- Bob MisenheimerUnited States
This is The post for my Design Contest entry. Its a 2 Player game that
requires only 32 cards total, 10 dice, and several counters. I have uploaded the PnP file without Rules.
http://www.realmstudio.net/clashcitylowinkpnp.pdf Low ink cards
A Game For 2 players
6 Hero Cards
6 Villain Cards
14 Location Cards (2 Sets of 7 Cards)
4 Damage Tracker Cards (Combine to be 1 track)
(5 D6 dice in each of 2 colors (1 Set of 5 per player)
Damage Markers (Beads or Cubes 20 or so Color doesn't matter)
2 Reference Cards(to represent custom Dice)
Optional Custom Stickered Dice
Place The Damage Tracker Cards and reference cards (or use custom Dice) where
both players can reach and see them
Players choose who will be the Heroes and who will be the Villains
Each player Takes their 6 Unit card, 5 Dice, and 7 Location Cards.
The Placers Place all 6 Unit Cards Face Down in front of them and Places the Location Cards in a Stack where they can reach. Players can always look at their own Face Down cards but not the opponent's
Each Turn Consists of The Following 3 Phases
Explanation of Phases
Each player secretly chooses 3 Location Cards and a Unit card to go to each location. The unit is placed Face Down with the Location Card.
Both Players Simultaneously Reveal the Location Cards that they Chose.
If Only The Villain chose a Location then score 1 Damage to that Location
If Both Players have Chosen the same Location Then Move onto Conflict
Both players simultaneously reveal their chosen unit for any contested Location and begin the conflict by rolling 5 dice and checking the reference card.
Fist= 1 Hit ( A Point of Damage)
Shield= Block (Cancels 1 Hit)
Curved Arrow= Dodge ( Counts as a Block or a Reroll, Ignoring Further Dodges)
Star= Super power ( Allows use of the Power printed beside a Star on the Units Card.(Additional Stars have no Effect)
For each Hit not Prevented or Blocked at the end of combat roll a D6. On a result of A Block or Dodge, The Unit is sent home Unharmed but loses the combat. On a Star or Hit, The Unit is KO'd and out of the game.
If Both Units Suffer damage only the one with less successful hits is the
Loser and must roll for KO status.
If There is still a tie Each Player rolls 5 dice and only counts Blocks and
Hits to Determine the Winner of the conflict.( Stars and Dodges are not Counted)
If the Villain wins... mark 1 Damage to that Location. If the Hero Wins... No Damage is Recorded. Do this for all Contested locations. Once All Locations are resolved, The turn is over and the Patrol Phase begins again.
The Game Ends when 4 Buildings are Destroyed. The Villain gains 1 VP for each Damage recorded. The Hero Gains 1 VP for each Damage remaining on all buildings. Whoever has the most VP is the winner. If there is a tie whoever controls The most buildings Wins ( A building is controlled by the villain if there is more Damage recorded than not recorded, otherwise the Hero controls that Location. Tied Buildings have no controller.)
Certain locations have Modifiers. (For example: The Mall has hostages so Heroes Roll 1 less die, Hospital allows a KO reroll, etc...)
Also Search Mode:
Uncontested Patrols can Search for Equipment
Roll 1 D6
STAR=Med Kit: If Unit is KOd Discard to Reroll the KO Die
Fist=Binoculars: After Conflict Units are Revealed, Discard to Swap 2 Of Your
SHIELD=Radio: Allows 1 Reroll of Up to 3 Dice before Powers are activated.
Each player has a max of 3 Equipment in inventory at a time
Feedback I am interested in:
Powers: Are any Over or Under Powered or Just confusing
Fun: Is the game Fun and/or interesting for you
Rules: Are they clear or confusing(please make suggestions)
- [+] Dice rolls
- Gary Boyd(debiant)United States
This seems interesting. I like that the hero has to show up at the right place to counter the villain. The end game condition does seem a little bizarre to me, thematically. It does seem like it would be more fun to be the Villian (but isn't it always)
Also, I count 32 cards in your components listing not 16. Am I missing something?
- [+] Dice rolls