Dungeon Ball
Posted: Tue Oct 04, 2016 6:20 am
Here is a game that can be played with your friends who you'd play a tabletop game with. It was created in collaboration with Pixels and some others that are local to us that don't have TGD accounts. Unlike with many "tabletop" games that can in fact be played via Skype and such, you probably have to play this game in person. Maybe not. You'll see what I mean in a moment.
First, there are some number of miniatures that are obtained and placed in the middle of the table. Each player takes turn drafting one miniature at a time. Every player must start with an equal number of miniatures, so if there's any spare then discard them.
Players roll d20s to determine who goes first. Highest first, and then play proceeds to the left.
On each player's turn, they pick a miniature to have fight (placing it toward the center of the table). They also pick a player to attack. The defending player selects their defending miniature and likewise advances it to the middle of the table for visual effect. Then each player rolls a d20, and the high roller wins. If there is a tie, resolve again using the same miniatures.
If the attacking player wins, they make a new rule to add to the game. New rules can be vetoed by other players with justification (generally that the rule is too hard to remember, or too hard to resolve), but the winner gets to make another rule instead if they're vetoed. New rules go into effect at the start of the next turn, they do not affect the resolution of the current turn.
Players should of course feel free to affect any of the "default" rules described here, but they should not simply countermand a rule created by another player during the game. You had your chance to argue against it when the rule was being created. Additions, Updates, and/or Clarifications to a previously created rule are considered fair game if other players agree to it. Otherwise, a new rule can be anything at all that the other players will agree to.
Please note that there is no initial winning condition or losing condition within this game. Such conditions must be added via new rules if they are desired.
A popular rule involves "The Bandit", whereby a player near to the game but not actually playing gets to perform an attack against a player from time to time using some sort of spare miniature. Bandit attacks can be triggered by all sorts of conditions that might occur. Bandit fights happen between turns, out of the normal turn turn order, and after they are resolved the normal turn order resumes. Often, the Bandit's player gets to make a rule whenever the Bandit wins.
Other popular rules involve adjustments to the battle resolution itself, such as bonuses in the fight based on the fighting miniature's characteristics (assuming that you have a variety of visually distinct miniatures), or even replacing the d20 roll with some other sort of resolution.
New rules might also create long term effects based on the results of a battle, such as removing miniatures, giving miniatures improvements of various kinds, or creating "team wide" effects of various sorts.
First, there are some number of miniatures that are obtained and placed in the middle of the table. Each player takes turn drafting one miniature at a time. Every player must start with an equal number of miniatures, so if there's any spare then discard them.
Players roll d20s to determine who goes first. Highest first, and then play proceeds to the left.
On each player's turn, they pick a miniature to have fight (placing it toward the center of the table). They also pick a player to attack. The defending player selects their defending miniature and likewise advances it to the middle of the table for visual effect. Then each player rolls a d20, and the high roller wins. If there is a tie, resolve again using the same miniatures.
If the attacking player wins, they make a new rule to add to the game. New rules can be vetoed by other players with justification (generally that the rule is too hard to remember, or too hard to resolve), but the winner gets to make another rule instead if they're vetoed. New rules go into effect at the start of the next turn, they do not affect the resolution of the current turn.
Players should of course feel free to affect any of the "default" rules described here, but they should not simply countermand a rule created by another player during the game. You had your chance to argue against it when the rule was being created. Additions, Updates, and/or Clarifications to a previously created rule are considered fair game if other players agree to it. Otherwise, a new rule can be anything at all that the other players will agree to.
Please note that there is no initial winning condition or losing condition within this game. Such conditions must be added via new rules if they are desired.
A popular rule involves "The Bandit", whereby a player near to the game but not actually playing gets to perform an attack against a player from time to time using some sort of spare miniature. Bandit attacks can be triggered by all sorts of conditions that might occur. Bandit fights happen between turns, out of the normal turn turn order, and after they are resolved the normal turn order resumes. Often, the Bandit's player gets to make a rule whenever the Bandit wins.
Other popular rules involve adjustments to the battle resolution itself, such as bonuses in the fight based on the fighting miniature's characteristics (assuming that you have a variety of visually distinct miniatures), or even replacing the d20 roll with some other sort of resolution.
New rules might also create long term effects based on the results of a battle, such as removing miniatures, giving miniatures improvements of various kinds, or creating "team wide" effects of various sorts.