Friday, October 4, 2013

Patch 1.3


Got a lot done today!

  • New Prize Card added: Combat Roll.
  • New Prize Card added: Hope (Flip)
  • Changed the amount of Prize Cards the winner gets from a challenge from 3 to 2.
  • Increased the maximum hand size for Prize Cards to 10.
  • Added rules for clarification regarding Prize Card hand size.
  • There are now the following amount of cards in the Prize Deck:
    • There are 9 of each Common card
    • There are 5 of each Rare card
      • Hope is split into 3 different cards, there are:
        • 2 Hope (Columns)
        • 2 Hope (Row)
        • 1 Hope (Flip)
    • There are 3 of each Epic card
    • There is 1 of each Legendary card
    • This brings the Prize card deck size to 90.
  • Added official rules for:
    • Kinito
    • Biscuit
    • Fuck the Dealer
    • Give or Take

Tuesday, October 1, 2013

Patch 1.2

Patch 1.2

Max Prize hand size is reduced to 9.
Added new prize cards
Renamed many prize cards to give them more "immersive" names
Added more rules to Prize cards for clarification

Saturday, September 28, 2013

First "Patch"

So, my wife, my friend Sam, and I had a chance to do our first beta test of the game and with it came some changes to balance the game out as well as make it more fun!

Here are our patch notes so far:

Patch 1.1:


  • Official rules for Red and Black, 3-Man, and Fingers added
  • Clarification for Anomaly deaths added
  • “Fallen Hero” and “Fallen Villain” system added
  • Prize Cards added
  • Board size changed to 10x10
  • Movement dice mechanic removed, players can now move about the board freely.
  • Players may not move diagonally
  • Players may not enter and exit the same square twice.
  • Movement dice size increased to d10
  • Clarification on Alliance system added

With that, I have included the full rules below, strike-throughs signify rules that were removed or altered and red changes are the most recent ones!

Drinking Board Game


Items
Game Board – A 10x10 gridded map of Stadt City
Character Cards – Cards with a character’s picture, bio, and “Advantages” on it
Prize Cards – Cards that are awarded to the victor of a Challenge, these cards have various effects and conditions
Playing Cards – A standard deck of 52 playing cards
Two-sided Coin
Solo Cups
Various sized Dice
            Six d6
One d4
            Ten alphabet d10 of different colors
Ten numbered d10 (each one matching a different color of the alphabet d10)
            Directional Dice
Challenge Cards – Cards that have a challenge on it, these cards must be separated into piles based on the amount of players each challenge calls for
Titan Deck – Cards with a Titan’s picture, bio, and “Advantage” on it
Character Pieces
Rule Plaques
Object of the Game:
The end of the world is upon our strong heroes and villains on the island. Only the strongest will be able to survive long enough to battle the force bringing upon the end of the world and claim rule over the rest of the planet!
Temporal Anomaly: At the beginning of the game each player will roll two 6-sided dice. Whoever rolls the highest has the honor of being The Harbinger. The Harbinger is not a Character and does not ever enter play. The Harbinger cannot lose their title. If The Harbinger is eliminated from the game, they continue to fulfill their harbinging duties. In the event of a tie between the highest rollers, each highest roller will reroll their dice until only one has the highest result.
At the end of each turn, The Harbinger will roll two 6-sided dice (one Alphabet dice and one regular d6). Whichever spot on the map the dice land on is immediately destroyed. If the dice roll on an already immediately destroyed portion of the map, at least one of them is rerolled.
So for example, if B1, 5, and 6 are destroyed and the dice lands on B6, then the numbered dice can be rerolled until it lands on 2, 4, or 5, or the lettered dice can be rerolled until it lands on a letter square that isn't destroyed. As the map gets smaller, lesser dice can be used as long as each available square has a chance to be landed on.


At the end of each turn, The Harbinger will roll more and more pairs of 10-sided dice (one alphabet and one numeric). Whichever spot on the map the dice correlate to is immediately destroyed.


Any character piece on a square that is destroyed is immediately killed. That player must finish their drink.
After each round, the number of squares destroyed goes up based on what round finished. After round 1, 1 square is destroyed 1 pair of dice is thrown, after round 2, 2 squares are destroyed 2 pair of dice are thrown, after round 3, 3 squares are destroyed 3 pair of dice are thrown, etc.


After turn 2, at least two squares must be destroyed each turn. If no squares are destroyed after all the dice are rolled for that turn, continue to roll dice until a square is destroyed.


If you die to an Anomaly square during your movement phase, do not replace your character until after the Harbinger destroys part of the map.
Alliances: When two players meet on the map for the first time, they may choose to make an Alliance with each other. If they do, neither player is allowed to make an Alliance with any other player for the remainder of the game. An Alliance cannot be broken. If they choose not to enter an Alliance, they are not able to enter an Alliance with each other at any other point in the game. Players are in Alliances, not characters, so if one player's character is eliminated and they draw a new character, those players are still in an Alliance.
While in an Alliance, the two players in the Alliance do not have to compete against each other in Challenges. While in an Alliance, the two players in the Alliance do not have to compete against each other in 2 player games. In an event where a team challenge occurs, the two people in an Alliance are automatically on a team with each other. If one person in an Alliance loses a challenge, both player’s characters die. If one player dies to an anomalied zone, their partner dies but it doesn’t count as an “anomaly death” for them.
Characters: Each player draws a Character Card from the deck. Players draw characters in order from youngest to oldest. If it is someone's birthday, they get to draw first. If it is more than one person's birthday, then they draw from oldest to youngest.
When a player's Character is eliminated, they can choose a new Character from Character Deck and place their piece on an available square on the board.  If a player is eliminated three times, or there are no other Character cards to draw (whichever comes first) that player loses and they must draw a Titan card.


Whenever a player’s Character is eliminated due to a lost challenge, the Character Card is sent to the discard pile. Whenever a player is eliminated due to a Temporal Anomaly, that hero card is kept by the player (but is no longer playable). Once a player accumulates 3 Anomaly losses, they lose and must draw a Fallen Hero or Fallen Villain card.


Fallen Hero/Villain:
When a player is fully eliminated (there are no more character cards when a player is eliminated or they accumulate 3 Anamoly deaths) they must draw a Fallen Hero or Fallen Villain card.


Fallen Heroes/Villains cannot win the game nor die. When a Fallen Hero/Villain is defeated, they are sent to a destroyed square furthest away from the Character that defeated them.


A Fallen Hero’s/Villain’s goal is to destroy as many Characters as they can. Losing a Challenge to a Fallen Hero/Villain counts as an Anomaly death.


A Fallen Hero/Villain gains all of the Challenge Advantages that the heroes and villains they lost to anomalies had.


Titans: As the Civil War on Olympus winds to a close, Titans will appear and continue to claim rule for themselves. When a player is fully eliminated (there are no more character cards when a player is eliminated) they then draw from the Titan deck.
Titans cannot win the game, nor die. When a Titan is defeated, they are sent to a destroyed square furthest away from the god that defeated them.
A Titan's goal is to kill as many gods as they can before the game ends.
Turns: Until the first Challenge is played each player goes in order from Oldest to Youngest. After the first Challenge is played, whoever has the most points at the start of a round goes first, if two players are tied for points, the youngest goes first.
Movement Phase: During each players turn, the players must roll a d4 and must move that number of squares. They must move that many squares in a single direction. Once during their movement, they can roll a directional dice in an attempt to change direction. If they enter a destroyed square at any point during their movement phase, they are immediately killed.
Example: Joseph playing as Zeus is on the edge of the map and rolls a six, he decides to move two squares west and roll the directional dice. The dice result forces him to move south. He continues south for the remaining 4 squares.
During each player’s turn, they player must roll a d10 and must move that number of squares. They may move in any direction up, down, left, or right. (Players can not move diagonally). Characters can not enter and exit the same square twice. If they enter a destroyed square at any point after finishing their movement, they are killed.


If another player enters your square before your movement phase that turn, you may choose not to move.


Challenges: At the end of each turn, after The Harbinger rolls their dice, challenges are initiated. All non-Allianced characters on a square begin a challenge with each other based on the amount of people in the square. The winner(s) of the challenge survive and the loser's character dies. The winner of a Challenge gets one point and draws a victory card.
Whenever a Character is eliminated that playet must drink. The drink is chosen by the victor of the challenge.
Team Challenges are initiated when there is an even number of players on a square greater than 3. If there are 4 players on a square, a 2v2 team challenge is initiated. If there are 6 players on a square, a 3v3 team challenge is initiated, etc.
In the event of a team Challenge, players on that square who are in Alliances are automatically teamed up; everyone else is randomly assigned a team mate. To determine random teams each player will give The Harbinger their character card, The Harbinger will shuffle all of the cards and pair them up randomly.  After all the cards are evenly paired up, they are flipped over and those are the teams.
When the Challenge is over, the team that wins survives and everyone else loses.


Prize Cards: After a challenge is over, the winners of the challenges draw 3 prize cards and the losers all draw 1. Your Prize Card max hand size is 10 9. Each card will specify when it can be played and what the card does.


Drinks: A “drink” is both a noun and a verb. A drink can be beer, wine, cocktail, or spirit.  When a Challenge or card calls for a player to “finish” their drink, they must chug the remainder of their beer, wine, or cocktail, or do a shot of their spirit. (So if a player’s drink is a Solo cup of whisky that they are sipping throughout the night, they are not required to chug it when a “drink finish” is called). Similarly a “drink” is called for (i.e. a challenge or rule states “both players must drink”) then this means that each player will take a sip of their drink (this includes spirits, a player drinking spirits is not required to take a shot when they are called to “drink.”)
List of Challenges and the amount of people needed for each.
Beer Pong, Flip Cup, Checkers, Fuck the Dealer, Black or Red, Biscuit, Farkle, Boat Race, Circle of Death, Beer Bong, Fingers, Kinito, 7/11/Doubles, Quarters, Across the Bridge, Beer Snap, Give One, Take One, Forehead Idiot, Mexicali, Nothing, Three Man

Prize Cards:
Twice Dice: Play before you roll for movement. Roll two dice and move that amount
Thrice Dice: Play before you roll for movement. Roll three dice and move that amount
Diagonal +1: Player during your movement. Move one square diagonally, this movement does not count as one of your squares.
Diagonal: Player during your movement. You may use one of your movements to move diagonally.
Fly: Play after you roll for movement. You may fly over Temporal Anomalies. You may not end your turn on a Temporal Anomaly.
Slow Dice: Roll a d4 to move instead of a d10. (Can not be played the same turn as a Twice or Thrice Dice.
Column Anomaly Clear: Play any time before or after rolling for movement on anyone’s turn. Clear all of the Anomalied areas in the column your character is on.
Row Anomaly Clear: Play any time before or after rolling for movement on anyone’s turn. Clear all of the Anomalied areas in the row your character is on.
Push: Push one other character one square away from yours in any direction (except diagonally.)
Pull: Pull one other character one square closer to yours in any direction (except diagonally.)
Anomaly Protection: Play before the Harbinger rolls to destroy the board. The square you’re on has protection from Temporal Anomalies this turn.
Switch: You may play this card at any time. Switch places with any other character on the board.
Fully Anomaly Clear: Play this card as soon as you draw it. Fully clear all of the Anomaly on the board.
Teleportation: You may play this card at any time.Teleport to any other player’s currently occupied square.
Pull Burst 5: You may only play this card before any player initiates their movement phase. Pull each character within Burst 5 of you one square closer in any direction (except diagonally.)
Push Burst 2: You may only play this card before any player initiates their movement phase. Push each character within Burst 2 of you one square away in any direction (except diagonally.)

Wednesday, September 25, 2013

What's so "Battle Royale" about this game?

That's a great question! And here's an answer. I had a rule set planned out that wasn't fully ironed out yet on paper. I've gone ahead and added it! This works just like the collars did in Battle Royale! The "lore" behind it is during the planets onslaught, pieces of the world are getting temporally removed! Anything on the square when this happens is instantly removed from the timeline, so things like invulnerability wouldn't protect anyone!

Temporal Anomaly: At the beginning of the game each player will roll two 6-sided dice. Whoever rolls the highest has the honor of being The Harbinger. The Harbinger is not a Character and does not ever enter play. The Harbinger cannot lose their title. If The Harbinger is eliminated from the game, they continue to fulfill their harbinging duties. In the event of a tie between the highest rollers, each highest roller will reroll their dice until only one has the highest result.
At the end of each turn, The Harbinger will roll two 6-sided dice (one Alphabet dice and one regular d6). Whichever spot on the map the dice land on is immediately deatomized. If the dice roll on an already immediately destroyed portion of the map, at least one of them is rerolled.
So for example, if B1, 5, and 6 are destroyed and the dice lands on B6, then the numbered dice can be rerolled until it lands on 2, 4, or 5, or the lettered dice can be rerolled until it lands on a letter square that isn't destroyed. As the map gets smaller, lesser dice can be used as long as each available square has a chance to be landed on.
Any character piece on a square that is destroyed is immediately killed. That player must finish their drink.

After each round, the number of squares destroyed goes up based on what round finished. After round 1, 1 square is destroyed, after round 2, 2 squares are destroyed, after round 3, 3 squares are destroyed, etc.



Also, my friend brought up the idea of "Alliances." Basically, the mindset is that people in these situations would make Alliances, lore-wise (like how Batman and the Joker teamed up in the Brave and the Bold when Owl Man was causing havoc), AND people like playing team drinking games together. (My friend Dave and I would play on a beer pong team exclusively in college, even if we weren't that god).

With that being said: Alliances.

Alliances: When two players meet on the map for the first time, they may choose to make an Alliance with each other. If they do, neither player is allowed to make an Alliance with any other player for the remainder of the game. An Alliance cannot be broken. If they choose not to enter an Alliance, they are not able to enter an Alliance with each other at any other point in the game. Players are in Alliances, not characters, so if one player's character is eliminated and they draw a new character, those players are still in an Alliance.
While in an Alliance, the two players in the Alliance do not have to compete against each other in Challenges. In an event where a team challenge occurs, the two people in an Alliance are automatically on a team with each other. If one person in an Alliance loses a challenge, both player’s characters die.

Board Game Introduction

My friend Sam and I are building a drinking board game together! The game itself was inspired by Always Sunny's Chardee Macdennis episode, Battle Royale, and characters from my own fictional "universe."

So far what we've got is 21 characters, 21 drinking "challenges," a 6x6 "destructible" board, dice, cards, cups, glasses, alcohol, and a whole bunch of fun.

So far, the rough rules are:

Object of the Game:

The end of the world is upon our strong heroes and villains on the island. Only the strongest will be able to survive long enough to battle the force bringing upon the end of the world and claim rule over the rest of the planet!

Movement Phase: During each players turn, the players must roll a d4 and must move that number of squares. They must move that many squares in a single direction. Once during their movement, they can roll a directional dice in an attempt to change direction. If they enter a destroyed square at any point during their movement phase, they are immediately killed.
Example: Broloth playing as Sempiternal Man is on the edge of the map and rolls a four, he decides to move onesquares west and roll the directional dice. The dice result forces him to move south. He continues south for the remaining 3 squares.

Challenges: At the end of each turn, after The Harbinger rolls their dice, challenges are initiated. All non-Allianced characters on a square begin a challenge with each other based on the amount of people in the square. The winner(s) of the challenge survive and the loser's character dies. The winner of a Challenge gets one point and draws a victory card.
Whenever a Character is eliminated that playet must drink. The drink is chosen by the victor of the challenge.
Team Challenges are initiated when there is an even number of players on a square greater than 3. If there are 4 players on a square, a 2v2 team challenge is initiated. If there are 6 players on a square, a 3v3 team challenge is initiated, etc.
In the event of a team Challenge, players on that square who are in Alliances are automatically teamed up; everyone else is randomly assigned a team mate. To determine random teams each player will give The Harbinger their character card, The Harbinger will shuffle all of the cards and pair them up randomly.  After all the cards are evenly paired up, they are flipped over and those are the teams.
When the Challenge is over, the team that wins survives and everyone else loses.

Drinks: A “drink” is both a noun and a verb. A drink can be beer, wine, cocktail, or spirit.  When a Challenge or card calls for a player to “finish” their drink, they must chug the remainder of their beer, wine, or cocktail, or do a shot of their spirit. (So if a player’s drink is a Solo cup of whisky that they are sipping throughout the night, they are not required to chug it when a “drink finish” is called). Similarly a “drink” is called for (i.e. a challenge or rule states “both players must drink”) then this means that each player will take a sip of their drink (this includes spirits, a player drinking spirits is not required to take a shot when they are called to “drink.”)
List of Challenges and the amount of people needed for each.
Beer Pong, Flip Cup, Checkers, Fuck the Dealer, Black or Red, Biscuit, Farkle, Boat Race, Circle of Death, Beer Bong, Fingers, Kinito, 7/11/Doubles, Quarters, Across the Bridge, Beer Snap, Give One, Take One, Forehead Idiot, Mexicali, Nothing, Three Man