I've had the itch to design some games and this is my first one. It's a light card fighting game with dice rolling. The first iteration is fantasy themed; I'm thinking of also building up other settings (space station, school yard, grocery store, etc.). It's been through a few playtests so far and I've been working on the rules. Please let me know what you think!
Fistful of Shenanigans: Dragon Tavern
Player Count: 2-4
Play Time: 30-ish minutes (still testing)
Tensions are rising… What started as light-hearted ribbing has turned into a full-fledged screaming match… Are you eyeballing me, boy?... That’s it… IT’S GO TIME!!!!
In Fistful of Shenanigans: Dragon Tavern, you are smack dab in the middle of a good old-fashioned bar brawl! You will use anything and everything around you to take out your fellow patrons. Whether it’s a soup spoon or a barbarian’s shield, anything can be a weapon. Each chair you’ve aggressively thrown or glass full of wine you’ve indecently whacked will be the most epic thing you’ve ever done. In the end, once the fight is stopped, whoever has taken the smallest beating will emerge as the King of the Shenanigans!
The object of the game is to attack your opponents with combinations of cards in order to knock them out and be the least wounded participant in the brawl. The Combos will consist of an Attack that can either be Ranged or Melee based, an Object that is what is used as your weapon of choice, and a Descriptor that helps show how epic your attack was. The Descriptor will either act as an adverb to describe the Attack or an adjective to describe the Object (grammar!). Each round players will pick someone to go after, play 3 cards to set the scene, and resolve whether or not they hit, how much damage (if any) was dealt, and how much damage (if any) was avoided. Damage is taken by removing markers from your ability pool, reflecting your degraded skills as the fight wears on. Play will continue until someone is Knocked Out, or when the available weapons have run dry (Object Deck is exhausted). The healthiest player (i.e. the player who’s taken the least amount of damage) will be declared the victor.
Enclosed in the game box are the following components:
• 6 Player Boards
• 40 Attack Cards (20 Melee, 20 Ranged)
• 40 Object Cards
• 40 Descriptor Cards
• 12 Opponent Cards (3 cards of each color)
• 20 d6 dice (5 dice of each color)
• 16 Melee Markers
• 16 Ranged Markers
• 16 Armor Markers
• 16 Agility Markers
The Fist symbol in the top left corner represents that this is an Attack Card. The Hammer symbol represents a Melee attack; the Arrow symbol represents a Ranged Attack.
The Equipment symbol in the top left corner represents that this is an Object Card. The text beside the Hammer symbol describes the effect of the Object if used with a Melee Attack Card. The text beside the Arrow symbol describes the effect of the Object if used with a Ranged Attack Card. Some cards have an Armor Symbol with text; these cards can be Equipped to provide a special effect (see the Equipment Section below).
The Lightening symbol in the top left corner represents that this is a Descriptor Card. The text beside the Equipment symbol describes the effect of the Descriptor if used with an Object Card. The text beside the Fist symbol describes the effect of the Descriptor if used with an Attack Card. Some cards can be used to effect either the Attack Card or Object Card; it is up to the player to decide which they would like to utilize.
Give each player a Player Board and a set of dice (can be randomly picked or hand-selected; up to the group’s discretion).
Place the associated chits on the highlighted portions of your player board in each category (Ranged, Melee, Armor, and Agility).
Separate the Attack Cards, Descriptor Cards, and Object Cards into piles in the common area. Shuffle each deck and deal each player 3 Attack Cards 3 Descriptor Cards, and 3 Object Cards.
Adjust the Opponent Card deck based on the number of players & colors selected:
• For 2 player game, no opponent deck required
• For 3 player game, take 2 cards corresponding to each player color. This should lead to a 6 card deck.
• For a 4 player game, use all 12 opponent cards
Place this deck in the common area.
Whoever has the shortest temper is declared the first player and they (obviously) start the fight!
The game is played over a series of Rounds. The following steps outline the Round sequence:
1. Resolve “Beginning of Round” Effects
2. Select Targets
3. Players Make Attacks
4. Resolve “End of Round” Effects
1. Resolve “Beginning of Round” Effects: If a Player has any Equipment or Status Effects which state “At the beginning of the round,” resolve those effects now.
2. Select Targets: Starting with the First Player, each player selects a card from the Opponent Deck and places it face down in front of them. This selection represents who they will be attacking during the round. They then pass the deck to the person on their left and the process is repeated until each player selects a target. Once completed, players reveal their selections.
3. Make Attacks:
Starting with the Player with the current highest Agility rating (ties are resolved in clockwise order starting with the First Player), each Player makes their Attack. The Attack sequence is as follows:
a. Play Combo and Determine Modifiers: The Attacking Player selects an Attack Card, an Object Card, and a Descriptor Card to play as their Combo. The Attack Card will either be a Ranged or Melee attack. This determines which (if any) modifiers the Object and Descriptor Cards apply. Any improvements/degradations to hit, improvements/degradations to damage, and addition or subtraction of dice are determined. Note: The value to hit, damage, or defend can never be improved beyond 2+ or degraded beyond 6+. Any other effects are also determined.
Example: Using the example cards above, a combo could be “I Socked you with a Broken Dinner Knife”. If the player has 4 Melee markers than he would be rolling 4 dice and trying to get a 6 (Dinner Knife is 5+, but since it’s Broken it’s degraded to 6+).
b. Make Attack Roll: The Active Player then rolls the number of dice equal to their associated Attack Attribute (Melee or Ranged), including any modifications by Combo Cards, Equipped Cards, and/or Status Effects. The number of Attack dice cannot be reduced to less than 1. The target value is determined by the value designated on the Attack Card, considering any modifiers from either Combo Cards, Equipped Cards, and/or Status Effects. These modifiers will lead to a value to hit in the form of “X+” where “X” is the lowest value of a d6 that is considered a success. For example, “4+” means that if a 4, a 5, or a 6 is rolled on the die then it is considered a success. Each successful Attack die becomes a Damage die for making a Damage Roll. If there are any effects that occur after the attack roll they are resolved now.
Example: Our player rolled his 4 dice and got a 2, a 6, a 6, and a 6! This would mean he achieved 3 successes and will roll those 3 dice to determine damage.
c. If Successful, Make Damage Roll: If at least 1 Attack die was successful, roll Damage dice determined by the number of Attack successes, including any modifications by Combo Cards, Equipped Cards, and/or Status Effects. The number of damage dice rolled cannot be reduced to less than 1. The target value is determined by the value designated on the Object Card, dependent on whether or not the Attack was a Melee or Ranged Attack; the type of Attack determines the target damage value. This value can be modified based on the Combo Cards, Equipped Cards and/or Status Effects. These modifiers will lead to a value to damage in the form of “X+” as described in step 4 above. For each die that is successful, 1 point of damage occurs to the Defender. If there are any effects that occur after the damage roll they are resolved now.
Example: Our player rolls his 3 Damage dice and got a 3, a 3 and a 5. All three of those cause damage (Dinner Knife is 4+ but since it’s broken it’s improved to 3+) so the Defender will take 3 points of Damage.
d. If Damage Occurs, Defender Makes Defense Roll: If at least 1 damage occurs, the Defender has the option to try to defend against it using his associated Defense value. If the attack was Melee the associated Defense is Armor; if the attack was Ranged the associated Defense is Agility. The Defender rolls 1 die, trying to succeed against his target value to defend. The value to defend and/or number of dice can be modified by the Defender’s Equipped Cards and/or any Status Effects. These modifiers will lead to a value to defend in the form of “X+” as described in step 4 above. For each die that is successful, 1 point of damage is avoided. If there are any effects that occur after the damage roll they are resolved now.
Example: The Defender, facing 3 points of damage, rolls 1 die and gets a 5. He has 2 Ability Markers in Armor, so he needed a 5+ and got it. He successfully blocks 1 point of Damage, but must take the other 2 points of Damage.
e. Defender Takes Damage: If there is any remaining damage that was not avoided, the Defender must remove 1 marker from their stats located on the left of their player board for each point of Damage received. These markers are then placed in the upper right of their player board on the Damage Track to represent damage that has been taken. The Defender can select from any of the markers that are still available in their stats as long as there is at least 1 marker in each ability. As markers are removed from the Defender’s stats, the number of attack dice and/or value to defend are modified to reflect a degradation in the player’s fighting ability.
Example 1: The Defender currently has 4 markers in his Ranged Attack ability, indicating he has 4 dice to make Ranged Attacks with. The Defender has taken 2 points of damage and decides to take both points Damage in that ability and removes markers in the 3rd and 4th slots, placing them on his Damage Track. This means that the Defender now only has 2 dice to use for Ranged Attacks.
Example 2: The Defender currently has 3 markers in her Armor ability, indicating that his Value to Defend is 4+. The Defender has taken 2 points of damage and decides to take it in his Armor ability. He removes the markers in the 2nd and 3rd slots and places them on his Damage Track. This means that the Defender’s new Value to Defend is 6+.
4. Resolve “End of Round Effects” and Return Opponent Cards to Deck: After all players have made their attacks, the round is over. If a Player has any Equipment or Status Effects which state “At the end of the round,” resolve those effects now. Players return their selected Opponent Cards to the Opponent Deck and begin the next Round.
End of Game
If at any point during the Round a player takes damage to the point that they cannot legally remove an ability marker (would take them to zero in an ability) that player is Knocked Out. Bouncers step in and put an end to the skirmish. Whoever has taken the least amount of damage is declared the winner of the brawl. If there is a tie, the winner is the player who delivered the knockout blow. If there is still a tie, quickly punch the other player in the face… (or just play another game! Don’t punch them in the face…)
If a player cannot make a legal Combo when it is their turn to Attack (i.e. don’t have either an Attack, Object, or Descriptor Card), the player discards any remaining cards in their hand and redraws 3 new cards of each type.
Some Object cards may also be Equipped on a player to provide special abilities or status effects. A player may, before the beginning of step 2 in the round sequence (Select Targets) choose to Equip an Object. The Equipped Card is then placed in the Equipment slot on the bottom right of the player board. Resolve any immediate effects and continue with step 2.
If a player already has an Equipped Card and chooses to Equip a new card or remove the Equipped Card, the player must return the previously Equipped Card to his hand and must use it in his next Combo. Any Status Effects or modifiers associated with the previously Equipped Card are removed.
Duck & Cover:
Once per game, a player can decide to Duck & Cover in order to regroup and recuperate before getting back into the fight. Instead of Selecting a Target in step 2 of the round sequence, a player can declare they are going to Duck & Cover. For the remainder of the round, the player can’t be targeted with Ranged Attacks. They can be targeted with Melee Attacks but the Attacker’s value to hit is automatically degraded to 6+ and can’t be modified. The player doesn’t make an attack of their own. At the end of the round, the player may heal 1 damage by removing a marker from their damage track and placing it on the corresponding Ability. They must also discard any cards they have in their hand and redraw 3 new cards of each type. They also must discard any Equipped Objects, immediately losing any ongoing or Status Effects granted by the Equipment.
Some Cards or player Abilities may cause a player to gain a Status Effect. The effect may modify Combos or provide other special effects. A player may only have one Status Effect at a time; if a second Status Effect is gained immediately remove the previous Status Effect. Unless removed (via removing Equipment, receiving another Status Effect, or through a Player/Card Ability), Status Effects remain with a player throughout the game. Below is a list of Status Effects available in the Dragon Tavern Base Set:
Status Name: Effect
Enchanted: May re-roll one die per round
Clairvoyant: Attacker may select “odd” or “even” before an attack roll; if correct all damage dice are automatic hits (may only be used once per Round)
Intoxicated: Degrade value to hit by 1 on all attacks, Improve value to defend by 1 on all defensive rolls
Cursed: 1's rolled by the player on damage rolls cause 1 damage to the player and cannot be re-rolled
Burning: Player receives 1 damage at the end of every Round, successful attacks by Burning attacker cause target to become Burning
Re: [WIP] Fistful of "C&T" Shenanigans!
Needed the addition of some "Farva" Variant upon: Cruel & Tragic ""SHENANIGANS!""