Wild Cards: The Gameplay: Difference between revisions
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==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.)'' | ''(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 | |||
The Suits | *''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). | 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). | ||
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Sample Character: | Sample Character: | ||
Desperado | '''Desperado''' | ||
Spades....2 | *''Spades''....2 | ||
Clubs.....2 | *''Clubs''.....2 | ||
Hearts....1 | *''Hearts''....1 | ||
Diamonds..2 | *''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. | 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. | ||
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The following table is used to determine the Gun's Number: | The following table is used to determine the Gun's Number: | ||
1.....Ace* | *1.....Ace* | ||
2.....2 | *2.....2 | ||
3.....3 | *3.....3 | ||
4.....4 | *4.....4 | ||
5.....5 | *5.....5 | ||
6.....6 | *6.....6 | ||
7.....7 | *7.....7 | ||
8.....8 | *8.....8 | ||
9.....9 | *9.....9 | ||
10....10 | *10....10 | ||
11....Jack | *11....Jack | ||
12....Queen | *12....Queen | ||
12+1..King | *12+1..King | ||
N/A...Red/Black Joker* | *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. | A Gun's suit is determined in a similar manner by rolling 1d4. | ||
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The following table is used to determine the Gun's Suit. | The following table is used to determine the Gun's Suit. | ||
1...Hearts | *1...''Hearts'' | ||
2...Spades | *2...''Spades'' | ||
3...Clubs | *3...''Clubs'' | ||
4...Diamonds | *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. | 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. | ||
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A player receives a +1 Die bonus to whatever suit his gun is connected to. | A player receives a +1 Die bonus to whatever suit his gun is connected to. | ||
Example (assuming Desperado has rolled the 6 of Clubs): | '''Example (assuming Desperado has rolled the 6 of Clubs):''' | ||
Desperado | Desperado | ||
Spades....2...= 2 | *''Spades''....2...= 2 | ||
Clubs.....2+1 = 3 | *''Clubs''.....2+1 = 3 | ||
Hearts....1...= 1 | *''Hearts''....1...= 1 | ||
Diamonds..2...= 2 | *''Diamonds''..2...= 2 | ||
A player's Wounds are determined by the suit of his Gun + his Clubs Score. | A player's Wounds are determined by the suit of his Gun + his Clubs Score. | ||
Example (using Desperado): | '''Example (using Desperado):''' | ||
3 Clubs (Gun's Suit) + 3 (Club level) Clubs = 6 Wounds | 3 Clubs (Gun's Suit) + 3 (Club level) Clubs = 6 Wounds | ||
Enemies | '''Enemies''' | ||
The scores of enemies are determined in the same way as that of Players, though they have three key differences: | 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: | '''Example:''' | ||
Bandito (no Card) | Bandito (no Card) | ||
Spades....0 | *''Spades''....0 | ||
Clubs.....1 | *''Clubs''.....1 | ||
Hearts....1 | *''Hearts''....1 | ||
Diamonds..3 | *''Diamonds''..3 | ||
Wounds: 0 (no Gun Suit) + 1 (Club level) = 1 Wound | Wounds: 0 (no Gun Suit) + 1 (Club level) = 1 Wound | ||
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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. | 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) | '''Example (Desperado with 6 Bullet Points)''' | ||
Desperado | Desperado | ||
Spades....2...= 2 | *''Spades''....2...= 2 | ||
Clubs.....2+1.= 3 | *''Clubs''.....2+1.= 3 | ||
Hearts....1+1.= 2 | *Hearts....1+1.= 2 | ||
Diamonds..2+1.= 3 | *''Diamonds''..2+1.= 3 | ||
Desperado has spent his two Suit points on Diamonds and Hearts. | Desperado has spent his two Suit points on Diamonds and Hearts. | ||
Resolving Actions | '''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. | 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) | '''Example (Bandito dueling Desperado in Quick Draw)''' | ||
Bandito rolls Diamonds (3d6) | Bandito rolls Diamonds (3d6) | ||
4 + 5 + 1 = 10 | *''4 + 5 + 1 = 10'' | ||
Desperado rolls Spades (2d6) | Desperado rolls Spades (2d6) | ||
5 + 6 = 11 | *''5 + 6 = 11'' | ||
Desperado beats Bandito, Bandito takes 1 Wound and is out of commission. | '''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). | If both parties get the same number, a re-roll must be performed by both parties (using the same Suits). | ||
Bandito rolls Diamonds (3d6) | Bandito rolls Diamonds (3d6) | ||
4 + 5 + 2 = 11 | *''4 + 5 + 2 = 11'' | ||
Desperado rolls Spades (2d6) | Desperado rolls Spades (2d6) | ||
5 + 6 = 11 | *''5 + 6 = 11'' | ||
Re-roll | Re-roll | ||
Bandito rolls Diamonds (3d6) | Bandito rolls Diamonds (3d6) | ||
5 + 3 + 5 = 13 | *''5 + 3 + 5 = 13'' | ||
Desperado rolls Spades (2d6) | Desperado rolls Spades (2d6) | ||
4 + 4 = 8 | *''4 + 4 = 8'' | ||
Bandito beats Desperado, Desperado takes 1 Wound and has 5 Wounds remaining. | '''Bandito beats Desperado, Desperado takes 1 Wound and has 5 Wounds remaining.''' | ||
On regaining Wounds | '''On regaining Wounds''' | ||
Wounds may be regained in three ways: | 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).'' | |||
Revision as of 02:18, 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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