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.

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