Rumble Print and Play

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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
Lizard DNA 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
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
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
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

Summary

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.

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.

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.

Basic Gameplay

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.

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.

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.

Allocation Phase

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.

   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.

When all the superheroes have decided how to spend their Energy they move on to the Reveal Phase.


Reveal Phase 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.

 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.


Resolution Phase

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.

   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.
   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.

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.)

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.

Superpowers

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.

Some simple example Powers:- Regeneration Raven Gain 3 Energy at the beginning of each round. Big, Gnashy Claws Sandy If you use no other Powers in a given round, add 20 to your Attack. Laser Eyes Kevan Spend 10 and choose a Hero: Do 5 unavoidable damage to that Hero. Precognition Ben You may choose how to put Energy into Attack or Defense after other people have revealed their choices.

Regeneration takes effect automatically at the start of each round.

Big, Gnashy Claws also happens automatically, but only if the Hero uses no other Powers during a round.

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.

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.

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.

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).

   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).
   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.)
   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.
Inventing and Gaining Powers

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.

(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.)

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.

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.

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.

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.)

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...

Keywords

There are a few useful terms that appear in the Power archive, and which you might want to use in your own Powers:

Burn

   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.)

Flaw

   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.

Power Strength

   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.")

Sidekick

   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. 

Drain

   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.

Activate

   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.

Exhaust

   Exhaust is like Activate but the cost can only be paid N or less time in the entire game.
Playing Online

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.

Some suggestions to keep things moving:-

   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.
   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.
   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.
   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.
   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.
Genre Variants

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:

   Giant Monster Rumble is similar to the Superhero setting; players are Monsters which spend Energy to obtain and activate Mutations.
   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.
   Hacker Rumble sees players hacking maliciously into one another's computer hardware; players run Systems, and spend Bits to install and activate Programs.
   Dungeon Rumble takes place in a fantasy dungeon setting, with players as adventurers. Superpowers become Objects, and Adventurers' Energy becomes Hit Points.
   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.
   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).
   Dinosaur Rumble is much the same as Giant Monster Rumble.
   Civilisation Rumble has rival nations assigning Attack and Defence to destroy rivals' Territory and maintain their own, with the help of Technologies.

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.