumstances if members of the team engage in a specific play formation.
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