https://wiki.blognomic.com/api.php?action=feedcontributions&user=Card&feedformat=atomBlogNomic Wiki - User contributions [en]2024-03-28T11:52:34ZUser contributionsMediaWiki 1.34.1https://wiki.blognomic.com/index.php?title=Discussion:_Dynasty_Ideas&diff=19727Discussion: Dynasty Ideas2022-05-19T04:24:13Z<p>Card: </p>
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<div>This page is for discussing possible ideas for future dynasties. Add new ideas to the end of the "Suggested Ideas" section.<br />
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=Suggested Ideas=<br />
== The Poetic Dynasty==<br />
Replace all instances of Scribe with Poet, replace all instances of Editor with Director, replace all instances of Rule with Sonnet. Repeal all dynastic rules, and add the following: A poet, like my father: All rules, with the exception of this one, must have an acceptable rhyme scheme that that rule follows and is written withen the rule. It must not simply be an alphabetical string of letters. ExampleYes:ABAB ExampleNo:ABCD<br />
== The Nomic Time Travel Dynasty==<br />
A Dynasty based on the mechanic of taking "snapshots" of the Ruleset every week (each Sunday?), and granting players the ability to remove themselves from the current Ruleset, and play according to a snapshotted Ruleset.<br />
== BlogNomic Dynasty==<br />
A Dynasty where a sub-game of nomic is being played that initially has no effect on the outer Dynasty. It might be interesting to have the initial rules of the sub-game be slightly edited Core rules of BlogNomic, but it may be weird if a sub-Dynasty starts up.<br />
== Real life travel Dynasty==<br />
A Dynasty where, to go around the game map (our Earth!), you have to find real-world bus/airplane tickets and pay their real price in game money to travel around. (A different take on "real life" was tried in [[The Eighteenth Dynasty of Kevan]]. [[The First Dynasty of Wakukee]] involved some not-too-realistic travel between any real-world locations.)<br />
== A picture speaks more than a thousand words==<br />
All Dynastic Rules are pictures. Pictionary, nomic-style.<br />
== Reverse Nomic==<br />
You start with a ruleset and can only remove from it (or adding is significantly taxed). Repeal to your advantage and strategically remove words to change the meaning of rules!<br />
== Lawyer Nomic==<br />
Players are encouraged to challenge rules, change them, remove them, find loopholes. Maybe the goal is to change the core ruleset itself (if only temporarily for one dynasty).<br />
== Elector's Dynasty==<br />
The players are electors picking the next emperor. The emperor will make a number of promises before he is elevated, on issues ranging from land disputes to religious policy to high offices. Each elector secretly picks some issues to support. When the emperor is finally elevated, along with his platform, the game will be scored. Offices, including the emperor, will score points, which everyone can predict. But the issues will also be worth points, and those are a secret. Who will get the best deal out of this election of the emperor? This dynasty can also be done with a more modern theme: members of a parliament are forming a government.<br />
== Bidding Nomic==<br />
A fixed number of opportunities to gain points will be presented. Players will make blind bids for them. How much is too much? Do you prepare to win big or do you play it safe?<br />
:[[The First Dynasty of southpointingchariot]] was based around a bidding system. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:48, 28 January 2020 (UTC)<br />
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==Robotic Duels==<br />
Players begin with a certain amount of cash and may design a robot in a ? x ? grid. They may buy parts to be filled in the grid and battle other robots. The trick is that they cannot see what the others' robots look like so must deduce by money spent, who won, etc. ([[http://prntscr.com/kqvurz| Example robot design]])<br />
==Pass The Rule==<br />
Like the drawing game where people fold paper before passing it to another person, players write sections of rules which would be revealed later after stitching them together. Some maybe limited the submitted rule to a certain number of characters would make it more interesting.<br />
==The Round One Dynasty==<br />
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''Mentioned on Slack by Trigon:''<br />
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:The initial proposals include multiple concepts from Round One like Karma and maybe the Gameboard. Players are encouraged to propose in the style of Round One. Players go inactive if they do not keep an active "blog" which just means wiki edits.<br />
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This idea could be extended to any number of throwback dynasties, but for some reason, Round One just seemed especially cool.<br />
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If someone does this it needs to be called the Round Two Dynasty. It just has to happen. [[User:Jumble!|Jumble!]] ([[User talk:Jumble!|talk]]) 20:52, 9 September 2020 (UTC)<br />
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==Diplomacy==<br />
Can't remember who suggested it during the current dynasty, but we should try a full-blown [https://boardgamegeek.com/boardgame/483/diplomacy Diplomacy]-style game some time: secret high-stakes actions submitted to the Emperor, which are resolved simultaneously (and may turn out not be what you promised your allies). [[The Fifteenth Dynasty of Kevan]] touched on it with its terrain and free movement treaties, but didn't really get there. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 15:01, 21 June 2019 (UTC)<br />
==Unidentified Items==<br />
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More a mechanic than a theme, but it's one I enjoy a lot: a pile of items and a list of defined item effects, but you don't find out which corresponds to which until you risk trying them out. (See the potions and scrolls in [https://www.nethack.org/ NetHack] or the weapons in [https://boardgamegeek.com/boardgame/162/awful-green-things-outer-space Awful Green Things].) --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:12, 17 December 2019 (UTC)<br />
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==Car Maintenance==<br />
All I have right now is the word "differential". That's it. That's the idea. [[User:Tantusar|Tantusar]] ([[User talk:Tantusar|talk]]) 13:34, 26 January 2020 (UTC)<br />
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The Emperor is a busted car, the players are mechanics performing actions to try to get the car to work and complete a full circuit of the Nürburgring? [[User:Josh|Josh]]<br />
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:[https://boardgamegeek.com/boardgame/197069/traitor-mechanic-traitor-mechanic-game And one of them is a traitor]. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:46, 26 January 2020 (UTC)<br />
:Actually, [[The Seventh Dynasty of Josh]] ended up being mostly about fixing cars up. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:50, 26 January 2020 (UTC)<br />
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==Cosmic Encounter==<br />
I only played [https://www.boardgamegeek.com/boardgame/39463/cosmic-encounter the board game] once and was entirely nonplussed by it: as I remember it's a basic but negotiation-heavy take-that attack game (you declare an attack and other players can either join in, help defend the victim or ignore you), with bizarre alien race abilities to shake things up. A simple game with combat voting plus weird effects sounds like a good fit for Nomic. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:59, 27 January 2020 (UTC)<br />
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==The Nothing Dynasty==<br />
Players are trapped in a featureless void without dice or counters or anything. No gamestate beyond proposals. Maybe pointing at people and counting on fingers, at a push. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:20, 31 January 2020 (UTC)<br />
:I think this would be super interesting. Probably an exercise in trying to create gamestate via Proposals? A Proposal that creates a copy of itself with infinite FORs and "updates" its own contents routinely via cycles of enactment (and the content of such an phoenix Proposal could be amended by other Proposals to break the loop or add more variables) could be used as a bootleg tracker wikipage. --[[User:Cuddlebeam|Cuddlebeam]] ([[User talk:Cuddlebeam|talk]]) 10:21, 31 January 2020 (UTC)<br />
:"Straight Victory" (above) would pair well with this. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 06:35, 26 July 2020 (UTC)<br />
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==Sevens==<br />
The ruleset may only and must always contain exactly 7 dynastic rules. Each rule may have an "alternate" text to which it may switch under circumstances. The rules could be structured by function (actions, scoring, victory etc) and the dynasty could be themed around the recurrence of the number 7 in human culture (sins, liberal arts, wonders of the world etc). [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 12:15, 31 January 2020 (UTC)<br />
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==Foosnomic==<br />
This was tried a bit in Blegnemic in [https://wiki.blognomic.com/index.php?title=The_Second_Dynasty_of_TyGuy6 Tyguy II], but I believe the idea could work as a full dynasty theme. Basically, similar to how Foosball is a simplified, "toyified" version of football, there could be a parallel version for nomic play (Blognomic in particular) itself. Maybe "toy" players can be recruited and used with different stats and they play various "dynasties" within this Foosnomic world. --[[User:Cuddlebeam|Cuddlebeam]] ([[User talk:Cuddlebeam|talk]]) 09:58, 3 February 2020 (UTC)<br />
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==The Dynasty of a Hundred Emperors==<br />
After noticing that the SCP Dynasty's "Attendant" NPC was an accidental reprise of the Emperor of [[The Third Dynasty of Brendan]], it might be entertaining to dredge out the titles of all past Emperors, discard the duplicates, and see what we can do with that. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 19:03, 4 February 2020 (UTC)<br />
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==The Festival of the Core Documents==<br />
Something using [https://wiki.blognomic.com/index.php?title=Main_Page#Older_Core_Game_Documents all of the discarded core documents] from previous dynasties [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 18:17, 6 February 2020 (UTC)<br />
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==Players vs Emperor==<br />
[[The Eighth Dynasty of Josh]] explored a somewhat similar theme, but one of the things underpinning the comments on [https://blognomic.com/archive/greater_profligacy this post] is that there is a tension between the ''objectives'' of the Emperor role and the Player role, in some of the ways in which those roles manifest. Specifically - for some Emperors, the objective is to construct a good game with a robust ruleset, and for some players the objective is to break that game creatively and for personal gain. Why not make that the dynasty? One that draws out the tension between the GM-aspect of the Emperor and the anti-game chaos-monkey instinct of the Player? [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 12:53, 16 March 2020 (UTC)<br />
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==Parallel BlogNomic==<br />
Perhaps a bit like [[The Sixth Dynasty of Josh]] except fictional - basically, exploring the BlogNomic of a parallel universe, 200 dynasties of unfamiliar players and game concepts that never were. What clever scam did Raxemblau pull off to win the Fourth Dynasty of RickyMorton? Isn't it weird how players were required to keep an active blog all the way into early 2018? What was the Dinosaur Dynasty actually like? [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 21:41, 20 March 2020 (UTC)<br />
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==Parasitic Dynasty==<br />
A dynasty where the gameplay takes place offsite in some existing game system, with BlogNomic's rules merely being a system that recognises its players and turns game outputs into Nomic inputs (and, if treated carefully, disallows certain actions in the external games). This could either be lots of small games (like those at https://boardgamearena.com) feeding into some kind of challenge or tournament system, or one massive game like [https://www.backstabbr.com/ Diplomacy] where we're basically just outsourcing all the subgame mechanics of a dynasty. Would be useful for allowing us to play a complex game without spending a week getting its bread-and-butter rules right, but it does limit how much we can alter that game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:14, 4 May 2020 (UTC)<br />
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==Monster Trainer Dynasty==<br />
A Dynasty where you are Partnered with your own Monster. As you Explore the world, Train your Monster, Battle other Monster Trainers and other (possibly wild, possibly evil) Monsters, and eventually Evolve your Monster, you form a strong Bond that allows you to bring out the Potential of your Monster! May involve elements of media where Monsters are "digital", can go into "pocket"-sized spheres, or are "ranched".<br />
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''Welcome to the Enigmon Institute! I am the Head Professor of Enigmon Studies, or the '''Professor''' for short! There are mysterious creatures in this world we have dubbed Enigmon - as in Enigmatic Monsters. They can form powerful Bonds with the right human, and have the capacity for great growth and even Evolution, but nobody knows where they came from. Some think they are extraterrestrials. Others believe they have come from the future. Some even think they spawned out of cyberspace, escaping the internet into the real world somehow. All crazy theories, but each one has some solid proof. I, along with my collegues here, research these creatures, but people have found other uses for them. Some have their Enigmon Battle against each other as "Tamers" to help them grow and Evolve. Others use them for jobs. Still, some use them to commit crimes! I'm hoping you are not those kinds, as I am entrusting you with something important.I sense great potential in every one of you. While we have done much research, one thing eludes us besides the Enigmons' origins - what causes the Bond between them and Tamers. Bonds have a mysterious power that I would like you to research. Please, become a Tamer and Bond with an Enigmon!'' --[[User:Zyborg|Zyborg]] ([[User talk:Zyborg|talk]]) 19:42, 28 June 2020 (UTC)<br />
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==Caper Dynasty==<br />
A Dynasty based on running a heist/caper like in Mission Impossible, Ocean's Eleven, Now You See Me, etc. A lot of the theme would be actions relating to planning, casing, etc. for the Big Heist most likely, although much of the action could actually BE the Big Heist. Maybe smaller Heists, Capers, Cons could be a thing.<br />
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''Good evening, friends. You may call me the '''Mastermind'''. I have gathered you all here today for your unique skills and certain perspectives on how things work in the world. If you choose not to undertake this... operation... you can walk away now, nothing gained, nothing lost. But if you choose to pull this off, you will end up walking away richer than kings, and feel good knowing the target we will have... borrowed from got what was deserved.'' --[[User:Zyborg|Zyborg]] ([[User talk:Zyborg|talk]]) 19:42, 28 June 2020 (UTC)<br />
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:[[The Seventh Dynasty of Josh]] was ostensibly a heist dynasty but ended up being more about the getaway cars. The later [[The Twenty-Third Dynasty of Kevan|Activist Dynasty]] was actually more of a heist one. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:49, 10 July 2020 (UTC)<br />
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==Fool's Gold Dynasty==<br />
Leaning in to [[Jargon|Fool's Gold]], a dynasty (maybe mining themed?) that's explicitly about stockpiling different resources and only giving them a worth when a quorum agree to do so. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:49, 10 July 2020 (UTC)<br />
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== Mafia Nomic Dynasty==<br />
Basically like Nomic but as a Werewolf/Mafia style kind of game. Players get to make proposals that can be anything Werewolf Mafia. You can make rules that convert players to other roles, you can make items possible to use in the game, or even change the Wincons in general. More can be said here. http://ludocity.org/wiki/Mafia_Nomic --[[User:Raven1207|Raven1207]] ([[User talk:Raven1207|talk]]) 22:24, 8 August 2020 (UTC)<br />
:We've done the mechanic before fairly directly in [[The Fifth Dynasty of Kevan|The Werewolf Dynasty]] and [[The Thirteenth Dynasty of Kevan|The Android Dynasty]], and more obliquely in a lot of others, but it'd be good to see it again if someone wanted to run it - it can mean a lot of precision work for the Emperor. (We're also playtesting a direct iteration of that Ludocity game on the BlogNomic Slack right now.) --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:55, 9 August 2020 (UTC)<br />
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==BlogNomic Legacy==<br />
An agreement that we'll play three dynasties (not necessarily consecutively) that are set in the same universe and have some gamestate transferring from each one to the next. The first one has its persistent gamestate plainly flagged up; when we start the second one we either bring that gamestate back unchanged, or take some spin on it ("as we arrive at our destination planet, the player who had the fastest colony ship in Age 1 gets first pick of territory"). Each dynasty still has its own winner.<br />
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This may be flawed for naturally punishing outliers - if I build an incredibly fast ship in Age 1, the players in Age 2 might just write a rule where a fast ship was at the most risk - but maybe there could be some agreement that all persistent stats always had to be beneficial. Or we could even write stub rules for Age 2 ("fastest ship will get first pick of territory") while still in Age 1, and agree to bring them back in Age 2 and generally honour them. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:39, 10 August 2020 (UTC)<br />
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== Finite Resource Dynasty ==<br />
There is a set amount of some item at the beginning of the game that can be destroyed, but not created. When there is only one item left, the person holding the item wins. [[User:Jumble!|Jumble!]] ([[User talk:Jumble!|talk]]) 13:11, 12 August 2020 (UTC)<br />
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== Faction Contest ==<br />
A dynasty made up of a large number of very quick mini-dynasties (mynasties?), each of which has a victor. The overall winner of the dynasty is the first player to achieve at least one mynasty victory (mynctory?) of each type - conventional, scam and pooling. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 12:57, 16 August 2020 (UTC)<br />
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== Jenga ==<br />
The venerable game of tower integrity, online. [[User:Pokes|Pokes]] ([[User talk:Pokes|talk]]) 02:33, 19 August 2020 (UTC)<br />
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== Real-Time Dynasty ==<br />
A round where we initially agree on a several-hour window when we will all be online, and then play the dynasty out in real time, aiming to declare a winner by the end of that period. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:44, 20 August 2020 (UTC)<br />
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== Annotated Dynasty ==<br />
Inspired by [[Talk:The_Ninth_Metadynasty#Trigon|Trigon's recent diaries]] and the spectacle of some boardgamearena tournament being seriously live-commentated right now: a dynasty where either the players keep secret diaries (possibly publishing them secretly on pastebin or somewhere so that we can look back and score them later according to what people planned and predicted correctly), or a designated commentator (perhaps the Emperor) gives a running sports-style commentary of the game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:32, 22 August 2020 (UTC)<br />
:Rule 1: Any human being who maintains an active weblog may apply to join BlogNomic... [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 14:15, 2 September 2020 (UTC)<br />
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== Historical Game Dynasty ==<br />
Suggested by Cuddlebeam talking about the Royal Game of Ur; a dynasty where we recover an old (fictional) boardgame whose rules are lost, and attempt to recover those rules and play the game out, perhaps as a real-time tournament. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:25, 2 September 2020 (UTC)<br />
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== Visual Language dynasty ==<br />
All proposals, rules and EVCs must be expressed purely as images and may not include any written language markers, such as letters of any alphabet, commonly rendered codes, emoji etc. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 18:01, 20 September 2020 (UTC)<br />
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== Dictator Game dynasty ==<br />
Each turn, every player gets a secret random amount of currency. They can choose a percentage of it to keep with the rest being donated to another player at secret random. At the end of the turn, each player is told how much currency they have received and from whom. They can then anonymously grant an unstructured amount of gratitude to any or all of their benefactors. The player with the most gratitude wins. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 08:28, 14 October 2020 (UTC)<br />
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== Secret Rules dynasty ==<br />
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I know we've done [[The Second Dynasty of Angry Grasshopper|an Emperor-secret ruleset]] before, but we could try something more Mao-like where every player writes their own secret rule about gamestate manipulation, from a rigidly-defined grammar of possible rules, and can choose to revert anyone who breaks it. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:05, 14 October 2020 (UTC)<br />
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==Conlang Dynasty==<br />
A ruleset where the rules are written in a complex constructed language, with a dictionary rule allowing translation. The game becomes about expressing rules within a limited language, and interpreting or exploiting ambiguities in it. (We apparently had a [[The Third Metadynasty|"Gostak Metadynasty"]], but it didn't do anything with language.) --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 19:40, 28 November 2020 (UTC)<br />
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==Corrupt Budget Dynasty==<br />
Based on [https://boardgamegeek.com/boardgame/186864/tiefe-taschen Tiefe Taschen] and [https://en.wikipedia.org/wiki/Junta_(game)#Budget_phase the budget phase of Junta] (which [[The Eighth Dynasty of Josh]] approached but didn't cover, I think): one player is the Treasurer and offers a split of that year's budget between players, if it's voted down then they are fired and someone else becomes Treasurer. Repeat. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:56, 11 December 2020 (UTC)<br />
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==Railroad Dynasty==<br />
Drawing from [https://www.boardgamegeek.com/boardgame/138704/northern-pacific Northern Pacific] which has a strong core mechanic of being able to choose which towns to invest in, and whether the railroad actually heads that way, feeling very reminiscent of the fool's gold in BlogNomic. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:58, 11 December 2020 (UTC)<br />
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==Exquisite Corpse Dynasty==<br />
That's pretty much the whole 1% inspiration right there, the 99% perspiration is making it not a total mess. Maybe there could be multiple rounds of people writing proposals that can only see the last proposal, and then when it goes they're all revealed and then voted on. [[User:Pokes|Pokes]] ([[User talk:Pokes|talk]]) 13:40, 12 December 2020 (UTC)<br />
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==Robot Wars Dynasty==<br />
[[Rumble: Battle Bot Duel]] makes me realise that we've never done this as a theme. Might be good as a programming-style game: players design robots as a bunch of simple and secret instructions from a master list ("if distance is greater than 2, move forward; if distance is less than 2, swing axe"), and the Emperor processes fights between them somehow. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:02, 12 March 2021 (UTC)<br />
:(Actually I see someone has already filed "Robotic Duels" further up, here.) --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:21, 14 April 2021 (UTC)<br />
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==Crossover Dynasty==<br />
We have a collaborative/competitive dynasty with one of the two other big Nomics (Infinite Nomic / Agora.) We might have to sync on Ascensions if we want to cross with Infinite, though. [[User:Jumble!|Jumble!]] ([[User talk:Jumble!|talk]]) 02:58, 18 March 2021 (UTC)<br />
:Tbh don't really have a good impression of Agora, considering [https://wiki.blognomic.com/index.php?title=The_First_Dynasty_of_Bateleur The First Dynasty of Bateleur]. [[User:Chiiika|Chiiika]] ([[User talk:Chiiika|talk]]) 09:48, 1 August 2021 (UTC)<br />
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==Taskmaster==<br />
A very short dynasty and a pseudo-sequel to [[The Eighteenth Dynasty of Kevan]]: the Taskmaster (and possibly his assistant) give players challenges that they have to complete and document in the real world, and then the taskmaster semi-arbitrarily judges who did it best. The culture of finding loopholes in the wording of challenges is very on-brand. Maybe all of the challenges are issued and resolved within a week - so the whole thing is done very quickly, basically a very protracted real-time. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:02, 25 March 2021 (UTC)<br />
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==''Wie is de Mol'' dynasty==<br />
Similar to the above, although the tasks could be more virtual and would be scored straight: a dynasty with a spin on [https://en.wikipedia.org/wiki/Wie_is_de_Mol%3F_(Dutch_TV_series) the Dutch TV series] where contestants perform group challenges to win cash while one is secretly ''de Mol'', trying to subtly reduce the amount won. One non-Mole player is eliminated each week based on whoever has deduced least about the Mole. The only change we'd have to make is to add a mechanism to decide whether the last surviving player has beaten the Mole or vice versa (which I've never understood why they don't do). --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:24, 12 June 2021 (UTC)<br />
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==The Arbitrary Constraint Dynasty==<br />
Old dynasties had very short proposals. More recent dynasties have very long proposals. Which is better? Let's find out! No proposal may be more than 200 characters in length, including the title and anything in the comment field. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 09:19, 18 June 2021 (UTC)<br />
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==GPT Nomic==<br />
A [https://bellard.org/textsynth/ GPT language model] is used to generate proposals - possibly just by the Emperor, since there's no way for players to confirm one another's output. See [[GPT output]] for the kind of thing. Would be most fruitful where the base game has a lot of short, repetitive rules (such as lists of powers or effects), and the GPT suggests content to append. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:44, 16 July 2021 (UTC)<br />
:I think this would work very well with Parallel BlogNomic (above) [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 13:33, 16 July 2021 (UTC)<br />
:If anyone is willing to take this for a run, please do some immutable rules, do some sanity checks on the ruletext and give the generator some small inputs. You won’t want the generator be spilling “ 4) Each Player may only play as many games as he chooses to and there is no punishment for being inactive in the game. However, Players that are inactive for long periods of time (i.e., less than 1 week) will be removed from the game.” or “9) Players may not Post any Post.” and enact them immediately. [[User:Chiiika|Chiiika]] ([[User talk:Chiiika|talk]]) 16:48, 1 August 2021 (UTC)<br />
::This would probably work like in the fifth metadynasty: instead of creating rule text directly, it just creates proposals, which people can vote down if they're bad (but, there are incentives to vote FOR, so people will do so unless the proposal causes problems). [[User:Ais523|Ais523]] ([[User talk:Ais523|talk]]) 22:34, 1 August 2021 (UTC)<br />
===GPT's Suggestions===<br />
Kevan's demo generated some themes itself. It reproduced one existing theme, "The Pirate Dynasty". <br />
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Other workable themes from the demo include "The Firefighter Dynasty", "The Art Thief Dynasty" and "The Astronomer [Dynasty]".<br />
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Rerunning it on my own yielded "The Scrabble Dynasty", "The Celebrity Gossip Dynasty", "The Ponzi Scheme Dynasty", "The Political Campaign Dynasty", "The Governmental Authority Dynasty", "The Internet Society Dynasty", "The Inquisitor Empire" (sic), "The Numerology Dynasty" and "The American Dream Dynasty" among a good deal of less usable ones like "The Holographic Universe Dynasty" or "The Cute and Adorable Dynasty". -[[User:Bucky|Bucky]] ([[User talk:Bucky|talk]]) 16:55, 7 August 2021 (UTC)<br />
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==Two Warring Themes==<br />
A dynasty which has two unrelated themes; proposals, gamestate variables, etc. can relate to either of them, creating two different dynastic games (perhaps linked by a few variables with generic names). Presumably, the more interesting game would "win out" with the other mostly abandoned. [[User:Ais523|Ais523]] ([[User talk:Ais523|talk]]) 22:34, 1 August 2021 (UTC)<br />
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==Yahtzee==<br />
Start from the classic game of Yahtzee. See where it goes from there. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 11:07, 10 August 2021 (UTC)<br />
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==Queue shutdown==<br />
The game has an emergency chain that any player can pull at any time: doing so shuts down the proposal queue and the remainder of the dynasty is played out straight. If nobody wins in short order (or if it can be shown that nobody can win from here), the queue starts up again and the chain-puller is penalised. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:29, 21 September 2021 (UTC)<br />
<br />
==Victory without disproof==<br />
Per discussion on [https://blognomic.com/archive/the_revolution_will_be_televised this proposal about players being able to win without knowing they've won], a dynasty with secret gamestate where you can declare victory (or, at least, perform some equivalent mechanism that doesn't cause a Hiatus) at any time, and win if nobody else is able to convincingly prove that you ''haven't'' won. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:11, 22 September 2021 (UTC)<br />
<br />
==Information leaks==<br />
A game where some powerful actions can be taken secretly, but their performer and outcome are privately revealed to a largish group of players, the identities of whom are known to the performer. Players can leak that information to the press or to rivals, at the risk of being found out. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:51, 30 January 2022 (UTC)<br />
<br />
==Tower Defense==<br />
Blognomic version of Bloons. Players take the role of setting up defenses and the Emperor simulates various enemies going through each player's map in increasing rounds. [[User:Card|Card]] ([[User talk:Card|talk]]) 04:24, 19 May 2022 (UTC)<br />
<br />
=Used Ideas=<br />
==<s>Seeing the future Dynasty</s>==<br />
A Dynasty where you state your actions X days in advance, and by consuming a resource, you can check on someone else's stated action planning and then change your own, as if seeing the future allows you to change your timeline because you have new information. (In true future-seeing, wouldn't the act of seeing the future also be predicted by that same future seeing? Anywhoo, like this its more cool and mechanics-worthy lol)<br />
<br />
''Used in [[The First Dynasty of Axemabaro]]''<br />
==<s>Card nomic</s>==<br />
Inspired by a thousand blank cards, this is a dynasty where actions can depend on draw of a card and playing the card. There may also be rules concerning what you can write on a card.<br />
<br />
''Used in [[The First Dynasty of Derrick]]''<br />
== <s>Programming</s>==<br />
[https://blognomic.com/archive/notes Suggested by card] as a syntax in the Ape dynasty, but I think worth a full dynasty. Maybe a single rule written in Javascript which is periodically copypasted and executed offsite - opening with an array of player stats, and the script outputting new code for that array, to paste back over the top.<br />
<br />
<i>It's worth noting that my proposal there expands to English and really was meant to shorten long sentences I couldn't get around while drafting the Steal action and allow others to use that notation later. It wasn't based on any programming language or intended to turn the dynasty into a programming dynasty. Take a look at http://nomyx.net/ and [https://developers.slashdot.org/story/05/04/14/1643251/perlnomic---an-experiment-in-cooperative-coding slashdot's old] [https://web.archive.org/web/20050907041642/http://perlnomic.org:80/ perl nomic] site/[https://groups.google.com/forum/#!forum/perlnomic google group] for this Dynasty idea. [[User:Card|Card]] ([[User talk:Card|talk]]) 06:40, 6 September 2018 (UTC)</i><br />
<br />
''Used in [[The Second Dynasty of card]]''<br />
==<s>Detectives</s>==<br />
Mentioned [https://blognomic.com/archive/just_one_more_thing here]: a dynasty where players are rival detectives trying to solve a crime. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:04, 30 November 2018 (UTC)<br />
<br />
''Used in [[The Twenty-Fourth Dynasty of Kevan]]<br />
==<s>Boss Battle</s>==<br />
Players take turns being a big "Boss" entity, with the rest of players fighting against it. --[[User:Cuddlebeam|Cuddlebeam]] ([[User talk:Cuddlebeam|talk]]) 18:03, 27 June 2019 (UTC)<br />
<br />
''Used in [[The Fourth Dynasty of Cuddlebeam]]''<br />
<br />
==<s>SCP</s>==<br />
<br />
Something in the vein of [http://www.scp-wiki.net/ SCP] or [https://en.wikipedia.org/wiki/The_Lost_Room The Lost Room]: a catalogue of objects and/or lifeforms with powerful abilities, locked securely away until the players or the objects themselves break containment. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:12, 17 December 2019 (UTC)<br />
<br />
''Used in [[The Twenty-Sixth Dynasty of Kevan]]''<br />
<br />
==<s>Unbounded Auction</s>==<br />
An auction dynasty where players can bid whatever they like on items - any number, completelt made up - but at the end of the game the player who has spent the most is disqualified and the player who has spent the least gets a big advantage. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 18:17, 6 February 2020 (UTC)<br />
:Is this inspired by [https://boardgamegeek.com/boardgame/266830/qe Q.E.]? I've still not played that one. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 20:51, 6 February 2020 (UTC)<br />
:It is inspired by QE, yes, which is the dumbest smart game I've played in ages. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 20:53, 6 February 2020 (UTC)<br />
<br />
''Used in [[The Eleventh Dynasty of Josh]]''<br />
<br />
==<s>Dinosaurs</s>==<br />
No mechanic in mind, but I'm amazed that in sixteen years we've never had a dinosaur themed dynasty - historical, theme park or otherwise. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:16, 5 June 2019 (UTC)<br />
:Another year has passed. Still no dinosaurs. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 06:36, 26 July 2020 (UTC)<br />
<br />
''Dinosaurs finally arrived on an alien planet in [[The Twenty-Seventh Dynasty of Kevan]], I think sufficiently to cross this one off''<br />
<br />
==<s>Bluffed Actions</s>==<br />
Something like ''[https://boardgamegeek.com/boardgame/131357/coup Coup]'', where players are assigned some secret identity information (possibly just announcing new MD5 hashes at any time) but are free to take actions claiming any identity they like, only having those actions blocked if they are challenged and unable to prove themselves. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:56, 31 January 2019 (UTC)<br />
<br />
''[[The First Dynasty of naught]] gestured towards this, but didn't quite convert. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 19:47, 8 September 2020 (UTC)<br />
<br />
==<s>Parallel Universe Nomic</s>==<br />
Two universes with two slightly different (or maybe even significantly different) rule sets. You can step into portals to change your universe and gain advantages.<br />
<br />
''[[The First Dynasty of The Duke of Waltham]] did this exactly, and [[The First Dynasty of Joranj]] was working in a similar milleu<br />
<br />
== <s>Don't pull the lever Dynasty </s>==<br />
The first proposal allows any player to unilaterally declare victory. How long or how many added mechanisms will it take before doing it is considered socially acceptable?<br />
=== Do you want to pull the lever together? Dynasty ===<br />
Or maybe: Any group of two or three players together can declare victory, which is awarded to one particular player among them, with the expectation that there will be a roll for the mantle. But something akin to the Traitor rule applies to everyone. Who builds trust with their team the fastest? This could play well with a heist theme, but it's been done. [[User:Pokes|Pokes]] ([[User talk:Pokes|talk]]) 18:50, 29 November 2020 (UTC)<br />
:Pokes, this idea is a monster. Please win so you can implement it [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 12:37, 30 November 2020 (UTC)<br />
===Straight Victory===<br />
Someone said this during a spate of "pick ''me'', no, pick a random player, no pick a random player from this subset" victory proposals at the end of a dynasty: a dynasty where persuading a quorum to vote for a victory assignation mechanic is pretty much the whole game. Just needs a very light theme on top. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:31, 28 June 2019 (UTC)<br />
<br />
:: [[The Fourteenth Dynasty of Josh]] took this idea on. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 09:58, 25 March 2021 (UTC)<br />
<br />
==Poker Dynasty==<br />
Poker has quite a lot to like as a basis for a BlogNomic dynasty. We could mess with betting / bidding mechanics, the nature and properties of the cards, what hands win and how - and if all else fails, it's full of extremely silly terminology that will be fun to throw around. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 06:32, 26 July 2020 (UTC)<br />
:Already done, to some extent: [[The First Dynasty of spikebrennan]] had a "wild west poker" theme. There is [https://www.parlettgames.uk/histocs/gleek.html other, equally silly card game terminology] out there, mind. Maybe we could invent a new playing-card game from scratch. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:49, 26 July 2020 (UTC)<br />
:And so they did, in [[The Twenty-Eighth Dynasty of Kevan]]. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:39, 25 March 2021 (UTC)<br />
<br />
==<s>Card Game Tournament Dynasty</s>==<br />
Dynastic rules define a playable card game with a regular poker deck: periodically during the dynasty, pairs or groups of players pause the proposal queue and play out a real-time game of the current ruleset at https://playingcards.io. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:10, 20 February 2021 (UTC)<br />
<br />
:Also covered by [[The Twenty-Eighth Dynasty of Kevan]], although it was played in the blog rather than on playingcards.io. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 16:21, 14 April 2021 (UTC)<br />
<br />
== <s>Roguelike dynasty </s>==<br />
Each player is running through a dungeon; each chamber has a number. The first to spawn each chamber populates it with some persistent, some randomly generating features. Upon death the player goes back to the start with some persistent progress being tracked. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 21:13, 12 November 2020 (UTC)<br />
:There was the Nethack dynasty, which was a roguelike, so this might already have been done. [[User:Jumble!|Jumble!]] ([[User talk:Jumble!|talk]]) 19:11, 27 November 2020 (UTC)<br />
:A lot of the juice of this was extracted in [[The Fifteenth Dynasty of Josh]] [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 10:44, 30 August 2021 (UTC)<br />
<br />
==<s>Secret Messages</s>==<br />
Players send short messages to each other via the Emperor, with No Collaboration blocking out other channels of communication, attempting to coordinate some plan without others catching on. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 15:47, 7 August 2021 (UTC)<br />
:[[The Sixteenth Dynasty of Josh]] did this. [[User:Josh|Josh]] ([[User talk:Josh|talk]]) 19:28, 12 September 2021 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Admin_Handbook&diff=18815Admin Handbook2022-01-27T07:19:12Z<p>Card: searched this up when trying to dust off the manual ...</p>
<hr />
<div>#REDIRECT [[Admin Manual]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Mentorships&diff=13956Mentorships2021-03-27T22:13:44Z<p>Card: /* Tenured Players */ not up for mentoring until I remove this from the comment zone</p>
<hr />
<div>:''This document pertains to the [[Ruleset#Mentors|Mentors rule]] in the ruleset appendix.''<br />
<br />
==Current Mentorships==<br />
* '''Lemonfanta''' [https://blognomic.com/archive/mentorship_announcement2 to be mentored] by '''Josh''' until the Fourteenth Dynasty of Josh has ended and the date is past the 23rd of April 2021.<br />
* '''Zack''' [https://blognomic.com/archive/new_mentorship_zack_to_be_mentored_by_kevan to be mentored] by '''Kevan''' until the Fourteenth Dynasty of Josh has ended and the date is past the 26th of March 2021.<br />
<br />
==Past Mentorships==<br />
* '''Zyborg Mao''' [https://blognomic.com/archive/proposal_the_mentoring_of_zyborg_by_josh to be mentored] by '''Josh''' until the Ninth Metadynasty has ended and the date is past the 23rd of July 2020.<br />
* '''Bais''' [https://blognomic.com/archive/new_mentorship to be mentored] by '''Josh''' until the Ninth Metadynasty has ended and the date is past the 7th September 2020.<br />
* '''Riggdan''' [https://blognomic.com/archive/mentorship_announcement to be mentored] by '''Kevan''' until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 15th September 2020.<br />
* '''Tofuna''' [https://blognomic.com/archive/mentorship_announcement1 to be mentored] by '''Josh''' until the Ninth Metadynasty has ended and the date is past the 28th September 2020.<br />
* '''Raven1207''' [https://blognomic.com/archive/tenured_mentors_appendix_core to be mentored] by '''Derrick''' until the Twenty-Seventh Dynasty of Kevan has ended and the date is past the 28th September 2020.<br />
* '''Vovix''' [https://blognomic.com/archive/mentoring_announcement to be mentored] by '''pokes''' until the Twelfth Dynasty of Josh has ended and the date is past the 7th October 2020.<br />
*'''robotabc773''' [https://blognomic.com/archive/new_mentorship1 to be mentored] by '''Josh''' until the Seventh Dynasty of Clucky has ended and the date is past the 18th of November 2020.<br />
*'''Great_Guy96''' [https://blognomic.com/archive/new_mentorship2 to be mentored] by '''Publius Scribonius Scholasticus''' until the Seventh Dynasty of Clucky has ended and the date is past the 20th of November 2020.<br />
*'''Sylav''' [https://blognomic.com/archive/new_mentorship3 to be mentored] by '''Card''' until the Seventh Dynasty of Clucky has ended and the date is past the 25th of November 2020.<br />
*'''Coderblaze''' [https://blognomic.com/archive/new_mentorship4 to be mentored] by '''Kevan''' until the Seventh Dynasty of Clucky has ended and the date is past the 21st of December 2020.<br />
*'''Lendunistus''' [https://blognomic.com/archive/new_mentorship5 to be mentored] by '''Clucky''' until the Seventh Dynasty of Clucky has ended and the date is past 23rd of December 2020<br />
<br />
==Tenured Players==<br />
Players currently willing to act as a Mentor:<br />
<br />
* Kevan<br />
* Josh<br />
* derrick<br />
* Publius Scribonius Scholasticus (with a preference for only mentoring when unidled, but also generally available if there's a particularly large number of new players)<br />
* Clucky -- I'm basically just here if other people are full on mentorship responsibilities let others go first<br />
<br />
<!-- Historically Available Mentors:<br />
<br />
* card -- someone should ping me on slack if i'm needed for this position since i probably won't be checking the main site as long as this message is here.<br />
<br />
--></div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble:_Battle_Bot_Duel&diff=13648Rumble: Battle Bot Duel2021-03-07T19:51:41Z<p>Card: Created page with "Started and ended March 7th, 2021 No moderator Players: card, Jumble ==Flavor== * Player - Bot * Energy - Electricity * Attack - Ram * Defense - Dodge * Power - Gadget ==V..."</p>
<hr />
<div>Started and ended March 7th, 2021<br />
<br />
No moderator<br />
<br />
Players: card, Jumble<br />
<br />
==Flavor==<br />
* Player - Bot<br />
* Energy - Electricity<br />
* Attack - Ram<br />
* Defense - Dodge<br />
* Power - Gadget<br />
<br />
==Variant==<br />
Submit 3 drop 1 after all Gadget are revealed.<br />
<br />
==Gadgets==<br />
submitted by card<br />
;Giant Sawblade: Spend 7: If you damage your opponent through ramming this round, you may have their ramming for next round reduced by 15.<br />
;Cheap Chassies: Curse -- When the bidder win this, their opponent gets it. Each round your Swerving is reduced by the amount of damage you have taken this game. (defense goes no lower than 0).<br />
;Flipper: If your ramming is entirely blocked by your opponent, they become flipped and must spend 15 electricity to self-right. Flipped bots can't activate powers or ram until they self-right.<br />
<br />
submitted by Jumble<br />
;One Stick Of Dynamite: Use once per game: Attack for 24.<br />
;UPS: If you would lose more than half of your Electricity from ramming, only lose half of your Electricity. Does not work if you start a round with 20 or less Electricity.<br />
;Short Circuit (flaw): Other Powers you have are inactive on even numbered rounds.<br />
<br />
Giant Sawblade and One Stick Of Dynamite were dropped.<br />
<br />
==Bids==<br />
card controlling Flippotron<br />
<br>Cheap Chassies: 16<br />
<br>Flipper: 7<br />
<br>UPS: 2<br />
<br>Short Circuit: 6<br />
<br>71 Electricity<br />
<br />
Jumble controlling Lightning Rod<br />
<br>UPS: 19<br />
<br>81 Electricity<br />
<br />
==Combat==<br />
<br />
===Round 1===<br />
*Flippotron Swerves for 60 and Rams for 11.<br />
*Lightning Rod Rams for 81<br />
Flippotron has 50 electricity and Lightning Rod has 70 at the end of the round.<br />
<br />
===Round 2===<br />
*Flippotron Swerves for 40 and Rams for 10.<br />
*Lightning Rod Rams for 70.<br />
Flippotron has 10 electricity at the end of the round while Lightning Rod has 60.<br>A clear win for Lightning Rod.<br />
<br />
==Comments==<br />
Playing without a moderator was achieved by using an md5 hash on orders and then revealing and checking them once the other person submitted.<br><br>A two player version of Rumble either needs some extra rules or is not viable. It seems too easy to get ahead when the person with more Energy does not have to worry about an opponent swiping against them if they go all in on someone. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:51, 7 March 2021 (UTC)<br />
<br />
[[category: Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Rumble_Print_and_Play&diff=13465Talk:Rumble Print and Play2021-02-14T00:50:32Z<p>Card: /* New Types */</p>
<hr />
<div>==Style Guide==<br />
Not sure about where the focus should be placed I took a stab at it but there's something missing, besides examples. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:34, 24 November 2020 (UTC)<br />
<br />
:The powers could also use a pass to unify their phrasing ("turns" versus "rounds"), and make a call on the legibility of things like "Add 10 to" versus "+10 to". Or even "Add +10 to", which crops up in the archive sometimes and although weirdly redundant does feel like a useful bit of emphasis - I don't know if that's echoing another card game.<br />
:I think we should be pushing to make each card text as short and snappy as possible, also, even if that means changing it away from its original power effect. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:36, 26 November 2020 (UTC)<br />
<br />
==Check In==<br />
Wanted to check in after returning since being gone for a while. Does this set seem good so far? Is there anything besides say needing a larger number of them and some cleaning up of the rules that should be addressed? [[User:Card|Card]] ([[User talk:Card|talk]]) 01:40, 12 February 2021 (UTC)<br />
:A big question is whether we ''do'' need a larger number of them, or whether we should be cutting this down to a smaller pool. I was assuming the use-case for print-and-play was that a group would play one or (at most) two games with these cards to get a feel for the game, then switch to making their own. For a game that comfortably takes five players, that would only need 20 cards or so - keeping it lean would make it more printable and portable, and ensure that players always got a reliably straightforward introductory game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:56, 12 February 2021 (UTC)<br />
:: I suppose you're right. I have just enjoyed making some new powers that the list grew without me considering that. I think then we should focus on getting a breath of mechanics and leave the people who would use this to fill in the blanks. [[User:Card|Card]] ([[User talk:Card|talk]]) 00:42, 14 February 2021 (UTC)<br />
<br />
==General feedback==<br />
Some feedback based on powers included here:-<br />
<br />
* We should look at each power and consider natural questions that would arise from novice players, and reword the power to head them off. eg:<br />
** Air Strike's "Spend X: Deal X damage to each player." suggests two obvious questions - "is that damage blockable?" and "why wouldn't you use this all the time instead of attacking normally?"<br />
** Charged Lazer: "Do I get double attacks in Round 1?"<br />
** Technical Training: "The cost I pay for winning the power?"<br />
** Pseudonite: "Including itself? That's weird."<br />
* We should maybe decide what a regular attack is, thematically, in the game, and apply that consistently. (Not explaining that in the rules, but using it as a style guide for the example powers.) "Charged Lazer" feels a ''little'' bit off to me, for modifying regular attacks, yet being a projectile: on some level I think of a regular attack as being a straightforward punch - and I think other powers back that up: it makes sense for Flight, Reflex Training and Plastic Ooze to affect someone trying to punch me, but should they affect someone firing a Lazer at me?<br />
* Should maybe avoid randomness, to emphasise that Rumble is primarily a game of pure decision and bluffing. (It only comes up as a tiebreaker in Lightning Strike, but could be avoided there.)<br />
* Maybe drop Flaws? There's only one here, and they need a lot of explanation. (I suppose two if you count Blood Rage, which is also confusing for presenting two different ways to make a negative power.)<br />
* Similarly, Sidekick only comes up once, and needs a lot of supporting explanation.<br />
* Would also be fine for Cloned Sidekick to just be a vanilla 50-Energy Sidekick, though, if we want one in there.<br />
* Power Strength could be MtG-style reminder text that wouldn't even need to be mentioned in the rules: "Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's Power Strength is the amount its owner paid for it.)''"<br />
* Should avoid or simplify complex powers, particularly those that have an aspect whose purpose isn't immediately obvious. (eg. Combat Roll's "discard if")<br />
* Elastic Limbs needs to say when you do the reassigning.<br />
* Should avoid having cards which talk about keywords which may not be in any given game (eg. Hyper Immune System, which could be worded to avoid having to namecheck Burn).<br />
* Plague is slightly unsuited to tabletop play since you'd have to track a "copy" existing.<br />
* Should avoid wording the same thing twice in different ways, implying there's a difference when there isn't (eg. Orange Brick Skin and Reflex Training).<br />
* Should maybe avoid pairs of powers where one is just a better version of the other (Orange Brick Skin vs Ice Shield), as that looks like sloppy game design. Although I guess the whole point of Rumble is that that's fine when it happens.<br />
* Specific superhero references ("Orange Brick Skin") might be better if made more generic ("Tough Skin"), so that players can make different pre-existing superheroes out of them. Part of the fun of Rumble is deciding who you are based on what you won (or what funny combos you spot on the table during bidding, even if they never happen), and very specific power names reduce those options.<br />
<br />
And a question:<br />
<br />
* Is "Aspect" something you'd put on the card, or just for our design reference? It does make the game sound a lot more complicated and keyworded than it actually is. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:57, 20 November 2020 (UTC)<br />
<br />
: Thanks for the feedback and the tables! As for now those suggestions look great and here are some responses:<br />
:*I think the issue with plague could be solved by having some poker chips or something small represent the clones. Maybe anything that makes copies should be moved to intermediate?<br />
:*True about Charged Lazer, I think a better name would be something like Power Nap.<br />
:* I don't want to drop flaws it sidekicks if we can avoid it. What about having, like you suggest, cloned sidekick have zero powers and then the explanation just printed on the card? As for flaws, maybe have one called flaw with the bidding changes on the card and a negative effect in the basic tier and other flaws higher up.<br />
:* I don't think there are very many cases in Rumble for "strictly better" powers that do almost the same thing. In this case Ice Shield is worse mechanically so if it were in the same bidding pool as orange bricked skin, one might be able to get it at cheaper price than if OBS was not in the same pool.<br />
:*The aspect is purely for categorization and won't appear on the final version. It's to aid in seeing how much of what kind of powers exist already without having to read entirely through each one.<br />
:[[User:Card|Card]] ([[User talk:Card|talk]]) 16:20, 20 November 2020 (UTC)<br />
<br />
::Card copies just seem like they highlight a problem with the print-and-play, that we haven't given you the stuff you need to play. There's a road to go down here where the print-and-play also includes a few cut-out status markers (with the implication that you can also use poker chips), and Plague is explicitly reworded to "Whenever you damage another Hero, give them a skull token.", but I don't know how good an idea that is.<br />
::I feel like there's a snappy name for Charged Lazer that implies taking a long run-up, or swinging into a punch, but can't quite think of it. There's maybe "Haymaker", but it's not very superhero.<br />
::Flaws are tricky for introducing a complex new mechanic (players still often bid zero - by mistake? - on Slack), and for requiring duplicate cards, if they use the "every lowest bidder gets a copy" method. Maybe a single flaw at the advanced tier would be okay, but I think it's too much for basic tier.<br />
::Similar powers are interesting in practice (you can also try to win both!), I just think it might risk player confusion when they see two identical powers, one with a situational restriction, one not - the natural question would be whether there was a game where Ice Shield was somehow better than Orange Brick Skin, and they shouldn't have to waste time working out that the answer is "probably not, no". I think we should either go all out and have a couple of simple powers where one is very clearly better than the other ("Tough Skin: +20 Defence each round." "Metal Mask: +10 Defence each round."), or avoid repeating ourselves. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:13, 20 November 2020 (UTC)<br />
<br />
== Other mechanics ==<br />
<br />
Wondering about types of mechanics we're missing here, interesting ones that I can think of off the top of my head are (and any example quotes are from powers I've written in the archives, so feel free to adapt):<br />
<br />
* Something that happens once at the start of the game (stealing a power, destroying a power, gaining an amount of Energy based on something).<br />
* Alternate win conditions. ("Spend 50: If you survive until the end of the round, you win the game.", "If you've not been eliminated by the end of the tenth round, you win the game.", "If you are the only Adventurer with any Objects, you win.", "Spend 10 to knock a building down: If you knock 20 buildings down, your work here is done; you win the game.")<br />
* Insta-kill powers. ("Spend 20 and choose a Racer who has no Gadgets: Set that Racer's Speed to zero.", "If you make an Attack that reduces an Adventurer to 20 HP or below, it deals an extra 20 damage.")<br />
* Returning from the dead.<br />
* A power which has both an upside and a downside. (Would still need to be short and simple.)<br />
* Something which changes a fundamental rule of the game. ("Whenever you take damage (including Burn), add it to your Energy instead. If you exceed 100 Energy, you explode.", "You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round.")<br />
* A retroactive effect. ("At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round.")<br />
* "Spend X and choose a Hero:" effects. Not a big deal, but worth demonstrating that if you're writing a "Spend X: Do Y to a Hero" power you should be probably choosing its target as part of the action declaration, rather than during resolution.<br />
<br />
I'm not sure which ones of those are important, but "alternate win condition" and "return from dead" might be good for showing off the kind of weirdness that Rumble can do. What else might be worth including? --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:41, 20 November 2020 (UTC)<br />
<br />
Let's see I can think of:<br />
*Minigames ("Chicken. Spend X, any player may activate this power once per round: the player who spent the least on this power this round takes 10 damage.")<br />
*Global types. while Nev The Deranged is the only person to submit them to the archive, having a sort of location type card that isn't bid on can be neat. <br />
*Variations on spend.<br />
*a "can't lose except" as a weaker version of an alternate win condition<br />
*A "you lose on turn X"<br />
*A "player loses if you predicted their move"<br />
That's all I can think of for now. [[User:Card|Card]] ([[User talk:Card|talk]]) 09:34, 21 November 2020 (UTC)<br />
<br />
:"Can't lose except" is a good one.<br />
:I'm not a big fan of the global effects: it feels wrong for a player to be able to change the game rules by proclamation like that, when the main thing of Rumble is that created powers are bid upon and you might not get what you want. I think they're okay if they're announced and agreed by the group before the game starts, but a player being able to throw "I personally don't like it when people gang up on me, so: global effect, ganged up attacks always fail!" into the ring feels unreasonable. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:26, 21 November 2020 (UTC)<br />
<br />
== Strong combos ==<br />
<br />
We should check for the biggest combos here, and make sure that we're happy with them existing if they came up in a group's first game. Wild combos are probably fine for demonstrating the spirit, but we should avoid anything that could break out into a "that's stupid, I didn't think that would work like that, and that's why I didn't bid for the power!" argument.<br />
<br />
Ones that glare out immediately are Technical Training (''"Costs of Burn or Spend of powers you have are reduced by 5."'') with Lightning Strike or Meditation, both of which cost 5 to use and become free: Lightning Strike will allow infinite damage, Meditation infinite energy. I'd maybe tweak both costs up to 10 to avoid it. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:41, 26 November 2020 (UTC)<br />
<br />
:Fixed that and make the effects a bit stronger due to the increase. I think a new power of mine made another combo line though: "Friends With Death" plus "Flight" is probably too unfair, gives the possibility of a turn 1 win if the hero gets both. Flight protects an otherwise fragile win condition (it only works at the end of a round) by stopping all attack damage. While powers that deal direct damage stop the combo, it's not always a guarantee to have those out. I was fine to have Flight + Expert Training since Flight stops one's own attacks, this one seems a bit too good to leave in the final version. [[User:Card|Card]] ([[User talk:Card|talk]]) 03:40, 27 November 2020 (UTC)<br />
<br />
::It might be a useful lesson to players to put a big, signposted combo in the starting set, to show that it can happen and is fine: "Titanium Armour" and "Titanium Helmet", or something, where they're both interesting powers in their own right, but if they appear in the same game and someone wins both, they win immediately or are invulnerable. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:29, 27 November 2020 (UTC)<br />
<br />
==New Types==<br />
<br />
So far we have the "no type/normal" as the most prevalent. How do players feel about a large portion of them becoming an "Equipment" or "Tool" type? Powers such as "Air Strike" or "Green Gas Bombs" seem like candidates for that right away. Just something to either build on later or have the P&P users build on.<br><br />
I know that we didn't like the idea of a sidekick that keeps you alive, but what about just a creature, similar to how Magic or various other board games have? Those seem intuitive enough in that they shouldn't keep you alive. [[User:Card|Card]] ([[User talk:Card|talk]]) 01:40, 12 February 2021 (UTC)<br />
:Adding a Power subtype raises unnecessary questions of whether they still count as Powers, I think. If someone makes a psychic power-stealing power, that opens up at best a boring conversation and at worst a mid-game disagreement over whether it works on Equipment.<br />
:Not sure what you mean about sidekicks keeping the player alive. The thing of an eliminated player staying in and playing as their powerless sidekick is endorsed by the core Rumble rules, and is how we play it on Slack. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:56, 12 February 2021 (UTC)<br />
:: I suppose with the framing that these are superheroes with powers, it does not lend itself that well to using subtypes that don't seem to be of the supertype.<br />
:: I was merely making the suggestion that perhaps a different type of card, as opposed to a sidekick maybe we it would be named something like minion or creature, and it would not keep the player alive thus reducing the need to have a big block of text which was why sidekicks were not included and thrown out earlier. Just to show that direction of possibility for potential new powers. [[User:Card|Card]] ([[User talk:Card|talk]]) 00:50, 14 February 2021 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Rumble_Print_and_Play&diff=13464Talk:Rumble Print and Play2021-02-14T00:42:43Z<p>Card: /* Check In */</p>
<hr />
<div>==Style Guide==<br />
Not sure about where the focus should be placed I took a stab at it but there's something missing, besides examples. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:34, 24 November 2020 (UTC)<br />
<br />
:The powers could also use a pass to unify their phrasing ("turns" versus "rounds"), and make a call on the legibility of things like "Add 10 to" versus "+10 to". Or even "Add +10 to", which crops up in the archive sometimes and although weirdly redundant does feel like a useful bit of emphasis - I don't know if that's echoing another card game.<br />
:I think we should be pushing to make each card text as short and snappy as possible, also, even if that means changing it away from its original power effect. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:36, 26 November 2020 (UTC)<br />
<br />
==Check In==<br />
Wanted to check in after returning since being gone for a while. Does this set seem good so far? Is there anything besides say needing a larger number of them and some cleaning up of the rules that should be addressed? [[User:Card|Card]] ([[User talk:Card|talk]]) 01:40, 12 February 2021 (UTC)<br />
:A big question is whether we ''do'' need a larger number of them, or whether we should be cutting this down to a smaller pool. I was assuming the use-case for print-and-play was that a group would play one or (at most) two games with these cards to get a feel for the game, then switch to making their own. For a game that comfortably takes five players, that would only need 20 cards or so - keeping it lean would make it more printable and portable, and ensure that players always got a reliably straightforward introductory game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:56, 12 February 2021 (UTC)<br />
:: I suppose you're right. I have just enjoyed making some new powers that the list grew without me considering that. I think then we should focus on getting a breath of mechanics and leave the people who would use this to fill in the blanks. [[User:Card|Card]] ([[User talk:Card|talk]]) 00:42, 14 February 2021 (UTC)<br />
<br />
==General feedback==<br />
Some feedback based on powers included here:-<br />
<br />
* We should look at each power and consider natural questions that would arise from novice players, and reword the power to head them off. eg:<br />
** Air Strike's "Spend X: Deal X damage to each player." suggests two obvious questions - "is that damage blockable?" and "why wouldn't you use this all the time instead of attacking normally?"<br />
** Charged Lazer: "Do I get double attacks in Round 1?"<br />
** Technical Training: "The cost I pay for winning the power?"<br />
** Pseudonite: "Including itself? That's weird."<br />
* We should maybe decide what a regular attack is, thematically, in the game, and apply that consistently. (Not explaining that in the rules, but using it as a style guide for the example powers.) "Charged Lazer" feels a ''little'' bit off to me, for modifying regular attacks, yet being a projectile: on some level I think of a regular attack as being a straightforward punch - and I think other powers back that up: it makes sense for Flight, Reflex Training and Plastic Ooze to affect someone trying to punch me, but should they affect someone firing a Lazer at me?<br />
* Should maybe avoid randomness, to emphasise that Rumble is primarily a game of pure decision and bluffing. (It only comes up as a tiebreaker in Lightning Strike, but could be avoided there.)<br />
* Maybe drop Flaws? There's only one here, and they need a lot of explanation. (I suppose two if you count Blood Rage, which is also confusing for presenting two different ways to make a negative power.)<br />
* Similarly, Sidekick only comes up once, and needs a lot of supporting explanation.<br />
* Would also be fine for Cloned Sidekick to just be a vanilla 50-Energy Sidekick, though, if we want one in there.<br />
* Power Strength could be MtG-style reminder text that wouldn't even need to be mentioned in the rules: "Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's Power Strength is the amount its owner paid for it.)''"<br />
* Should avoid or simplify complex powers, particularly those that have an aspect whose purpose isn't immediately obvious. (eg. Combat Roll's "discard if")<br />
* Elastic Limbs needs to say when you do the reassigning.<br />
* Should avoid having cards which talk about keywords which may not be in any given game (eg. Hyper Immune System, which could be worded to avoid having to namecheck Burn).<br />
* Plague is slightly unsuited to tabletop play since you'd have to track a "copy" existing.<br />
* Should avoid wording the same thing twice in different ways, implying there's a difference when there isn't (eg. Orange Brick Skin and Reflex Training).<br />
* Should maybe avoid pairs of powers where one is just a better version of the other (Orange Brick Skin vs Ice Shield), as that looks like sloppy game design. Although I guess the whole point of Rumble is that that's fine when it happens.<br />
* Specific superhero references ("Orange Brick Skin") might be better if made more generic ("Tough Skin"), so that players can make different pre-existing superheroes out of them. Part of the fun of Rumble is deciding who you are based on what you won (or what funny combos you spot on the table during bidding, even if they never happen), and very specific power names reduce those options.<br />
<br />
And a question:<br />
<br />
* Is "Aspect" something you'd put on the card, or just for our design reference? It does make the game sound a lot more complicated and keyworded than it actually is. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:57, 20 November 2020 (UTC)<br />
<br />
: Thanks for the feedback and the tables! As for now those suggestions look great and here are some responses:<br />
:*I think the issue with plague could be solved by having some poker chips or something small represent the clones. Maybe anything that makes copies should be moved to intermediate?<br />
:*True about Charged Lazer, I think a better name would be something like Power Nap.<br />
:* I don't want to drop flaws it sidekicks if we can avoid it. What about having, like you suggest, cloned sidekick have zero powers and then the explanation just printed on the card? As for flaws, maybe have one called flaw with the bidding changes on the card and a negative effect in the basic tier and other flaws higher up.<br />
:* I don't think there are very many cases in Rumble for "strictly better" powers that do almost the same thing. In this case Ice Shield is worse mechanically so if it were in the same bidding pool as orange bricked skin, one might be able to get it at cheaper price than if OBS was not in the same pool.<br />
:*The aspect is purely for categorization and won't appear on the final version. It's to aid in seeing how much of what kind of powers exist already without having to read entirely through each one.<br />
:[[User:Card|Card]] ([[User talk:Card|talk]]) 16:20, 20 November 2020 (UTC)<br />
<br />
::Card copies just seem like they highlight a problem with the print-and-play, that we haven't given you the stuff you need to play. There's a road to go down here where the print-and-play also includes a few cut-out status markers (with the implication that you can also use poker chips), and Plague is explicitly reworded to "Whenever you damage another Hero, give them a skull token.", but I don't know how good an idea that is.<br />
::I feel like there's a snappy name for Charged Lazer that implies taking a long run-up, or swinging into a punch, but can't quite think of it. There's maybe "Haymaker", but it's not very superhero.<br />
::Flaws are tricky for introducing a complex new mechanic (players still often bid zero - by mistake? - on Slack), and for requiring duplicate cards, if they use the "every lowest bidder gets a copy" method. Maybe a single flaw at the advanced tier would be okay, but I think it's too much for basic tier.<br />
::Similar powers are interesting in practice (you can also try to win both!), I just think it might risk player confusion when they see two identical powers, one with a situational restriction, one not - the natural question would be whether there was a game where Ice Shield was somehow better than Orange Brick Skin, and they shouldn't have to waste time working out that the answer is "probably not, no". I think we should either go all out and have a couple of simple powers where one is very clearly better than the other ("Tough Skin: +20 Defence each round." "Metal Mask: +10 Defence each round."), or avoid repeating ourselves. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:13, 20 November 2020 (UTC)<br />
<br />
== Other mechanics ==<br />
<br />
Wondering about types of mechanics we're missing here, interesting ones that I can think of off the top of my head are (and any example quotes are from powers I've written in the archives, so feel free to adapt):<br />
<br />
* Something that happens once at the start of the game (stealing a power, destroying a power, gaining an amount of Energy based on something).<br />
* Alternate win conditions. ("Spend 50: If you survive until the end of the round, you win the game.", "If you've not been eliminated by the end of the tenth round, you win the game.", "If you are the only Adventurer with any Objects, you win.", "Spend 10 to knock a building down: If you knock 20 buildings down, your work here is done; you win the game.")<br />
* Insta-kill powers. ("Spend 20 and choose a Racer who has no Gadgets: Set that Racer's Speed to zero.", "If you make an Attack that reduces an Adventurer to 20 HP or below, it deals an extra 20 damage.")<br />
* Returning from the dead.<br />
* A power which has both an upside and a downside. (Would still need to be short and simple.)<br />
* Something which changes a fundamental rule of the game. ("Whenever you take damage (including Burn), add it to your Energy instead. If you exceed 100 Energy, you explode.", "You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round.")<br />
* A retroactive effect. ("At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round.")<br />
* "Spend X and choose a Hero:" effects. Not a big deal, but worth demonstrating that if you're writing a "Spend X: Do Y to a Hero" power you should be probably choosing its target as part of the action declaration, rather than during resolution.<br />
<br />
I'm not sure which ones of those are important, but "alternate win condition" and "return from dead" might be good for showing off the kind of weirdness that Rumble can do. What else might be worth including? --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:41, 20 November 2020 (UTC)<br />
<br />
Let's see I can think of:<br />
*Minigames ("Chicken. Spend X, any player may activate this power once per round: the player who spent the least on this power this round takes 10 damage.")<br />
*Global types. while Nev The Deranged is the only person to submit them to the archive, having a sort of location type card that isn't bid on can be neat. <br />
*Variations on spend.<br />
*a "can't lose except" as a weaker version of an alternate win condition<br />
*A "you lose on turn X"<br />
*A "player loses if you predicted their move"<br />
That's all I can think of for now. [[User:Card|Card]] ([[User talk:Card|talk]]) 09:34, 21 November 2020 (UTC)<br />
<br />
:"Can't lose except" is a good one.<br />
:I'm not a big fan of the global effects: it feels wrong for a player to be able to change the game rules by proclamation like that, when the main thing of Rumble is that created powers are bid upon and you might not get what you want. I think they're okay if they're announced and agreed by the group before the game starts, but a player being able to throw "I personally don't like it when people gang up on me, so: global effect, ganged up attacks always fail!" into the ring feels unreasonable. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:26, 21 November 2020 (UTC)<br />
<br />
== Strong combos ==<br />
<br />
We should check for the biggest combos here, and make sure that we're happy with them existing if they came up in a group's first game. Wild combos are probably fine for demonstrating the spirit, but we should avoid anything that could break out into a "that's stupid, I didn't think that would work like that, and that's why I didn't bid for the power!" argument.<br />
<br />
Ones that glare out immediately are Technical Training (''"Costs of Burn or Spend of powers you have are reduced by 5."'') with Lightning Strike or Meditation, both of which cost 5 to use and become free: Lightning Strike will allow infinite damage, Meditation infinite energy. I'd maybe tweak both costs up to 10 to avoid it. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:41, 26 November 2020 (UTC)<br />
<br />
:Fixed that and make the effects a bit stronger due to the increase. I think a new power of mine made another combo line though: "Friends With Death" plus "Flight" is probably too unfair, gives the possibility of a turn 1 win if the hero gets both. Flight protects an otherwise fragile win condition (it only works at the end of a round) by stopping all attack damage. While powers that deal direct damage stop the combo, it's not always a guarantee to have those out. I was fine to have Flight + Expert Training since Flight stops one's own attacks, this one seems a bit too good to leave in the final version. [[User:Card|Card]] ([[User talk:Card|talk]]) 03:40, 27 November 2020 (UTC)<br />
<br />
::It might be a useful lesson to players to put a big, signposted combo in the starting set, to show that it can happen and is fine: "Titanium Armour" and "Titanium Helmet", or something, where they're both interesting powers in their own right, but if they appear in the same game and someone wins both, they win immediately or are invulnerable. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:29, 27 November 2020 (UTC)<br />
<br />
==New Types==<br />
<br />
So far we have the "no type/normal" as the most prevalent. How do players feel about a large portion of them becoming an "Equipment" or "Tool" type? Powers such as "Air Strike" or "Green Gas Bombs" seem like candidates for that right away. Just something to either build on later or have the P&P users build on.<br><br />
I know that we didn't like the idea of a sidekick that keeps you alive, but what about just a creature, similar to how Magic or various other board games have? Those seem intuitive enough in that they shouldn't keep you alive. [[User:Card|Card]] ([[User talk:Card|talk]]) 01:40, 12 February 2021 (UTC)<br />
:Adding a Power subtype raises unnecessary questions of whether they still count as Powers, I think. If someone makes a psychic power-stealing power, that opens up at best a boring conversation and at worst a mid-game disagreement over whether it works on Equipment.<br />
:Not sure what you mean about sidekicks keeping the player alive. The thing of an eliminated player staying in and playing as their powerless sidekick is endorsed by the core Rumble rules, and is how we play it on Slack. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:56, 12 February 2021 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_house_rules&diff=13456Rumble house rules2021-02-12T01:45:17Z<p>Card: /* Auction and tie resolution */</p>
<hr />
<div>Agreed house rules and precedents for the game of Rumble, as played on the BlogNomic Slack Channel. These are clarifications or modifications of the [https://kevan.org/rumble.cgi?genre=hero&mode=rules base rules of Rumble].<br />
<br />
==Agreed house rules==<br />
<br />
* Players may not communicate privately with each other during a game; all communication about tactics must happen on the #rumble channel.<br />
<br />
==Auction and tie resolution==<br />
<br />
There are some options for moderator around how auctions are resolved that are commonly used. They are:<br />
<br />
* Bid results: auctions can be resolved with no bids being revealed, bids being public, or with just the winners made public.<br />
* Ties: Ties can be resolved with rebidding or with all tied players winning copies of the power.<br />
** If rebidding, ties can be resolved either after bids and/or won powers have been publicly disclosed, or before. If the latter, they can be resolved secretly or with all tied powers known publicly.<br />
<br />
==Edge cases==<br />
<br />
* The game is played to the end, to last-player-standing ''(under discussion)''<br />
* Players may not voluntarily resign from the game ''(under discussion)''<br />
* If a player becomes absent mid-game, they are considered to submit orders of "all Energy to Defence" for the remainder of the game. They no longer choose to use Powers, but if forced to make a decision for a power the moderator resolves it randomly. ''(under discussion)''<br />
* Players may however choose to assign zero to Attack and Defence, allowing a weaker player to kill them if they want that player to win ''(under discussion)''<br />
* Powers resolve in a specific order ''(currently determined on a moderator by moderator basis)''<br />
<br />
As of 21 July 2020 these house rules are still in flux.<br />
<br />
==Power restrictions==<br />
It's been suggested that powers should perhaps be discouraged that:-<br />
<br />
* Create additional timing steps, slowing the game down (eg. ''"Xenonite: At the start of each round, choose one power to disable."'' would require the moderator to wait for and broadcast a decision from the Xenonite owner, each round). All powers should be worded so that all decisions are made during the submission of bids and/or orders.<br />
* Create additional complexity for the moderator. The moderator may veto any power that they don't wish to moderate.<br />
* Use environmental effects to significantly modify the bidding system (eg. ''"Chaos World: If this power isn't discarded, all powers are reassigned at random."'') - unless other players agree to it in advance. Taken beyond a certain point, the game stops being Rumble.<br />
* Use environmental effects to significantly modify the basic structure of the game (eg. ''"Telepathy Field: Players declare Energy assignments publicly in decreasing order of Energy."''), without agreeing this in advance. Although such a power can be discarded by its winner, forcing people who don't like your Rumble variant to spend some Energy to veto it is frowned on.<br />
<br />
Wild environmental powers might be better as a dealer's choice thing from the moderator: when announcing a new game, they announce an environmental power that will be put into the mix (possibly one that can't be won through bidding).<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_house_rules&diff=13455Rumble house rules2021-02-12T01:45:01Z<p>Card: /* Auction and tie resolution */ I've seen a non-zero number of resolutions where the moderator didn't show anything to the bidders, even in private</p>
<hr />
<div>Agreed house rules and precedents for the game of Rumble, as played on the BlogNomic Slack Channel. These are clarifications or modifications of the [https://kevan.org/rumble.cgi?genre=hero&mode=rules base rules of Rumble].<br />
<br />
==Agreed house rules==<br />
<br />
* Players may not communicate privately with each other during a game; all communication about tactics must happen on the #rumble channel.<br />
<br />
==Auction and tie resolution==<br />
<br />
There are some options for moderator around how auctions are resolved that are commonly used. They are:<br />
<br />
* Bid results: auctions can be resolved with all no bids being revealed, bids being public, or with just the winners made public.<br />
* Ties: Ties can be resolved with rebidding or with all tied players winning copies of the power.<br />
** If rebidding, ties can be resolved either after bids and/or won powers have been publicly disclosed, or before. If the latter, they can be resolved secretly or with all tied powers known publicly.<br />
<br />
==Edge cases==<br />
<br />
* The game is played to the end, to last-player-standing ''(under discussion)''<br />
* Players may not voluntarily resign from the game ''(under discussion)''<br />
* If a player becomes absent mid-game, they are considered to submit orders of "all Energy to Defence" for the remainder of the game. They no longer choose to use Powers, but if forced to make a decision for a power the moderator resolves it randomly. ''(under discussion)''<br />
* Players may however choose to assign zero to Attack and Defence, allowing a weaker player to kill them if they want that player to win ''(under discussion)''<br />
* Powers resolve in a specific order ''(currently determined on a moderator by moderator basis)''<br />
<br />
As of 21 July 2020 these house rules are still in flux.<br />
<br />
==Power restrictions==<br />
It's been suggested that powers should perhaps be discouraged that:-<br />
<br />
* Create additional timing steps, slowing the game down (eg. ''"Xenonite: At the start of each round, choose one power to disable."'' would require the moderator to wait for and broadcast a decision from the Xenonite owner, each round). All powers should be worded so that all decisions are made during the submission of bids and/or orders.<br />
* Create additional complexity for the moderator. The moderator may veto any power that they don't wish to moderate.<br />
* Use environmental effects to significantly modify the bidding system (eg. ''"Chaos World: If this power isn't discarded, all powers are reassigned at random."'') - unless other players agree to it in advance. Taken beyond a certain point, the game stops being Rumble.<br />
* Use environmental effects to significantly modify the basic structure of the game (eg. ''"Telepathy Field: Players declare Energy assignments publicly in decreasing order of Energy."''), without agreeing this in advance. Although such a power can be discarded by its winner, forcing people who don't like your Rumble variant to spend some Energy to veto it is frowned on.<br />
<br />
Wild environmental powers might be better as a dealer's choice thing from the moderator: when announcing a new game, they announce an environmental power that will be put into the mix (possibly one that can't be won through bidding).<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Rumble_Print_and_Play&diff=13454Talk:Rumble Print and Play2021-02-12T01:40:38Z<p>Card: </p>
<hr />
<div>==Style Guide==<br />
Not sure about where the focus should be placed I took a stab at it but there's something missing, besides examples. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:34, 24 November 2020 (UTC)<br />
<br />
:The powers could also use a pass to unify their phrasing ("turns" versus "rounds"), and make a call on the legibility of things like "Add 10 to" versus "+10 to". Or even "Add +10 to", which crops up in the archive sometimes and although weirdly redundant does feel like a useful bit of emphasis - I don't know if that's echoing another card game.<br />
:I think we should be pushing to make each card text as short and snappy as possible, also, even if that means changing it away from its original power effect. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:36, 26 November 2020 (UTC)<br />
<br />
==Check In==<br />
Wanted to check in after returning since being gone for a while. Does this set seem good so far? Is there anything besides say needing a larger number of them and some cleaning up of the rules that should be addressed? [[User:Card|Card]] ([[User talk:Card|talk]]) 01:40, 12 February 2021 (UTC)<br />
<br />
==General feedback==<br />
Some feedback based on powers included here:-<br />
<br />
* We should look at each power and consider natural questions that would arise from novice players, and reword the power to head them off. eg:<br />
** Air Strike's "Spend X: Deal X damage to each player." suggests two obvious questions - "is that damage blockable?" and "why wouldn't you use this all the time instead of attacking normally?"<br />
** Charged Lazer: "Do I get double attacks in Round 1?"<br />
** Technical Training: "The cost I pay for winning the power?"<br />
** Pseudonite: "Including itself? That's weird."<br />
* We should maybe decide what a regular attack is, thematically, in the game, and apply that consistently. (Not explaining that in the rules, but using it as a style guide for the example powers.) "Charged Lazer" feels a ''little'' bit off to me, for modifying regular attacks, yet being a projectile: on some level I think of a regular attack as being a straightforward punch - and I think other powers back that up: it makes sense for Flight, Reflex Training and Plastic Ooze to affect someone trying to punch me, but should they affect someone firing a Lazer at me?<br />
* Should maybe avoid randomness, to emphasise that Rumble is primarily a game of pure decision and bluffing. (It only comes up as a tiebreaker in Lightning Strike, but could be avoided there.)<br />
* Maybe drop Flaws? There's only one here, and they need a lot of explanation. (I suppose two if you count Blood Rage, which is also confusing for presenting two different ways to make a negative power.)<br />
* Similarly, Sidekick only comes up once, and needs a lot of supporting explanation.<br />
* Would also be fine for Cloned Sidekick to just be a vanilla 50-Energy Sidekick, though, if we want one in there.<br />
* Power Strength could be MtG-style reminder text that wouldn't even need to be mentioned in the rules: "Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's Power Strength is the amount its owner paid for it.)''"<br />
* Should avoid or simplify complex powers, particularly those that have an aspect whose purpose isn't immediately obvious. (eg. Combat Roll's "discard if")<br />
* Elastic Limbs needs to say when you do the reassigning.<br />
* Should avoid having cards which talk about keywords which may not be in any given game (eg. Hyper Immune System, which could be worded to avoid having to namecheck Burn).<br />
* Plague is slightly unsuited to tabletop play since you'd have to track a "copy" existing.<br />
* Should avoid wording the same thing twice in different ways, implying there's a difference when there isn't (eg. Orange Brick Skin and Reflex Training).<br />
* Should maybe avoid pairs of powers where one is just a better version of the other (Orange Brick Skin vs Ice Shield), as that looks like sloppy game design. Although I guess the whole point of Rumble is that that's fine when it happens.<br />
* Specific superhero references ("Orange Brick Skin") might be better if made more generic ("Tough Skin"), so that players can make different pre-existing superheroes out of them. Part of the fun of Rumble is deciding who you are based on what you won (or what funny combos you spot on the table during bidding, even if they never happen), and very specific power names reduce those options.<br />
<br />
And a question:<br />
<br />
* Is "Aspect" something you'd put on the card, or just for our design reference? It does make the game sound a lot more complicated and keyworded than it actually is. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:57, 20 November 2020 (UTC)<br />
<br />
: Thanks for the feedback and the tables! As for now those suggestions look great and here are some responses:<br />
:*I think the issue with plague could be solved by having some poker chips or something small represent the clones. Maybe anything that makes copies should be moved to intermediate?<br />
:*True about Charged Lazer, I think a better name would be something like Power Nap.<br />
:* I don't want to drop flaws it sidekicks if we can avoid it. What about having, like you suggest, cloned sidekick have zero powers and then the explanation just printed on the card? As for flaws, maybe have one called flaw with the bidding changes on the card and a negative effect in the basic tier and other flaws higher up.<br />
:* I don't think there are very many cases in Rumble for "strictly better" powers that do almost the same thing. In this case Ice Shield is worse mechanically so if it were in the same bidding pool as orange bricked skin, one might be able to get it at cheaper price than if OBS was not in the same pool.<br />
:*The aspect is purely for categorization and won't appear on the final version. It's to aid in seeing how much of what kind of powers exist already without having to read entirely through each one.<br />
:[[User:Card|Card]] ([[User talk:Card|talk]]) 16:20, 20 November 2020 (UTC)<br />
<br />
::Card copies just seem like they highlight a problem with the print-and-play, that we haven't given you the stuff you need to play. There's a road to go down here where the print-and-play also includes a few cut-out status markers (with the implication that you can also use poker chips), and Plague is explicitly reworded to "Whenever you damage another Hero, give them a skull token.", but I don't know how good an idea that is.<br />
::I feel like there's a snappy name for Charged Lazer that implies taking a long run-up, or swinging into a punch, but can't quite think of it. There's maybe "Haymaker", but it's not very superhero.<br />
::Flaws are tricky for introducing a complex new mechanic (players still often bid zero - by mistake? - on Slack), and for requiring duplicate cards, if they use the "every lowest bidder gets a copy" method. Maybe a single flaw at the advanced tier would be okay, but I think it's too much for basic tier.<br />
::Similar powers are interesting in practice (you can also try to win both!), I just think it might risk player confusion when they see two identical powers, one with a situational restriction, one not - the natural question would be whether there was a game where Ice Shield was somehow better than Orange Brick Skin, and they shouldn't have to waste time working out that the answer is "probably not, no". I think we should either go all out and have a couple of simple powers where one is very clearly better than the other ("Tough Skin: +20 Defence each round." "Metal Mask: +10 Defence each round."), or avoid repeating ourselves. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:13, 20 November 2020 (UTC)<br />
<br />
== Other mechanics ==<br />
<br />
Wondering about types of mechanics we're missing here, interesting ones that I can think of off the top of my head are (and any example quotes are from powers I've written in the archives, so feel free to adapt):<br />
<br />
* Something that happens once at the start of the game (stealing a power, destroying a power, gaining an amount of Energy based on something).<br />
* Alternate win conditions. ("Spend 50: If you survive until the end of the round, you win the game.", "If you've not been eliminated by the end of the tenth round, you win the game.", "If you are the only Adventurer with any Objects, you win.", "Spend 10 to knock a building down: If you knock 20 buildings down, your work here is done; you win the game.")<br />
* Insta-kill powers. ("Spend 20 and choose a Racer who has no Gadgets: Set that Racer's Speed to zero.", "If you make an Attack that reduces an Adventurer to 20 HP or below, it deals an extra 20 damage.")<br />
* Returning from the dead.<br />
* A power which has both an upside and a downside. (Would still need to be short and simple.)<br />
* Something which changes a fundamental rule of the game. ("Whenever you take damage (including Burn), add it to your Energy instead. If you exceed 100 Energy, you explode.", "You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round.")<br />
* A retroactive effect. ("At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round.")<br />
* "Spend X and choose a Hero:" effects. Not a big deal, but worth demonstrating that if you're writing a "Spend X: Do Y to a Hero" power you should be probably choosing its target as part of the action declaration, rather than during resolution.<br />
<br />
I'm not sure which ones of those are important, but "alternate win condition" and "return from dead" might be good for showing off the kind of weirdness that Rumble can do. What else might be worth including? --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:41, 20 November 2020 (UTC)<br />
<br />
Let's see I can think of:<br />
*Minigames ("Chicken. Spend X, any player may activate this power once per round: the player who spent the least on this power this round takes 10 damage.")<br />
*Global types. while Nev The Deranged is the only person to submit them to the archive, having a sort of location type card that isn't bid on can be neat. <br />
*Variations on spend.<br />
*a "can't lose except" as a weaker version of an alternate win condition<br />
*A "you lose on turn X"<br />
*A "player loses if you predicted their move"<br />
That's all I can think of for now. [[User:Card|Card]] ([[User talk:Card|talk]]) 09:34, 21 November 2020 (UTC)<br />
<br />
:"Can't lose except" is a good one.<br />
:I'm not a big fan of the global effects: it feels wrong for a player to be able to change the game rules by proclamation like that, when the main thing of Rumble is that created powers are bid upon and you might not get what you want. I think they're okay if they're announced and agreed by the group before the game starts, but a player being able to throw "I personally don't like it when people gang up on me, so: global effect, ganged up attacks always fail!" into the ring feels unreasonable. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:26, 21 November 2020 (UTC)<br />
<br />
== Strong combos ==<br />
<br />
We should check for the biggest combos here, and make sure that we're happy with them existing if they came up in a group's first game. Wild combos are probably fine for demonstrating the spirit, but we should avoid anything that could break out into a "that's stupid, I didn't think that would work like that, and that's why I didn't bid for the power!" argument.<br />
<br />
Ones that glare out immediately are Technical Training (''"Costs of Burn or Spend of powers you have are reduced by 5."'') with Lightning Strike or Meditation, both of which cost 5 to use and become free: Lightning Strike will allow infinite damage, Meditation infinite energy. I'd maybe tweak both costs up to 10 to avoid it. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:41, 26 November 2020 (UTC)<br />
<br />
Fixed that and make the effects a bit stronger due to the increase. I think a new power of mine made another combo line though: "Friends With Death" plus "Flight" is probably too unfair, gives the possibility of a turn 1 win if the hero gets both. Flight protects an otherwise fragile win condition (it only works at the end of a round) by stopping all attack damage. While powers that deal direct damage stop the combo, it's not always a guarantee to have those out. I was fine to have Flight + Expert Training since Flight stops one's own attacks, this one seems a bit too good to leave in the final version. [[User:Card|Card]] ([[User talk:Card|talk]]) 03:40, 27 November 2020 (UTC)<br />
<br />
:It might be a useful lesson to players to put a big, signposted combo in the starting set, to show that it can happen and is fine: "Titanium Armour" and "Titanium Helmet", or something, where they're both interesting powers in their own right, but if they appear in the same game and someone wins both, they win immediately or are invulnerable. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:29, 27 November 2020 (UTC)<br />
<br />
<br />
==New Types==<br />
<br />
So far we have the "no type/normal" as the most prevalent. How do players feel about a large portion of them becoming an "Equipment" or "Tool" type? Powers such as "Air Strike" or "Green Gas Bombs" seem like candidates for that right away. Just something to either build on later or have the P&P users build on.<br><br />
I know that we didn't like the idea of a sidekick that keeps you alive, but what about just a creature, similar to how Magic or various other board games have? Those seem intuitive enough in that they shouldn't keep you alive. [[User:Card|Card]] ([[User talk:Card|talk]]) 01:40, 12 February 2021 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=13453Rumble Print and Play2021-02-12T01:31:49Z<p>Card: /* Unsorted */</p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Style Guide=<br />
Taking Kevan's suggestion, this page should probably have a style guide to judge powers. For instance a power called "Strong Punch" that has the text "Spend 5: gain 5 defense per opponent." should fail this style guide because the name doesn't conjure to mind a power with that text.<br />
<br />
Since the base theme is Superhero, what does a superhero with no thematically supernatural abilities, such as Batman, do as a base attack? Obviously they just throw a regular punch, kick or other martial art, boxing, etcetera type move.<br />
<br />
Powers themed after devices or complex equipment should likely have some type of Spend keyword or similar ability that can be activated.<br />
<br />
Powers which are melee weapons, shield, innate characteristics or technical knowledge should likely be some sort of static effect.<br />
<br />
Powers with ranged weapons or ranged offensive abilities, should likely have some type of limiting spend ability.<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here. --[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Lizard DNA<br />
| Defense, Discard || Normal || If an attack against you is greater than or equal to your Energy minus your Defense, you may discard this power and lose 10 Energy to prevent that damage. || card<br />
|-<br />
! Galactic Helm<br />
| Defense, Passive || Normal || The second time you would take Damage in a round, prevent it. If you have Galactic Ray Gun, also gain that much Energy. || card<br />
|-<br />
! Galactic Ray Gun<br />
| Attack, Passive || Normal || The first time you deal Damage in a round, double it. If you have Galactic Helm, also deal that same amount of Damage to a different Opponent. || card<br />
|-<br />
! Combat Training<br />
| Attacking, Persistent Effect || Normal || +10 damage to your Attacks. || card<br />
|-<br />
! Wind Up Punch<br />
| Attacking || Normal || If you didn't Attack last round, double your Attacks this round. ''(Never works Round 1)''|| card<br />
|-<br />
! Air Strike<br />
| Damage || Normal || Spend X: Deal X damage to each player. ''(This includes you)''|| card<br />
|-<br />
! Shieldbreaker<br />
| Damage || Normal || If your Attack is greater than an opponent's Defense, your Attack ignores their Defense. || card<br />
|-<br />
! Batman Captions<br />
| Damage || Normal || For each source of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game to +5 that damage. || Kevan<br />
|-<br />
! Blood Rage<br />
| Damage, Swap || Curse || If you win this power, an opponent of you gets it. Each round you Attacked for less than 10, you are dealt 10 damage. || Kevan<br />
|-<br />
! Disagreeable When Angry<br />
| Energy Gain || Normal || The first time an Opponent Attacks you for 20 or more, gain 50 energy. || Kevan<br />
|-<br />
! Quick Reflexes<br />
| Reassign, Defensive || Normal || Burn 5: You may reassign any amount of your Attack to Defence during the Reveal Phase. || card, modified version of Elastic Limbs.<br />
|-<br />
! Expert Training<br />
| One Use, Alteration || Normal || When you win this Power, you may halve or double a single number, in any other Power you won. || Kevan<br />
|-<br />
! Technical Training<br />
| Discount, Persistent Effect || Normal || Costs of Burn or Spend of powers you have are reduced by 5. || card<br />
|-<br />
! Combat Roll<br />
| Attacking, Defensive || Normal || If your Attack is the second greatest in any round and there are more than two Heros in the game, you may ignore a single Attack against you. || card<br />
|-<br />
! Reflex Training<br />
| Defensive, Persistent Effect || Normal || +10 to your Defense. || card<br />
|-<br />
! Flight<br />
| Defensive || Normal || Burn 5: All Attacks made by you and made against you are reduced to zero. || Kevan<br />
|-<br />
! Green Gas Bombs<br />
| Defensive, Limited || Normal || Spend 5, Exhaust 3: +50 Defence. || Kevan<br />
|-<br />
! Hyper Immune System<br />
| Defensive, Energy Gain || Normal || At the end of any round in which you lost energy, gain 10 Energy. || Kevan, slightly modified by card.<br />
|-<br />
! Lightning Strike<br />
| Damage || Normal || Burn 10: Deal 30 damage to the Hero who spent the most Energy on Attack this round. On a tie divide the damage evenly, rounded up, among the tied Heros. || Kevan, slightly modified by card.<br />
|-<br />
! Meditation<br />
| Energy Gain || Normal || Spend 10: If no damage is dealt this round, gain 8 Energy. || Kevan<br />
|-<br />
! Metal Tentacles<br />
| Delayed Effect || Normal || If you damage a Hero, they get -15 Defence next round (to a minimum of zero). || Kevan<br />
|-<br />
! Tough Skin<br />
| Persistent Effect, Defensive || Normal || +20 to your Defence. || Kevan<br />
|-<br />
! Perfect Balance<br />
| All In || Normal || If you Attack a single Hero and your Attack equals your Defence, +20 to each. || Kevan<br />
|-<br />
! Plastic Ooze<br />
| Defensive || Normal || Spend 10: Any Hero who Attacked you this turn cannot Attack next turn. || Kevan<br />
|-<br />
! Psuedonite<br />
| Global || Normal || At the end of each round, Heroes lose 5 Energy for each Power they possess. ''(Counts itself)'' || Kevan<br />
|-<br />
! Weak Hands<br />
| Attack || Curse || If you win this power, give it to an opponent. Whenever your Attack is over half of your Energy, you are dealt 5 unblockable damage. || card<br />
|-<br />
! Zypher<br />
| Reactive || Normal || Drain 10: choose a power that targets you and change its target. || card<br />
|-<br />
! Lighten Load<br />
| Energy Gain || Normal || Discard a power: gain energy equal to the discarded power's power strength. ''(A power's power strength is equal to its winning bid)'' || card, adapted from Auction Server<br />
|-<br />
! Alternate Universe<br />
| Swap || Normal || When you win this power, discard it. Shuffle the remaining powers and gain the top one of the deck. Its winning bid becomes this power's bid. || card<br />
|-<br />
! Lazer Eyes<br />
| Target, Damage || Normal || Spend 10 and choose a Hero: that Hero takes 10+ damage from each source this round. || card<br />
|-<br />
! Hypnotism<br />
| Persistent Effect, Target || Normal || Spend X and choose a Hero: the chosen Hero must attack a hero of your choice for X next round. ''(Hero's can't attack themselves)'' || card<br />
|-<br />
! Doomsday Device<br />
| Win || Normal || Spend X: If you have spent a cumulative of 70 energy on this ability over the course of the game, you blow up the Earth and win the game. || card<br />
|-<br />
! Hidden Clone<br />
| Revive || Normal || If you would die you instead discard this power and have your energy set to 50. || card<br />
|-<br />
! Barter With Fate<br />
| Retroactive || Normal || During the Reveal phase you may discard a power to prevent all damage which would be dealt to you. || card<br />
|-<br />
! Javalin<br />
| Swap, Damage || Normal || Whenever you attack a Hero, you may have them gain control of Javalin to add 20 unblockable damage to your attack. || card<br />
|-<br />
! Pure Energy Being<br />
| Energy Gain, Bidding Game || Normal || If you win this power, you gain energy equal to half of the energy bid on all powers. || card<br />
|-<br />
! Friends With Death<br />
| Win || Normal || At the end of each round, if you have 5 or less energy, you win the game. || card<br />
|-<br />
! Clockwork Being<br />
| Impervious || Normal || You can't lose the game. On the 12th round, discard this power and lose the game. || card<br />
|}<br />
<br />
==Intermediate==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Bomberman<br />
| Damage, Revive || Normal || When you die, deal 30 damage to each player and then revive with 1 energy and discard this power. || card<br />
|-<br />
! Disarming Strike<br />
| Discard, Damage || Normal || If you damage an opponent, you may have them discard a power with power strength less than or equal to your Attack. ''(A power's power strength is equal to its winning bid)'' || card<br />
|-<br />
! Sharp Knives<br />
| Damage, Persistent Effect || Normal || When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. || card<br />
|-<br />
! Sidekick<br />
| Definition || Sidekick || Sidekick is a Hero with 50 energy and controlled by its winner. Treat it as both a Hero and a Power. If the Hero controlling Sidekick is dies, they still control Sidekick until it dies. || Kevan<br />
|-<br />
! Ninja Training<br />
| Defensive || Normal || Any attack against you that is less than Ninja Training's power strength is ignored. ''(A Power's power strength is the amount of energy its owner paid for it.)''|| card<br />
|}<br />
<br />
==Advanced==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Psionic Head Exploding Rays<br />
| Lose, Persistent Effect || Normal || Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round. || card<br />
|-<br />
! Brainswap<br />
| Swap || Normal || Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap. || Kevan<br />
|}<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase, Reveal Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.<br />
<br />
<br />
Reveal Phase<br />
All hero's choices are revealed simultaneously. During this phase any powers than can be activated without spending or burning energy can be done so. Like the previous phase those are kept secret. Once everyone is done deciding, the second round of choices are reveald and the round moves into the Resolution Phase.<br />
<br />
Example: The Breeze is revealed to have an attack of 50 at them and her defense was inadequate. She drains away 5 energy to activate Flight in order to survive the next round.<br />
<br />
<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
Drain<br />
Drain is like Burn but the energy does not need to be allocated as part of the cost, it is just lost upon activation. If The Breeze starts a round with 50 energy, she can devote 50 of it to defense and then activate Zypher and, assuming she takes no damage that round, will start the next round with 40 energy.<br />
Activate<br />
A cost that has "Activate N" can only be paid N or less times time in a Round. For example a power with "Activate 1: gain 10 energy." can be used only once or zero times per round but has 0 other costs while one with "Burn 5, Activate 3: deal 10 unblockable damage to a Hero." can be used 3, 2, 1 or 0 times in a single round as long as the Hero has enough energy to pay the Burn cost as well.<br />
Exhaust<br />
Exhaust is like Activate but the cost can only be paid N or less time in the entire game.<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=13452Rumble Print and Play2021-02-12T01:31:35Z<p>Card: /* Unsorted */ thought up some more</p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Style Guide=<br />
Taking Kevan's suggestion, this page should probably have a style guide to judge powers. For instance a power called "Strong Punch" that has the text "Spend 5: gain 5 defense per opponent." should fail this style guide because the name doesn't conjure to mind a power with that text.<br />
<br />
Since the base theme is Superhero, what does a superhero with no thematically supernatural abilities, such as Batman, do as a base attack? Obviously they just throw a regular punch, kick or other martial art, boxing, etcetera type move.<br />
<br />
Powers themed after devices or complex equipment should likely have some type of Spend keyword or similar ability that can be activated.<br />
<br />
Powers which are melee weapons, shield, innate characteristics or technical knowledge should likely be some sort of static effect.<br />
<br />
Powers with ranged weapons or ranged offensive abilities, should likely have some type of limiting spend ability.<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here. --[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Lizard DNA<br />
| Defense, Discard || Curse || If an attack against you is greater than or equal to your Energy minus your Defense, you may discard this power and lose 10 Energy to prevent that damage. || card<br />
|-<br />
! Galactic Helm<br />
| Defense, Passive || Normal || The second time you would take Damage in a round, prevent it. If you have Galactic Ray Gun, also gain that much Energy. || card<br />
|-<br />
! Galactic Ray Gun<br />
| Attack, Passive || Normal || The first time you deal Damage in a round, double it. If you have Galactic Helm, also deal that same amount of Damage to a different Opponent. || card<br />
|-<br />
! Combat Training<br />
| Attacking, Persistent Effect || Normal || +10 damage to your Attacks. || card<br />
|-<br />
! Wind Up Punch<br />
| Attacking || Normal || If you didn't Attack last round, double your Attacks this round. ''(Never works Round 1)''|| card<br />
|-<br />
! Air Strike<br />
| Damage || Normal || Spend X: Deal X damage to each player. ''(This includes you)''|| card<br />
|-<br />
! Shieldbreaker<br />
| Damage || Normal || If your Attack is greater than an opponent's Defense, your Attack ignores their Defense. || card<br />
|-<br />
! Batman Captions<br />
| Damage || Normal || For each source of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game to +5 that damage. || Kevan<br />
|-<br />
! Blood Rage<br />
| Damage, Swap || Curse || If you win this power, an opponent of you gets it. Each round you Attacked for less than 10, you are dealt 10 damage. || Kevan<br />
|-<br />
! Disagreeable When Angry<br />
| Energy Gain || Normal || The first time an Opponent Attacks you for 20 or more, gain 50 energy. || Kevan<br />
|-<br />
! Quick Reflexes<br />
| Reassign, Defensive || Normal || Burn 5: You may reassign any amount of your Attack to Defence during the Reveal Phase. || card, modified version of Elastic Limbs.<br />
|-<br />
! Expert Training<br />
| One Use, Alteration || Normal || When you win this Power, you may halve or double a single number, in any other Power you won. || Kevan<br />
|-<br />
! Technical Training<br />
| Discount, Persistent Effect || Normal || Costs of Burn or Spend of powers you have are reduced by 5. || card<br />
|-<br />
! Combat Roll<br />
| Attacking, Defensive || Normal || If your Attack is the second greatest in any round and there are more than two Heros in the game, you may ignore a single Attack against you. || card<br />
|-<br />
! Reflex Training<br />
| Defensive, Persistent Effect || Normal || +10 to your Defense. || card<br />
|-<br />
! Flight<br />
| Defensive || Normal || Burn 5: All Attacks made by you and made against you are reduced to zero. || Kevan<br />
|-<br />
! Green Gas Bombs<br />
| Defensive, Limited || Normal || Spend 5, Exhaust 3: +50 Defence. || Kevan<br />
|-<br />
! Hyper Immune System<br />
| Defensive, Energy Gain || Normal || At the end of any round in which you lost energy, gain 10 Energy. || Kevan, slightly modified by card.<br />
|-<br />
! Lightning Strike<br />
| Damage || Normal || Burn 10: Deal 30 damage to the Hero who spent the most Energy on Attack this round. On a tie divide the damage evenly, rounded up, among the tied Heros. || Kevan, slightly modified by card.<br />
|-<br />
! Meditation<br />
| Energy Gain || Normal || Spend 10: If no damage is dealt this round, gain 8 Energy. || Kevan<br />
|-<br />
! Metal Tentacles<br />
| Delayed Effect || Normal || If you damage a Hero, they get -15 Defence next round (to a minimum of zero). || Kevan<br />
|-<br />
! Tough Skin<br />
| Persistent Effect, Defensive || Normal || +20 to your Defence. || Kevan<br />
|-<br />
! Perfect Balance<br />
| All In || Normal || If you Attack a single Hero and your Attack equals your Defence, +20 to each. || Kevan<br />
|-<br />
! Plastic Ooze<br />
| Defensive || Normal || Spend 10: Any Hero who Attacked you this turn cannot Attack next turn. || Kevan<br />
|-<br />
! Psuedonite<br />
| Global || Normal || At the end of each round, Heroes lose 5 Energy for each Power they possess. ''(Counts itself)'' || Kevan<br />
|-<br />
! Weak Hands<br />
| Attack || Curse || If you win this power, give it to an opponent. Whenever your Attack is over half of your Energy, you are dealt 5 unblockable damage. || card<br />
|-<br />
! Zypher<br />
| Reactive || Normal || Drain 10: choose a power that targets you and change its target. || card<br />
|-<br />
! Lighten Load<br />
| Energy Gain || Normal || Discard a power: gain energy equal to the discarded power's power strength. ''(A power's power strength is equal to its winning bid)'' || card, adapted from Auction Server<br />
|-<br />
! Alternate Universe<br />
| Swap || Normal || When you win this power, discard it. Shuffle the remaining powers and gain the top one of the deck. Its winning bid becomes this power's bid. || card<br />
|-<br />
! Lazer Eyes<br />
| Target, Damage || Normal || Spend 10 and choose a Hero: that Hero takes 10+ damage from each source this round. || card<br />
|-<br />
! Hypnotism<br />
| Persistent Effect, Target || Normal || Spend X and choose a Hero: the chosen Hero must attack a hero of your choice for X next round. ''(Hero's can't attack themselves)'' || card<br />
|-<br />
! Doomsday Device<br />
| Win || Normal || Spend X: If you have spent a cumulative of 70 energy on this ability over the course of the game, you blow up the Earth and win the game. || card<br />
|-<br />
! Hidden Clone<br />
| Revive || Normal || If you would die you instead discard this power and have your energy set to 50. || card<br />
|-<br />
! Barter With Fate<br />
| Retroactive || Normal || During the Reveal phase you may discard a power to prevent all damage which would be dealt to you. || card<br />
|-<br />
! Javalin<br />
| Swap, Damage || Normal || Whenever you attack a Hero, you may have them gain control of Javalin to add 20 unblockable damage to your attack. || card<br />
|-<br />
! Pure Energy Being<br />
| Energy Gain, Bidding Game || Normal || If you win this power, you gain energy equal to half of the energy bid on all powers. || card<br />
|-<br />
! Friends With Death<br />
| Win || Normal || At the end of each round, if you have 5 or less energy, you win the game. || card<br />
|-<br />
! Clockwork Being<br />
| Impervious || Normal || You can't lose the game. On the 12th round, discard this power and lose the game. || card<br />
|}<br />
<br />
==Intermediate==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Bomberman<br />
| Damage, Revive || Normal || When you die, deal 30 damage to each player and then revive with 1 energy and discard this power. || card<br />
|-<br />
! Disarming Strike<br />
| Discard, Damage || Normal || If you damage an opponent, you may have them discard a power with power strength less than or equal to your Attack. ''(A power's power strength is equal to its winning bid)'' || card<br />
|-<br />
! Sharp Knives<br />
| Damage, Persistent Effect || Normal || When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. || card<br />
|-<br />
! Sidekick<br />
| Definition || Sidekick || Sidekick is a Hero with 50 energy and controlled by its winner. Treat it as both a Hero and a Power. If the Hero controlling Sidekick is dies, they still control Sidekick until it dies. || Kevan<br />
|-<br />
! Ninja Training<br />
| Defensive || Normal || Any attack against you that is less than Ninja Training's power strength is ignored. ''(A Power's power strength is the amount of energy its owner paid for it.)''|| card<br />
|}<br />
<br />
==Advanced==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Psionic Head Exploding Rays<br />
| Lose, Persistent Effect || Normal || Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round. || card<br />
|-<br />
! Brainswap<br />
| Swap || Normal || Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap. || Kevan<br />
|}<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase, Reveal Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.<br />
<br />
<br />
Reveal Phase<br />
All hero's choices are revealed simultaneously. During this phase any powers than can be activated without spending or burning energy can be done so. Like the previous phase those are kept secret. Once everyone is done deciding, the second round of choices are reveald and the round moves into the Resolution Phase.<br />
<br />
Example: The Breeze is revealed to have an attack of 50 at them and her defense was inadequate. She drains away 5 energy to activate Flight in order to survive the next round.<br />
<br />
<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
Drain<br />
Drain is like Burn but the energy does not need to be allocated as part of the cost, it is just lost upon activation. If The Breeze starts a round with 50 energy, she can devote 50 of it to defense and then activate Zypher and, assuming she takes no damage that round, will start the next round with 40 energy.<br />
Activate<br />
A cost that has "Activate N" can only be paid N or less times time in a Round. For example a power with "Activate 1: gain 10 energy." can be used only once or zero times per round but has 0 other costs while one with "Burn 5, Activate 3: deal 10 unblockable damage to a Hero." can be used 3, 2, 1 or 0 times in a single round as long as the Hero has enough energy to pay the Burn cost as well.<br />
Exhaust<br />
Exhaust is like Activate but the cost can only be paid N or less time in the entire game.<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Rumble_Print_and_Play&diff=12532Talk:Rumble Print and Play2020-11-27T03:40:08Z<p>Card: /* Strong combos */</p>
<hr />
<div>==Style Guide==<br />
Not sure about where the focus should be placed I took a stab at it but there's something missing, besides examples. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:34, 24 November 2020 (UTC)<br />
<br />
:The powers could also use a pass to unify their phrasing ("turns" versus "rounds"), and make a call on the legibility of things like "Add 10 to" versus "+10 to". Or even "Add +10 to", which crops up in the archive sometimes and although weirdly redundant does feel like a useful bit of emphasis - I don't know if that's echoing another card game.<br />
:I think we should be pushing to make each card text as short and snappy as possible, also, even if that means changing it away from its original power effect. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:36, 26 November 2020 (UTC)<br />
<br />
==General feedback==<br />
Some feedback based on powers included here:-<br />
<br />
* We should look at each power and consider natural questions that would arise from novice players, and reword the power to head them off. eg:<br />
** Air Strike's "Spend X: Deal X damage to each player." suggests two obvious questions - "is that damage blockable?" and "why wouldn't you use this all the time instead of attacking normally?"<br />
** Charged Lazer: "Do I get double attacks in Round 1?"<br />
** Technical Training: "The cost I pay for winning the power?"<br />
** Pseudonite: "Including itself? That's weird."<br />
* We should maybe decide what a regular attack is, thematically, in the game, and apply that consistently. (Not explaining that in the rules, but using it as a style guide for the example powers.) "Charged Lazer" feels a ''little'' bit off to me, for modifying regular attacks, yet being a projectile: on some level I think of a regular attack as being a straightforward punch - and I think other powers back that up: it makes sense for Flight, Reflex Training and Plastic Ooze to affect someone trying to punch me, but should they affect someone firing a Lazer at me?<br />
* Should maybe avoid randomness, to emphasise that Rumble is primarily a game of pure decision and bluffing. (It only comes up as a tiebreaker in Lightning Strike, but could be avoided there.)<br />
* Maybe drop Flaws? There's only one here, and they need a lot of explanation. (I suppose two if you count Blood Rage, which is also confusing for presenting two different ways to make a negative power.)<br />
* Similarly, Sidekick only comes up once, and needs a lot of supporting explanation.<br />
* Would also be fine for Cloned Sidekick to just be a vanilla 50-Energy Sidekick, though, if we want one in there.<br />
* Power Strength could be MtG-style reminder text that wouldn't even need to be mentioned in the rules: "Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's Power Strength is the amount its owner paid for it.)''"<br />
* Should avoid or simplify complex powers, particularly those that have an aspect whose purpose isn't immediately obvious. (eg. Combat Roll's "discard if")<br />
* Elastic Limbs needs to say when you do the reassigning.<br />
* Should avoid having cards which talk about keywords which may not be in any given game (eg. Hyper Immune System, which could be worded to avoid having to namecheck Burn).<br />
* Plague is slightly unsuited to tabletop play since you'd have to track a "copy" existing.<br />
* Should avoid wording the same thing twice in different ways, implying there's a difference when there isn't (eg. Orange Brick Skin and Reflex Training).<br />
* Should maybe avoid pairs of powers where one is just a better version of the other (Orange Brick Skin vs Ice Shield), as that looks like sloppy game design. Although I guess the whole point of Rumble is that that's fine when it happens.<br />
* Specific superhero references ("Orange Brick Skin") might be better if made more generic ("Tough Skin"), so that players can make different pre-existing superheroes out of them. Part of the fun of Rumble is deciding who you are based on what you won (or what funny combos you spot on the table during bidding, even if they never happen), and very specific power names reduce those options.<br />
<br />
And a question:<br />
<br />
* Is "Aspect" something you'd put on the card, or just for our design reference? It does make the game sound a lot more complicated and keyworded than it actually is. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:57, 20 November 2020 (UTC)<br />
<br />
: Thanks for the feedback and the tables! As for now those suggestions look great and here are some responses:<br />
:*I think the issue with plague could be solved by having some poker chips or something small represent the clones. Maybe anything that makes copies should be moved to intermediate?<br />
:*True about Charged Lazer, I think a better name would be something like Power Nap.<br />
:* I don't want to drop flaws it sidekicks if we can avoid it. What about having, like you suggest, cloned sidekick have zero powers and then the explanation just printed on the card? As for flaws, maybe have one called flaw with the bidding changes on the card and a negative effect in the basic tier and other flaws higher up.<br />
:* I don't think there are very many cases in Rumble for "strictly better" powers that do almost the same thing. In this case Ice Shield is worse mechanically so if it were in the same bidding pool as orange bricked skin, one might be able to get it at cheaper price than if OBS was not in the same pool.<br />
:*The aspect is purely for categorization and won't appear on the final version. It's to aid in seeing how much of what kind of powers exist already without having to read entirely through each one.<br />
:[[User:Card|Card]] ([[User talk:Card|talk]]) 16:20, 20 November 2020 (UTC)<br />
<br />
::Card copies just seem like they highlight a problem with the print-and-play, that we haven't given you the stuff you need to play. There's a road to go down here where the print-and-play also includes a few cut-out status markers (with the implication that you can also use poker chips), and Plague is explicitly reworded to "Whenever you damage another Hero, give them a skull token.", but I don't know how good an idea that is.<br />
::I feel like there's a snappy name for Charged Lazer that implies taking a long run-up, or swinging into a punch, but can't quite think of it. There's maybe "Haymaker", but it's not very superhero.<br />
::Flaws are tricky for introducing a complex new mechanic (players still often bid zero - by mistake? - on Slack), and for requiring duplicate cards, if they use the "every lowest bidder gets a copy" method. Maybe a single flaw at the advanced tier would be okay, but I think it's too much for basic tier.<br />
::Similar powers are interesting in practice (you can also try to win both!), I just think it might risk player confusion when they see two identical powers, one with a situational restriction, one not - the natural question would be whether there was a game where Ice Shield was somehow better than Orange Brick Skin, and they shouldn't have to waste time working out that the answer is "probably not, no". I think we should either go all out and have a couple of simple powers where one is very clearly better than the other ("Tough Skin: +20 Defence each round." "Metal Mask: +10 Defence each round."), or avoid repeating ourselves. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:13, 20 November 2020 (UTC)<br />
<br />
== Other mechanics ==<br />
<br />
Wondering about types of mechanics we're missing here, interesting ones that I can think of off the top of my head are (and any example quotes are from powers I've written in the archives, so feel free to adapt):<br />
<br />
* Something that happens once at the start of the game (stealing a power, destroying a power, gaining an amount of Energy based on something).<br />
* Alternate win conditions. ("Spend 50: If you survive until the end of the round, you win the game.", "If you've not been eliminated by the end of the tenth round, you win the game.", "If you are the only Adventurer with any Objects, you win.", "Spend 10 to knock a building down: If you knock 20 buildings down, your work here is done; you win the game.")<br />
* Insta-kill powers. ("Spend 20 and choose a Racer who has no Gadgets: Set that Racer's Speed to zero.", "If you make an Attack that reduces an Adventurer to 20 HP or below, it deals an extra 20 damage.")<br />
* Returning from the dead.<br />
* A power which has both an upside and a downside. (Would still need to be short and simple.)<br />
* Something which changes a fundamental rule of the game. ("Whenever you take damage (including Burn), add it to your Energy instead. If you exceed 100 Energy, you explode.", "You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round.")<br />
* A retroactive effect. ("At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round.")<br />
* "Spend X and choose a Hero:" effects. Not a big deal, but worth demonstrating that if you're writing a "Spend X: Do Y to a Hero" power you should be probably choosing its target as part of the action declaration, rather than during resolution.<br />
<br />
I'm not sure which ones of those are important, but "alternate win condition" and "return from dead" might be good for showing off the kind of weirdness that Rumble can do. What else might be worth including? --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:41, 20 November 2020 (UTC)<br />
<br />
Let's see I can think of:<br />
*Minigames ("Chicken. Spend X, any player may activate this power once per round: the player who spent the least on this power this round takes 10 damage.")<br />
*Global types. while Nev The Deranged is the only person to submit them to the archive, having a sort of location type card that isn't bid on can be neat. <br />
*Variations on spend.<br />
*a "can't lose except" as a weaker version of an alternate win condition<br />
*A "you lose on turn X"<br />
*A "player loses if you predicted their move"<br />
That's all I can think of for now. [[User:Card|Card]] ([[User talk:Card|talk]]) 09:34, 21 November 2020 (UTC)<br />
<br />
:"Can't lose except" is a good one.<br />
:I'm not a big fan of the global effects: it feels wrong for a player to be able to change the game rules by proclamation like that, when the main thing of Rumble is that created powers are bid upon and you might not get what you want. I think they're okay if they're announced and agreed by the group before the game starts, but a player being able to throw "I personally don't like it when people gang up on me, so: global effect, ganged up attacks always fail!" into the ring feels unreasonable. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:26, 21 November 2020 (UTC)<br />
<br />
== Strong combos ==<br />
<br />
We should check for the biggest combos here, and make sure that we're happy with them existing if they came up in a group's first game. Wild combos are probably fine for demonstrating the spirit, but we should avoid anything that could break out into a "that's stupid, I didn't think that would work like that, and that's why I didn't bid for the power!" argument.<br />
<br />
Ones that glare out immediately are Technical Training (''"Costs of Burn or Spend of powers you have are reduced by 5."'') with Lightning Strike or Meditation, both of which cost 5 to use and become free: Lightning Strike will allow infinite damage, Meditation infinite energy. I'd maybe tweak both costs up to 10 to avoid it. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 10:41, 26 November 2020 (UTC)<br />
<br />
Fixed that and make the effects a bit stronger due to the increase. I think a new power of mine made another combo line though: "Friends With Death" plus "Flight" is probably too unfair, gives the possibility of a turn 1 win if the hero gets both. Flight protects an otherwise fragile win condition (it only works at the end of a round) by stopping all attack damage. While powers that deal direct damage stop the combo, it's not always a guarantee to have those out. I was fine to have Flight + Expert Training since Flight stops one's own attacks, this one seems a bit too good to leave in the final version. [[User:Card|Card]] ([[User talk:Card|talk]]) 03:40, 27 November 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=12531Rumble Print and Play2020-11-27T03:32:43Z<p>Card: taking some efforts to reduce the word count of some powers and adding 8 more that I came up with.</p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Style Guide=<br />
Taking Kevan's suggestion, this page should probably have a style guide to judge powers. For instance a power called "Strong Punch" that has the text "Spend 5: gain 5 defense per opponent." should fail this style guide because the name doesn't conjure to mind a power with that text.<br />
<br />
Since the base theme is Superhero, what does a superhero with no thematically supernatural abilities, such as Batman, do as a base attack? Obviously they just throw a regular punch, kick or other martial art, boxing, etcetera type move.<br />
<br />
Powers themed after devices or complex equipment should likely have some type of Spend keyword or similar ability that can be activated.<br />
<br />
Powers which are melee weapons, shield, innate characteristics or technical knowledge should likely be some sort of static effect.<br />
<br />
Powers with ranged weapons or ranged offensive abilities, should likely have some type of limiting spend ability.<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here. --[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Combat Training<br />
| Attacking, Persistent Effect || Normal || +10 damage to your Attacks. || card<br />
|-<br />
! Wind Up Punch<br />
| Attacking || Normal || If you didn't Attack last round, double your Attacks this round. ''(Never works Round 1)''|| card<br />
|-<br />
! Air Strike<br />
| Damage || Normal || Spend X: Deal X damage to each player. ''(This includes you)''|| card<br />
|-<br />
! Shieldbreaker<br />
| Damage || Normal || If your Attack is greater than an opponent's Defense, your Attack ignores their Defense. || card<br />
|-<br />
! Batman Captions<br />
| Damage || Normal || For each source of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game to +5 that damage. || Kevan<br />
|-<br />
! Blood Rage<br />
| Damage, Swap || Curse || If you win this power, an opponent of you gets it. Each round you Attacked for less than 10, you are dealt 10 damage. || Kevan<br />
|-<br />
! Disagreeable When Angry<br />
| Energy Gain || Normal || The first time an Opponent Attacks you for 20 or more, gain 50 energy. || Kevan<br />
|-<br />
! Quick Reflexes<br />
| Reassign, Defensive || Normal || Burn 5: You may reassign any amount of your Attack to Defence during the Reveal Phase. || card, modified version of Elastic Limbs.<br />
|-<br />
! Expert Training<br />
| One Use, Alteration || Normal || When you win this Power, you may halve or double a single number, in any other Power you won. || Kevan<br />
|-<br />
! Technical Training<br />
| Discount, Persistent Effect || Normal || Costs of Burn or Spend of powers you have are reduced by 5. || card<br />
|-<br />
! Combat Roll<br />
| Attacking, Defensive || Normal || If your Attack is the second greatest in any round and there are more than two Heros in the game, you may ignore a single Attack against you. || card<br />
|-<br />
! Reflex Training<br />
| Defensive, Persistent Effect || Normal || +10 to your Defense. || card<br />
|-<br />
! Flight<br />
| Defensive || Normal || Burn 5: All Attacks made by you and made against you are reduced to zero. || Kevan<br />
|-<br />
! Green Gas Bombs<br />
| Defensive, Limited || Normal || Spend 5, Exhaust 3: +50 Defence. || Kevan<br />
|-<br />
! Hyper Immune System<br />
| Defensive, Energy Gain || Normal || At the end of any round in which you lost energy, gain 10 Energy. || Kevan, slightly modified by card.<br />
|-<br />
! Lightning Strike<br />
| Damage || Normal || Burn 10: Deal 30 damage to the Hero who spent the most Energy on Attack this round. On a tie divide the damage evenly, rounded up, among the tied Heros. || Kevan, slightly modified by card.<br />
|-<br />
! Meditation<br />
| Energy Gain || Normal || Spend 10: If no damage is dealt this round, gain 8 Energy. || Kevan<br />
|-<br />
! Metal Tentacles<br />
| Delayed Effect || Normal || If you damage a Hero, they get -15 Defence next round (to a minimum of zero). || Kevan<br />
|-<br />
! Tough Skin<br />
| Persistent Effect, Defensive || Normal || +20 to your Defence. || Kevan<br />
|-<br />
! Perfect Balance<br />
| All In || Normal || If you Attack a single Hero and your Attack equals your Defence, +20 to each. || Kevan<br />
|-<br />
! Plastic Ooze<br />
| Defensive || Normal || Spend 10: Any Hero who Attacked you this turn cannot Attack next turn. || Kevan<br />
|-<br />
! Psuedonite<br />
| Global || Normal || At the end of each round, Heroes lose 5 Energy for each Power they possess. ''(Counts itself)'' || Kevan<br />
|-<br />
! Weak Hands<br />
| Attack || Curse || If you win this power, give it to an opponent. Whenever your Attack is over half of your Energy, you are dealt 5 unblockable damage. || card<br />
|-<br />
! Zypher<br />
| Reactive || Normal || Drain 10: choose a power that targets you and change its target. || card<br />
|-<br />
! Lighten Load<br />
| Energy Gain || Normal || Discard a power: gain energy equal to the discarded power's power strength. ''(A power's power strength is equal to its winning bid)'' || card, adapted from Auction Server<br />
|-<br />
! Alternate Universe<br />
| Swap || Normal || When you win this power, discard it. Shuffle the remaining powers and gain the top one of the deck. Its winning bid becomes this power's bid. || card<br />
|-<br />
! Lazer Eyes<br />
| Target, Damage || Normal || Spend 10 and choose a Hero: that Hero takes 10+ damage from each source this round. || card<br />
|-<br />
! Hypnotism<br />
| Persistent Effect, Target || Normal || Spend X and choose a Hero: the chosen Hero must attack a hero of your choice for X next round. ''(Hero's can't attack themselves)'' || card<br />
|-<br />
! Doomsday Device<br />
| Win || Normal || Spend X: If you have spent a cumulative of 70 energy on this ability over the course of the game, you blow up the Earth and win the game. || card<br />
|-<br />
! Hidden Clone<br />
| Revive || Normal || If you would die you instead discard this power and have your energy set to 50. || card<br />
|-<br />
! Barter With Fate<br />
| Retroactive || Normal || During the Reveal phase you may discard a power to prevent all damage which would be dealt to you. || card<br />
|-<br />
! Javalin<br />
| Swap, Damage || Normal || Whenever you attack a Hero, you may have them gain control of Javalin to add 20 unblockable damage to your attack. || card<br />
|-<br />
! Pure Energy Being<br />
| Energy Gain, Bidding Game || Normal || If you win this power, you gain energy equal to half of the energy bid on all powers. || card<br />
|-<br />
! Friends With Death<br />
| Win || Normal || At the end of each round, if you have 5 or less energy, you win the game. || card<br />
|-<br />
! Clockwork Being<br />
| Impervious || Normal || You can't lose the game. On the 12th round, discard this power and lose the game. || card<br />
|}<br />
<br />
==Intermediate==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Bomberman<br />
| Damage, Revive || Normal || When you die, deal 30 damage to each player and then revive with 1 energy and discard this power. || card<br />
|-<br />
! Disarming Strike<br />
| Discard, Damage || Normal || If you damage an opponent, you may have them discard a power with power strength less than or equal to your Attack. ''(A power's power strength is equal to its winning bid)'' || card<br />
|-<br />
! Sharp Knives<br />
| Damage, Persistent Effect || Normal || When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. || card<br />
|-<br />
! Sidekick<br />
| Definition || Sidekick || Sidekick is a Hero with 50 energy and controlled by its winner. Treat it as both a Hero and a Power. If the Hero controlling Sidekick is dies, they still control Sidekick until it dies. || Kevan<br />
|-<br />
! Ninja Training<br />
| Defensive || Normal || Any attack against you that is less than Ninja Training's power strength is ignored. ''(A Power's power strength is the amount of energy its owner paid for it.)''|| card<br />
|}<br />
<br />
==Advanced==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Psionic Head Exploding Rays<br />
| Lose, Persistent Effect || Normal || Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round. || card<br />
|-<br />
! Brainswap<br />
| Swap || Normal || Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap. || Kevan<br />
|}<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase, Reveal Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.<br />
<br />
<br />
Reveal Phase<br />
All hero's choices are revealed simultaneously. During this phase any powers than can be activated without spending or burning energy can be done so. Like the previous phase those are kept secret. Once everyone is done deciding, the second round of choices are reveald and the round moves into the Resolution Phase.<br />
<br />
Example: The Breeze is revealed to have an attack of 50 at them and her defense was inadequate. She drains away 5 energy to activate Flight in order to survive the next round.<br />
<br />
<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
Drain<br />
Drain is like Burn but the energy does not need to be allocated as part of the cost, it is just lost upon activation. If The Breeze starts a round with 50 energy, she can devote 50 of it to defense and then activate Zypher and, assuming she takes no damage that round, will start the next round with 40 energy.<br />
Activate<br />
A cost that has "Activate N" can only be paid N or less times time in a Round. For example a power with "Activate 1: gain 10 energy." can be used only once or zero times per round but has 0 other costs while one with "Burn 5, Activate 3: deal 10 unblockable damage to a Hero." can be used 3, 2, 1 or 0 times in a single round as long as the Hero has enough energy to pay the Burn cost as well.<br />
Exhaust<br />
Exhaust is like Activate but the cost can only be paid N or less time in the entire game.<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=12523Rumble Print and Play2020-11-26T06:46:38Z<p>Card: as much as this style of flaws are a staple of online play, the text does not fit well on a 1.75 inch square. best to go with the blood rage style. typelining it and Blood Rage as curse per Josh's suggestion</p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Style Guide=<br />
Taking Kevan's suggestion, this page should probably have a style guide to judge powers. For instance a power called "Strong Punch" that has the text "Spend 5: gain 5 defense per opponent." should fail this style guide because the name doesn't conjure to mind a power with that text.<br />
<br />
Since the base theme is Superhero, what does a superhero with no thematically supernatural abilities, such as Batman, do as a base attack? Obviously they just throw a regular punch, kick or other martial art, boxing, etcetera type move.<br />
<br />
Powers themed after devices or complex equipment should likely have some type of Spend keyword or similar ability that can be activated.<br />
<br />
Powers which are melee weapons, shield, innate characteristics or technical knowledge should likely be some sort of static effect.<br />
<br />
Powers with ranged weapons or ranged offensive abilities, should likely have some type of limiting spend ability.<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here. --[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Combat Training<br />
| Attacking, Persistent Effect || Normal || Add 10 to your attacks, each round. || card<br />
|-<br />
! Wind Up Punch<br />
| Attacking || Normal || If you didn't attack last round, your attacks this round deal double damage. ''(Never works Round 1.)''|| card<br />
|-<br />
! Air Strike<br />
| Damage || Normal || Spend X: Deal X damage to each player. ''(This includes you.)''|| card<br />
|-<br />
! Shieldbreaker<br />
| Damage || Normal || If your attack is greater than an opponent's defense, your attack ignores their defense. || card<br />
|-<br />
! Batman Captions<br />
| Damage || Normal || For each set of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game, to add 5 to that damage. || Kevan<br />
|-<br />
! Blood Rage<br />
| Damage, Swap || Curse || If you win this power, give it to an opponent. He or she must spend at least 10 on Attack, each round, or take 10 damage. || Kevan<br />
|-<br />
! Disagreeable When Angry<br />
| Energy Gain || Normal || The first time an Opponent targets an Attack of more than 20 against you, gain 50 Energy. || Kevan<br />
|-<br />
! Quick Reflexes<br />
| Reassign, Defensive || Normal || Burn 5: You may reassign any amount of your Attack to Defence during the Reveal Phase. || card, modified version of Elastic Limbs.<br />
|-<br />
! Expert Training<br />
| One Use, Alteration || Normal || When you win this Power, you may halve or double a single number, in any other Power you won. || Kevan<br />
|-<br />
! Technical Training<br />
| Discount, Persistent Effect || Normal || Costs of Burn or Spend of powers you have are reduced by 5. || card<br />
|-<br />
! Combat Roll<br />
| Attacking, Defensive || Normal || If your attack is the second greatest in any round and there are more than two Heros in the game, you may negate a single attack against you. || card<br />
|-<br />
! Reflex Training<br />
| Defensive, Persistent Effect || Normal || Add 10 to your defense, each round. || card<br />
|-<br />
! Flight<br />
| Defensive || Normal || Burn 5: All Attacks made by you and made against you are reduced to zero. || Kevan<br />
|-<br />
! Green Gas Bombs<br />
| Defensive, Limited || Normal || Spend 5: Add 50 to your Defence. Use this power no more than three times per game. || Kevan<br />
|-<br />
! Hyper Immune System<br />
| Defensive, Energy Gain || Normal || At the end of any round in which you lost energy, gain 10 Energy. || Kevan, slightly modified by card.<br />
|-<br />
! Lightning Strike<br />
| Damage || Normal || Burn 5: Deal 20 damage to the Hero who spent the most Energy on Attack this round, on a tie divide the damage evenly, rounded up, among the tied Heros. || Kevan, slightly modified by card.<br />
|-<br />
! Meditation<br />
| Energy Gain || Normal || Spend 5: If no damage is dealt this round, gain 5 Energy. || Kevan<br />
|-<br />
! Metal Tentacles<br />
| Delayed Effect || Normal || If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero). || Kevan<br />
|-<br />
! Tough Skin<br />
| Persistent Effect, Defensive || Normal || Add 20 to your Defence, each round. || Kevan<br />
|-<br />
! Perfect Balance<br />
| All In || Normal || If you make a single Attack in a round and it is the same as your Defence, add 20 to each. || Kevan<br />
|-<br />
! Plastic Ooze<br />
| Defensive || Normal || Spend 10: Any Hero who Attacked you this turn cannot Attack next turn. || Kevan<br />
|-<br />
! Psuedonite<br />
| Global || Normal || At the end of each round, Heroes lose 5 Energy for each Power they possess. ''(Counts itself.)'' || Kevan<br />
|-<br />
! Weak Hands<br />
| Attack || Curse || If you win this power, give it to an opponent. Whenever you allocate over half of your energy on attacking, you are dealt 5 unblockable damage. || card<br />
|-<br />
! Zypher<br />
| Reactive || Normal || Drain 10: choose a power that targets you and change its target. || card<br />
|-<br />
! Lighten Load<br />
| Energy Gain || Normal || Discard a power: gain energy equal to the discarded power's power strength. ''(A power's power strength is equal to its winning bid.)'' || card, adapted from Auction Server<br />
|-<br />
! Alternate Universe<br />
| Swap || Normal || When you win this power, discard it. Shuffle the remaining powers and gain the top one of the deck. Its power strength becomes the same as this power's power strength. || card<br />
|}<br />
<br />
==Intermediate==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Seeing Red<br />
| Attacking, Persistent Effect || Normal || While you are enraged, your attack damage counts as double to defense but your defense is halved.<br>Spend 5: become enraged.<br>Spend 5: calm down. || card<br />
|-<br />
! Bomberman<br />
| Damage, Revive || Normal || When you die, deal 30 damage to each player and then revive with 1 energy. || card<br />
|-<br />
! Disarming Strike<br />
| Discard, Damage || Normal || If you damage an opponent with your attack, you may have them discard a power with power strength less than or equal to your attack against that opponent. || card<br />
|-<br />
! Sharp Knives<br />
| Damage, Persistent Effect || Normal || When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. This effect stacks. || card<br />
|-<br />
! Sidekick<br />
| Definition || Sidekick || Sidekick counts as a Hero and is under the control of the Hero who won it. Powers which affect players and powers both affect Sidekick. If the Hero controlling Sidekick is eliminated, they still control Sidekick. If the Round ends and has only the Hero controlling Sidekick and Sidekick, that player wins. Sidekick starts with 50 energy. || Kevan<br />
|-<br />
! Ninja Training<br />
| Defensive || Normal || Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's power strength is the amount of energy its owner paid for it.)''|| card<br />
|}<br />
<br />
==Advanced==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Psionic Head Exploding Rays<br />
| Lose, Persistent Effect || Normal || Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round. || card<br />
|-<br />
! Brainswap<br />
| Swap || Normal || Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap. || Kevan<br />
|}<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase, Reveal Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.<br />
<br />
<br />
Reveal Phase<br />
All hero's choices are revealed simultaneously. During this phase any powers than can be activated without spending or burning energy can be done so. Like the previous phase those are kept secret. Once everyone is done deciding, the second round of choices are reveald and the round moves into the Resolution Phase.<br />
<br />
Example: The Breeze is revealed to have an attack of 50 at them and her defense was inadequate. She drains away 5 energy to activate Flight in order to survive the next round.<br />
<br />
<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
Drain<br />
Drain is like Burn but the energy does not need to be allocated as part of the cost, it is just lost upon activation. If The Breeze starts a round with 50 energy, she can devote 50 of it to defense and then activate Zypher and, assuming she takes no damage that round, will start the next round with 40 energy.<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=12502Rumble Print and Play2020-11-24T21:57:23Z<p>Card: considering that this will have a deck of powers ... why not have at least an example one to make use of it</p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Style Guide=<br />
Taking Kevan's suggestion, this page should probably have a style guide to judge powers. For instance a power called "Strong Punch" that has the text "Spend 5: gain 5 defense per opponent." should fail this style guide because the name doesn't conjure to mind a power with that text.<br />
<br />
Since the base theme is Superhero, what does a superhero with no thematically supernatural abilities, such as Batman, do as a base attack? Obviously they just throw a regular punch, kick or other martial art, boxing, etcetera type move.<br />
<br />
Powers themed after devices or complex equipment should likely have some type of Spend keyword or similar ability that can be activated.<br />
<br />
Powers which are melee weapons, shield, innate characteristics or technical knowledge should likely be some sort of static effect.<br />
<br />
Powers with ranged weapons or ranged offensive abilities, should likely have some type of limiting spend ability.<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here. --[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Combat Training<br />
| Attacking, Persistent Effect || Normal || Add 10 to your attacks, each round. || card<br />
|-<br />
! Wind Up Punch<br />
| Attacking || Normal || If you didn't attack last round, your attacks this round deal double damage. ''(Never works Round 1.)''|| card<br />
|-<br />
! Air Strike<br />
| Damage || Normal || Spend X: Deal X damage to each player. ''(This includes you.)''|| card<br />
|-<br />
! Shieldbreaker<br />
| Damage || Normal || If your attack is greater than an opponent's defense, your attack ignores their defense. || card<br />
|-<br />
! Batman Captions<br />
| Damage || Normal || For each set of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game, to add 5 to that damage. || Kevan<br />
|-<br />
! Blood Rage<br />
| Damage, Swap || Normal || If you win this power, give it to an opponent. He or she must spend at least 10 on Attack, each round, or take 10 damage. || Kevan<br />
|-<br />
! Disagreeable When Angry<br />
| Energy Gain || Normal || The first time an Opponent targets an Attack of more than 20 against you, gain 50 Energy. || Kevan<br />
|-<br />
! Quick Reflexes<br />
| Reassign, Defensive || Normal || Burn 5: You may reassign any amount of your Attack to Defence during the Reveal Phase. || card, modified version of Elastic Limbs.<br />
|-<br />
! Expert Training<br />
| One Use, Alteration || Normal || When you win this Power, you may halve or double a single number, in any other Power you won. || Kevan<br />
|-<br />
! Technical Training<br />
| Discount, Persistent Effect || Normal || Costs of Burn or Spend of powers you have are reduced by 5. || card<br />
|-<br />
! Combat Roll<br />
| Attacking, Defensive || Normal || If your attack is the second greatest in any round and there are more than two Heros in the game, you may negate a single attack against you. || card<br />
|-<br />
! Reflex Training<br />
| Defensive, Persistent Effect || Normal || Add 10 to your defense, each round. || card<br />
|-<br />
! Flight<br />
| Defensive || Normal || Burn 5: All Attacks made by you and made against you are reduced to zero. || Kevan<br />
|-<br />
! Green Gas Bombs<br />
| Defensive, Limited || Normal || Spend 5: Add 50 to your Defence. Use this power no more than three times per game. || Kevan<br />
|-<br />
! Hyper Immune System<br />
| Defensive, Energy Gain || Normal || At the end of any round in which you lost energy, gain 10 Energy. || Kevan, slightly modified by card.<br />
|-<br />
! Lightning Strike<br />
| Damage || Normal || Burn 5: Deal 20 damage to the Hero who spent the most Energy on Attack this round, on a tie divide the damage evenly, rounded up, among the tied Heros. || Kevan, slightly modified by card.<br />
|-<br />
! Meditation<br />
| Energy Gain || Normal || Spend 5: If no damage is dealt this round, gain 5 Energy. || Kevan<br />
|-<br />
! Metal Tentacles<br />
| Delayed Effect || Normal || If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero). || Kevan<br />
|-<br />
! Tough Skin<br />
| Persistent Effect, Defensive || Normal || Add 20 to your Defence, each round. || Kevan<br />
|-<br />
! Perfect Balance<br />
| All In || Normal || If you make a single Attack in a round and it is the same as your Defence, add 20 to each. || Kevan<br />
|-<br />
! Plastic Ooze<br />
| Defensive || Normal || Spend 10: Any Hero who Attacked you this turn cannot Attack next turn. || Kevan<br />
|-<br />
! Psuedonite<br />
| Global || Normal || At the end of each round, Heroes lose 5 Energy for each Power they possess. ''(Counts itself.)'' || Kevan<br />
|-<br />
! Weak Hands<br />
| Attack || Flaw || The Hero whose bid is the smallest on this power wins it and does not lose energy for their bid. Each other Hero loses energy for their bid on this power. On a tie both tied Heros get this power. Whenever you allocate over half of your energy on attacking, you are dealt 5 unblockable damage. || card<br />
|-<br />
! Zypher<br />
| Reactive || Normal || Drain 10: choose a power that targets you and change its target. || card<br />
|-<br />
! Lighten Load<br />
| Energy Gain || Normal || Discard a power: gain energy equal to the discarded power's power strength. ''(A power's power strength is equal to its winning bid.)'' || card, adapted from Auction Server<br />
|-<br />
! Alternate Universe<br />
| Swap || Normal || When you win this power, discard it. Shuffle the remaining powers and gain the top one of the deck. Its power strength becomes the same as this power's power strength. || card<br />
|}<br />
<br />
==Intermediate==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Seeing Red<br />
| Attacking, Persistent Effect || Normal || While you are enraged, your attack damage counts as double to defense but your defense is halved.<br>Spend 5: become enraged.<br>Spend 5: calm down. || card<br />
|-<br />
! Bomberman<br />
| Damage, Revive || Normal || When you die, deal 30 damage to each player and then revive with 1 energy. || card<br />
|-<br />
! Disarming Strike<br />
| Discard, Damage || Normal || If you damage an opponent with your attack, you may have them discard a power with power strength less than or equal to your attack against that opponent. || card<br />
|-<br />
! Sharp Knives<br />
| Damage, Persistent Effect || Normal || When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. This effect stacks. || card<br />
|-<br />
! Sidekick<br />
| Definition || Sidekick || Sidekick counts as a Hero and is under the control of the Hero who won it. Powers which affect players and powers both affect Sidekick. If the Hero controlling Sidekick is eliminated, they still control Sidekick. If the Round ends and has only the Hero controlling Sidekick and Sidekick, that player wins. Sidekick starts with 50 energy. || Kevan<br />
|-<br />
! Ninja Training<br />
| Defensive || Normal || Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's power strength is the amount of energy its owner paid for it.)''|| card<br />
|}<br />
<br />
==Advanced==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Psionic Head Exploding Rays<br />
| Lose, Persistent Effect || Normal || Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round. || card<br />
|-<br />
! Brainswap<br />
| Swap || Normal || Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap. || Kevan<br />
|}<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase, Reveal Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.<br />
<br />
<br />
Reveal Phase<br />
All hero's choices are revealed simultaneously. During this phase any powers than can be activated without spending or burning energy can be done so. Like the previous phase those are kept secret. Once everyone is done deciding, the second round of choices are reveald and the round moves into the Resolution Phase.<br />
<br />
Example: The Breeze is revealed to have an attack of 50 at them and her defense was inadequate. She drains away 5 energy to activate Flight in order to survive the next round.<br />
<br />
<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
Drain<br />
Drain is like Burn but the energy does not need to be allocated as part of the cost, it is just lost upon activation. If The Breeze starts a round with 50 energy, she can devote 50 of it to defense and then activate Zypher and, assuming she takes no damage that round, will start the next round with 40 energy.<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=12501Rumble Print and Play2020-11-24T21:04:36Z<p>Card: </p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Style Guide=<br />
Taking Kevan's suggestion, this page should probably have a style guide to judge powers. For instance a power called "Strong Punch" that has the text "Spend 5: gain 5 defense per opponent." should fail this style guide because the name doesn't conjure to mind a power with that text.<br />
<br />
Since the base theme is Superhero, what does a superhero with no thematically supernatural abilities, such as Batman, do as a base attack? Obviously they just throw a regular punch, kick or other martial art, boxing, etcetera type move.<br />
<br />
Powers themed after devices or complex equipment should likely have some type of Spend keyword or similar ability that can be activated.<br />
<br />
Powers which are melee weapons, shield, innate characteristics or technical knowledge should likely be some sort of static effect.<br />
<br />
Powers with ranged weapons or ranged offensive abilities, should likely have some type of limiting spend ability.<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here. --[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Combat Training<br />
| Attacking, Persistent Effect || Normal || Add 10 to your attacks, each round. || card<br />
|-<br />
! Wind Up Punch<br />
| Attacking || Normal || If you didn't attack last round, your attacks this round deal double damage. ''(Never works Round 1.)''|| card<br />
|-<br />
! Air Strike<br />
| Damage || Normal || Spend X: Deal X damage to each player. ''(This includes you.)''|| card<br />
|-<br />
! Shieldbreaker<br />
| Damage || Normal || If your attack is greater than an opponent's defense, your attack ignores their defense. || card<br />
|-<br />
! Batman Captions<br />
| Damage || Normal || For each set of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game, to add 5 to that damage. || Kevan<br />
|-<br />
! Blood Rage<br />
| Damage, Swap || Normal || If you win this power, give it to an opponent. He or she must spend at least 10 on Attack, each round, or take 10 damage. || Kevan<br />
|-<br />
! Disagreeable When Angry<br />
| Energy Gain || Normal || The first time an Opponent targets an Attack of more than 20 against you, gain 50 Energy. || Kevan<br />
|-<br />
! Quick Reflexes<br />
| Reassign, Defensive || Normal || Burn 5: You may reassign any amount of your Attack to Defence during the Reveal Phase. || card, modified version of Elastic Limbs.<br />
|-<br />
! Expert Training<br />
| One Use, Alteration || Normal || When you win this Power, you may halve or double a single number, in any other Power you won. || Kevan<br />
|-<br />
! Technical Training<br />
| Discount, Persistent Effect || Normal || Costs of Burn or Spend of powers you have are reduced by 5. || card<br />
|-<br />
! Combat Roll<br />
| Attacking, Defensive || Normal || If your attack is the second greatest in any round and there are more than two Heros in the game, you may negate a single attack against you. || card<br />
|-<br />
! Reflex Training<br />
| Defensive, Persistent Effect || Normal || Add 10 to your defense, each round. || card<br />
|-<br />
! Flight<br />
| Defensive || Normal || Burn 5: All Attacks made by you and made against you are reduced to zero. || Kevan<br />
|-<br />
! Green Gas Bombs<br />
| Defensive, Limited || Normal || Spend 5: Add 50 to your Defence. Use this power no more than three times per game. || Kevan<br />
|-<br />
! Hyper Immune System<br />
| Defensive, Energy Gain || Normal || At the end of any round in which you lost energy, gain 10 Energy. || Kevan, slightly modified by card.<br />
|-<br />
! Lightning Strike<br />
| Damage || Normal || Burn 5: Deal 20 damage to the Hero who spent the most Energy on Attack this round, on a tie divide the damage evenly, rounded up, among the tied Heros. || Kevan, slightly modified by card.<br />
|-<br />
! Meditation<br />
| Energy Gain || Normal || Spend 5: If no damage is dealt this round, gain 5 Energy. || Kevan<br />
|-<br />
! Metal Tentacles<br />
| Delayed Effect || Normal || If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero). || Kevan<br />
|-<br />
! Tough Skin<br />
| Persistent Effect, Defensive || Normal || Add 20 to your Defence, each round. || Kevan<br />
|-<br />
! Perfect Balance<br />
| All In || Normal || If you make a single Attack in a round and it is the same as your Defence, add 20 to each. || Kevan<br />
|-<br />
! Plastic Ooze<br />
| Defensive || Normal || Spend 10: Any Hero who Attacked you this turn cannot Attack next turn. || Kevan<br />
|-<br />
! Psuedonite<br />
| Global || Normal || At the end of each round, Heroes lose 5 Energy for each Power they possess. ''(Counts itself.)'' || Kevan<br />
|-<br />
! Weak Hands<br />
| Attack || Flaw || The Hero whose bid is the smallest on this power wins it and does not lose energy for their bid. Each other Hero loses energy for their bid on this power. On a tie both tied Heros get this power. Whenever you allocate over half of your energy on attacking, you are dealt 5 unblockable damage. || card<br />
|-<br />
! Zypher<br />
| Reactive || Normal || Drain 10: choose a power that targets you and change its target. || card<br />
|}<br />
<br />
==Intermediate==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Seeing Red<br />
| Attacking, Persistent Effect || Normal || While you are enraged, your attack damage counts as double to defense but your defense is halved.<br>Spend 5: become enraged.<br>Spend 5: calm down. || card<br />
|-<br />
! Bomberman<br />
| Damage, Revive || Normal || When you die, deal 30 damage to each player and then revive with 1 energy. || card<br />
|-<br />
! Disarming Strike<br />
| Discard, Damage || Normal || If you damage an opponent with your attack, you may have them discard a power with power strength less than or equal to your attack against that opponent. || card<br />
|-<br />
! Sharp Knives<br />
| Damage, Persistent Effect || Normal || When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. This effect stacks. || card<br />
|-<br />
! Sidekick<br />
| Definition || Sidekick || Sidekick counts as a Hero and is under the control of the Hero who won it. Powers which affect players and powers both affect Sidekick. If the Hero controlling Sidekick is eliminated, they still control Sidekick. If the Round ends and has only the Hero controlling Sidekick and Sidekick, that player wins. Sidekick starts with 50 energy. || Kevan<br />
|-<br />
! Ninja Training<br />
| Defensive || Normal || Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's power strength is the amount of energy its owner paid for it.)''|| card<br />
|}<br />
<br />
==Advanced==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Psionic Head Exploding Rays<br />
| Lose, Persistent Effect || Normal || Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round. || card<br />
|-<br />
! Brainswap<br />
| Swap || Normal || Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap. || Kevan<br />
|}<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase, Reveal Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.<br />
<br />
<br />
Reveal Phase<br />
All hero's choices are revealed simultaneously. During this phase any powers than can be activated without spending or burning energy can be done so. Like the previous phase those are kept secret. Once everyone is done deciding, the second round of choices are reveald and the round moves into the Resolution Phase.<br />
<br />
Example: The Breeze is revealed to have an attack of 50 at them and her defense was inadequate. She drains away 5 energy to activate Flight in order to survive the next round.<br />
<br />
<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
Drain<br />
Drain is like Burn but the energy does not need to be allocated as part of the cost, it is just lost upon activation. If The Breeze starts a round with 50 energy, she can devote 50 of it to defense and then activate Zypher and, assuming she takes no damage that round, will start the next round with 40 energy.<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Rumble_Print_and_Play&diff=12499Talk:Rumble Print and Play2020-11-24T19:34:13Z<p>Card: </p>
<hr />
<div>==Style Guide==<br />
Not sure about where the focus should be placed I took a stab at it but there's something missing, besides examples. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:34, 24 November 2020 (UTC)<br />
<br />
==General feedback==<br />
Some feedback based on powers included here:-<br />
<br />
* We should look at each power and consider natural questions that would arise from novice players, and reword the power to head them off. eg:<br />
** Air Strike's "Spend X: Deal X damage to each player." suggests two obvious questions - "is that damage blockable?" and "why wouldn't you use this all the time instead of attacking normally?"<br />
** Charged Lazer: "Do I get double attacks in Round 1?"<br />
** Technical Training: "The cost I pay for winning the power?"<br />
** Pseudonite: "Including itself? That's weird."<br />
* We should maybe decide what a regular attack is, thematically, in the game, and apply that consistently. (Not explaining that in the rules, but using it as a style guide for the example powers.) "Charged Lazer" feels a ''little'' bit off to me, for modifying regular attacks, yet being a projectile: on some level I think of a regular attack as being a straightforward punch - and I think other powers back that up: it makes sense for Flight, Reflex Training and Plastic Ooze to affect someone trying to punch me, but should they affect someone firing a Lazer at me?<br />
* Should maybe avoid randomness, to emphasise that Rumble is primarily a game of pure decision and bluffing. (It only comes up as a tiebreaker in Lightning Strike, but could be avoided there.)<br />
* Maybe drop Flaws? There's only one here, and they need a lot of explanation. (I suppose two if you count Blood Rage, which is also confusing for presenting two different ways to make a negative power.)<br />
* Similarly, Sidekick only comes up once, and needs a lot of supporting explanation.<br />
* Would also be fine for Cloned Sidekick to just be a vanilla 50-Energy Sidekick, though, if we want one in there.<br />
* Power Strength could be MtG-style reminder text that wouldn't even need to be mentioned in the rules: "Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's Power Strength is the amount its owner paid for it.)''"<br />
* Should avoid or simplify complex powers, particularly those that have an aspect whose purpose isn't immediately obvious. (eg. Combat Roll's "discard if")<br />
* Elastic Limbs needs to say when you do the reassigning.<br />
* Should avoid having cards which talk about keywords which may not be in any given game (eg. Hyper Immune System, which could be worded to avoid having to namecheck Burn).<br />
* Plague is slightly unsuited to tabletop play since you'd have to track a "copy" existing.<br />
* Should avoid wording the same thing twice in different ways, implying there's a difference when there isn't (eg. Orange Brick Skin and Reflex Training).<br />
* Should maybe avoid pairs of powers where one is just a better version of the other (Orange Brick Skin vs Ice Shield), as that looks like sloppy game design. Although I guess the whole point of Rumble is that that's fine when it happens.<br />
* Specific superhero references ("Orange Brick Skin") might be better if made more generic ("Tough Skin"), so that players can make different pre-existing superheroes out of them. Part of the fun of Rumble is deciding who you are based on what you won (or what funny combos you spot on the table during bidding, even if they never happen), and very specific power names reduce those options.<br />
<br />
And a question:<br />
<br />
* Is "Aspect" something you'd put on the card, or just for our design reference? It does make the game sound a lot more complicated and keyworded than it actually is. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:57, 20 November 2020 (UTC)<br />
<br />
: Thanks for the feedback and the tables! As for now those suggestions look great and here are some responses:<br />
:*I think the issue with plague could be solved by having some poker chips or something small represent the clones. Maybe anything that makes copies should be moved to intermediate?<br />
:*True about Charged Lazer, I think a better name would be something like Power Nap.<br />
:* I don't want to drop flaws it sidekicks if we can avoid it. What about having, like you suggest, cloned sidekick have zero powers and then the explanation just printed on the card? As for flaws, maybe have one called flaw with the bidding changes on the card and a negative effect in the basic tier and other flaws higher up.<br />
:* I don't think there are very many cases in Rumble for "strictly better" powers that do almost the same thing. In this case Ice Shield is worse mechanically so if it were in the same bidding pool as orange bricked skin, one might be able to get it at cheaper price than if OBS was not in the same pool.<br />
:*The aspect is purely for categorization and won't appear on the final version. It's to aid in seeing how much of what kind of powers exist already without having to read entirely through each one.<br />
:[[User:Card|Card]] ([[User talk:Card|talk]]) 16:20, 20 November 2020 (UTC)<br />
<br />
::Card copies just seem like they highlight a problem with the print-and-play, that we haven't given you the stuff you need to play. There's a road to go down here where the print-and-play also includes a few cut-out status markers (with the implication that you can also use poker chips), and Plague is explicitly reworded to "Whenever you damage another Hero, give them a skull token.", but I don't know how good an idea that is.<br />
::I feel like there's a snappy name for Charged Lazer that implies taking a long run-up, or swinging into a punch, but can't quite think of it. There's maybe "Haymaker", but it's not very superhero.<br />
::Flaws are tricky for introducing a complex new mechanic (players still often bid zero - by mistake? - on Slack), and for requiring duplicate cards, if they use the "every lowest bidder gets a copy" method. Maybe a single flaw at the advanced tier would be okay, but I think it's too much for basic tier.<br />
::Similar powers are interesting in practice (you can also try to win both!), I just think it might risk player confusion when they see two identical powers, one with a situational restriction, one not - the natural question would be whether there was a game where Ice Shield was somehow better than Orange Brick Skin, and they shouldn't have to waste time working out that the answer is "probably not, no". I think we should either go all out and have a couple of simple powers where one is very clearly better than the other ("Tough Skin: +20 Defence each round." "Metal Mask: +10 Defence each round."), or avoid repeating ourselves. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:13, 20 November 2020 (UTC)<br />
<br />
== Other mechanics ==<br />
<br />
Wondering about types of mechanics we're missing here, interesting ones that I can think of off the top of my head are (and any example quotes are from powers I've written in the archives, so feel free to adapt):<br />
<br />
* Something that happens once at the start of the game (stealing a power, destroying a power, gaining an amount of Energy based on something).<br />
* Alternate win conditions. ("Spend 50: If you survive until the end of the round, you win the game.", "If you've not been eliminated by the end of the tenth round, you win the game.", "If you are the only Adventurer with any Objects, you win.", "Spend 10 to knock a building down: If you knock 20 buildings down, your work here is done; you win the game.")<br />
* Insta-kill powers. ("Spend 20 and choose a Racer who has no Gadgets: Set that Racer's Speed to zero.", "If you make an Attack that reduces an Adventurer to 20 HP or below, it deals an extra 20 damage.")<br />
* Returning from the dead.<br />
* A power which has both an upside and a downside. (Would still need to be short and simple.)<br />
* Something which changes a fundamental rule of the game. ("Whenever you take damage (including Burn), add it to your Energy instead. If you exceed 100 Energy, you explode.", "You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round.")<br />
* A retroactive effect. ("At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round.")<br />
* "Spend X and choose a Hero:" effects. Not a big deal, but worth demonstrating that if you're writing a "Spend X: Do Y to a Hero" power you should be probably choosing its target as part of the action declaration, rather than during resolution.<br />
<br />
I'm not sure which ones of those are important, but "alternate win condition" and "return from dead" might be good for showing off the kind of weirdness that Rumble can do. What else might be worth including? --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:41, 20 November 2020 (UTC)<br />
<br />
Let's see I can think of:<br />
*Minigames ("Chicken. Spend X, any player may activate this power once per round: the player who spent the least on this power this round takes 10 damage.")<br />
*Global types. while Nev The Deranged is the only person to submit them to the archive, having a sort of location type card that isn't bid on can be neat. <br />
*Variations on spend.<br />
*a "can't lose except" as a weaker version of an alternate win condition<br />
*A "you lose on turn X"<br />
*A "player loses if you predicted their move"<br />
That's all I can think of for now. [[User:Card|Card]] ([[User talk:Card|talk]]) 09:34, 21 November 2020 (UTC)<br />
<br />
:"Can't lose except" is a good one.<br />
:I'm not a big fan of the global effects: it feels wrong for a player to be able to change the game rules by proclamation like that, when the main thing of Rumble is that created powers are bid upon and you might not get what you want. I think they're okay if they're announced and agreed by the group before the game starts, but a player being able to throw "I personally don't like it when people gang up on me, so: global effect, ganged up attacks always fail!" into the ring feels unreasonable. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:26, 21 November 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Rumble_Print_and_Play&diff=12498Talk:Rumble Print and Play2020-11-24T19:34:03Z<p>Card: </p>
<hr />
<div>==Style Guide==<br />
Not sure about where the focus should be placed I took a stab at it but there's something missing, besides examples.<br />
<br />
==General feedback==<br />
Some feedback based on powers included here:-<br />
<br />
* We should look at each power and consider natural questions that would arise from novice players, and reword the power to head them off. eg:<br />
** Air Strike's "Spend X: Deal X damage to each player." suggests two obvious questions - "is that damage blockable?" and "why wouldn't you use this all the time instead of attacking normally?"<br />
** Charged Lazer: "Do I get double attacks in Round 1?"<br />
** Technical Training: "The cost I pay for winning the power?"<br />
** Pseudonite: "Including itself? That's weird."<br />
* We should maybe decide what a regular attack is, thematically, in the game, and apply that consistently. (Not explaining that in the rules, but using it as a style guide for the example powers.) "Charged Lazer" feels a ''little'' bit off to me, for modifying regular attacks, yet being a projectile: on some level I think of a regular attack as being a straightforward punch - and I think other powers back that up: it makes sense for Flight, Reflex Training and Plastic Ooze to affect someone trying to punch me, but should they affect someone firing a Lazer at me?<br />
* Should maybe avoid randomness, to emphasise that Rumble is primarily a game of pure decision and bluffing. (It only comes up as a tiebreaker in Lightning Strike, but could be avoided there.)<br />
* Maybe drop Flaws? There's only one here, and they need a lot of explanation. (I suppose two if you count Blood Rage, which is also confusing for presenting two different ways to make a negative power.)<br />
* Similarly, Sidekick only comes up once, and needs a lot of supporting explanation.<br />
* Would also be fine for Cloned Sidekick to just be a vanilla 50-Energy Sidekick, though, if we want one in there.<br />
* Power Strength could be MtG-style reminder text that wouldn't even need to be mentioned in the rules: "Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's Power Strength is the amount its owner paid for it.)''"<br />
* Should avoid or simplify complex powers, particularly those that have an aspect whose purpose isn't immediately obvious. (eg. Combat Roll's "discard if")<br />
* Elastic Limbs needs to say when you do the reassigning.<br />
* Should avoid having cards which talk about keywords which may not be in any given game (eg. Hyper Immune System, which could be worded to avoid having to namecheck Burn).<br />
* Plague is slightly unsuited to tabletop play since you'd have to track a "copy" existing.<br />
* Should avoid wording the same thing twice in different ways, implying there's a difference when there isn't (eg. Orange Brick Skin and Reflex Training).<br />
* Should maybe avoid pairs of powers where one is just a better version of the other (Orange Brick Skin vs Ice Shield), as that looks like sloppy game design. Although I guess the whole point of Rumble is that that's fine when it happens.<br />
* Specific superhero references ("Orange Brick Skin") might be better if made more generic ("Tough Skin"), so that players can make different pre-existing superheroes out of them. Part of the fun of Rumble is deciding who you are based on what you won (or what funny combos you spot on the table during bidding, even if they never happen), and very specific power names reduce those options.<br />
<br />
And a question:<br />
<br />
* Is "Aspect" something you'd put on the card, or just for our design reference? It does make the game sound a lot more complicated and keyworded than it actually is. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:57, 20 November 2020 (UTC)<br />
<br />
: Thanks for the feedback and the tables! As for now those suggestions look great and here are some responses:<br />
:*I think the issue with plague could be solved by having some poker chips or something small represent the clones. Maybe anything that makes copies should be moved to intermediate?<br />
:*True about Charged Lazer, I think a better name would be something like Power Nap.<br />
:* I don't want to drop flaws it sidekicks if we can avoid it. What about having, like you suggest, cloned sidekick have zero powers and then the explanation just printed on the card? As for flaws, maybe have one called flaw with the bidding changes on the card and a negative effect in the basic tier and other flaws higher up.<br />
:* I don't think there are very many cases in Rumble for "strictly better" powers that do almost the same thing. In this case Ice Shield is worse mechanically so if it were in the same bidding pool as orange bricked skin, one might be able to get it at cheaper price than if OBS was not in the same pool.<br />
:*The aspect is purely for categorization and won't appear on the final version. It's to aid in seeing how much of what kind of powers exist already without having to read entirely through each one.<br />
:[[User:Card|Card]] ([[User talk:Card|talk]]) 16:20, 20 November 2020 (UTC)<br />
<br />
::Card copies just seem like they highlight a problem with the print-and-play, that we haven't given you the stuff you need to play. There's a road to go down here where the print-and-play also includes a few cut-out status markers (with the implication that you can also use poker chips), and Plague is explicitly reworded to "Whenever you damage another Hero, give them a skull token.", but I don't know how good an idea that is.<br />
::I feel like there's a snappy name for Charged Lazer that implies taking a long run-up, or swinging into a punch, but can't quite think of it. There's maybe "Haymaker", but it's not very superhero.<br />
::Flaws are tricky for introducing a complex new mechanic (players still often bid zero - by mistake? - on Slack), and for requiring duplicate cards, if they use the "every lowest bidder gets a copy" method. Maybe a single flaw at the advanced tier would be okay, but I think it's too much for basic tier.<br />
::Similar powers are interesting in practice (you can also try to win both!), I just think it might risk player confusion when they see two identical powers, one with a situational restriction, one not - the natural question would be whether there was a game where Ice Shield was somehow better than Orange Brick Skin, and they shouldn't have to waste time working out that the answer is "probably not, no". I think we should either go all out and have a couple of simple powers where one is very clearly better than the other ("Tough Skin: +20 Defence each round." "Metal Mask: +10 Defence each round."), or avoid repeating ourselves. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:13, 20 November 2020 (UTC)<br />
<br />
== Other mechanics ==<br />
<br />
Wondering about types of mechanics we're missing here, interesting ones that I can think of off the top of my head are (and any example quotes are from powers I've written in the archives, so feel free to adapt):<br />
<br />
* Something that happens once at the start of the game (stealing a power, destroying a power, gaining an amount of Energy based on something).<br />
* Alternate win conditions. ("Spend 50: If you survive until the end of the round, you win the game.", "If you've not been eliminated by the end of the tenth round, you win the game.", "If you are the only Adventurer with any Objects, you win.", "Spend 10 to knock a building down: If you knock 20 buildings down, your work here is done; you win the game.")<br />
* Insta-kill powers. ("Spend 20 and choose a Racer who has no Gadgets: Set that Racer's Speed to zero.", "If you make an Attack that reduces an Adventurer to 20 HP or below, it deals an extra 20 damage.")<br />
* Returning from the dead.<br />
* A power which has both an upside and a downside. (Would still need to be short and simple.)<br />
* Something which changes a fundamental rule of the game. ("Whenever you take damage (including Burn), add it to your Energy instead. If you exceed 100 Energy, you explode.", "You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round.")<br />
* A retroactive effect. ("At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round.")<br />
* "Spend X and choose a Hero:" effects. Not a big deal, but worth demonstrating that if you're writing a "Spend X: Do Y to a Hero" power you should be probably choosing its target as part of the action declaration, rather than during resolution.<br />
<br />
I'm not sure which ones of those are important, but "alternate win condition" and "return from dead" might be good for showing off the kind of weirdness that Rumble can do. What else might be worth including? --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:41, 20 November 2020 (UTC)<br />
<br />
Let's see I can think of:<br />
*Minigames ("Chicken. Spend X, any player may activate this power once per round: the player who spent the least on this power this round takes 10 damage.")<br />
*Global types. while Nev The Deranged is the only person to submit them to the archive, having a sort of location type card that isn't bid on can be neat. <br />
*Variations on spend.<br />
*a "can't lose except" as a weaker version of an alternate win condition<br />
*A "you lose on turn X"<br />
*A "player loses if you predicted their move"<br />
That's all I can think of for now. [[User:Card|Card]] ([[User talk:Card|talk]]) 09:34, 21 November 2020 (UTC)<br />
<br />
:"Can't lose except" is a good one.<br />
:I'm not a big fan of the global effects: it feels wrong for a player to be able to change the game rules by proclamation like that, when the main thing of Rumble is that created powers are bid upon and you might not get what you want. I think they're okay if they're announced and agreed by the group before the game starts, but a player being able to throw "I personally don't like it when people gang up on me, so: global effect, ganged up attacks always fail!" into the ring feels unreasonable. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:26, 21 November 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=12497Rumble Print and Play2020-11-24T19:28:46Z<p>Card: </p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Style Guide=<br />
Taking Kevan's suggestion, this page should probably have a style guide to judge powers. For instance a power called "Strong Punch" that has the text "Spend 5: gain 5 defense per opponent." should fail this style guide because the name doesn't conjure to mind a power with that text.<br />
<br />
Since the base theme is Superhero, what does a superhero with no thematically supernatural abilities, such as Batman, do as a base attack? Obviously they just throw a regular punch, kick or other martial art, boxing, etcetera type move.<br />
<br />
Powers themed after devices or complex equipment should likely have some type of Spend keyword or similar ability that can be activated.<br />
<br />
Powers which are melee weapons, shield, innate characteristics or technical knowledge should likely be some sort of static effect.<br />
<br />
Powers with ranged weapons or ranged offensive abilities, should likely have some type of limiting spend ability.<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here. --[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Combat Training<br />
| Attacking, Persistent Effect || Normal || Add 10 to your attacks, each round. || card<br />
|-<br />
! Wind Up Punch<br />
| Attacking || Normal || If you didn't attack last round, your attacks this round deal double damage. ''(Never works Round 1.)''|| card<br />
|-<br />
! Air Strike<br />
| Damage || Normal || Spend X: Deal X damage to each player. ''(This includes you.)''|| card<br />
|-<br />
! Shieldbreaker<br />
| Damage || Normal || If your attack is greater than an opponent's defense, your attack ignores their defense. || card<br />
|-<br />
! Batman Captions<br />
| Damage || Normal || For each set of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game, to add 5 to that damage. || Kevan<br />
|-<br />
! Blood Rage<br />
| Damage, Swap || Normal || If you win this power, give it to an opponent. He or she must spend at least 10 on Attack, each round, or take 10 damage. || Kevan<br />
|-<br />
! Disagreeable When Angry<br />
| Energy Gain || Normal || The first time an Opponent targets an Attack of more than 20 against you, gain 50 Energy. || Kevan<br />
|-<br />
! Quick Reflexes<br />
| Reassign, Defensive || Normal || Burn 5: You may reassign any amount of your Attack to Defence during the Reveal Phase. || card, modified version of Elastic Limbs.<br />
|-<br />
! Expert Training<br />
| One Use, Alteration || Normal || When you win this Power, you may halve or double a single number, in any other Power you won. || Kevan<br />
|-<br />
! Technical Training<br />
| Discount, Persistent Effect || Normal || Costs of Burn or Spend of powers you have are reduced by 5. || card<br />
|-<br />
! Combat Roll<br />
| Attacking, Defensive || Normal || If your attack is the second greatest in any round and there are more than two Heros in the game, you may negate a single attack against you. || card<br />
|-<br />
! Reflex Training<br />
| Defensive, Persistent Effect || Normal || Add 10 to your defense, each round. || card<br />
|-<br />
! Flight<br />
| Defensive || Normal || Burn 5: All Attacks made by you and made against you are reduced to zero. || Kevan<br />
|-<br />
! Green Gas Bombs<br />
| Defensive, Limited || Normal || Spend 5: Add 50 to your Defence. Use this power no more than three times per game. || Kevan<br />
|-<br />
! Hyper Immune System<br />
| Defensive, Energy Gain || Normal || At the end of any round in which you lost energy, gain 10 Energy. || Kevan, slightly modified by card.<br />
|-<br />
! Lightning Strike<br />
| Damage || Normal || Burn 5: Deal 20 damage to the Hero who spent the most Energy on Attack this round, on a tie divide the damage evenly, rounded up, among the tied Heros. || Kevan, slightly modified by card.<br />
|-<br />
! Meditation<br />
| Energy Gain || Normal || Spend 5: If no damage is dealt this round, gain 5 Energy. || Kevan<br />
|-<br />
! Metal Tentacles<br />
| Delayed Effect || Normal || If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero). || Kevan<br />
|-<br />
! Tough Skin<br />
| Persistent Effect, Defensive || Normal || Add 20 to your Defence, each round. || Kevan<br />
|-<br />
! Perfect Balance<br />
| All In || Normal || If you make a single Attack in a round and it is the same as your Defence, add 20 to each. || Kevan<br />
|-<br />
! Plastic Ooze<br />
| Defensive || Normal || Spend 10: Any Hero who Attacked you this turn cannot Attack next turn. || Kevan<br />
|-<br />
! Psuedonite<br />
| Global || Normal || At the end of each round, Heroes lose 5 Energy for each Power they possess. ''(Counts itself.)'' || Kevan<br />
|-<br />
! Weak Hands<br />
| Attack || Flaw || The Hero whose bid is the smallest on this power wins it and does not lose energy for their bid. Each other Hero loses energy for their bid on this power. On a tie both tied Heros get this power. Whenever you allocate over half of your energy on attacking, you are dealt 5 unblockable damage. || card<br />
|}<br />
<br />
==Intermediate==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Seeing Red<br />
| Attacking, Persistent Effect || Normal || While you are enraged, your attack damage counts as double to defense but your defense is halved.<br>Spend 5: become enraged.<br>Spend 5: calm down. || card<br />
|-<br />
! Bomberman<br />
| Damage, Revive || Normal || When you die, deal 30 damage to each player and then revive with 1 energy. || card<br />
|-<br />
! Disarming Strike<br />
| Discard, Damage || Normal || If you damage an opponent with your attack, you may have them discard a power with power strength less than or equal to your attack against that opponent. || card<br />
|-<br />
! Sharp Knives<br />
| Damage, Persistent Effect || Normal || When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. This effect stacks. || card<br />
|-<br />
! Sidekick<br />
| Definition || Sidekick || Sidekick counts as a Hero and is under the control of the Hero who won it. Powers which affect players and powers both affect Sidekick. If the Hero controlling Sidekick is eliminated, they still control Sidekick. If the Round ends and has only the Hero controlling Sidekick and Sidekick, that player wins. Sidekick starts with 50 energy. || Kevan<br />
|-<br />
! Ninja Training<br />
| Defensive || Normal || Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's power strength is the amount of energy its owner paid for it.)''|| card<br />
|}<br />
<br />
==Advanced==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Psionic Head Exploding Rays<br />
| Lose, Persistent Effect || Normal || Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round. || card<br />
|-<br />
! Brainswap<br />
| Swap || Normal || Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap. || Kevan<br />
|}<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase, Reveal Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.<br />
<br />
<br />
Reveal Phase<br />
All hero's choices are revealed simultaneously. During this phase any powers than can be activated without spending or burning energy can be done so. Like the previous phase those are kept secret. Once everyone is done deciding, the second round of choices are reveald and the round moves into the Resolution Phase.<br />
<br />
Example: The Breeze is revealed to have an attack of 50 at them and her defense was inadequate. She drains away 5 energy to activate Flight in order to survive the next round.<br />
<br />
<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
Drain<br />
Drain is like Burn but the energy does not need to be allocated as part of the cost, it is just lost upon activation. If The Breeze starts a round with 50 energy, she can devote 50 of it to defense and then activate Flight and, assuming she takes no damage that round, will start the next round with 45 energy.<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=12496Rumble Print and Play2020-11-24T19:02:49Z<p>Card: /* Set */ taking most of Kevan's suggestions, notably not dropping the flaws or sidekicks.</p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here. --[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Combat Training<br />
| Attacking, Persistent Effect || Normal || Add 10 to your attacks, each round. || card<br />
|-<br />
! Wind Up Punch<br />
| Attacking || Normal || If you didn't attack last round, your attacks this round deal double damage. ''(Never works Round 1.)''|| card<br />
|-<br />
! Air Strike<br />
| Damage || Normal || Spend X: Deal X damage to each player. ''(This includes you.)''|| card<br />
|-<br />
! Shieldbreaker<br />
| Damage || Normal || If your attack is greater than an opponent's defense, your attack ignores their defense. || card<br />
|-<br />
! Batman Captions<br />
| Damage || Normal || For each set of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game, to add 5 to that damage. || Kevan<br />
|-<br />
! Blood Rage<br />
| Damage, Swap || Normal || If you win this power, give it to an opponent. He or she must spend at least 10 on Attack, each round, or take 10 damage. || Kevan<br />
|-<br />
! Disagreeable When Angry<br />
| Energy Gain || Normal || The first time an Opponent targets an Attack of more than 20 against you, gain 50 Energy. || Kevan<br />
|-<br />
! Quick Reflexes<br />
| Reassign, Defensive || Normal || Burn 5: You may reassign any amount of your Attack to Defence during the Reveal Phase. || card, modified version of Elastic Limbs.<br />
|-<br />
! Expert Training<br />
| One Use, Alteration || Normal || When you win this Power, you may halve or double a single number, in any other Power you won. || Kevan<br />
|-<br />
! Technical Training<br />
| Discount, Persistent Effect || Normal || Costs of Burn or Spend of powers you have are reduced by 5. || card<br />
|-<br />
! Combat Roll<br />
| Attacking, Defensive || Normal || If your attack is the second greatest in any round and there are more than two Heros in the game, you may negate a single attack against you. || card<br />
|-<br />
! Reflex Training<br />
| Defensive, Persistent Effect || Normal || Add 10 to your defense, each round. || card<br />
|-<br />
! Flight<br />
| Defensive || Normal || Burn 5: All Attacks made by you and made against you are reduced to zero. || Kevan<br />
|-<br />
! Green Gas Bombs<br />
| Defensive, Limited || Normal || Spend 5: Add 50 to your Defence. Use this power no more than three times per game. || Kevan<br />
|-<br />
! Hyper Immune System<br />
| Defensive, Energy Gain || Normal || At the end of any round in which you lost energy, gain 10 Energy. || Kevan, slightly modified by card.<br />
|-<br />
! Lightning Strike<br />
| Damage || Normal || Burn 5: Deal 20 damage to the Hero who spent the most Energy on Attack this round, on a tie divide the damage evenly, rounded up, among the tied Heros. || Kevan, slightly modified by card.<br />
|-<br />
! Meditation<br />
| Energy Gain || Normal || Spend 5: If no damage is dealt this round, gain 5 Energy. || Kevan<br />
|-<br />
! Metal Tentacles<br />
| Delayed Effect || Normal || If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero). || Kevan<br />
|-<br />
! Tough Skin<br />
| Persistent Effect, Defensive || Normal || Add 20 to your Defence, each round. || Kevan<br />
|-<br />
! Perfect Balance<br />
| All In || Normal || If you make a single Attack in a round and it is the same as your Defence, add 20 to each. || Kevan<br />
|-<br />
! Plastic Ooze<br />
| Defensive || Normal || Spend 10: Any Hero who Attacked you this turn cannot Attack next turn. || Kevan<br />
|-<br />
! Psuedonite<br />
| Global || Normal || At the end of each round, Heroes lose 5 Energy for each Power they possess. ''(Counts itself.)'' || Kevan<br />
|-<br />
! Weak Hands<br />
| Attack || Flaw || The Hero whose bid is the smallest on this power wins it and does not lose energy for their bid. Each other Hero loses energy for their bid on this power. On a tie both tied Heros get this power. Whenever you allocate over half of your energy on attacking, you are dealt 5 unblockable damage. || card<br />
|}<br />
<br />
==Intermediate==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Seeing Red<br />
| Attacking, Persistent Effect || Normal || While you are enraged, your attack damage counts as double to defense but your defense is halved.<br>Spend 5: become enraged.<br>Spend 5: calm down. || card<br />
|-<br />
! Bomberman<br />
| Damage, Revive || Normal || When you die, deal 30 damage to each player and then revive with 1 energy. || card<br />
|-<br />
! Disarming Strike<br />
| Discard, Damage || Normal || If you damage an opponent with your attack, you may have them discard a power with power strength less than or equal to your attack against that opponent. || card<br />
|-<br />
! Sharp Knives<br />
| Damage, Persistent Effect || Normal || When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. This effect stacks. || card<br />
|-<br />
! Sidekick<br />
| Definition || Sidekick || Sidekick counts as a Hero and is under the control of the Hero who won it. Powers which affect players and powers both affect Sidekick. If the Hero controlling Sidekick is eliminated, they still control Sidekick. If the Round ends and has only the Hero controlling Sidekick and Sidekick, that player wins. Sidekick starts with 50 energy. || Kevan<br />
|-<br />
! Ninja Training<br />
| Defensive || Normal || Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's power strength is the amount of energy its owner paid for it.)''|| card<br />
|}<br />
<br />
==Advanced==<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Aspect !! Type !! Effect !! Author<br />
|-<br />
! Psionic Head Exploding Rays<br />
| Lose, Persistent Effect || Normal || Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round. || card<br />
|-<br />
! Brainswap<br />
| Swap || Normal || Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap. || Kevan<br />
|}<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
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{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
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Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase, Reveal Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.<br />
<br />
<br />
Reveal Phase<br />
All hero's choices are revealed simultaneously. During this phase any powers than can be activated without spending or burning energy can be done so. Like the previous phase those are kept secret. Once everyone is done deciding, the second round of choices are reveald and the round moves into the Resolution Phase.<br />
<br />
Example: The Breeze is revealed to have an attack of 50 at them and her defense was inadequate. She drains away 5 energy to activate Flight in order to survive the next round.<br />
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<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
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Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
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{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
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Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
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Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
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Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
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{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
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Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
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{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
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There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
Drain<br />
Drain is like Burn but the energy does not need to be allocated as part of the cost, it is just lost upon activation. If The Breeze starts a round with 50 energy, she can devote 50 of it to defense and then activate Flight and, assuming she takes no damage that round, will start the next round with 45 energy.<br />
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{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
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Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
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{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
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You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
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[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Rumble_Print_and_Play&diff=12456Talk:Rumble Print and Play2020-11-21T09:34:55Z<p>Card: /* Other mechanics */</p>
<hr />
<div>==General feedback==<br />
Some feedback based on powers included here:-<br />
<br />
* We should look at each power and consider natural questions that would arise from novice players, and reword the power to head them off. eg:<br />
** Air Strike's "Spend X: Deal X damage to each player." suggests two obvious questions - "is that damage blockable?" and "why wouldn't you use this all the time instead of attacking normally?"<br />
** Charged Lazer: "Do I get double attacks in Round 1?"<br />
** Technical Training: "The cost I pay for winning the power?"<br />
** Pseudonite: "Including itself? That's weird."<br />
* We should maybe decide what a regular attack is, thematically, in the game, and apply that consistently. (Not explaining that in the rules, but using it as a style guide for the example powers.) "Charged Lazer" feels a ''little'' bit off to me, for modifying regular attacks, yet being a projectile: on some level I think of a regular attack as being a straightforward punch - and I think other powers back that up: it makes sense for Flight, Reflex Training and Plastic Ooze to affect someone trying to punch me, but should they affect someone firing a Lazer at me?<br />
* Should maybe avoid randomness, to emphasise that Rumble is primarily a game of pure decision and bluffing. (It only comes up as a tiebreaker in Lightning Strike, but could be avoided there.)<br />
* Maybe drop Flaws? There's only one here, and they need a lot of explanation. (I suppose two if you count Blood Rage, which is also confusing for presenting two different ways to make a negative power.)<br />
* Similarly, Sidekick only comes up once, and needs a lot of supporting explanation.<br />
* Would also be fine for Cloned Sidekick to just be a vanilla 50-Energy Sidekick, though, if we want one in there.<br />
* Power Strength could be MtG-style reminder text that wouldn't even need to be mentioned in the rules: "Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's Power Strength is the amount its owner paid for it.)''"<br />
* Should avoid or simplify complex powers, particularly those that have an aspect whose purpose isn't immediately obvious. (eg. Combat Roll's "discard if")<br />
* Elastic Limbs needs to say when you do the reassigning.<br />
* Should avoid having cards which talk about keywords which may not be in any given game (eg. Hyper Immune System, which could be worded to avoid having to namecheck Burn).<br />
* Plague is slightly unsuited to tabletop play since you'd have to track a "copy" existing.<br />
* Should avoid wording the same thing twice in different ways, implying there's a difference when there isn't (eg. Orange Brick Skin and Reflex Training).<br />
* Should maybe avoid pairs of powers where one is just a better version of the other (Orange Brick Skin vs Ice Shield), as that looks like sloppy game design. Although I guess the whole point of Rumble is that that's fine when it happens.<br />
* Specific superhero references ("Orange Brick Skin") might be better if made more generic ("Tough Skin"), so that players can make different pre-existing superheroes out of them. Part of the fun of Rumble is deciding who you are based on what you won (or what funny combos you spot on the table during bidding, even if they never happen), and very specific power names reduce those options.<br />
<br />
And a question:<br />
<br />
* Is "Aspect" something you'd put on the card, or just for our design reference? It does make the game sound a lot more complicated and keyworded than it actually is. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:57, 20 November 2020 (UTC)<br />
<br />
: Thanks for the feedback and the tables! As for now those suggestions look great and here are some responses:<br />
:*I think the issue with plague could be solved by having some poker chips or something small represent the clones. Maybe anything that makes copies should be moved to intermediate?<br />
:*True about Charged Lazer, I think a better name would be something like Power Nap.<br />
:* I don't want to drop flaws it sidekicks if we can avoid it. What about having, like you suggest, cloned sidekick have zero powers and then the explanation just printed on the card? As for flaws, maybe have one called flaw with the bidding changes on the card and a negative effect in the basic tier and other flaws higher up.<br />
:* I don't think there are very many cases in Rumble for "strictly better" powers that do almost the same thing. In this case Ice Shield is worse mechanically so if it were in the same bidding pool as orange bricked skin, one might be able to get it at cheaper price than if OBS was not in the same pool.<br />
:*The aspect is purely for categorization and won't appear on the final version. It's to aid in seeing how much of what kind of powers exist already without having to read entirely through each one.<br />
:[[User:Card|Card]] ([[User talk:Card|talk]]) 16:20, 20 November 2020 (UTC)<br />
<br />
::Card copies just seem like they highlight a problem with the print-and-play, that we haven't given you the stuff you need to play. There's a road to go down here where the print-and-play also includes a few cut-out status markers (with the implication that you can also use poker chips), and Plague is explicitly reworded to "Whenever you damage another Hero, give them a skull token.", but I don't know how good an idea that is.<br />
::I feel like there's a snappy name for Charged Lazer that implies taking a long run-up, or swinging into a punch, but can't quite think of it. There's maybe "Haymaker", but it's not very superhero.<br />
::Flaws are tricky for introducing a complex new mechanic (players still often bid zero - by mistake? - on Slack), and for requiring duplicate cards, if they use the "every lowest bidder gets a copy" method. Maybe a single flaw at the advanced tier would be okay, but I think it's too much for basic tier.<br />
::Similar powers are interesting in practice (you can also try to win both!), I just think it might risk player confusion when they see two identical powers, one with a situational restriction, one not - the natural question would be whether there was a game where Ice Shield was somehow better than Orange Brick Skin, and they shouldn't have to waste time working out that the answer is "probably not, no". I think we should either go all out and have a couple of simple powers where one is very clearly better than the other ("Tough Skin: +20 Defence each round." "Metal Mask: +10 Defence each round."), or avoid repeating ourselves. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 17:13, 20 November 2020 (UTC)<br />
<br />
== Other mechanics ==<br />
<br />
Wondering about types of mechanics we're missing here, interesting ones that I can think of off the top of my head are (and any example quotes are from powers I've written in the archives, so feel free to adapt):<br />
<br />
* Something that happens once at the start of the game (stealing a power, destroying a power, gaining an amount of Energy based on something).<br />
* Alternate win conditions. ("Spend 50: If you survive until the end of the round, you win the game.", "If you've not been eliminated by the end of the tenth round, you win the game.", "If you are the only Adventurer with any Objects, you win.", "Spend 10 to knock a building down: If you knock 20 buildings down, your work here is done; you win the game.")<br />
* Insta-kill powers. ("Spend 20 and choose a Racer who has no Gadgets: Set that Racer's Speed to zero.", "If you make an Attack that reduces an Adventurer to 20 HP or below, it deals an extra 20 damage.")<br />
* Returning from the dead.<br />
* A power which has both an upside and a downside. (Would still need to be short and simple.)<br />
* Something which changes a fundamental rule of the game. ("Whenever you take damage (including Burn), add it to your Energy instead. If you exceed 100 Energy, you explode.", "You may never sustain damage except through Burning, but you lose 5 Energy at the end of every round.")<br />
* A retroactive effect. ("At the end of any round, you may jettison a System to prevent all damage that was dealt to your Ship during that round.")<br />
* "Spend X and choose a Hero:" effects. Not a big deal, but worth demonstrating that if you're writing a "Spend X: Do Y to a Hero" power you should be probably choosing its target as part of the action declaration, rather than during resolution.<br />
<br />
I'm not sure which ones of those are important, but "alternate win condition" and "return from dead" might be good for showing off the kind of weirdness that Rumble can do. What else might be worth including? --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 18:41, 20 November 2020 (UTC)<br />
<br />
Let's see I can think of:<br />
*Minigames ("Chicken. Spend X, any player may activate this power once per round: the player who spent the least on this power this round takes 10 damage.")<br />
*Global types. while Nev The Deranged is the only person to submit them to the archive, having a sort of location type card that isn't bid on can be neat. <br />
*Variations on spend.<br />
*a "can't lose except" as a weaker version of an alternate win condition<br />
*A "you lose on turn X"<br />
*A "player loses if you predicted their move"<br />
That's all I can think of for now. [[User:Card|Card]] ([[User talk:Card|talk]]) 09:34, 21 November 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Rumble_Print_and_Play&diff=12436Talk:Rumble Print and Play2020-11-20T16:20:35Z<p>Card: /* General feedback */</p>
<hr />
<div>==General feedback==<br />
Some feedback based on powers included here:-<br />
<br />
* We should look at each power and consider natural questions that would arise from novice players, and reword the power to head them off. eg:<br />
** Air Strike's "Spend X: Deal X damage to each player." suggests two obvious questions - "is that damage blockable?" and "why wouldn't you use this all the time instead of attacking normally?"<br />
** Charged Lazer: "Do I get double attacks in Round 1?"<br />
** Technical Training: "The cost I pay for winning the power?"<br />
** Pseudonite: "Including itself? That's weird."<br />
* We should maybe decide what a regular attack is, thematically, in the game, and apply that consistently. (Not explaining that in the rules, but using it as a style guide for the example powers.) "Charged Lazer" feels a ''little'' bit off to me, for modifying regular attacks, yet being a projectile: on some level I think of a regular attack as being a straightforward punch - and I think other powers back that up: it makes sense for Flight, Reflex Training and Plastic Ooze to affect someone trying to punch me, but should they affect someone firing a Lazer at me?<br />
* Should maybe avoid randomness, to emphasise that Rumble is primarily a game of pure decision and bluffing. (It only comes up as a tiebreaker in Lightning Strike, but could be avoided there.)<br />
* Maybe drop Flaws? There's only one here, and they need a lot of explanation. (I suppose two if you count Blood Rage, which is also confusing for presenting two different ways to make a negative power.)<br />
* Similarly, Sidekick only comes up once, and needs a lot of supporting explanation.<br />
* Would also be fine for Cloned Sidekick to just be a vanilla 50-Energy Sidekick, though, if we want one in there.<br />
* Power Strength could be MtG-style reminder text that wouldn't even need to be mentioned in the rules: "Any attack against you that is less than Ninja Training's power strength is negated. ''(A Power's Power Strength is the amount its owner paid for it.)''"<br />
* Should avoid or simplify complex powers, particularly those that have an aspect whose purpose isn't immediately obvious. (eg. Combat Roll's "discard if")<br />
* Elastic Limbs needs to say when you do the reassigning.<br />
* Should avoid having cards which talk about keywords which may not be in any given game (eg. Hyper Immune System, which could be worded to avoid having to namecheck Burn).<br />
* Plague is slightly unsuited to tabletop play since you'd have to track a "copy" existing.<br />
* Should avoid wording the same thing twice in different ways, implying there's a difference when there isn't (eg. Orange Brick Skin and Reflex Training).<br />
* Should maybe avoid pairs of powers where one is just a better version of the other (Orange Brick Skin vs Ice Shield), as that looks like sloppy game design. Although I guess the whole point of Rumble is that that's fine when it happens.<br />
* Specific superhero references ("Orange Brick Skin") might be better if made more generic ("Tough Skin"), so that players can make different pre-existing superheroes out of them. Part of the fun of Rumble is deciding who you are based on what you won (or what funny combos you spot on the table during bidding, even if they never happen), and very specific power names reduce those options.<br />
<br />
And a question:<br />
<br />
* Is "Aspect" something you'd put on the card, or just for our design reference? It does make the game sound a lot more complicated and keyworded than it actually is. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 12:57, 20 November 2020 (UTC)<br />
<br />
: Thanks for the feedback and the tables! As for now those suggestions look great and here are some responses:<br />
*I think the issue with plague could be solved by having some poker chips or something small represent the clones. Maybe anything that makes copies should be moved to intermediate?<br />
*True about Charged Lazer, I think a better name would be something like Power Nap.<br />
* I don't want to drop flaws it sidekicks if we can avoid it. What about having, like you suggest, cloned sidekick have zero powers and then the explanation just printed on the card? As for flaws, maybe have one called flaw with the bidding changes on the card and a negative effect in the basic tier and other flaws higher up.<br />
* I don't think there are very many cases in Rumble for "strictly better" powers that do almost the same thing. In this case Ice Shield is worse mechanically so if it were in the same bidding pool as orange bricked skin, one might be able to get it at cheaper price than if OBS was not in the same pool.<br />
*The aspect is purely for categorization and won't appear on the final version. It's to aid in seeing how much of what kind of powers exist already without having to read entirely through each one.<br />
[[User:Card|Card]] ([[User talk:Card|talk]]) 16:20, 20 November 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=12426Rumble Print and Play2020-11-20T08:21:24Z<p>Card: this introduces a new phase and I know that might not sure we'll with some people. given the context of certain classic powers from the archive they don't really make any sense unless players could use those powers at that time i.e. after seeing what everyone has decided. it works better in real time environments, so that should probably be added as a note in the rules</p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here.<br />
<br><br />
Power Format: <br><br />
===[Name]===<br />
#[what aspect of the game it covers]<br><br />
#[type]<br><br />
#[effect]<br><br />
#[author]<br><br />
[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
==Basic==<br />
===Combat Training===<br />
# Attacking, Persistent Effect<br />
# Normal<br />
# Your attacks deal 10 extra damage.<br />
# card<br />
<br />
===Charged Lazer===<br />
# Attacking<br />
# Normal<br />
# If you didn't attack last round, your attacks this round deal double damage.<br />
# card<br />
<br />
===Air Strike===<br />
# Damage<br />
# Normal<br />
# Spend X: Deal X damage to each player.<br />
# card<br />
<br />
===Shieldbreaker===<br />
# Damage<br />
# Normal<br />
# If your attack is greater than an opponent's defense, your attack ignores their defense.<br />
# card<br />
<br />
===Batman Captions===<br />
# Damage<br />
# Normal<br />
# For each set of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game, to add 5 to that damage.<br />
# Kevan<br />
<br />
===Blood Rage===<br />
# Damage, Swap<br />
# Normal<br />
# If you win this power, give it to an opponent. He or she must spend at least 10 on Attack, each round, or take 10 damage.<br />
# Kevan<br />
<br />
===Disagreeable When Angry===<br />
# Energy Gain<br />
# Normal<br />
# The first time an Opponent targets an Attack of more than 20 against you, gain 50 Energy.<br />
# Kevan<br />
<br />
===Elastic Limbs===<br />
# Reassign, Reactive<br />
# Normal<br />
# Drain 5: You may reassign any amount of your Attack to Defence.<br />
# Kevan, slightly modified by card.<br />
<br />
===Expert Training===<br />
# One Use, Alteration<br />
# Normal<br />
# When you win this Power, you may halve or double a single number, in any other Power you won.<br />
# Kevan<br />
<br />
===Technical Training===<br />
# Discount, Persistent Effect<br />
# Normal<br />
# Costs of powers you have are reduced by 5.<br />
# card<br />
<br />
===Combat Roll===<br />
# Attacking, Defensive<br />
# Normal<br />
# If your attack is the second greatest in any round, you may negate a single attack against you.<br />
Discard this power if there are only two players left.<br />
# card<br />
<br />
===Reflex Training===<br />
# Defensive, Persistent Effect<br />
# Normal<br />
# Your defense blocks 10 extra damage.<br />
# card<br />
<br />
===Flight===<br />
# Reactive, Defensive<br />
# Normal<br />
# Drain 5: All Attacks made by you and made against you are reduced to zero.<br />
# Kevan, slightly modified by card<br />
<br />
===Green Gas Bombs===<br />
# Defensive, Limited<br />
# Normal<br />
# Spend 5: Add 50 to your Defence. Use this power no more than three times per game.<br />
# Kevan<br />
<br />
===Hyper Immune System===<br />
# Defensive, Energy Gain<br />
# Normal<br />
# At the end of any round in which you sustained damage (including Burn), gain 10 Energy.<br />
# Kevan<br />
<br />
===Ice Shield===<br />
# Defensive, All In<br />
# Normal<br />
# If you spend all of your Energy on Defence, add twenty to your Defence.<br />
# Kevan<br />
<br />
===Lightning Strike===<br />
# Damage<br />
# Normal<br />
# Burn 5: Deal 20 damage to the Player who spent the most Energy on Attack this round (resolve ties randomly).<br />
# Kevan<br />
<br />
===Meditation===<br />
# Energy Gain<br />
# Normal<br />
# Spend 5: If no damage is dealt this round, gain 5 Energy.<br />
# Kevan<br />
<br />
===Metal Tentacles===<br />
# Delayed Effect<br />
# Normal<br />
# If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero).<br />
# Kevan<br />
<br />
===Orange Brick Skin===<br />
# Persistent Effect, Defensive<br />
# Normal<br />
# Add 20 to your Defence, each round.<br />
# Kevan<br />
<br />
===Perfect Balance===<br />
# All In<br />
# Normal<br />
# If you make a single Attack in a round and it is the same as your Defence, add 20 to each.<br />
# Kevan<br />
<br />
===Plague===<br />
# Copy<br />
# Normal<br />
# Lose 5 Energy at the end of each round. Whenever you damage another Hero, they contract a copy of Plague.<br />
# Kevan<br />
<br />
===Plastic Ooze===<br />
# Defensive<br />
# Normal<br />
# Spend 10: Any Hero who Attacked you this turn cannot Attack next turn.<br />
# Kevan<br />
<br />
===Psuedonite===<br />
# Global<br />
# Normal<br />
# At the end of each round, Heroes lose 5 Energy for each Power they possess.<br />
# Kevan<br />
<br />
===Cowardice===<br />
# defensive<br />
# Flaw<br />
# If you did not allocate all of your energy to defense last round and you took damage, you must fully defend this round.<br />
# card<br />
<br />
==Intermediate==<br />
===Seeing Red===<br />
# Attacking, Persistent Effect<br />
# Normal<br />
#While you are enraged, your attack damage counts as double to defense but your defense is halved.<br><br />
Spend 5: become enraged.<br><br />
Spend 5: calm down.<br />
# card<br />
<br />
===Bomberman===<br />
# Damage, Revive<br />
# Normal<br />
# When you die, deal 30 damage to each player and then revive with 1 energy.<br />
# card<br />
<br />
===Disarming Strike===<br />
# Discard, Damage<br />
# Normal<br />
# If you damage an opponent with your attack, you may have them discard a power with power strength less than or equal to your attack against that opponent.<br />
# card<br />
<br />
===Sharp Knives===<br />
# Damage, Persistent Effect<br />
# Normal<br />
# When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. This effect stacks.<br />
# card<br />
<br />
===Cloned Sidekick===<br />
# Copy<br />
# Sidekick<br />
# Cloned Sidekick has 50 Energy and a Power of your choice from those in the current game.<br />
# Kevan<br />
<br />
===Ninja Training===<br />
# Defensive<br />
# Normal<br />
# Any attack against you that is less than Ninja Training's power strength is negated.<br />
# card<br />
<br />
==Advanced==<br />
===Psionic Head Exploding Rays===<br />
# Lose, Persistent Effect<br />
# Normal<br />
# Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round.<br />
# card<br />
<br />
===Brainswap===<br />
# Swap<br />
# Normal<br />
# Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap.<br />
# Kevan<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase, Reveal Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.<br />
<br />
<br />
Reveal Phase<br />
All hero's choices are revealed simultaneously. During this phase any powers than can be activated without spending or burning energy can be done so. Like the previous phase those are kept secret. Once everyone is done deciding, the second round of choices are reveald and the round moves into the Resolution Phase.<br />
<br />
Example: The Breeze is revealed to have an attack of 50 at them and her defense was inadequate. She drains away 5 energy to activate Flight in order to survive the next round.<br />
<br />
<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
Drain<br />
Drain is like Burn but the energy does not need to be allocated as part of the cost, it is just lost upon activation. If The Breeze starts a round with 50 energy, she can devote 50 of it to defense and then activate Flight and, assuming she takes no damage that round, will start the next round with 45 energy.<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=12425Rumble Print and Play2020-11-20T02:52:47Z<p>Card: /* Set */</p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here.<br />
<br><br />
Power Format: <br><br />
===[Name]===<br />
#[what aspect of the game it covers]<br><br />
#[type]<br><br />
#[effect]<br><br />
#[author]<br><br />
[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
==Basic==<br />
===Combat Training===<br />
# Attacking, Persistent Effect<br />
# Normal<br />
# Your attacks deal 10 extra damage.<br />
# card<br />
<br />
===Charged Lazer===<br />
# Attacking<br />
# Normal<br />
# If you didn't attack last round, your attacks this round deal double damage.<br />
# card<br />
<br />
===Air Strike===<br />
# Damage<br />
# Normal<br />
# Spend X: Deal X damage to each player.<br />
# card<br />
<br />
===Shieldbreaker===<br />
# Damage<br />
# Normal<br />
# If your attack is greater than an opponent's defense, your attack ignores their defense.<br />
# card<br />
<br />
===Batman Captions===<br />
# Damage<br />
# Normal<br />
# For each set of damage dealt to a Hero, you may shout a one-word sound effect that has not been shouted before in the game, to add 5 to that damage.<br />
# Kevan<br />
<br />
===Blood Rage===<br />
# Damage, Swap<br />
# Normal<br />
# If you win this power, give it to an opponent. He or she must spend at least 10 on Attack, each round, or take 10 damage.<br />
# Kevan<br />
<br />
===Disagreeable When Angry===<br />
# Energy Gain<br />
# Normal<br />
# The first time an Opponent targets an Attack of more than 20 against you, gain 50 Energy.<br />
# Kevan<br />
<br />
===Elastic Limbs===<br />
# Reassign, Reactive<br />
# Normal<br />
# Burn 5: You may reassign any amount of your Attack to Defence, after everyone else has declared.<br />
# Kevan<br />
<br />
===Expert Training===<br />
# One Use, Alteration<br />
# Normal<br />
# When you win this Power, you may halve or double a single number, in any other Power you won.<br />
# Kevan<br />
<br />
===Technical Training===<br />
# Discount, Persistent Effect<br />
# Normal<br />
# Costs of powers you have are reduced by 5.<br />
# card<br />
<br />
===Combat Roll===<br />
# Attacking, Defensive<br />
# Normal<br />
# If your attack is the second greatest in any round, you may negate a single attack against you.<br />
Discard this power if there are only two players left.<br />
# card<br />
<br />
===Reflex Training===<br />
# Defensive, Persistent Effect<br />
# Normal<br />
# Your defense blocks 10 extra damage.<br />
# card<br />
<br />
===Flight===<br />
# Reactive, Defensive<br />
# Normal<br />
# Burn 5: All Attacks made by you and made against you are reduced to zero.<br />
# Kevan<br />
<br />
===Green Gas Bombs===<br />
# Defensive, Limited<br />
# Normal<br />
# Spend 5: Add 50 to your Defence. Use this power no more than three times per game.<br />
# Kevan<br />
<br />
===Hyper Immune System===<br />
# Defensive, Energy Gain<br />
# Normal<br />
# At the end of any round in which you sustained damage (including Burn), gain 10 Energy.<br />
# Kevan<br />
<br />
===Ice Shield===<br />
# Defensive, All In<br />
# Normal<br />
# If you spend all of your Energy on Defence, add twenty to your Defence.<br />
# Kevan<br />
<br />
===Lightning Strike===<br />
# Damage<br />
# Normal<br />
# Burn 5: Deal 20 damage to the Player who spent the most Energy on Attack this round (resolve ties randomly).<br />
# Kevan<br />
<br />
===Meditation===<br />
# Energy Gain<br />
# Normal<br />
# Spend 5: If no damage is dealt this round, gain 5 Energy.<br />
# Kevan<br />
<br />
===Metal Tentacles===<br />
# Delayed Effect<br />
# Normal<br />
# If you damage a Hero, they must deduct 15 from their Defence next round (to a minimum of zero).<br />
# Kevan<br />
<br />
===Orange Brick Skin===<br />
# Persistent Effect, Defensive<br />
# Normal<br />
# Add 20 to your Defence, each round.<br />
# Kevan<br />
<br />
===Perfect Balance===<br />
# All In<br />
# Normal<br />
# If you make a single Attack in a round and it is the same as your Defence, add 20 to each.<br />
# Kevan<br />
<br />
===Plague===<br />
# Copy<br />
# Normal<br />
# Lose 5 Energy at the end of each round. Whenever you damage another Hero, they contract a copy of Plague.<br />
# Kevan<br />
<br />
===Plastic Ooze===<br />
# Defensive<br />
# Normal<br />
# Spend 10: Any Hero who Attacked you this turn cannot Attack next turn.<br />
# Kevan<br />
<br />
===Psuedonite===<br />
# Global<br />
# Normal<br />
# At the end of each round, Heroes lose 5 Energy for each Power they possess.<br />
# Kevan<br />
<br />
==Intermediate==<br />
===Seeing Red===<br />
# Attacking, Persistent Effect<br />
# Normal<br />
#While you are enraged, your attack damage counts as double to defense but your defense is halved.<br><br />
Spend 5: become enraged.<br><br />
Spend 5: calm down.<br />
# card<br />
<br />
===Bomberman===<br />
# Damage, Revive<br />
# Normal<br />
# When you die, deal 30 damage to each player and then revive with 1 energy.<br />
# card<br />
<br />
===Disarming Strike===<br />
# Discard, Damage<br />
# Normal<br />
# If you damage an opponent with your attack, you may have them discard a power with power strength less than or equal to your attack against that opponent.<br />
# card<br />
<br />
===Sharp Knives===<br />
# Damage, Persistent Effect<br />
# Normal<br />
# When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. This effect stacks.<br />
# card<br />
<br />
===Cloned Sidekick===<br />
# Copy<br />
# Sidekick<br />
# Cloned Sidekick has 50 Energy and a Power of your choice from those in the current game.<br />
# Kevan<br />
<br />
===Ninja Training===<br />
# Defensive<br />
# Normal<br />
# Any attack against you that is less than Ninja Training's power strength is negated.<br />
# card<br />
<br />
==Advanced==<br />
===Psionic Head Exploding Rays===<br />
# Lose, Persistent Effect<br />
# Normal<br />
# Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round.<br />
# card<br />
<br />
===Brainswap===<br />
# Swap<br />
# Normal<br />
# Use once per game: Swap Powers and Energy levels with an opponent, at the end of the round. They then lose Brainswap.<br />
# Kevan<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy, their choices are revealed simultaneously and the round moves on to the Resolution Phase.<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_Print_and_Play&diff=12422Rumble Print and Play2020-11-19T20:02:47Z<p>Card: Created page with "=Preface= This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a..."</p>
<hr />
<div>=Preface=<br />
This wikipage is for developing a version of Rumble that conveys the concept of the game in a simpler and comprehensive manner. The goal is to help advertise it to a wider audience. Oftentimes a barrier between getting a game in the hands of potential players is that they don't often consider games which have no product or object associated with them. The print and play is a step closer in that direction.<br />
<br />
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
=Set=<br />
==Notes==<br />
A set of powers that are somewhat balanced against each other is needed. I'm not certain what is a good number of powers to include. My idea is to have a set of increasingly complex powers which can demonstrate what is fun about Rumble and players don't have to include those powers if they don't want to. Ordered like a pyramid the simpler powers should be more numerous with Intermediate and then Advanced decreasing greatly. I wrote some up earlier and put them in here.<br />
<br><br />
Power Format: <br><br />
===[Name]===<br />
#[what aspect of the game it covers]<br><br />
#[type]<br><br />
#[effect]<br><br />
[[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
<br />
==Unsorted==<br />
<br />
==Basic==<br />
===Combat Training===<br />
# Attacking<br />
# Normal<br />
# Your attacks deal 10 extra damage.<br />
<br />
===Charged Lazer===<br />
# Attacking<br />
# Normal<br />
# If you didn't attack last round, your attacks this round deal double damage.<br />
<br />
===Air Strike===<br />
# Damage<br />
# Normal<br />
# Spend X: Deal X damage to each player.<br />
<br />
===Shieldbreaker===<br />
# Damage<br />
# Normal<br />
# If your attack is greater than an opponent's defense, your attack ignores their defense.<br />
<br />
<br />
==Intermediate==<br />
===Seeing Red===<br />
# Attacking, Persistant Effect<br />
# Normal<br />
#While you are enraged, your attack damage counts as double to defense but your defense is halved.<br><br />
Spend 5: become enraged.<br><br />
Spend 5: calm down.<br />
<br />
===Bomberman===<br />
# Damage<br />
# Normal<br />
# When you die, deal 30 damage to each player and then revive with 1 energy.<br />
<br />
===Disarming Strike===<br />
# Discard, Damage<br />
# Normal<br />
# If you damage an opponent with your attack, you may have them discard a power with power strength less than or equal to your attack against that opponent.<br />
<br />
===Sharp Knives===<br />
# Damage, Persistent Effect<br />
# Normal<br />
# When you damage an opponent with attack damage, Sharp Knives deals 2 unblockable damage to them for the next two rounds. This effect stacks.<br />
==Advanced==<br />
===Psionic Head Exploding Rays===<br />
# Lose, Persistent Effect<br />
# Normal<br />
# Choose an opponent and Spend X: if X is greater than their defense, they lose at the end of the next round.<br />
<br />
=Rules Page=<br />
==Notes==<br />
While most of the rules can simply be lifted from [[[this page https://kevan.org/rumble/hero/rules]]], some edits, clarifications and maybe an additional keyword or two (for inspiration) could be added in their own sections. It might also be helpful to have reminders and faq on a card that can be passed out to each player. [[User:Card|Card]] ([[User talk:Card|talk]]) 20:02, 19 November 2020 (UTC)<br />
==Rules==<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Summary<br />
|-<br />
|<br />
Rumble is a fast-paced game of superhero combat, with players secretly allocating energy points to attack and defense, attempting to outguess their opponents and knock them out of the game.<br />
<br />
Heroes are imbued with original superpowers invented by the players at the start of each game. Powers can modify any aspect of the game, from minor attack boosts to mind-bending gameplay alterations, with the game's auction system keeping power levels in check.<br />
<br />
Played tabletop, superpowers are written on index cards, and energy and bids tracked on paper. Online, it can be played through any real time chat system, with a moderator. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Basic Gameplay<br />
|-<br />
|<br />
Each player in the game has a number of Energy points, representing their Hero's general level of strength, alertness and psychic resolve. This starts the game at 100, and is knocked down by successful attacks. It may also be "burnt up" in the use of the more dramatic Superpowers.<br />
<br />
If a Hero's Energy drops to zero or below, they are instantly eliminated from the game. The last Hero standing is declared the winner.<br />
<br />
The game of Rumble is divided into a number of rounds, each consisting of a Allocation Phase and a Resolution Phase. To begin with, we'll ignore the Superpowers and look at this core of the game.<br />
Allocation Phase<br />
<br />
During the Allocation Phase, players choose how much of their Energy to assign to Attack, how much to assign to Defense and how much (if any) to pump into their Superpowers. Defense will defend against all opponents, but Attacks (and offensive Powers) should be targetted towards specific opponents. These decisions are made secretly; either noted down on a scrap of paper, or memorised.<br />
<br />
Example: Mantisman has 80 Energy. He decides to assign 50 Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and 10 Energy to an Attack against Plastiquegirl.<br />
<br />
When all the superheroes have decided how to spend their Energy, their choices are revealed simultaneously and the round moves on to the Resolution Phase.<br />
Resolution Phase<br />
<br />
Attacks now resolve, and we find out what Attacks were made and whether Heroes' Defenses were adequate. Each Hero totals the Attacks that were made against them this round, and subtracts any Defense they may have made. The remainder is the damage they suffer - this is subtracted from their Energy.<br />
<br />
Example: It turns out that Mantisman was Attacked by Doctor Cuttlefish for 40, this round, and by Plastiquegirl for 20 - a total of 60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.<br />
<br />
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only has 70 Energy to assign in the next round.<br />
<br />
If a Hero is attacked by two or more other Heroes and is only able to defend against some of the combined damage, the defending Hero chooses exactly which points of Attack to block, and which to take - Mantisman could choose to take the 10 damage from either Plastiquegirl or the Doctor, or 5 from each, or any other division. (This becomes significant if one of the attackers has, say, a Superpower that has extra effects when it successfully causes damage.)<br />
<br />
When all Attacks and Powers have resolved, and everyone has updated their Energy levels appropriately, the next Round begins, starting again with an Allocation Phase.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Superpowers<br />
|-<br />
|<br />
Superpowers add to the game by affecting how the Hero is able to Attack, Defend and otherwise do battle. Some Powers remain in effect permanently, while others require Energy to activate.<br />
<br />
Some simple example Powers:-<br />
Regeneration<br />
Raven Gain 3 Energy at the beginning of each round.<br />
Big, Gnashy Claws<br />
Sandy If you use no other Powers in a given round, add 20 to your Attack.<br />
Laser Eyes<br />
Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero.<br />
Precognition<br />
Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.<br />
<br />
Regeneration takes effect automatically at the start of each round.<br />
<br />
Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.<br />
<br />
Laser Eyes requires the Hero to spend 10 Energy and choose a target during a round's Allocation Phase, giving a damage effect during the Resolution Phase. Energy spent on a Power can't be used to Attack or Defend.<br />
<br />
Precognition adjusts the structure of the game to the Hero's advantage by changing how bidding works. Superpowers always take precedence over the basic rules.<br />
<br />
Where a Power's text is in the form "Cost: Effect", then the cost must be chosen and allocated during the Allocation Phase, and the Effect doesn't occur until Resolution. Unless otherwise specified, costed powers can be used any number of times per turn.<br />
<br />
Some costs simply involve spending Energy in the same way it is spent on Attack or Defense; some require that the Hero Burn Energy - the Energy is lost permanently when spent on such Powers (typically it is the more potent Powers that require Burning).<br />
<br />
Example: Mantisman has Precognition, Laser Eyes and Big, Gnashy Claws. He has 70 Energy at the start of the round, and chooses to assign 20 Energy to his Laser Eyes (choosing Plastiquegirl as its target both times), and 50 Energy to keep back for Attack and Defense (using Precognition, he can choose how many to assign to each later).<br />
<br />
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman for 30, and Defending for 10. Plastiquegirl is Defending for 95. Mantisman can now assign his Attack and Defense, using Precognition. He decides to put 30 into Defense, and 20 into an Attack against the Doctor. (Because Mantisman used other Powers this round, he doesn't get his Big, Gnashy Claws bonus.)<br />
<br />
Doctor Cuttlefish takes 10 Damage (20 Attack minus 10 Defense). Plastiquegirl is hit by Mantisman's Laser Eyes twice - the attacks ignore Plastiqueman's Defense and deal 10 Damage. Mantisman takes no damage.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Inventing and Gaining Powers<br />
|-<br />
|<br />
Before the game begins, each Hero privately invents two Powers and writes them down. They won't necessarily get these Powers themselves, but they'll be available for everyone to bid on. Invented Powers can affect any aspect of the game, and be as weak or as powerful as you like - players will get to bid on them, so the strongest powers will be balanced by costing more. When everyone has created two Powers, they are all revealed.<br />
<br />
(For their first game, players might like to choose Powers from the online archive, looking at the 'Classic' Powers, which have been selected for their simplicity. But the game of Rumble is at its best when players make up their own Powers.)<br />
<br />
Players then look over the Powers in front of them, and discuss any that need clarification of how they work, or decisions made about how they interact with other Powers. (eg. If Metal Face gives you +10 Defence each turn and Ghost Punch sets a target's Defence to zero, what happens when someone Ghost-Punches a Metal-Faced Hero: do they have 10 Defence or zero Defence?) Agree as a group and amend the wording of Powers as necessary.<br />
<br />
When players are ready to proceed, each Hero may bid an amount of Energy (from their initial 100) for each. These bids are made in secret, then revealed simultaneously - the highest bidder for each Power gets that Power and loses Energy equal to their bid for it. Losing bidders get to keep their Energy.<br />
<br />
Bid carefully. While bidding 50 Energy may guarantee that you'll win that enviable Bulletproof Skin, it'll also mean that you'll start the game with 50 Energy already gone. You should also be careful not to overbid on everything - while high bids all round will guarantee you some Powers, you may be a pushover if you end up paying for them all, and are facing down some angry 100-Energy mortals with only 10 Energy to defend yourself. And if your winning bids total more than 100, you'll end up dead before the first round even starts.<br />
<br />
If multiple players are tied for a winning bid, they secretly decide and reveal their replacement bids: repeat until the tie is resolved. (It may be resolved in favour of a different player, if all the tied players back down.) Heroes can bid zero for a Power if they don't want it; if everyone bids zero on a particular Power, it is discarded. (Further to this, Heroes are permitted to discard any Powers they have won but do not wish to use; this can be relevant for "environmental" powers which affect all players, which can be worth bidding on just so that you can decide whether they happen or not.)<br />
<br />
When all bids are resolved and Powers have been assigned to Heroes, each Hero is free to make up a suitable name for themselves, and the Rumble begins...<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Keywords<br />
|-<br />
|<br />
There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:<br />
<br />
Burn<br />
Burning is like spending, except that the Energy is permanently used up. It's typically used as a cost for the more potent superpowers. (An example: If Mantisman starts a round with 50 Energy and spends 10 on an Attack, 30 on Defence and burns 10 to activate Laser Goggles, he will - if he sustains no other damage - start the next round with 40 Energy.)<br />
Flaw<br />
If a Power is designated as a "Flaw", then the auction process is flipped around: it is won by the lowest bidder, who doesn't lose any Energy for it, and everybody who didn't win it loses the Energy that they bid. (If multiple Heroes are tied for the lowest bid, they all win a copy of it.) A Flaw can't be discarded when won.<br />
Power Strength<br />
The amount of the winning bid for a Power. This is a general measure of a Power's potency, and may be referred to by the effects of Powers (eg. Devourer's ability of "Spend the Power Strength of a Power: Remove that Power from an opponent at the end of the round.")<br />
Sidekick<br />
If a Power is a Sidekick, treat it as if it were an additional player sitting at the table: they count as a Hero for all purposes, and can (unless otherwise specified) Attack, Defend and use any Powers they might have. The owner of the Power makes all decisions required of the Sidekick, and if the Sidekick is the only Hero left standing, its owner wins. <br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Playing Online<br />
|-<br />
|<br />
Rumble can be played online in any chat forum. All it needs is a single person to be the game's Moderator: the players of the game privately submit Powers to the Moderator at the beginning of the game, and submit orders to the Moderator each round. When the Moderator has received what they need, they broadcast the results to the group.<br />
<br />
Some suggestions to keep things moving:-<br />
<br />
Players should be cautious about Powers which affect the turn order, as this can slow the game down. If you're playing asynchronously with one round per day, a Power that effectively inserts an additional phase can potentially add hours to each round - even a simple "at the end of each round, choose an opponent" power means that bidding can't start on the next round until that player has made their choice. Work all powers into the existing phase structure where possible.<br />
As Moderator, announce each stage of the game as it begins, so that the players know where they are and whether it's time to submit bids or orders yet.<br />
When posting the Powers for auctioning, the Moderator can impose some judgement calls on ambiguous wordings or interactions and edit Powers accordingly: these are still up for discussion among the players, but it can save time if the Moderator leads the conversation.<br />
The Moderator can veto any Power they don't want to run (eg. if it would require a lot of complex processing on their part, each round) and their decision is final on resolving any ambiguities in the wordings or interactions of Powers.<br />
When players bid on Powers, they should also say if it's a Power that they will (or might choose to) discard when the auction results are revealed. If anyone flags a bid as a "might discard", the Moderator says that this has happened when the auction results are posted, and waits for those players to respond before beginning the first round. In all other cases, the game can move straight on.<br />
<br />
|}<br />
<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Genre Variants<br />
|-<br />
|<br />
You can retheme Rumble to any other genre you can think of: just agree on that genre's equivalent of "Energy" and "Powers". We've tried and archived a few genres ourselves, and it's been interesting to see how a change of setting can suggest mechanics you wouldn't have otherwise thought of:<br />
<br />
Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.<br />
<br />
Spaceship Rumble is a game of interplanetary dogfighting, with Ships diverting Energy between Attack and (in place of Defense) Shields, as well as whatever Systems the ship is fitted with.<br />
<br />
Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.<br />
<br />
Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.<br />
<br />
Racing Rumble is any kind of aggressive vehicular race, cartoonish or post-apocalyptic. Players are Drivers, with Energy becoming Speed; Powers are Gadgets, and Attacking and Defending become Ramming and Swerving. As in regular Rumble, when the game is down to two Racers, the one with the highest Speed is guaranteed to win unless their Gadgets can shake things up.<br />
<br />
Corporation Rumble takes place in the cut-throat world of global business - Corporation spend their Millions on Lawsuits (Attack) and Counter-Suits (Defence), furthering their empires with acquired Assets, over a number of Fiscal Quarters (Rounds).<br />
<br />
Dinosaur Rumble is much the same as Giant Monster Rumble.<br />
<br />
Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.<br />
<br />
Some of these have been given categories in the archives; others have been written up by slightly retheming the powers to fit a different theme.<br />
|}<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:BlogNomic_quotes_file&diff=12421Talk:BlogNomic quotes file2020-11-19T19:03:15Z<p>Card: Created page with "="Mockery"= just letting Cuddlebeam know that i added those quotes because i found them genuinely funny as just a single quote without any context other than Blognomic needed...."</p>
<hr />
<div>="Mockery"=<br />
just letting Cuddlebeam know that i added those quotes because i found them genuinely funny as just a single quote without any context other than Blognomic needed. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:03, 19 November 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Template:Rumble_Test&diff=12372Template:Rumble Test2020-11-10T19:02:54Z<p>Card: </p>
<hr />
<div>==Round {{{round}}}==<br />
<br />
Initial Energy: {{{player1}}}={{{energy1}}}, {{{player2}}}={{{energy2}}}<br />
<br />
*{{{player1}}} attacks {{{player2}}} for {{#expr: {{{energy1}}}-{{{defence1}}} }}, and defends for {{{defence2}}}.<br />
*{{{player2}}} attacks {{{player1}}} for {{#expr: {{{energy2}}}-{{{defence2}}} }}, and defends for {{{defence1}}}.<br />
<br />
Final Energy: {{{player1}}}={{#ifexpr: (({{{energy2}}} - {{{defence2}}}) - defence1) < 1 | {{{energy1}}} | {{#expr: {{{energy1}}} - ( ({{{energy2}}} - {{{defence2}}}) - {{{defence1}}}) }} }, {{{player2}}}={{#expr: {{{energy2}}} - ( ({{{energy1}}} - {{{defence1}}}) - {{{defence2}}}) }}.</div>Cardhttps://wiki.blognomic.com/index.php?title=Template:Rumble_Test&diff=12370Template:Rumble Test2020-11-10T18:43:01Z<p>Card: </p>
<hr />
<div>==Round {{{round}}}==<br />
<br />
Initial Energy: {{{player1}}}={{{energy1}}}, {{{player2}}}={{{energy2}}}<br />
<br />
*{{{player1}}} attacks {{{player2}}} for {{#expr: {{{energy1}}}-{{{defence1}}} }}, and defends for {{{defence2}}}.<br />
*{{{player2}}} attacks {{{player1}}} for {{#expr: {{{energy2}}}-{{{defence2}}} }}, and defends for {{{defence1}}}.<br />
<br />
Final Energy: {{{player1}}}={{#expr: {{{energy1}}} - ( ({{{energy2}}} - {{{defence2}}}) - {{{defence1}}}) }}, {{{player2}}}={{#expr: {{{energy2}}} - ( ({{{energy1}}} - {{{defence1}}}) - {{{defence2}}}) }}.</div>Cardhttps://wiki.blognomic.com/index.php?title=Template:Rumble_Test&diff=12369Template:Rumble Test2020-11-10T18:42:28Z<p>Card: </p>
<hr />
<div>==Round {{{round}}}==<br />
<br />
Initial Energy: {{{player1}}}={{{energy1}}}, {{{player2}}}={{{energy2}}}<br />
<br />
*{{{player1}}} attacks {{{player2}}} for {{#expr: {{{energy1}}}-{{{defence1}}} }}, and defends for {{{defence2}}}.<br />
*{{{player2}}} attacks {{{player1}}} for {{#expr: {{{energy2}}}-{{{defence2}}} }}, and defends for {{{defence1}}}.<br />
<br />
Final Energy: {{{player1}}}={{#expr: {{{energy1}}} - ( ({{{energy2}}} - {{{defence2}}}) - {{{defence1}}}) }}, {{{player2}}}={{#expr: {{{energy2}}}- {{{energy1}}} - {{{defence1}}} - {{{defence2}}} }}.</div>Cardhttps://wiki.blognomic.com/index.php?title=Template:Rumble_Test&diff=12368Template:Rumble Test2020-11-10T18:41:16Z<p>Card: </p>
<hr />
<div>==Round {{{round}}}==<br />
<br />
Initial Energy: {{{player1}}}={{{energy1}}}, {{{player2}}}={{{energy2}}}<br />
<br />
*{{{player1}}} attacks {{{player2}}} for {{#expr: {{{energy1}}}-{{{defence1}}} }}, and defends for {{{defence2}}}.<br />
*{{{player2}}} attacks {{{player1}}} for {{#expr: {{{energy2}}}-{{{defence2}}} }}, and defends for {{{defence1}}}.<br />
<br />
Final Energy: {{{player1}}}={{#expr: {{{energy1}}}- {{{energy2}}} - {{{defence2}}} - {{{defence1}}} }}.</div>Cardhttps://wiki.blognomic.com/index.php?title=Template:Rumble_Test&diff=12367Template:Rumble Test2020-11-10T18:39:12Z<p>Card: </p>
<hr />
<div>==Round {{{round}}}==<br />
<br />
Initial Energy: {{{player1}}}={{{energy1}}}, {{{player2}}}={{{energy2}}}<br />
<br />
*{{{player1}}} attacks {{{player2}}} for {{#expr: {{{energy1}}}-{{{defence1}}} }}, and defends for {{{defence2}}}.<br />
*{{{player2}}} attacks {{{player1}}} for {{#expr: {{{energy2}}}-{{{defence2}}} }}, and defends for {{{defence1}}}.<br />
<br />
Final Energy: {{{player1}}}={{#expr: {{{energy1}}}-(({{{energy2}}} - {{{defence2}}}) - {{{defence1}}}) }}, {{{player2}}}={{#expr: ({{{energy1}}}-({{{energy1}}}-{{{defence1}}}) - {{{defense2}}} ) }}</div>Cardhttps://wiki.blognomic.com/index.php?title=Sandbox&diff=12366Sandbox2020-11-10T18:35:31Z<p>Card: </p>
<hr />
<div>This page intentionally left blank for now. Feel free to edit to test things out.<br />
<br />
----<br />
{{Rumble Test|round=1|energy1=20|energy2=31|defence1=5|defence2=10|player1=card|player2=negacard}}</div>Cardhttps://wiki.blognomic.com/index.php?title=Sandbox&diff=12365Sandbox2020-11-10T18:35:16Z<p>Card: </p>
<hr />
<div>This page intentionally left blank for now. Feel free to edit to test things out.<br />
<br />
----<br />
{{{Rumble Test|round=1|energy1=20|energy2=31|defence1=5|defence2=10|player1=card|player2=negacard}}}</div>Cardhttps://wiki.blognomic.com/index.php?title=Template:Rumble_Test&diff=12364Template:Rumble Test2020-11-10T18:34:33Z<p>Card: Created page with "==Round {{{round}}}== Initial Energy: {{{player1}}}={{{energy1}}}, {{{player2}}}={{{energy2}}} *{{{player1}}} attacks {{{player2}}} for {{#expr: {{{energy1}}}-{{{defence1}}}..."</p>
<hr />
<div>==Round {{{round}}}==<br />
<br />
Initial Energy: {{{player1}}}={{{energy1}}}, {{{player2}}}={{{energy2}}}<br />
<br />
*{{{player1}}} attacks {{{player2}}} for {{#expr: {{{energy1}}}-{{{defence1}}} }}, and defends for {{{defence2}}}.<br />
*{{{player2}}} attacks {{{player1}}} for {{#expr: {{{energy2}}}-{{{defence2}}} }}, and defends for {{{defence1}}}.<br />
<br />
Final Energy: {{{player1}}}={{#expr: {{{energy1}}}-({{{2vs1}}}-{{{defence1}}}) }}, {{{player2}}}={{#expr: {{{energy2}}}-({{{1vs2}}}-{{{defence2}}}) }}</div>Cardhttps://wiki.blognomic.com/index.php?title=Sandbox&diff=12353Sandbox2020-11-10T02:33:03Z<p>Card: </p>
<hr />
<div>This page intentionally left blank for now. Feel free to edit to test things out.<br />
<br />
----<br />
{{{Rumble_Round|round=1|energy1=20|energy2=31|player1=card|player2=negacard}}}</div>Cardhttps://wiki.blognomic.com/index.php?title=Sandbox&diff=12352Sandbox2020-11-10T02:27:30Z<p>Card: Replaced content with "This page intentionally left blank for now. Feel free to edit to test things out. ---- {{{Rumble Round|round=1|energy1=20|energy2=31|player1=card|player2=negacard}}}"</p>
<hr />
<div>This page intentionally left blank for now. Feel free to edit to test things out.<br />
<br />
----<br />
{{{Rumble Round|round=1|energy1=20|energy2=31|player1=card|player2=negacard}}}</div>Cardhttps://wiki.blognomic.com/index.php?title=Rumble_house_rules&diff=12347Rumble house rules2020-11-09T03:38:40Z<p>Card: /* Edge cases */</p>
<hr />
<div>Agreed house rules and precedents for the game of Rumble, as played on the BlogNomic Slack Channel. These are clarifications or modifications of the [https://kevan.org/rumble.cgi?genre=hero&mode=rules base rules of Rumble].<br />
<br />
==Agreed house rules==<br />
<br />
* Players may not communicate privately with each other during a game; all communication about tactics must happen on the #rumble channel.<br />
<br />
==Edge cases==<br />
<br />
* The game is played to the end, to last-player-standing ''(under discussion)''<br />
* Players may not voluntarily resign from the game ''(under discussion)''<br />
* If a player becomes absent mid-game, they are considered to submit orders of "all Energy to Defence" for the remainder of the game. They no longer choose to use Powers, but if forced to make a decision for a power the moderator resolves it randomly. ''(under discussion)''<br />
* Players may however choose to assign zero to Attack and Defence, allowing a weaker player to kill them if they want that player to win ''(under discussion)''<br />
* Powers resolve in a specific order ''(currently determined on a moderator by moderator basis)''<br />
<br />
As of 21 July 2020 these house rules are still in flux.<br />
<br />
==Power restrictions==<br />
It's been suggested that powers should perhaps be discouraged that:-<br />
<br />
* Create additional timing steps, slowing the game down (eg. ''"Xenonite: At the start of each round, choose one power to disable."'' would require the moderator to wait for and broadcast a decision from the Xenonite owner, each round). All powers should be worded so that all decisions are made during the submission of bids and/or orders.<br />
* Create additional complexity for the moderator. The moderator may veto any power that they don't wish to moderate.<br />
* Use environmental effects to significantly modify the bidding system (eg. ''"Chaos World: +1D20 Energy. Instead of bidding, all powers are assigned at random."'') - unless other players agree to it in advance. Taken beyond a certain point, the game stops being Rumble.<br />
* Use environmental effects to significantly modify the basic structure of the game (eg. ''"Telepathy Field: Players declare Energy assignments publicly in decreasing order of Energy."''), without agreeing this in advance. Although such a power can be discarded by its winner, forcing people who don't like your Rumble variant to spend some Energy to veto it is frowned on.<br />
<br />
Wild environmental powers might be better as a dealer's choice thing from the moderator: when announcing a new game, they announce an environmental power that will be put into the mix (possibly one that can't be won through bidding).<br />
<br />
[[Category:Rumble]]</div>Cardhttps://wiki.blognomic.com/index.php?title=Generic_Tile_Definitions&diff=12315Generic Tile Definitions2020-10-30T18:51:21Z<p>Card: signing this so that the "I"s have context and other people can add below it</p>
<hr />
<div>=Preface=<br />
the goal of this page is to iron out definitions to generically talk about grids in the context of a blognomic dynasty. inevitably in the few dynasties i have participated in when a dynasty uses grids, a lot of effort is put to perfect and define the definitions to talk about grids, tiles and their relationships. these definitions need to sit in the ruleset but at least can be copied if need be.<br />
additionally the generic terms can have an additional rule stating "distance is synonymous to [flavorful dynasty specific word]" similar to the "The terms “Monk” and “Player” are synonyms." present in the Appendix or by changing the terms in the proposal to introduce those definitions. [[User:Card|Card]] ([[User talk:Card|talk]]) 18:51, 30 October 2020 (UTC)<br />
<br />
=Definitions=<br />
The Table is an X by Y grid of Tiles tracked on the [[Z]] wikipage.<br />
<br />
Each Tile has a Row and a Column, that cannot change and are positive non-zero integers. A particular Tile can be referred to by "Tile (Row, Column)". The top left Tile of the Grid has a Row and Column of 1 and it is known as the Origin Tile. Tiles' Row and Column increase sequentially from the Origin Tile.<br />
<br />
The following definitions also apply:<br />
;Adjacent: two different Tiles, A (X, Y) and B (P, Q) are Adjacent if the absolute value of X - P < 2 and the absolute value of Y - Q < 2.<br />
;Level: two different Tiles, A (X, Y) and B (P, Q), are Level if X = P or Y = Q.<br />
;Diagonal: two different Tiles, A and B, are Diagonal if A (X, Y) - B (P, Q) = (N, M) and the absolute values of N and M are equal.<br />
;Index: the Row or Column of a Tile.<br />
;Pair: a Pair is a Row and Column direction, represented in the format "(R, C)" where R and C are integers.<br />
;Math: Tiles can be added or subtracted, which yields a Pair. Tiles can also be added to or subtracted from a Pair, which yields a Tile. If the indices of a Tile resulting from adding or subtracting would be 0 or less it instead becomes 1. ''Example: A (N, M) - B (P, Q) = (N - P, M - Q). C (4, 8) - (6, -2) = (1, 10).''<br />
;Surrounded: a Tile that is Adjacent to eight other tiles.<br />
;Distance: the absolute difference between two Tile's Rows plus the absolute difference between their Column.<br />
;Rectangle: A Rectangle has two Corner Tiles, A (X, Y) and B (P, Q) and X < P and Y < Q. Edge Tiles have either a Row that is equal to X or P or a Column that is equal to Y or Q. Corner tiles have a Row that is equal to X or P and a Column that is equal to Y or Q. Inner Tiles (I, J) are such that X < I < P and Y < J < Q.<br />
;Diamond: A Diamond has a Center Tile and a radius, Center (X, Y) and R and R > 0. Edge Tiles have a Distance of R from Center. Corner Tiles on a Diamond are Edge Tiles which are also Level to the Center. Inner tiles have a distance less than R from Center.<br />
;Inverse: Two Tiles, A (X, Y) and B (P, Q), are Inverse of each other if Q = X and P = Y.</div>Cardhttps://wiki.blognomic.com/index.php?title=Generic_Tile_Definitions&diff=12301Generic Tile Definitions2020-10-30T06:35:03Z<p>Card: /* Definitions */</p>
<hr />
<div>=Preface=<br />
the goal of this page is to iron out definitions to generically talk about grids in the context of a blognomic dynasty. inevitably in the few dynasties i have participated in when a dynasty uses grids, a lot of effort is put to perfect and define the definitions to talk about grids, tiles and their relationships. these definitions need to sit in the ruleset but at least can be copied if need be.<br />
additionally the generic terms can have an additional rule stating "distance is synonymous to [flavorful dynasty specific word]" similar to the "The terms “Monk” and “Player” are synonyms." present in the Appendix or by changing the terms in the proposal to introduce those definitions.<br />
<br />
=Definitions=<br />
The Table is an X by Y grid of Tiles tracked on the [[Z]] wikipage.<br />
<br />
Each Tile has a Row and a Column, that cannot change and are positive non-zero integers. A particular Tile can be referred to by "Tile (Row, Column)". The top left Tile of the Grid has a Row and Column of 1 and it is known as the Origin Tile. Tiles' Row and Column increase sequentially from the Origin Tile.<br />
<br />
The following definitions also apply:<br />
;Adjacent: two different Tiles, A (X, Y) and B (P, Q) are Adjacent if the absolute value of X - P < 2 and the absolute value of Y - Q < 2.<br />
;Level: two different Tiles, A (X, Y) and B (P, Q), are Level if X = P or Y = Q.<br />
;Diagonal: two different Tiles, A and B, are Diagonal if A (X, Y) - B (P, Q) = (N, M) and the absolute values of N and M are equal.<br />
;Index: the Row or Column of a Tile.<br />
;Pair: a Pair is a Row and Column direction, represented in the format "(R, C)" where R and C are integers.<br />
;Math: Tiles can be added or subtracted, which yields a Pair. Tiles can also be added to or subtracted from a Pair, which yields a Tile. If the indices of a Tile resulting from adding or subtracting would be 0 or less it instead becomes 1. ''Example: A (N, M) - B (P, Q) = (N - P, M - Q). C (4, 8) - (6, -2) = (1, 10).''<br />
;Surrounded: a Tile that is Adjacent to eight other tiles.<br />
;Distance: the absolute difference between two Tile's Rows plus the absolute difference between their Column.<br />
;Rectangle: A Rectangle has two Corner Tiles, A (X, Y) and B (P, Q) and X < P and Y < Q. Edge Tiles have either a Row that is equal to X or P or a Column that is equal to Y or Q. Corner tiles have a Row that is equal to X or P and a Column that is equal to Y or Q. Inner Tiles (I, J) are such that X < I < P and Y < J < Q.<br />
;Diamond: A Diamond has a Center Tile and a radius, Center (X, Y) and R and R > 0. Edge Tiles have a Distance of R from Center. Corner Tiles on a Diamond are Edge Tiles which are also Level to the Center. Inner tiles have a distance less than R from Center.<br />
;Inverse: Two Tiles, A (X, Y) and B (P, Q), are Inverse of each other if Q = X and P = Y.</div>Cardhttps://wiki.blognomic.com/index.php?title=Generic_Tile_Definitions&diff=12300Generic Tile Definitions2020-10-30T01:14:51Z<p>Card: thoughts upon proof reading</p>
<hr />
<div>=Preface=<br />
the goal of this page is to iron out definitions to generically talk about grids in the context of a blognomic dynasty. inevitably in the few dynasties i have participated in when a dynasty uses grids, a lot of effort is put to perfect and define the definitions to talk about grids, tiles and their relationships. these definitions need to sit in the ruleset but at least can be copied if need be.<br />
additionally the generic terms can have an additional rule stating "distance is synonymous to [flavorful dynasty specific word]" similar to the "The terms “Monk” and “Player” are synonyms." present in the Appendix or by changing the terms in the proposal to introduce those definitions.<br />
<br />
=Definitions=<br />
The Table is an X by Y grid of Tiles tracked on the [[Z]] wikipage.<br />
<br />
Each Tile has a Row and a Column, that cannot change and are positive non-zero integers. A particular Tile can be referred to by "Tile (Row, Column)". The top left Tile of the Grid has a Row and Column of 1 and it is known as the Origin Tile. Tiles' Row and Column increase sequentially from the Origin Tile.<br />
<br />
The following definitions also apply:<br />
;Adjacent: two different Tiles, A (X, Y) and B (P, Q) are Adjacent if X = P and the absolute value of Y - Q = 1. Or Y = Q and the absolute value of X - P = 1.<br />
;Level: two different Tiles, A (X, Y) and B (P, Q), are Level if X = P or Y = Q.<br />
;Diagonal: two different Tiles, A and B, are Diagonal if A (X, Y) - B (P, Q) = (N, M) and the absolute values of N and M are equal.<br />
;Index: the Row or Column of a Tile.<br />
;Pair: a Pair is a Row and Column direction, represented in the format "(R, C)" where R and C are integers.<br />
;Math: Tiles can be added or subtracted, which yields a Pair. Tiles can also be added to or subtracted from a Pair, which yields a Tile. If the indices of a Tile resulting from adding or subtracting would be 0 or less it instead becomes 1. ''Example: A (N, M) - B (P, Q) = (N - P, M - Q). C (4, 8) - (6, -2) = (1, 10).''<br />
;Surrounded: a Tile that is Adjacent to eight other tiles.<br />
;Distance: the absolute difference between two Tile's Rows plus the absolute difference between their Column.<br />
;Rectangle: A Rectangle has two Corner Tiles, A (X, Y) and B (P, Q) and X < P and Y < Q. Edge Tiles have either a Row that is equal to X or P or a Column that is equal to Y or Q. Corner tiles have a Row that is equal to X or P and a Column that is equal to Y or Q. Inner Tiles (I, J) are such that X < I < P and Y < J < Q.<br />
;Diamond: A Diamond has a Center Tile and a radius, Center (X, Y) and R and R > 0. Edge Tiles have a Distance of R from Center. Corner Tiles on a Diamond are Edge Tiles which are also Level to the Center. Inner tiles have a distance less than R from Center.<br />
;Inverse: Two Tiles, A (X, Y) and B (P, Q), are Inverse of each other if Q = X and P = Y.</div>Cardhttps://wiki.blognomic.com/index.php?title=Generic_Tile_Definitions&diff=12299Generic Tile Definitions2020-10-30T01:11:19Z<p>Card: /* Definitions */ i may have introduced too much mathematical notation. anyways, Levelly Adjacent and Diagonally Adjacent should work as rule phrases. I looked up the formula for a pixel circle and replicating it faithfully required too much math</p>
<hr />
<div>=Preface=<br />
the goal of this page is to iron out definitions to generically talk about grids in the context of a blognomic dynasty. inevitably in the few dynasties i have participated in when a dynasty uses grids, a lot of effort is put to perfect and define the definitions to talk about grids, tiles and their relationships. these definitions need to sit in the ruleset but at least can be copied if need be.<br />
additionally the generic terms can have an additional rule stating "distance is synonymous to [flavorful dynasty specific word]" similar to the "The terms “Monk” and “Player” are synonyms." present in the Appendix or by changing the terms in the proposal to introduce those definitions.<br />
<br />
=Definitions=<br />
The Table is an X by Y grid of Tiles tracked on the [[Z]] wikipage.<br />
<br />
Each Tile has a Row and a Column, that cannot change and are positive non-zero integers. A particular Tile can be referred to by "Tile (Row, Column)". The top left Tile of the Grid has a Row and Column of 1 and it is known as the Origin Tile. Tiles' Row and Column increase sequentially from the Origin Tile.<br />
<br />
The following definitions also apply:<br />
;Adjacent: two different Tiles, A (X, Y) and B (P, Q) are Adjacent if X = P and the absolute value of Y - Q = 1. Or Y = Q and the absolute value of X - P = 1.<br />
;Level: two different Tiles, A (X, Y) and B (P, Q), are Level if X = P or Y = Q.<br />
;Diagonal: two different Tiles, A and B, are Diagonal if A (X, Y) - B (P, Q) = (N, M) and the absolute values of N and M are equal.<br />
;Index: the Row or Column of a Tile.<br />
;Pair: a Pair is a Row and Column direction, represented in the format "(R, C)" where R and C are integers.<br />
;Math: Tiles can be added or subtracted, which yields a Pair. Tiles can also be added to or subtracted from a Pair, which yields a Tile. If the indices of a Tile resulting from adding or subtracting would be 0 or less it instead becomes 1. ''Example: A (N, M) - B (P, Q) = (N - P, M - Q). C (4, 8) - (6, -2) = (1, 10).''<br />
;Surrounded: a Tile that is Adjacent to eight other tiles.<br />
;Distance: the absolute difference between two Tile's Rows plus the absolute difference between their Column.<br />
;Rectangle: Given two Tiles, A (X, Y) and B (P, Q) and X < P and Y < Q, as the corners of the Rectangle, the following applies: Edge Tiles have either a Row that is equal to X or P or a Column that is equal to Y or Q. Corner tiles have a Row that is equal to X or P and a Column that is equal to Y or Q. Inner Tiles (I, J) are such that X < I < P and Y < J < Q.<br />
;Diamond: Given a Center Tile and a radius, Center (X, Y) and R and R > 0, the following applies: Edge Tiles have a Distance of R from Center. Inner tiles have a distance less than R from Center.<br />
;Inverse: Two Tiles, A (X, Y) and B (P, Q), are Inverse of each other if Q = X and P = Y.</div>Cardhttps://wiki.blognomic.com/index.php?title=Generic_Tile_Definitions&diff=12294Generic Tile Definitions2020-10-29T19:11:42Z<p>Card: starting a foundation. square seems like it could be shorter and simpler given some thought. not sure how to define those pixel circles</p>
<hr />
<div>=Preface=<br />
the goal of this page is to iron out definitions to generically talk about grids in the context of a blognomic dynasty. inevitably in the few dynasties i have participated in when a dynasty uses grids, a lot of effort is put to perfect and define the definitions to talk about grids, tiles and their relationships. these definitions need to sit in the ruleset but at least can be copied if need be.<br />
additionally the generic terms can have an additional rule stating "distance is synonymous to [flavorful dynasty specific word]" similar to the "The terms “Monk” and “Player” are synonyms." present in the Appendix or by changing the terms in the proposal to introduce those definitions.<br />
<br />
=Definitions=<br />
The Table is an X by Y grid of Tiles tracked on the [[Z]] wikipage.<br />
<br />
Each Tile has a Row and a Column, that cannot change and are positive non-zero integers. A particular Tile can be referred to by "Tile (Row, Column)". The top left Tile of the Grid has a Row and Column of 1 and it is known as the Origin Tile. Tiles' Row and Column increase sequentially from the Origin Tile.<br />
<br />
The following definitions also apply:<br />
;Adjacent: two Tiles are Adjacent if their Column is equal and their Row differs by only 1, or their Row is equal and their Column differs by only 1.<br />
;Nearby: two tiles are Nearby if both their Columns and Rows differ by only 1.<br />
;Next: two tiles are Next to each other if they are Adjacent but not Nearby.<br />
;Index: the Row or Column of a Tile.<br />
;Surrounded: a Tile that is Adjacent to eight other tiles.<br />
;Distance: the absolute difference between two Tile's Rows plus the absolute difference between their Column.<br />
;Square Z: The Edge Tiles of particular Square, given a Center Tile, have either a Row or a Column equal to the Center Tile's Row or Column plus or minus Z and the other index has an absolute difference less than that index for the Center Tile plus or minus Z. Inner Tiles of a Square are such that their Column is between two Edge Tile's Columns and their Row is between two Edge Tile's Rows.</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Comparison_of_action_systems&diff=12260Talk:Comparison of action systems2020-10-28T08:31:59Z<p>Card: </p>
<hr />
<div>==Historical examples==<br />
Might also be good to link to old rulesets to show examples of where we've used each of these. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:40, 14 August 2020 (UTC)<br />
<br />
== Linked actions ==<br />
<br />
Paging [[User:Card]]: are linked actions a meaningful modifier, if their only action-related pro is "This action usually inherits the pros and cons of whatever action triggers it" (which sounds like it means "doesn't fix anything")? Breaking out actions can be good for writing clearer rules, but this wiki page is more about what systems exist and what problems they have, than how best to write them down. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:05, 22 October 2020 (UTC)<br />
<br />
:i think that the action related con is what stands out more for this modifier. i reworded it. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:27, 22 October 2020 (UTC)<br />
<br />
::These tables will be useful if they end up as a list of Actions and Modifiers that we can hybridise into something where all of the negatives have been cancelled out. Modifiers with no "pro" effect (which would encompass a lot of things) feel like an unnecessary distraction from that; linked actions are useful as a concept, they just don't solve any inherent action-timing problems. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 08:44, 23 October 2020 (UTC)<br />
<br />
:::a page for fixing problems with action systems sounds nice and productive in nomic/game theory; however the title of this page is "Comparison of Action Systems" which doesn't imply any fixing. i came to this page to document actions systems/modifiers that exist and are used, not to attempt to fix them. wouldn't documenting actions that have mostly cons be useful in the fixing context anyhow in order to identify and substitute accepted replacements, if any? [[User:Card|Card]] ([[User talk:Card|talk]]) 04:48, 26 October 2020 (UTC)<br />
<br />
::::Pinning down terms would certainly help, and true, if there was a mechanic that we often added to "fix" a daily action that only made it worse, that's worth remembering. I think linked actions are more like a ruleset-formatting choice (scattering a class of action around the ruleset instead of listing all outcomes in a single action rule), than something that creates a different "action system" - you could refactor the ruleset differently and still be playing the exact same game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:16, 26 October 2020 (UTC)<br />
<br />
::::: I thought about this some more; I am simply considering different aspects of actions here that possibly deserve either an entirely different page or table. Essentially the medium of actions is important as rules are the lifeblood of blognomic. The way an action or collection of actions gets written out in the ruleset can wildly affect the reader's interaction with those actions. I've seen you spend an entire proposal to just change the name of an action or variable. Would you say that the game is the same if it were reverted back near the end of a dynasty? Anyhow, ruleset formatting and variable names are a bit more abstract than everything else listed on this page so I understand where your are coming from now. [[User:Card|Card]] ([[User talk:Card|talk]]) 08:30, 28 October 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Comparison_of_action_systems&diff=12259Talk:Comparison of action systems2020-10-28T08:30:06Z<p>Card: /* Linked actions */</p>
<hr />
<div>==Historical examples==<br />
Might also be good to link to old rulesets to show examples of where we've used each of these. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:40, 14 August 2020 (UTC)<br />
<br />
== Linked actions ==<br />
<br />
Paging [[User:Card]]: are linked actions a meaningful modifier, if their only action-related pro is "This action usually inherits the pros and cons of whatever action triggers it" (which sounds like it means "doesn't fix anything")? Breaking out actions can be good for writing clearer rules, but this wiki page is more about what systems exist and what problems they have, than how best to write them down. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:05, 22 October 2020 (UTC)<br />
<br />
:i think that the action related con is what stands out more for this modifier. i reworded it. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:27, 22 October 2020 (UTC)<br />
<br />
::These tables will be useful if they end up as a list of Actions and Modifiers that we can hybridise into something where all of the negatives have been cancelled out. Modifiers with no "pro" effect (which would encompass a lot of things) feel like an unnecessary distraction from that; linked actions are useful as a concept, they just don't solve any inherent action-timing problems. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 08:44, 23 October 2020 (UTC)<br />
<br />
:::a page for fixing problems with action systems sounds nice and productive in nomic/game theory; however the title of this page is "Comparison of Action Systems" which doesn't imply any fixing. i came to this page to document actions systems/modifiers that exist and are used, not to attempt to fix them. wouldn't documenting actions that have mostly cons be useful in the fixing context anyhow in order to identify and substitute accepted replacements, if any? [[User:Card|Card]] ([[User talk:Card|talk]]) 04:48, 26 October 2020 (UTC)<br />
<br />
::::Pinning down terms would certainly help, and true, if there was a mechanic that we often added to "fix" a daily action that only made it worse, that's worth remembering. I think linked actions are more like a ruleset-formatting choice (scattering a class of action around the ruleset instead of listing all outcomes in a single action rule), than something that creates a different "action system" - you could refactor the ruleset differently and still be playing the exact same game. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 11:16, 26 October 2020 (UTC)<br />
<br />
::::: I thought about this done more, well we are simply considering different aspects of actions here that possibly deserve either an entirely different page or table. Essentially the medium of actions is important as rules are the lifeblood of blognomic. The way an action or collection of actions gets written out in the ruleset can wildly affect the reader's interaction with those actions. I've seen you spend an entire proposal to just change the name of an action or variable. Would you say that the game is the same if it were reverted back near the end of a dynasty? Anyhow, ruleset formatting and variable names are a bit more abstract than everything else listed on this page so I understand where your are coming from now. [[User:Card|Card]] ([[User talk:Card|talk]]) 08:30, 28 October 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Comparison_of_action_systems&diff=12224Talk:Comparison of action systems2020-10-26T04:48:43Z<p>Card: /* Linked actions */</p>
<hr />
<div>==Historical examples==<br />
Might also be good to link to old rulesets to show examples of where we've used each of these. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:40, 14 August 2020 (UTC)<br />
<br />
== Linked actions ==<br />
<br />
Paging [[User:Card]]: are linked actions a meaningful modifier, if their only action-related pro is "This action usually inherits the pros and cons of whatever action triggers it" (which sounds like it means "doesn't fix anything")? Breaking out actions can be good for writing clearer rules, but this wiki page is more about what systems exist and what problems they have, than how best to write them down. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:05, 22 October 2020 (UTC)<br />
<br />
:i think that the action related con is what stands out more for this modifier. i reworded it. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:27, 22 October 2020 (UTC)<br />
<br />
::These tables will be useful if they end up as a list of Actions and Modifiers that we can hybridise into something where all of the negatives have been cancelled out. Modifiers with no "pro" effect (which would encompass a lot of things) feel like an unnecessary distraction from that; linked actions are useful as a concept, they just don't solve any inherent action-timing problems. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 08:44, 23 October 2020 (UTC)<br />
<br />
:::a page for fixing problems with action systems sounds nice and productive in nomic/game theory; however the title of this page is "Comparison of Action Systems" which doesn't imply any fixing. i came to this page to document actions systems/modifiers that exist and are used, not to attempt to fix them. wouldn't documenting actions that have mostly cons be useful in the fixing context anyhow in order to identify and substitute accepted replacements, if any? [[User:Card|Card]] ([[User talk:Card|talk]]) 04:48, 26 October 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Talk:Comparison_of_action_systems&diff=12164Talk:Comparison of action systems2020-10-22T19:27:30Z<p>Card: /* Linked actions */</p>
<hr />
<div>==Historical examples==<br />
Might also be good to link to old rulesets to show examples of where we've used each of these. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:40, 14 August 2020 (UTC)<br />
<br />
== Linked actions ==<br />
<br />
Paging [[User:Card]]: are linked actions a meaningful modifier, if their only action-related pro is "This action usually inherits the pros and cons of whatever action triggers it" (which sounds like it means "doesn't fix anything")? Breaking out actions can be good for writing clearer rules, but this wiki page is more about what systems exist and what problems they have, than how best to write them down. --[[User:Kevan|Kevan]] ([[User talk:Kevan|talk]]) 09:05, 22 October 2020 (UTC)<br />
<br />
i think that the action related con is what stands out more for this modifier. i reworded it. [[User:Card|Card]] ([[User talk:Card|talk]]) 19:27, 22 October 2020 (UTC)</div>Cardhttps://wiki.blognomic.com/index.php?title=Comparison_of_action_systems&diff=12163Comparison of action systems2020-10-22T19:26:18Z<p>Card: /* Action modifiers */</p>
<hr />
<div>This is a comparison of ways in which a BlogNomic dynasty can restrict the performance of actions, using a hypothetical example where the gameplay centres around the building of bricks. (It's assumed that the goal is to build a lot of bricks, but there are unseen other rules in place that make the exact time and method of <br />
this more nuanced.)<br />
<br />
This still needs expanding, feel free to add more examples, and more pros and cons for those already listed.<br />
<br />
__TOC__<br />
<br />
==Action timing==<br />
<br />
{| class="wikitable"<br />
! System !! Example rule !! Pros !! Cons !! As seen in<br />
|-<br />
| Daily actions<br />
|| ''"As a daily action, a player may build one brick."''<br />
||<br />
* '''Easy to understand''' how it works<br />
* '''Level playing field''': at any given point in the game, nobody is better at building than anyone else<br />
* '''Game noise''': Clear distinction between active and inactive players<br />
* '''Use-it-or-lose-it''' forces a decision<br />
||<br />
* Forces players to '''grind''', remembering to take the action every day<br />
* '''Advantages older players''' over newer ones: by the end of the game, they will have had more chances to build bricks<br />
* '''Stalemate''': Often pushes players to take the action as late as possible in the day, so that others have less time to react to it, and they have more time to react to other players<br />
||<br />
|-<br />
| Weekly actions<br />
|| ''"As a weekly action, a player may build seven bricks."''<br />
||<br />
* '''Easy to understand'''<br />
* '''Level playing field'''<br />
* '''Some game noise''': Still some distinction between active and inactive players<br />
* '''Use-it-or-lose-it'''<br />
||<br />
* '''Advantages older players'''<br />
* Still some '''grind'''<br />
* '''Stalemate''': Pushes players to take the action as late as possible in the week<br />
* '''Some game silence''': Hard to tell (early in the week) if other players are biding their time, or bored<br />
||<br />
|-<br />
| Weekly topup<br />
|| ''"At the start of the week, each player gains seven bricks. A player may build a brick at any time."''<br />
||<br />
* Some distinction between active and inactive players<br />
||<br />
* '''Advantages older players'''<br />
* Still some '''grind'''<br />
* '''Stalemate:''' Pushes players to take all seven actions as late as possible in the week<br />
* '''Game silence''': Patience and boredom broadly indistinguishable<br />
* Encourages '''stockpiling'''<br />
||<br />
|-<br />
| Currency<br />
||''"At any time, a player may pay a coin to buy and build a brick."'' (Other game rules output coins in a complex way.)<br />
||<br />
* '''Visible status''': Easy to see how prepared each player is to take build actions<br />
||<br />
* Still '''advantages older players''' over newer ones, but easier to balance<br />
* '''Stalemate''': Players with coins may wait to see what others do, before spending their own<br />
||<br />
|-<br />
| Finite personal resource<br />
||''"Players start with 50 bricks each. At any time, a player may build one of their bricks."'' (Rules generally do not output additional bricks.)<br />
||<br />
* '''Level playing field''': Newer and older players start with the same mechanical budget<br />
* '''Game noise''': Bursts of game activity can happen at any time during the day or week<br />
||<br />
* '''Stockpiling''': May require a mechanic that pushes players to invest their bricks over time (eg. auctions, where you spend bricks to gain something else of value).<br />
* The context that brick exist in differ between older and newer players, which may bonus or penalize one or the other.<br />
* '''Newcomer advantage''': Can give too much power to newer players, late in the game<br />
|| [[Ruleset 147#Bankroll]] (?)<br />
|-<br />
| Finite shared resource<br />
||''"The group starts with 250 bricks. At any time, a player may take one of the group's bricks and build it."''<br />
||<br />
* '''Game noise''': Bursts of game activity can happen at any time during the day or week<br />
* '''Use-it-or-lose-it''': Encourages players to act sooner rather than later<br />
||<br />
* Tragedy of the Commons: needs balances to stop a bad actor from emptying the pool in one go<br />
|-<br />
| Turn-based<br />
||''"The active player may build a brick at any time. It then becomes the turn of the next player."''<br />
||<br />
* No '''race''' condition; there is no advantage in reacting quickly<br />
||<br />
* Needs rule machinery to handle the turn sequence, and inactive players<br />
* With a static queue, later players are able to copy good moves from earlier players; may also be an advantage to being immediately after a careless player<br />
* Lots of downtime, very slow-moving<br />
* Ruleset changes coming mid-round can create a fairness issue, or require delaying mechanisms<br />
|| [[Ruleset 155#Crates]], <br/>[[Ruleset 182#Turns]], <br/>[[Ruleset 172#Battle_Actions]], <br/>[[Ruleset_167#Bidding_Queue]]<br />
|-<br />
| Simultaneous reveal<br />
||''"Players submit build orders secretly to the Emperor. As a weekly action, the Emperor applies all submitted orders."''<br />
||<br />
* No '''race''' condition<br />
* Actions do not depend on other players' earlier actions<br />
||<br />
* '''Complex'''<br />
* Players may forget to submit orders<br />
* '''Needs Emperor moderation''': complex resolution systems can become a [[Avoiding_Dead_Ends#Complex_Update_Actions|dead end]]<br />
|| [[Ruleset 120#Notes]], <br/>[[Ruleset 169#The_Watch]]<br />
|-<br />
| Date-based income<br />
||''"Players have as many bricks as the numerical difference between the start date and today. They can build a brick by increasing their personal start date."''<br />
||<br />
* Eliminates '''grind''', as gains are automatic.<br />
* No '''advantage to older players''', as new players can catch up.<br />
||<br />
* '''Stalemate'''<br />
* Encourages '''stockpiling''' of time<br />
|| [[Ruleset 170#Workdays]]<br />
|-<br />
| Infinite<br />
||''"A player may build a brick at any time."''<br />
||<br />
* Easy to understand and implement.<br />
* No '''advantage to older players''': any player can take this action however much they want at any time.<br />
||<br />
* Risk of '''game silence''' while players wait for the ideal moment to perform the actions.<br />
* Encourages '''burst activity''', where nothing happens for a while and then everything happens.<br />
* The gained resource can become [[BlogNomic Jargon|fool's gold]].<br />
* Can possibly turn into a '''race''': having the amount of built bricks unknown until the moment having bricks is useful to the player.<br />
|-<br />
|}<br />
<br />
==Action modifiers==<br />
<br />
Modifying how the action is performed can mitigate some of the downsides in the above table.<br />
<br />
{| class="wikitable"<br />
! Modifier!! Example rule !! Pros !! Cons !! As seen in<br />
|-<br />
| Downside<br />
|| ''"Whenever a player builds a brick, the wolf attacks them."''<br />
||<br />
* Removes '''grind''', if the downside is enough that players will not always want to take the action.<br />
* Can reduce an '''advantage to older players''' by having the downside affect them more than it affects new players.<br />
||<br />
* If the downside is currency-like, it may introduce the downsides of currency ('''advantages older players''' and '''stalemate''').<br />
||<br />
|-<br />
| First-mover advantage<br />
|| ''"The first player to build each round build 10 bricks, the next 9, etc."''<br />
||<br />
* Reduces '''stalemate'''.<br />
||<br />
* Can be difficult to balance; too much of an advantage and it becomes a '''race''' to take the action.<br />
|| <br />
|-<br />
| Randomly determined<br />
|| ''"As an X action, a player rolls a die and builds that many bricks."''<br />
||<br />
* Reduces the '''advantage to older players''', if newer players with luckier rolls can catch up.<br />
||<br />
* Introduces chance which may favor certain players regardless of their skill.<br />
||<br />
|-<br />
| Resource cap<br />
|| ''"A player has a pool of up to 10 bricks to build with, and gains 7 per week."''<br />
||<br />
* Prevents '''stockpiling'''<br />
* '''Use-it-or-lose-it''' forces a decision<br />
||<br />
* Disadvantages less active players, who may (even if they only miss a few days of play) fall behind.<br />
* The maximum stockpile allowable might be limiting to engaging gameplay.<br />
||<br />
|-<br />
| Cost actions by frequency<br />
|| ''"A player may build a brick at any time but must pay one additional brick for each brick they've built today."''<br />
||<br />
* Lessens '''burst activity''', because bursting is expensive.<br />
* Adds '''game noise''' by encouraging players to do something every day.<br />
||<br />
* Hard to keep track of.<br />
* Can reintroduce the '''grind''' and '''stalemate''' of daily actions.<br />
||<br />
|-<br />
| Linked actions <br />
|| ''"When a player does X they may also build a brick."''<br />
''"When a player does X they may build a brick or ..."''<br />
||<br />
* This action usually inherits the pros and cons of whatever action triggers it.<br />
||<br />
* Can overload actions and fragment what the host action does across the whole ruleset, which can make it take longer for players to know all of their options when taking that action.<br />
|| Specifically the "Craction" from [[Ruleset_155#Crates]]<br />
|-<br />
|}<br />
<br />
==Combined examples==<br />
<br />
* Weekly topup + resource cap = [[Ruleset 181#Stamina]]<br />
* Weekly actions (where a week = 96 hours) + first-mover advantage = [[Ruleset 182#Natural_Monuments]]<br />
<br />
[[Category:Essays]]</div>Cardhttps://wiki.blognomic.com/index.php?title=BlogNomic_Jargon&diff=12140BlogNomic Jargon2020-10-22T05:30:39Z<p>Card: /* Abbreviations and Informal Terms */</p>
<hr />
<div>An explaination of some terms one will likely encounter here at Blognomic -- including several that are not officially defined under the authority of the Ruleset, but which are in common usage nonetheless.<br />
<br />
==Technical Terms==<br />
<br />
;Call for Judgement: CfJ for short. A post which may be made by any player to fix any sort of problem with the game. Basically, all players vote FOR or AGAINST it, and the majority wins (see [[Ruleset|the Ruleset]] for specific details). It may not say so explicitly in the Ruleset, but we are careful to always preserve the right of any player to make (or vote on) a CfJ.<br />
<br />
;Counted Vote: Usually, when you vote multiple times on the same item (e.g. a Proposal) only the most recent one counts. Going idle also causes your votes to no longer count.<br />
<br />
;Declaration of Victory: DoV for short. The post you make when you believe you have achieved victory. Making such a post puts the game into Hiatus (i.e., the Hiatus begins as soon as the DoV is made, during the voting period in which the other players decide whether Victory has really been achieved). Get enough FOR votes on your DoV and you get to choose the next Emperor. If the DoV fails then the Hiatus ends and the game continues.<br />
<br />
;Dynasty: when a player achieves victory here at Blognomic, the game doesn't end; the winner simply chooses someone (usually themself) to begin a new Dynasty. Typically, a new Dynasty means that the game is about to take a large thematic change of direction. All or most of the previous Dynastic Rules are usually repealed, and we tend to resist making new rules which are too similar to ones we've repealed.<br />
<br />
;Effective vote comment (EVC): The comment to a blog post containing the comment-author's counted vote. Used in some proposal (eg. "If at least half of the EVCs on this post contain the phrase 'I eat bananas', then reduce all players' bananas by 3.") Thus, if a given player votes twice on a particular proposal (say, :AGAINST: and, per a subsequent comment, :FOR:), only the _second_ comment counts as that player's EVC on that proposal since it contains the vote that actually matters.<br />
<br />
;Enactment: Technically, this term only applies to the passage of a Proposal, but we sometimes informally say that a Call for Judement or a Declaration of Victory has been "Enacted".<br />
<br />
;Gamestate: Intuitively, the Gamestate simply consists all the stuff that's actually part of the game itself. The technical definition from the Ruleset is currently "any information which the Ruleset regulates the alteration of." Proposals, votes, GNDT values, requests to idle, the list of players found on the sidebar, and the Ruleset itself all count as part of the Gamestate.<br />
<br />
;Generic Nomic Data Tracker: GNDT for short. Formerly used to track the current gamestate (although nowadays, we use this wiki). The GNDT was found at http://blognomic.com/gndt/generic.cgi?nomic=blog<br />
<br />
;Hiatus: When a player posts a Declaration of Victory, the game goes into a Hiatus. Roughly speaking, nothing is allowed to happen during a Hiatus except for creating and voting on CfJ's or DoV's (see [[Ruleset|the Ruleset]] for specific details). <br />
<br />
;Metadynasty: A Dynasty with no Emperor figure. The core rules do not require an Emperor to function, and it is occasionally proposed that a failing dynasty be ended and replaced with a Metadynasty.<br />
<br />
;Ruleset: Pretty much the ultimate authority of Blognomic. We all obey the Ruleset because it says we have to (usually in its first sentence). The current Ruleset is always on the [[Ruleset]] page of the wiki.<br />
<br />
;Self-kill (verb): to vote against one's own Proposal; if a proposal has an against vote from its creator, it will automatically fail<br />
<br />
;Spivak pronouns: Many English speakers use "they", "them", "their", "theirs", and "themself" to refer to a single person (especially when they don't want to specify gender), although these are technically plural pronouns. Just drop the "th" from each of those terms (and the "y" from "they") to get the Spivak prounouns to use in place of singular gendered pronouns (he/she, him/her, his/her, his/hers, and himself/herself). ''At the time of writing (March 2009), BlogNomic does not use or encourage Spivak.''<br />
<br />
;Vote (noun): When you vote, the actual voting icon you use (and its interpretation, e.g. FOR or AGAINST) is called your vote. Informally, you might refer to the entire comment that contains your vote as your "vote", but sometimes rules are worded in such a way as to make the distinction between the "vote" and the "comment".<br />
<br />
;Vote (verb): to use one of the voting icons, at an appropriate time. Typically, voting is only done on Proposals, Calls for Judgement, and Declarations of Victory.<br />
<br />
==Abbreviations and Informal Terms==<br />
<br />
:''See also: [[Plays]]''<br />
<br />
;Admin Advantage: The mechanical advantage an admin has over a non-admin player, especially in regards to performing timing scams (because they possess enactment, failing, etc powers).<br />
:''In the Mornington Crescent dynasty, Lilomar deliberately enacted a [https://blognomic.com/archive/checkers "create a new rule" proposal] in a legal but perverse way that added a new rule halfway through the ruleset, changing some rule numbers and preventing a proposal later in the queue from having any effect, to Lilomar's own advantage.''<br />
;Cabal: An (often secret) alliance of players with a common goal.<br />
;CoV: Change of Vote -- used to make it easier for admins to count the votes by reminding them that they should ignore your earlier votes.<br />
;CfJ: Call for Judgement<br />
;CfP: Call for Proposal -- used to convey that you think that a CfJ should have been a Proposal; not often used.<br />
;Coin-flip victory: Two or more players agreeing to assist one of their number to victory, in exchange for that player promising to randomly select a member of the group to pass the victory mantle to. (If two players both feel that they have a lower-than-50% chance of winning alone, working together for an exactly 50% chance of victory can make some sense.)<br />
:''Example: In the Second Dynasty of Brendan, [https://blognomic.com/archive/idle_zombies two zombie players idled] so that the third zombie could [https://blognomic.com/?URL=https%3A%2F%2Fblognomic.com%2Farchive%2Fi_graduate trigger the "last remaining zombie" victory condition].''<br />
;DoV: Declaration of Victory<br />
;EAV: Explicit Author Vote -- used when an author votes FOR on their own proposal even though they already had an implicit FOR vote on it (e.g. so that they can place an EVC). Has a similar purpose to CoV.<br />
;Emperor: A generic name for the player who heads a Dynasty, regardless of what their actual title is. Their role is to encourage people to participate and guide the direction of the dynasty when required; traditionally the first proposal of a dynasty is from the Emperor setting up the game. Sometimes there is no emperor, and only once has there been two emperors. Emperors have unique "veto" power where they can negate a rule with a single vote if they wish to, and they cannot declare victory in their own dynasties.<br />
;Fool's Gold: A resource which is stockpiled by a minority of players before any use is proposed for it, meaning that the majority will probably never want to give it a use.<br />
;G-Man: A type of rule that states the Emperor is not a regular player for the purposes of the dynastic ruleset. G-Man rules are fairly common - since the Emperor can't win the game and has a lot of influence over which proposals enact, it doesn't always make sense for them to take part in the dynastic game directly. Nowadays, the Special Case Rule "Dynastic Distance" is normally used for this purpose.<br />
;GNDT: Generic Nomic Data Tracker. A new defunct tracker that was embedded in the sidebar in the same way that the wikipages now are but only had the ability to show a single table of each active player or perform die rolls. It was in use by Blognomic for 10+ years.<br />
;Greentick: The "FOR" icon. (https://blognomic.com/images/vote/for.gif)<br />
;Grinding: A game mechanic can be considered a "grind" if there is never any reason ''not'' to use it, beyond (usually) a time restriction on how frequently it can be used. For example; "as a daily action, a player may gain 1 point". Since the outcome is always positive, there is no decision to be made and the mechanic simply becomes a chore that players must remember to do (and which they are penalised for if they miss a day and lag behind).<br />
;Mantle: Handing on the role of Emperor (or equivalent) to another player following victory, in a situation where the winner does not wish to lead the next dynasty, is known as "passing the mantle".<br />
;Meatpuppet: Real life person whose nomic actions are in control of another player.<br />
:''Example: In The First Dynasty of ais523, Bucky suspected that DDA was [https://wiki.blognomic.com/index.php?title=The_First_Dynasty_of_ais523 "employing metapuppets from outside the nomic"]''<br />
;Protosal: An (often vague) idea for a proposal which has been made as a non-proposal post in order to elicit feedback before asking players to vote on an actual proposal version. Some players [[Protosals Considered Harmful|don't like them]].<br />
;Rider: An additional feature that a proposal does which has little to no relation to other portions of the proposal, often applying a small fix that may not be worth its own proposal. Useful riders put players under slight pressure to support the whole proposal.<br />
;S/K: Self-kill<br />
;Stub: Incomplete and often function-less proposal, designed to be expanded by other proposals (typically from other players).</div>Cardhttps://wiki.blognomic.com/index.php?title=BlogNomic_Jargon&diff=12139BlogNomic Jargon2020-10-22T05:29:17Z<p>Card: /* Abbreviations and Informal Terms */ clarifying that the GNDT is no longer in use</p>
<hr />
<div>An explaination of some terms one will likely encounter here at Blognomic -- including several that are not officially defined under the authority of the Ruleset, but which are in common usage nonetheless.<br />
<br />
==Technical Terms==<br />
<br />
;Call for Judgement: CfJ for short. A post which may be made by any player to fix any sort of problem with the game. Basically, all players vote FOR or AGAINST it, and the majority wins (see [[Ruleset|the Ruleset]] for specific details). It may not say so explicitly in the Ruleset, but we are careful to always preserve the right of any player to make (or vote on) a CfJ.<br />
<br />
;Counted Vote: Usually, when you vote multiple times on the same item (e.g. a Proposal) only the most recent one counts. Going idle also causes your votes to no longer count.<br />
<br />
;Declaration of Victory: DoV for short. The post you make when you believe you have achieved victory. Making such a post puts the game into Hiatus (i.e., the Hiatus begins as soon as the DoV is made, during the voting period in which the other players decide whether Victory has really been achieved). Get enough FOR votes on your DoV and you get to choose the next Emperor. If the DoV fails then the Hiatus ends and the game continues.<br />
<br />
;Dynasty: when a player achieves victory here at Blognomic, the game doesn't end; the winner simply chooses someone (usually themself) to begin a new Dynasty. Typically, a new Dynasty means that the game is about to take a large thematic change of direction. All or most of the previous Dynastic Rules are usually repealed, and we tend to resist making new rules which are too similar to ones we've repealed.<br />
<br />
;Effective vote comment (EVC): The comment to a blog post containing the comment-author's counted vote. Used in some proposal (eg. "If at least half of the EVCs on this post contain the phrase 'I eat bananas', then reduce all players' bananas by 3.") Thus, if a given player votes twice on a particular proposal (say, :AGAINST: and, per a subsequent comment, :FOR:), only the _second_ comment counts as that player's EVC on that proposal since it contains the vote that actually matters.<br />
<br />
;Enactment: Technically, this term only applies to the passage of a Proposal, but we sometimes informally say that a Call for Judement or a Declaration of Victory has been "Enacted".<br />
<br />
;Gamestate: Intuitively, the Gamestate simply consists all the stuff that's actually part of the game itself. The technical definition from the Ruleset is currently "any information which the Ruleset regulates the alteration of." Proposals, votes, GNDT values, requests to idle, the list of players found on the sidebar, and the Ruleset itself all count as part of the Gamestate.<br />
<br />
;Generic Nomic Data Tracker: GNDT for short. Formerly used to track the current gamestate (although nowadays, we use this wiki). The GNDT was found at http://blognomic.com/gndt/generic.cgi?nomic=blog<br />
<br />
;Hiatus: When a player posts a Declaration of Victory, the game goes into a Hiatus. Roughly speaking, nothing is allowed to happen during a Hiatus except for creating and voting on CfJ's or DoV's (see [[Ruleset|the Ruleset]] for specific details). <br />
<br />
;Metadynasty: A Dynasty with no Emperor figure. The core rules do not require an Emperor to function, and it is occasionally proposed that a failing dynasty be ended and replaced with a Metadynasty.<br />
<br />
;Ruleset: Pretty much the ultimate authority of Blognomic. We all obey the Ruleset because it says we have to (usually in its first sentence). The current Ruleset is always on the [[Ruleset]] page of the wiki.<br />
<br />
;Self-kill (verb): to vote against one's own Proposal; if a proposal has an against vote from its creator, it will automatically fail<br />
<br />
;Spivak pronouns: Many English speakers use "they", "them", "their", "theirs", and "themself" to refer to a single person (especially when they don't want to specify gender), although these are technically plural pronouns. Just drop the "th" from each of those terms (and the "y" from "they") to get the Spivak prounouns to use in place of singular gendered pronouns (he/she, him/her, his/her, his/hers, and himself/herself). ''At the time of writing (March 2009), BlogNomic does not use or encourage Spivak.''<br />
<br />
;Vote (noun): When you vote, the actual voting icon you use (and its interpretation, e.g. FOR or AGAINST) is called your vote. Informally, you might refer to the entire comment that contains your vote as your "vote", but sometimes rules are worded in such a way as to make the distinction between the "vote" and the "comment".<br />
<br />
;Vote (verb): to use one of the voting icons, at an appropriate time. Typically, voting is only done on Proposals, Calls for Judgement, and Declarations of Victory.<br />
<br />
==Abbreviations and Informal Terms==<br />
<br />
:''See also: [[Plays]]''<br />
<br />
;Admin Advantage: The mechanical advantage an admin has over a non-admin player, especially in regards to performing timing scams (because they possess enactment, failing, etc powers).<br />
:''In the Mornington Crescent dynasty, Lilomar deliberately enacted a [https://blognomic.com/archive/checkers "create a new rule" proposal] in a legal but perverse way that added a new rule halfway through the ruleset, changing some rule numbers and preventing a proposal later in the queue from having any effect, to Lilomar's own advantage.''<br />
;Cabal: An (often secret) alliance of players with a common goal.<br />
;CoV: Change of Vote -- used to make it easier for admins to count the votes by reminding them that they should ignore your earlier votes.<br />
;CfJ: Call for Judgement<br />
;CfP: Call for Proposal -- used to convey that you think that a CfJ should have been a Proposal; not often used.<br />
;Coin-flip victory: Two or more players agreeing to assist one of their number to victory, in exchange for that player promising to randomly select a member of the group to pass the victory mantle to. (If two players both feel that they have a lower-than-50% chance of winning alone, working together for an exactly 50% chance of victory can make some sense.)<br />
:''Example: In the Second Dynasty of Brendan, [https://blognomic.com/archive/idle_zombies two zombie players idled] so that the third zombie could [https://blognomic.com/?URL=https%3A%2F%2Fblognomic.com%2Farchive%2Fi_graduate trigger the "last remaining zombie" victory condition].''<br />
;DoV: Declaration of Victory<br />
;EAV: Explicit Author Vote -- used when an author votes FOR on their own proposal even though they already had an implicit FOR vote on it (e.g. so that they can place an EVC). Has a similar purpose to CoV.<br />
;Emperor: A generic name for the player who heads a Dynasty, regardless of what their actual title is. Their role is to encourage people to participate and guide the direction of the dynasty when required; traditionally the first proposal of a dynasty is from the Emperor setting up the game. Sometimes there is no emperor, and only once has there been two emperors. Emperors have unique "veto" power where they can negate a rule with a single vote if they wish to, and they cannot declare victory in their own dynasties.<br />
;Fool's Gold: A resource which is stockpiled by a minority of players before any use is proposed for it, meaning that the majority will probably never want to give it a use.<br />
;G-Man: A type of rule that states the Emperor is not a regular player for the purposes of the dynastic ruleset. G-Man rules are fairly common - since the Emperor can't win the game and has a lot of influence over which proposals enact, it doesn't always make sense for them to take part in the dynastic game directly. Nowadays, the Special Case Rule "Dynastic Distance" is normally used for this purpose.<br />
;GNDT: Generic Nomic Data Tracker. A new defunct tracker that was embedded in the sidebar in the same way that the wikipages now are. It was in use by Blognomic for 10+ years.<br />
;Greentick: The "FOR" icon. (https://blognomic.com/images/vote/for.gif)<br />
;Grinding: A game mechanic can be considered a "grind" if there is never any reason ''not'' to use it, beyond (usually) a time restriction on how frequently it can be used. For example; "as a daily action, a player may gain 1 point". Since the outcome is always positive, there is no decision to be made and the mechanic simply becomes a chore that players must remember to do (and which they are penalised for if they miss a day and lag behind).<br />
;Mantle: Handing on the role of Emperor (or equivalent) to another player following victory, in a situation where the winner does not wish to lead the next dynasty, is known as "passing the mantle".<br />
;Meatpuppet: Real life person whose nomic actions are in control of another player.<br />
:''Example: In The First Dynasty of ais523, Bucky suspected that DDA was [https://wiki.blognomic.com/index.php?title=The_First_Dynasty_of_ais523 "employing metapuppets from outside the nomic"]''<br />
;Protosal: An (often vague) idea for a proposal which has been made as a non-proposal post in order to elicit feedback before asking players to vote on an actual proposal version. Some players [[Protosals Considered Harmful|don't like them]].<br />
;Rider: An additional feature that a proposal does which has little to no relation to other portions of the proposal, often applying a small fix that may not be worth its own proposal. Useful riders put players under slight pressure to support the whole proposal.<br />
;S/K: Self-kill<br />
;Stub: Incomplete and often function-less proposal, designed to be expanded by other proposals (typically from other players).</div>Cardhttps://wiki.blognomic.com/index.php?title=Mosaic&diff=12138Mosaic2020-10-22T05:14:05Z<p>Card: updating the fact that the tools are tracked on this page and increasing my turns by 5</p>
<hr />
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| color11-1=white|content11-1=| | color11-2=white|content11-2=| | color11-3=white|content11-3=| | color11-4=white|content11-4=| | color11-5=white|content11-5=| | color11-6=white|content11-6=| | color11-7=white|content11-7=| | color11-8=white|content11-8=| | color11-9=white|content11-9=| | color11-10=white|content11-10=| | color11-11=white|content11-11=| | color11-12=white|content11-12=| | color11-13=white|content11-13=| | color11-14=white|content11-14=| | color11-15=white|content11-15=| | color11-16=white|content11-16=| | color11-17=white|content11-17=| | color11-18=white|content11-18=| | color11-19=white|content11-19=| | color11-20=white|content11-20=|<br />
| color12-1=white|content12-1=| | color12-2=white|content12-2=| | color12-3=white|content12-3=| | color12-4=white|content12-4=| | color12-5=white|content12-5=| | color12-6=white|content12-6=| | color12-7=white|content12-7=| | color12-8=white|content12-8=| | color12-9=white|content12-9=| | color12-10=white|content12-10=| | color12-11=white|content12-11=| | color12-12=white|content12-12=| | color12-13=white|content12-13=| | color12-14=white|content12-14=| | color12-15=white|content12-15=| | color12-16=white|content12-16=| | color12-17=white|content12-17=| | color12-18=white|content12-18=| | color12-19=white|content12-19=| | color12-20=white|content12-20=|<br />
| color13-1=white|content13-1=| | color13-2=white|content13-2=| | color13-3=white|content13-3=| | color13-4=white|content13-4=| | color13-5=white|content13-5=| | color13-6=white|content13-6=| | color13-7=white|content13-7=| | color13-8=white|content13-8=| | color13-9=white|content13-9=| | color13-10=white|content13-10=| | color13-11=white|content13-11=| | color13-12=white|content13-12=| | color13-13=white|content13-13=| | color13-14=white|content13-14=| | color13-15=white|content13-15=| | color13-16=white|content13-16=| | color13-17=white|content13-17=| | color13-18=white|content13-18=| | color13-19=white|content13-19=| | color13-20=white|content13-20=|<br />
| color14-1=white|content14-1=| | color14-2=white|content14-2=| | color14-3=white|content14-3=| | color14-4=white|content14-4=| | color14-5=white|content14-5=| | color14-6=white|content14-6=| | color14-7=white|content14-7=| | color14-8=white|content14-8=| | color14-9=white|content14-9=| | color14-10=white|content14-10=| | color14-11=white|content14-11=| | color14-12=white|content14-12=| | color14-13=white|content14-13=| | color14-14=white|content14-14=| | color14-15=white|content14-15=| | color14-16=white|content14-16=| | color14-17=white|content14-17=| | color14-18=white|content14-18=| | color14-19=white|content14-19=| | color14-20=white|content14-20=|<br />
| color15-1=white|content15-1=| | color15-2=white|content15-2=| | color15-3=white|content15-3=| | color15-4=white|content15-4=| | color15-5=white|content15-5=| | color15-6=white|content15-6=| | color15-7=white|content15-7=| | color15-8=white|content15-8=| | color15-9=white|content15-9=| | color15-10=white|content15-10=| | color15-11=white|content15-11=| | color15-12=white|content15-12=| | color15-13=white|content15-13=| | color15-14=white|content15-14=| | color15-15=white|content15-15=| | color15-16=white|content15-16=| | color15-17=white|content15-17=| | color15-18=white|content15-18=| | color15-19=white|content15-19=| | color15-20=white|content15-20=|<br />
| color16-1=white|content16-1=| | color16-2=white|content16-2=| | color16-3=white|content16-3=| | color16-4=white|content16-4=| | color16-5=white|content16-5=| | color16-6=white|content16-6=| | color16-7=white|content16-7=| | color16-8=white|content16-8=| | color16-9=white|content16-9=| | color16-10=white|content16-10=| | color16-11=white|content16-11=| | color16-12=white|content16-12=| | color16-13=white|content16-13=| | color16-14=white|content16-14=| | color16-15=white|content16-15=| | color16-16=white|content16-16=| | color16-17=white|content16-17=| | color16-18=white|content16-18=| | color16-19=white|content16-19=| | color16-20=white|content16-20=|<br />
| color17-1=white|content17-1=| | color17-2=white|content17-2=| | color17-3=white|content17-3=| | color17-4=white|content17-4=| | color17-5=white|content17-5=| | color17-6=white|content17-6=| | color17-7=white|content17-7=| | color17-8=white|content17-8=| | color17-9=white|content17-9=| | color17-10=white|content17-10=| | color17-11=white|content17-11=| | color17-12=white|content17-12=| | color17-13=white|content17-13=| | color17-14=white|content17-14=| | color17-15=white|content17-15=| | color17-16=white|content17-16=| | color17-17=white|content17-17=| | color17-18=white|content17-18=| | color17-19=white|content17-19=| | color17-20=white|content17-20=|<br />
| color18-1=white|content18-1=| | color18-2=white|content18-2=| | color18-3=white|content18-3=| | color18-4=white|content18-4=| | color18-5=white|content18-5=| | color18-6=white|content18-6=| | color18-7=white|content18-7=| | color18-8=white|content18-8=| | color18-9=white|content18-9=| | color18-10=white|content18-10=| | color18-11=white|content18-11=| | color18-12=white|content18-12=| | color18-13=white|content18-13=| | color18-14=white|content18-14=| | color18-15=white|content18-15=| | color18-16=white|content18-16=| | color18-17=white|content18-17=| | color18-18=white|content18-18=| | color18-19=white|content18-19=| | color18-20=white|content18-20=|<br />
| color19-1=red|content19-1=| | color19-2=white|content19-2=| | color19-3=white|content19-3=| | color19-4=white|content19-4=| | color19-5=white|content19-5=| | color19-6=white|content19-6=| | color19-7=white|content19-7=| | color19-8=white|content19-8=| | color19-9=white|content19-9=| | color19-10=white|content19-10=| | color19-11=white|content19-11=| | color19-12=white|content19-12=| | color19-13=white|content19-13=| | color19-14=white|content19-14=| | color19-15=white|content19-15=| | color19-16=white|content19-16=| | color19-17=white|content19-17=| | color19-18=white|content19-18=| | color19-19=white|content19-19=| | color19-20=white|content19-20=|<br />
| color20-1=red|content20-1=| | color20-2=white|content20-2=| | color20-3=white|content20-3=| | color20-4=white|content20-4=| | color20-5=white|content20-5=| | color20-6=white|content20-6=| | color20-7=white|content20-7=| | color20-8=white|content20-8=| | color20-9=white|content20-9=| | color20-10=white|content20-10=| | color20-11=white|content20-11=| | color20-12=white|content20-12=| | color20-13=white|content20-13=| | color20-14=white|content20-14=| | color20-15=white|content20-15=| | color20-16=white|content20-16=| | color20-17=white|content20-17=| | color20-18=white|content20-18=| | color20-19=gold|content20-19=| | color20-20=gold|content20-20=|<br />
}}<br />
<br />
{| class="wikitable sortable"<br />
|-<br />
! Name !! Turns !! Tool<br />
|-<br />
| Bais || 9 || -<br />
|-<br />
| card || 10 || -<br />
|-<br />
| Josh || 9 || -<br />
|-<br />
| Jumble || 5 || -<br />
|-<br />
| pokes || 10 || -<br />
|-<br />
| Publius Scribonius Scholasticus || 9 || -<br />
|-<br />
| Raven1207 || 9 || -<br />
|-<br />
| robotabc773 || 10 || -<br />
|}</div>Card