Rumble Print and Play
Contents
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 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.
Anyone is free to contribute directly on here, raise concerns or modifications on the Discussion page or by writing in the Notes section. Card (talk) 20:02, 19 November 2020 (UTC)
Style Guide
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.
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.
Powers themed after devices or complex equipment should likely have some type of Spend keyword or similar ability that can be activated.
Powers which are melee weapons, shield, innate characteristics or technical knowledge should likely be some sort of static effect.
Powers with ranged weapons or ranged offensive abilities, should likely have some type of limiting spend ability.
Set
Notes
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. --Card (talk) 20:02, 19 November 2020 (UTC)
Unsorted
Name | Aspect | Type | Effect | Author |
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Lizard DNA | 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 |
Galactic Helm | 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 |
Galactic Ray Gun | 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 |
Combat Training | Attacking, Persistent Effect | Normal | +10 damage to your Attacks. | card |
Wind Up Punch | Attacking | Normal | If you didn't Attack last round, double your Attacks this round. (Never works Round 1) | card |
Air Strike | Damage | Normal | Spend X: Deal X damage to each player. (This includes you) | card |
Shieldbreaker | Damage | Normal | If your Attack is greater than an opponent's Defense, your Attack ignores their Defense. | card |
Batman Captions | 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 |
Blood Rage | 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 |
Disagreeable When Angry | Energy Gain | Normal | The first time an Opponent Attacks you for 20 or more, gain 50 energy. | Kevan |
Quick Reflexes | 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. |
Expert Training | One Use, Alteration | Normal | When you win this Power, you may halve or double a single number, in any other Power you won. | Kevan |
Technical Training | Discount, Persistent Effect | Normal | Costs of Burn or Spend of powers you have are reduced by 5. | card |
Combat Roll | 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 |
Reflex Training | Defensive, Persistent Effect | Normal | +10 to your Defense. | card |
Flight | Defensive | Normal | Burn 5: All Attacks made by you and made against you are reduced to zero. | Kevan |
Green Gas Bombs | Defensive, Limited | Normal | Spend 5, Exhaust 3: +50 Defence. | Kevan |
Hyper Immune System | Defensive, Energy Gain | Normal | At the end of any round in which you lost energy, gain 10 Energy. | Kevan, slightly modified by card. |
Lightning Strike | 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. |
Meditation | Energy Gain | Normal | Spend 10: If no damage is dealt this round, gain 8 Energy. | Kevan |
Metal Tentacles | Delayed Effect | Normal | If you damage a Hero, they get -15 Defence next round (to a minimum of zero). | Kevan |
Tough Skin | Persistent Effect, Defensive | Normal | +20 to your Defence. | Kevan |
Perfect Balance | All In | Normal | If you Attack a single Hero and your Attack equals your Defence, +20 to each. | Kevan |
Plastic Ooze | Defensive | Normal | Spend 10: Any Hero who Attacked you this turn cannot Attack next turn. | Kevan |
Psuedonite | Global | Normal | At the end of each round, Heroes lose 5 Energy for each Power they possess. (Counts itself) | Kevan |
Weak Hands | 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 |
Zypher | Reactive | Normal | Drain 10: choose a power that targets you and change its target. | card |
Lighten Load | 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 |
Alternate Universe | 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 |
Lazer Eyes | Target, Damage | Normal | Spend 10 and choose a Hero: that Hero takes 10+ damage from each source this round. | card |
Hypnotism | 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 |
Doomsday Device | 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 |
Hidden Clone | Revive | Normal | If you would die you instead discard this power and have your energy set to 50. | card |
Barter With Fate | Retroactive | Normal | During the Reveal phase you may discard a power to prevent all damage which would be dealt to you. | card |
Javalin | 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 |
Pure Energy Being | Energy Gain, Bidding Game | Normal | If you win this power, you gain energy equal to half of the energy bid on all powers. | card |
Friends With Death | Win | Normal | At the end of each round, if you have 5 or less energy, you win the game. | card |
Clockwork Being | Impervious | Normal | You can't lose the game. On the 12th round, discard this power and lose the game. | card |
Intermediate
Name | Aspect | Type | Effect | Author |
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Bomberman | Damage, Revive | Normal | When you die, deal 30 damage to each player and then revive with 1 energy and discard this power. | card |
Disarming Strike | 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 |
Sharp Knives | 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 |
Sidekick | 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 |
Ninja Training | 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 |
Advanced
Name | Aspect | Type | Effect | Author |
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Psionic Head Exploding Rays | 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 |
Brainswap | 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 |
Rules Page
Notes
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. Card (talk) 20:02, 19 November 2020 (UTC)
Rules
ExpandSummary |
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ExpandBasic Gameplay |
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ExpandSuperpowers |
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ExpandInventing and Gaining Powers |
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ExpandKeywords |
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ExpandPlaying Online |
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ExpandGenre Variants |
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