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Wild Cards: The Gameplay
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=Play methods= Well, there's a bit of a thing here. A game about Cards, folks feel like they ought to have some cards involved. But that doesn't work too well over IRC, which is where the playtesting has gone on. That means we have two systems worked out. ==Dice== Rolls are resolved by rolling a number of dice equal to your Suit Score for that given Suit. The Dealer may ask you to roll Hearts for a social encounter, Clubs when determining damage, Diamonds to determine who is quickest on the draw, or Spades to see if you managed to hit the enemy around the corner. If you're trying something and nobody's opposing you, the number you rolled is higher than the number that the Dealer decided on for the difficulty of the action, you succeed. If you're against a different character, then whoever rolls higher wins. Alternately, you may choose to roll a different score, if you think its appropriate. For example, a roll to intimidate somebody might use Clubs, rather than Hearts. A roll to see who is fasted might use Spades, due to luck, instead of Diamonds. While this is at the Dealer's discretion, it allows for a bit more flexibility when it comes to resolutions. ===Resolving Actions=== Players must roll over a certain number (as determined by the Dealer). If shooting at someone, being shot at, or using an action against someone, Players must roll over their opponent's roll. '''Example (Bandito dueling Desperado in Quick Draw)''' Bandito rolls Diamonds (3d6) *''4 + 5 + 1 = 10'' Desperado rolls Spades (2d6) *''5 + 6 = 11'' '''Desperado beats Bandito, Bandito takes 1 Wound and is out of commission.''' If both parties get the same number, a re-roll must be performed by both parties (using the same Suits). Bandito rolls Diamonds (3d6) *''4 + 5 + 2 = 11'' Desperado rolls Spades (2d6) *''5 + 6 = 11'' Re-roll Bandito rolls Diamonds (3d6) *''5 + 3 + 5 = 13'' Desperado rolls Spades (2d6) *''4 + 4 = 8'' '''Bandito beats Desperado, Desperado takes 1 Wound and has 5 Wounds remaining.''' ==Cards== Everybody gets a hand of seven cards. You play cards of the suit that corresponds to the action you're attempting to take. The Dealer may ask you to play Hearts for a social encounter, Clubs for resisting damage, Diamonds to determine who is quickest on the draw, or Spades to see if you managed to hit the enemy around the corner. You can't play more cards than you have points in their suit, but you can play less (such as if you don't have enough of the right suit, or you think you can meet the difficulty number with less than all of your cards, and want to save one for later). After playing your cards, draw some more until you have a full hand of seven again. Most cards correspond to a number. * Number cards - Their number * Jack - 11 * Queen - 12 * King - 13 Aces and Jokers work a little bit differently. If you play an Ace or a Joker, you automatically succeed. But if, in a contested action, you and your opponent both play an Ace or Joker, you can't both win. So instead, the Ace counts as 20, and the Joker counts as 25. Now, you'll notice that Jokers don't have suits. That's because Jokers are wild. You can play them with any suit. ===Drawing your Card=== The Dealer removes the Aces and Jokers from the deck, and each player draws one. The card drawn correlates to the Card that the character wields. Then all the cards go back in the deck and it gets shuffled. Players who want to play a certain suit or card should talk to the Dealer; however, stacking the deck to work with a player's character concept is left up to The Dealer's discretion. ===Conflict resolution examples=== Players must play cards over a certain number (as determined by the Dealer). If shooting at someone, being shot at, or using an action against someone, Players must draw cards with higher value than their opponent's cards. '''Example (Bandito dueling Desperado in Quick Draw)''' ''The Bandito whips out his gun and lets off a shot'' <br> Bandito plays Diamonds (3) *''7 + 6 + 3 = 16'' ''I shoot the sign above his head'' <br> Desperado plays Spades (2) *''7 + 8 = 15'' '''Bandito beats Desperado, Desperado takes 1 Wound and has 5 Wounds remaining.''' <br> ''He's too quick for you. His shot hits, and throws your aim.'' What if somebody has an Ace or a Joker? Well, that person wins, and can do an extra wound. So: ''The Bandito whips out his gun and lets off a shot'' <br> Bandito plays Diamonds (3) *''7 + 6 + 3 = 16'' ''I shoot the sign above his head'' <br> Desperado plays Black Joker *''7 + J = WIN'' '''Desperado beats Bandito, Bandito takes 1 Wound and is out of commission. Since there was an extra wound, Desperado may be allowed to use it on a different enemy, if his Dealer says it's okay. Bandito's Dealer does.''' <br> ''The sign falls on the Bandito's head, and my bullet ricochets to hit the Bandito's buddy.'' But if each person has an Ace or Joker, use the values as listed above (20 and 25, respectively), and proceed normally. ''The Bandito whips out is gun and lets off a shot'' <br> Bandito plays Diamonds (A) *''7 + A + 3 = 30'' ''I shoot the sign above his head'' <br> Desperado plays Red Joker *''7 + J = 32'' '''Desperado beats Bandito, Bandito takes 1 Wound and is out of commission.''' <br> ''The sign falls on the Bandito's head, knocking him out cold.'' ====Initiative==== If it matters who goes first on something, the characters involved resolve that as per normal, almost certainly using ♦Diamonds, as it is a speed issue. [[Variant Rule: Wild Cards: Hands]]
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