Showing posts with label NaGaDeMo 2012. Show all posts
Showing posts with label NaGaDeMo 2012. Show all posts

Thursday, November 29, 2012

NaGaDeMon: I Win!

A quick playtest last night with no major snags means that I win NaGaDeMon, 2012!


Dungeon Dealer: Updated!

Chess Dice


The secret is to aim low. I didn't want to create a full game from scratch (would never have had the time), but I figured a couple of quickie games that required very little set up might be fun.

Wednesday, November 28, 2012

NaGaDeMon: Dungeon Dealer, How to Play

Got it under the wire, but I finished! It has been playtested in its rough form and hopefully I'll be able to squeeze out a quick hand or two before Sat. PDF to follow.

How to Play
Once the first Dealer has been determined, she then deals out 5 cards to each player and one for herself. She then sets the deck down and turns over one card. This is the Monster Card.
The Monster Card’s Suit determines its type, and the card’s value determines its HP and its final XP total. (Ace is one, all Face Cards are 11). 

The first person to act is the player sitting immediately to the Dealer’s right. To hit the monster and reduce its HP by one, the player must play a card of the same suit of the Monster, but of Greater Value, OR any card of their Class Suit. 

For Example: The Dealer draws a Monster Card of 8 Clubs. The first player to act is
John, who is a Thief. In his hand he has a 10 of Clubs and the 3 of Spades. He can play either to reduce the Monster’s HP from 8 to 7.

The next player to act is Susan, a Cleric. She can now defeat the Monster by playing a Heart, or any Club 7 or higher. 

Players MUST play a card on their turn, and the play goes around until either the Monster’s XP is reduced to 0 (Players’ win), or all the players run out of cards (Monster wins). 

Dealers may play Saving Cards at any time, but they are not forced to ‘act’. 
If the Monster is defeated, the player who took the Monster’s final HP gets XP equal to the Monster’s original HP total. If the Monster wins, the Dealer get the XP.

Next Dealer
Once the battle is done, the Monster card is placed in the Dungeon Discard pile. All other cards are collected by the next dealer, shuffled and dealt out for the next round. The Dungeon Discard pile represents the gradual attrition of resources suffered by all dungeon delvers.

The Monsters get Tougher, the Deeper you Delve
Once around the table, giving all players a chance to be dealer is called a ‘Level’. The first level, all monsters are dealt one Saving Card. On the second Level (when the player who was first Dealer is Dealer again), the Monster is dealt two Saving Cards. On the third Level they gain a third Saving Card, and so on. Saving Cards are not put on the Dungeon Discard pile.

 XP
Once a player has collected 20 or more XP, they gain an extra starting card in their Hand. You do not get to keep extra points, if you defeated/played a 10 XP monster and an 11XP monster (for a total of 21), the extra point is discarded. 

 Additional Notes
Aces beat Face Cards, but do not beat number cards. This applies in all cases.

  While Face cards all have an XP total of 11; Aces, Queens and Kings beat Jacks; Queens are beaten by Kings and Aces; and Kings are only beaten by Aces. 

  Ties go to the player acting that turn. When the player is ‘attacking’, they would win a tie, but if a Monster then plays a tied Saving Card that would then win.

 So Who Won?
Games can continue as long as the players wish (eg, limits of 2 hours or up to six Levels, etc). Keep track of the players’ points collected through the game. The player with the highest point total wins.

Friday, November 16, 2012

Chess Dice

Not my main NaGaDeMon project, just something I tossed together one night while walking the dog.

Chess Dice

Its not been playtested, so if anyone gives it a try, please let me know how it goes.

Friday, November 9, 2012

NaGaDeMon 2012: Monster Cards

Monster Cards
 
The Dealer always plays the Monster. There is the revealed Monster card, which shows what kind of Monster the party is facing (its suit), plus its current HP total. Numbered cards have starting HP equal to their value, while Face cards always have 11 HP. The Dealer also has a number of cards dealt to her face down; these are known as Saving Cards. 
 
Any time a Monster is successfully defeated by a player, its HP goes down by 1.
 
Saving Cards
If a Monster is about to lose a HP due to a player action, but the Dealer can play a Saving Card to avoid taking damage. The Saving Card must be a higher card of the same suit as the attack. 
 
 Example: An Undead Monster is about to lose a HP after a Warrior played the 3 of Clubs. However, in her Saving Cards, the Dealer has a 5 of Clubs. Playing this, she is able to defeat the attack and do not lose any HP. 
 
This is in addition to the Monster Skills listed below
 
Clubs: Regular Monsters
Natural Weapon: If the monster has any Clubs in their Saving Cards, they can immediately play them face down in front of the monster. To defeat the Monster on its own terms (ie, Clubs), you must now defeat the total of the Weapon card PLUS the current HP total of the Monster.
 
The Weapon card does not affect the starting amount of Hit Points.
 
Hearts: Undead Monsters
Drain: If a Monster successfully plays a Heart as a Saving Card (must be the incoming attack), then the player must discard an additional card from their hand.
 
Diamonds: Magical Monsters
Magical Barrier: the Dealer can defeat any attack (except a magical one) by playing a Diamond Saving Card. The value of the Diamond does not have to beat the value of the attack.
 
To defeat a Diamond (a magical attack), the Saving Card must beat the value of the attack card.
 
Spades: Traps
If the Monster card is revealed to be a Spade, this is a Trap. All players must play a single card. Only Spades defeat Traps, Class Suits do not (except Thieves). The player who played the highest Spade defeating the Trap's Card Value has disarmed the Trap.
 
However, if the Dealer has another Spade in their Saving Cards, they can immediately play that card (representing a more convoluted trap) once the first one is defeated. The party must again play a single card in the hopes of defeating this next layer. This can go on as long as the Dealer has additional Spades in their Saving Cards or until all players are unable to defeat the Trap Card, in which case the XP are awarded to the Dealer.
 
 XP is awarded only after ALL layers of the Trap have been disarmed, and are equal only to the point value of the first Trap Card played. The first Trap card played is then put into the Dungeon Discard pile.

Friday, November 2, 2012

NaGaDeMon: Dungeon Dealer

Classes
Warrior
Class Suit: Clubs
Class Skill
Weapon: Choose any club card from your hand to use as a weapon. Place in front of you face up. The value of this card can be added to any Club or Monster Suit card played by the warrior. At the end of the battle, you can choose to keep this card, or discard it in the hopes you get a higher club next battle. This does not work against Traps. 

Wizard
Class Suit: Diamonds
Class Skill
Spells: When you play a Diamond card successfully, draw another card to replace it.

Thief
Class Suit: Spades
Class Skills
Disarm: You double the value of any Spade card played against a Trap.
Backstab: Whenever another player successfully hits a Monster, the thief can immediately (out of turn) play a card of the same suit and take another hit point off the Monster. The card played must be of the same suit played by the previous player and must defeat the Monster Card's current HP total. 

Cleric
Class Suit: Hearts
Class Skills
Turn Undead: When facing an Undead Monster Card and ONLY on your first turn, if your defeat the Monster Card's current HP, the Undead Monster has been successfully "Turned". The Monster is now defeated and the Cleric collects the XP.
Heal: If you play a Heart against a monster and the card value is higher than the Monster current HP, you get an extra card that can be kept, or given to another player. You may not look at the card before choosing to heal and this does not work against Traps.

Thursday, November 1, 2012

NaGaDeMon: Dungeon Dealer

The Premise 
Acard game that uses standard fantasy and roleplaying elements. A game for 3-4 players and requires each player have a pencil and piece of paper, plus a standard deck of cards (with Jokers).For those nights when no one feels like going through the trouble of running an adventure.
  -The Premise
  -The Set Up
  -Classes
  -Monster Cards
  -How to Play
  -Advanced Dungeon Dealer (allowing for players, classes and rules)
The Set Up
To begin, everyone chooses a Class: Warrior, Wizard, Thief or Cleric.
Write down your choice on your paper.
To determine who will be the first Dealer, everyone cuts the deck. High card is the Dealer and any ties are resolved with pistols at twenty paces.
The Dealer then deals out 5 cards to each player and one for herself. She then sets the deck down and turns over one card. This is the Monster Card.