Hell On Eight Wheels: Five – Further Movement
Confrontation (2nd and 3rd Editons)
from Rackham had a quick and easy system for miniatures combat, it combined the
location of a victim’s hit with difference between attacker’s strength and
victim’s toughness, and combined it all into an elegant solution for how much
impact this had after an attack was resolved…all by simultaneously rolling 2
dice and comparing a couple of numbers.
Malifaux from Wyrd Miniatures has a system where you
randomly draw cards. In certain circumstances a character quirk lets you draw
an additional card; if it’s a positive quirk you pick the higher of the two
cards drawn for your result, and if it’s a negative quirk you get stuck with
the lower of the two cards drawn. This system also allows you to strategically
play a card from your hand to gain an advantage during play.
I’ve found that card play works more quickly than dice
rolling in the various game systems I’ve used, and since I want the strategic
element that we see in Malifaux, I’ve already decided to use cards for this
game.
But now it’s a case of combining the elements I like from
each system.
I have the idea that game play will basically follow this
pattern.
1) At
the start of a jam, each skater is randomly dealt two face-down random cards,
and each player holds a hand of cards reflecting the teamwork and strategic
planning of the team.
2) Skaters
are activated in turn around the track. When activated, their two cards are
revealed, one is assigned to speed, and one to manoeuvrability. Speed plus a
constant attribute value indicates how far the skater moves (maybe referenced
off a table), manoeuvrability plus a constant attribute value indicates how
many times the skater may move to an inner or outer ring on the track (also
referenced off a table).
3) If
a skater moves adjacent to an opposing player, both skaters draw one or more
new cards to determine the result of any block attempt. A skater may be knocked
down, blocked, slowed down or might get through with no problems.
4) Once
activation is complete, any cards used in the activation are shuffled and a
skater is assigned two more face down random cards.
5) Activation
moves to the next skater.
Preliminary table idea
Stat+Card
Result
|
Walk
|
Run
|
Sprint
|
|||
Move
|
Manoeuvre
|
Move
|
Manoeuvre
|
Move
|
Manoeuvre
|
|
2-3
|
3
|
1
|
5
|
1
|
6
|
1
|
4-5
|
4
|
1
|
6
|
1
|
8
|
1
|
6-7
|
5
|
2
|
7
|
1
|
10
|
1
|
8-9
|
6
|
2
|
9
|
2
|
12
|
1
|
10-11
|
7
|
3
|
10
|
2
|
14
|
2
|
12-13
|
8
|
3
|
12
|
2
|
16
|
2
|
14-15
|
9
|
4
|
13
|
3
|
18
|
2
|
16-17
|
10
|
4
|
15
|
3
|
20
|
2
|
18-19
|
11
|
5
|
16
|
3
|
22
|
3
|
20-21
|
12
|
5
|
18
|
4
|
24
|
3
|
22-23
|
13
|
6
|
19
|
4
|
26
|
3
|
24-25
|
14
|
6
|
21
|
4
|
28
|
3
|
26
|
15
|
7
|
22
|
5
|
30
|
4
|
Skaters will have states from 1-13 (basically Ace to King
from a standard deck), adding a card value of 1-13 gives a total value from 2
to 26.
I’m hoping this isn’t getting too complicated.
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