Wild Cards: The Gameplay: Difference between revisions

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'''Dealer's Game'''
'''Wildcards Basic'''


''(Rules from one of the successful Wild Cards games)''
''(A note: these rules are based on my own interpretation of the Suits.  Other Dealers may change them at their own discretion, such as reverting them back to their original in-universe meanings in the greater Wild Cards canon.)''


Hard and Fast rules (for starting at lvl 1):
Rolls need either 1, 2, or 3 d6s
Players spread 7 points between 4 stats, which correspond to the suits (each suit has different stuff associated with it, like brawn, brains, charisma, luck, etc.)
End result means 7 points distributed, with no more than 3 and no less than 1 in any given stat.
Suit of player's card adds a +1 to the stat associated with its suit.


Belladonna's character:
Rules for starting out at Level 1
Hearts: 2 (+1 due to Gun Suit)
Spades: 2
Clubs: 1
Diamonds: 2


If you need to roll dice, describe what you're doing and roll the number of d6 your score is. Trying to schmooze your way out of a gunfight? Roll Hearts. Want to see if you're quick enough to run away? Roll Diamonds. Power through? Clubs. Try your luck at dodging? Roll Spades.
The Suits:
-Spades...this suit is best for Trick-Shooting, Luck, and Accuracy
-Clubs....this suit is best for raw, unbridled power
-Hearts...this suit is best for indirect effects and force of personality
-Diamonds.this suit is best for speed-shooting and putting out a hail of bullets


Other suits can be used for inappropriate rolls or rolls where they might make some sense (intimidating with Spades, as one example), but generally you'll use whatever score is most appropriate.
All players begin with 7 Suit Points, which they may place as they see fit (though a score cannot be higher than 3 or lower than 1 for any given Suit).


I worked out Health as being your main Suit + Club Suit level.
Sample Character:


Combat is handled as just mostly free-form, with rolls to either activate your Gun's powers or to pull something off.
Desperado
Spades....2
Clubs.....2
Hearts....1
Diamonds..2


Out of combat tasks, just free-form it, with a roll using whatever suit is appropriate if you want a better than average result. (Clubs for strength, Hearts for smooth-talking, etc.). Suits can also be used for other tasks if you can justify it (Clubs to intimidate somebody instead of Hearts, Diamonds for accuracy as opposed to Spades, etc.)
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.
 
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.
 
A character's Gun is determined by rolling 1d12+1 (which negates the chance of rolling an Ace).
 
The following table is used to determine the Gun's Number:
 
1.....Ace*
2.....2
3.....3
4.....4
5.....5
6.....6
7.....7
8.....8
9.....9
10....10
11....Jack
12....Queen
12+1..King
N/A...Red/Black Joker*
 
*(Note: Jokers and Aces are intended to be on a whole different plane of power from that of normal Cards.  Allowing players to use them may have a high risk of unbalancing the game.)
 
A Gun's suit is determined in a similar manner by rolling 1d4.
 
The following table is used to determine the Gun's Suit.
 
1...Hearts
2...Spades
3...Clubs
4...Diamonds
 
Alternately, the Dealer may choose to allow players to choose their own Suit/Number, if they so wish, though this option is at the Dealer's discretion.
 
A player receives a +1 Die bonus to whatever suit his gun is connected to. 
 
Example (assuming Desperado has rolled the 6 of Clubs):
 
Desperado
Spades....2...= 2
Clubs.....2+1 = 3
Hearts....1...= 1
Diamonds..2...= 2
 
A player's Wounds are determined by the suit of his Gun + his Clubs Score. 
 
Example (using Desperado):
 
3 Clubs (Gun's Suit) + 3 (Club level) Clubs = 6 Wounds
 
Enemies
 
The scores of enemies are determined in the same way as that of Players, though they have three key differences:
 
-Enemies are only given 5 points to assign to Suits unless they have a Card; if they have a Card, they use the normal 7 points.  This may be changed at the Dealer's discretion.
-Enemies may have 0 in a given suit (though they still cannot pass 3 in any one suit).
-Enemies (unless they have a Card) are not given a +1 Suit bonus. 
 
Example:
 
Bandito (no Card)
Spades....0
Clubs.....1
Hearts....1
Diamonds..3
 
Wounds: 0 (no Gun Suit) + 1 (Club level) = 1 Wound
 
Higher
 
Throughout the course of the game, players may earn Bullet Points (given at the Dealer's discretion).  Three Bullet points equal one Suit Point, which may be assigned however the player wishes.  Bullet Points, once spent, cannot be re-assigned; however, before they are spent, they may be allowed to accumulate.
 
Example (Desperado with 6 Bullet Points)
 
Desperado
Spades....2...= 2
Clubs.....2+1.= 3
Hearts....1+1.= 2
Diamonds..2+1.= 3
 
Desperado has spent his two Suit points on Diamonds and Hearts.
 
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.
 
On regaining Wounds
 
Wounds may be regained in three ways:
 
-Through a Card's power, if the Card's power has to do with healing Wounds
-By resting
-By spending Bullet Points, on a 1 for 1 basis (1 Bullet Point for 1 Wound).


The entire game is very rules-lite. As Dealer said, more Narrative/Role-playing than Rules/Roll-playing.


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Revision as of 01:59, 27 May 2010

Wildcards Basic

(A note: these rules are based on my own interpretation of the Suits. Other Dealers may change them at their own discretion, such as reverting them back to their original in-universe meanings in the greater Wild Cards canon.)


Rules for starting out at Level 1

The Suits: -Spades...this suit is best for Trick-Shooting, Luck, and Accuracy -Clubs....this suit is best for raw, unbridled power -Hearts...this suit is best for indirect effects and force of personality -Diamonds.this suit is best for speed-shooting and putting out a hail of bullets

All players begin with 7 Suit Points, which they may place as they see fit (though a score cannot be higher than 3 or lower than 1 for any given Suit).

Sample Character:

Desperado Spades....2 Clubs.....2 Hearts....1 Diamonds..2

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.

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.

A character's Gun is determined by rolling 1d12+1 (which negates the chance of rolling an Ace).

The following table is used to determine the Gun's Number:

1.....Ace* 2.....2 3.....3 4.....4 5.....5 6.....6 7.....7 8.....8 9.....9 10....10 11....Jack 12....Queen 12+1..King N/A...Red/Black Joker*

  • (Note: Jokers and Aces are intended to be on a whole different plane of power from that of normal Cards. Allowing players to use them may have a high risk of unbalancing the game.)

A Gun's suit is determined in a similar manner by rolling 1d4.

The following table is used to determine the Gun's Suit.

1...Hearts 2...Spades 3...Clubs 4...Diamonds

Alternately, the Dealer may choose to allow players to choose their own Suit/Number, if they so wish, though this option is at the Dealer's discretion.

A player receives a +1 Die bonus to whatever suit his gun is connected to.

Example (assuming Desperado has rolled the 6 of Clubs):

Desperado Spades....2...= 2 Clubs.....2+1 = 3 Hearts....1...= 1 Diamonds..2...= 2

A player's Wounds are determined by the suit of his Gun + his Clubs Score.

Example (using Desperado):

3 Clubs (Gun's Suit) + 3 (Club level) Clubs = 6 Wounds

Enemies

The scores of enemies are determined in the same way as that of Players, though they have three key differences:

-Enemies are only given 5 points to assign to Suits unless they have a Card; if they have a Card, they use the normal 7 points. This may be changed at the Dealer's discretion. -Enemies may have 0 in a given suit (though they still cannot pass 3 in any one suit). -Enemies (unless they have a Card) are not given a +1 Suit bonus.

Example:

Bandito (no Card) Spades....0 Clubs.....1 Hearts....1 Diamonds..3

Wounds: 0 (no Gun Suit) + 1 (Club level) = 1 Wound

Higher

Throughout the course of the game, players may earn Bullet Points (given at the Dealer's discretion). Three Bullet points equal one Suit Point, which may be assigned however the player wishes. Bullet Points, once spent, cannot be re-assigned; however, before they are spent, they may be allowed to accumulate.

Example (Desperado with 6 Bullet Points)

Desperado Spades....2...= 2 Clubs.....2+1.= 3 Hearts....1+1.= 2 Diamonds..2+1.= 3

Desperado has spent his two Suit points on Diamonds and Hearts.

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.

On regaining Wounds

Wounds may be regained in three ways:

-Through a Card's power, if the Card's power has to do with healing Wounds -By resting -By spending Bullet Points, on a 1 for 1 basis (1 Bullet Point for 1 Wound).



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