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This is a board game I designed with help from my DLaby players. It's been tested on Maptools several times, but this thread will be a PbP version with narration and moderation done by me and players specially selected (Astarte, BlueSlime, Tassadar, Hafnium).
This first game will be INVITE ONLY. Once it's polished up a little more, I'll let other players have a try.
I'll start with the rules and card list:
THE GAME OF RALSPOT
The setting is the Carvewoods, a verdant portion of the Void. Here lives a thriving species of lagomorphs, known only to humans as Void Rabbits. For humanoids, they aren't exceptionally fast, nor strong, at least in comparison to werewolves and vampires. But there is one advantage that they can claim, and that is in numbers. Void Rabbits have quick gestation times and are very fertile. As a result, the species reproduces amazingly quickly. To facilitate this, Void Rabbit culture has produced a coming-of-age ritual called the Ralspot, an activity in which dozens of young males and females are released into the woods. Males seek to sow as much of their seeds as possible, while females look to escape the less worthy potential suitors and last long enough for those they desire to come claim them.
In this game, one player assumes the role of a healthy young male looking to breed as many females as he can. The other players take the role of Void Rabbit does, or females, who seek to avoid this brutal suitor for the 24-hour period so that they may perhaps save themselves for a more worthy alpha. Alliances between females can be formed, but broken just as easily.
Objective:
The male player attempts to Capture as many female players as he can by pursuing them and defeating them in Combat until their HP reaches 0. Captured females are added to his personal harem. But if the 24-hour period passes (represented by 12 rounds starting with the male's turn) and he has no females to claim, then he is branded a beta loser in the eyes of Void Rabbit society.
CHARACTERS
All players start with a baseline of 1 HP and +0 to rolls.
At the beginning of the game, each female picks an attribute for their character.
Sturdy (+1 HP; thus can be defeated in battle an additional time before being Captured)
Fast (+1 to results of a Movement roll, which helps in moving and getting past others)
Strong (+1 to results of an Attack roll, which helps in combat)
Smart (+1 to search rolls or rolls made to evade traps, +1 max hand size)
The male has Sturdy times the number of females in the game--for example, if there are 3 females in game, he gets Sturdy x 3 for a total of 4 HP.
In addition, the person playing the male can choose 2 of the other 3 abilities. So he can be Fast and Smart, or Fast and Strong, or Strong and Smart. These instances also stack, so he can be Fast x 2, Smart x 2 or Strong x 2.
If his HP is reduced to 0, he is Stunned (skips his next turn) and begins at the Rocky Clearing afterwards.
Between 2-4 females start at the Even Clearing. The male starts at the Rocky Clearing. Each female starts with a hand of 2 cards drawn from the Item Deck--a deck of 52 cards full of goods and / or traps. The male starts with a hand of 3 cards drawn from the Item Deck.
The maximum hand size is 3. At the end of your turn, if you have more than 3 cards, you must discard down to 3.
The male starts first. Afterwards, turn order amongst the females is determined randomly via dice roll.
During the active player's turn, they can Move and then take one Action (unless a ‘Free‘ Action is given to them by way of card).
MOVEMENT
Movement is decided with a 1d6 by default. You can move UP to the number of spaces of the result you rolled, but females must move at least 1 space based on their result. You cannot double back in one move.
If a female needs to move past a male, lands on the same cell he does, or attempts to move away from a cell he is currently sharing with her, he automatically attempts to ‘block’ her. She must try to get past and away. Both female and male roll 1d10s. The female adds her Movement bonus to her score while the male adds his Attack bonus to his score. The results are then compared. If the female wins, she gets past. If the male wins or it is a tie, they enter Combat.
If a female needs to move PAST another female (out of the same cell she is on), the other female can choose to ‘block’ her from crossing. If they do, they both roll 1d10s, with the moving female’s Movement bonus modifying her roll, and the blocking female’s Combat bonus modifying hers. The results are then compared. If the moving female wins, she gets past; if the blocking female wins or it is a tie, they enter Combat.
Once per turn after moving, you can take an Action. Valid actions are as listed:
-Combat: Enter combat with another character who is on the same cell as you.
-Loot: Access a ‘cache’ while you are on a cache cell. Draw a card from the deck to add to your hand.
-Barter: Trade cards with another character who is on the same cell as you.
-Search: Look around for items. Roll a 1d10. On a result of 9+, draw a card from the deck.
THE MAP
Imgur link:
In order to cross (move out of) red Trap cells, certain conditions must be fulfilled according to the cell in question.
Caches are special treasure troves that may store useful items--or just traps! A character on a Cache cell may spend an Action to draw a card from the deck. This is called ‘looting’. Once a character loots a specific Cache, they cannot loot that same cache again for the rest of the game.
In addition, each Cache has an item limit. This counts the number of times it can be looted before it is completely empty. For example, Mahogany Tower Cache contains 2 items. That means once 2 players loot it, it is empty for the rest of the game.
Some cells, such as Burrow Entrances, are connected to each other. These are treated the same way as any other two cells.
If a character fails to move past a cell because of failing Evade roll or the like, they can turn back in the direction they came from the next turn, unless the cell specifically prevents them from moving out of it without a roll.
COMBAT
During combat, each player rolls one 10-sided die. They then add any modifiers to the result, and the final results are compared.
In the event of a tie between two same-gendered combatants, both are Stunned and skip their next turns.
In the event of a tie between a male and a female, the male wins.
The loser of a contest between two female combatants forfeits 1 card to the winner of the winner’s choice and is Stunned; she skips her next turn.
If a female beats a male, she manages to get away and avoid capture. She looks at his hand and takes 1 card to add to her own. The male loses 1 HP, and if the male is the Active Player, his turn ends. If he is depleted to 0 HP, he returns to the Rocky Clearing, loses a Confidence token if he has one, and is Stunned (skips his next turn).
If a male beats a female, he has his way with her and depletes 1 of her HP. If she is at 0 HP after that, she is Captured and bred by the male. In addition, he may look at her hand and take 1 card to add to his own.
The male tries to Capture as many females as possible before the 12 turn counter is out. For every female the male Captures, he receives a Confidence token. Each Confidence token grants him +1 to all rolls for the rest of the game.
At the end of his game, his Score is determined by:
Defeating a female in combat: 1 point
Capturing a female: 2 points
ASSISTS
If Combat occurs between two combatants on a cell where others are spectating, those watching can choose to 'Assist’, or help, one side or another by adding +1 to their roll. Doing so may earn a character favor with the side they help, for reasons of politics... or it may not. The drawback to this option is, if the side that someone Assisting is on loses, the person providing the Assist is Stunned, and thus skips their next turn.
THE ITEM DECK, AKA CARDS
-A player cannot draw a Trap card in their opening hand. If they do, they must shuffle it into the deck and draw another.
-Unless otherwise specified, modifiers to rolls must be played before the results of the roll are actually determined.
-Cards only target if they contain ‘target’ within their text.
-Cards are immediately placed into the discard pile after use.
-If there are multiple cards to be played in response to others, cards use LIFO (Last In, First Out) order; similar to the ‘stack’ in Magic the Gathering, or the ‘chain’ in Yugioh. The last card to be played resolves first, and the first card to have been played resolves last.
For example:
Nessa plays Imposing Will, targeting Lench, to give her -2 to her attack during combat.
In response, Lench plays Redirect to change the target of Imposing Will to Nessa.
In response, Nessa plays Countermove, targeting Redirect.
The last card to be played, Countermove, resolves first. Redirect’s effects are negated.
Then, Redirect -would- resolve, but it was already canceled by Countermove.
Finally, Imposing Will resolves as normal, with its target being Lench.
CARD LIST
Invited players (BlueSlime, Hafnium, Tassadar, Astarte) will first post their character sheets along with their selected builds, and then we'll get going! Each round I will post a state of the Map as it stands. This is still largely a test build--especially the PbP version--so your patience is appreciated.
This first game will be INVITE ONLY. Once it's polished up a little more, I'll let other players have a try.
I'll start with the rules and card list:
THE GAME OF RALSPOT
The setting is the Carvewoods, a verdant portion of the Void. Here lives a thriving species of lagomorphs, known only to humans as Void Rabbits. For humanoids, they aren't exceptionally fast, nor strong, at least in comparison to werewolves and vampires. But there is one advantage that they can claim, and that is in numbers. Void Rabbits have quick gestation times and are very fertile. As a result, the species reproduces amazingly quickly. To facilitate this, Void Rabbit culture has produced a coming-of-age ritual called the Ralspot, an activity in which dozens of young males and females are released into the woods. Males seek to sow as much of their seeds as possible, while females look to escape the less worthy potential suitors and last long enough for those they desire to come claim them.
In this game, one player assumes the role of a healthy young male looking to breed as many females as he can. The other players take the role of Void Rabbit does, or females, who seek to avoid this brutal suitor for the 24-hour period so that they may perhaps save themselves for a more worthy alpha. Alliances between females can be formed, but broken just as easily.
Objective:
The male player attempts to Capture as many female players as he can by pursuing them and defeating them in Combat until their HP reaches 0. Captured females are added to his personal harem. But if the 24-hour period passes (represented by 12 rounds starting with the male's turn) and he has no females to claim, then he is branded a beta loser in the eyes of Void Rabbit society.
CHARACTERS
All players start with a baseline of 1 HP and +0 to rolls.
At the beginning of the game, each female picks an attribute for their character.
Sturdy (+1 HP; thus can be defeated in battle an additional time before being Captured)
Fast (+1 to results of a Movement roll, which helps in moving and getting past others)
Strong (+1 to results of an Attack roll, which helps in combat)
Smart (+1 to search rolls or rolls made to evade traps, +1 max hand size)
The male has Sturdy times the number of females in the game--for example, if there are 3 females in game, he gets Sturdy x 3 for a total of 4 HP.
In addition, the person playing the male can choose 2 of the other 3 abilities. So he can be Fast and Smart, or Fast and Strong, or Strong and Smart. These instances also stack, so he can be Fast x 2, Smart x 2 or Strong x 2.
If his HP is reduced to 0, he is Stunned (skips his next turn) and begins at the Rocky Clearing afterwards.
Between 2-4 females start at the Even Clearing. The male starts at the Rocky Clearing. Each female starts with a hand of 2 cards drawn from the Item Deck--a deck of 52 cards full of goods and / or traps. The male starts with a hand of 3 cards drawn from the Item Deck.
The maximum hand size is 3. At the end of your turn, if you have more than 3 cards, you must discard down to 3.
The male starts first. Afterwards, turn order amongst the females is determined randomly via dice roll.
During the active player's turn, they can Move and then take one Action (unless a ‘Free‘ Action is given to them by way of card).
MOVEMENT
Movement is decided with a 1d6 by default. You can move UP to the number of spaces of the result you rolled, but females must move at least 1 space based on their result. You cannot double back in one move.
If a female needs to move past a male, lands on the same cell he does, or attempts to move away from a cell he is currently sharing with her, he automatically attempts to ‘block’ her. She must try to get past and away. Both female and male roll 1d10s. The female adds her Movement bonus to her score while the male adds his Attack bonus to his score. The results are then compared. If the female wins, she gets past. If the male wins or it is a tie, they enter Combat.
If a female needs to move PAST another female (out of the same cell she is on), the other female can choose to ‘block’ her from crossing. If they do, they both roll 1d10s, with the moving female’s Movement bonus modifying her roll, and the blocking female’s Combat bonus modifying hers. The results are then compared. If the moving female wins, she gets past; if the blocking female wins or it is a tie, they enter Combat.
Once per turn after moving, you can take an Action. Valid actions are as listed:
-Combat: Enter combat with another character who is on the same cell as you.
-Loot: Access a ‘cache’ while you are on a cache cell. Draw a card from the deck to add to your hand.
-Barter: Trade cards with another character who is on the same cell as you.
-Search: Look around for items. Roll a 1d10. On a result of 9+, draw a card from the deck.
THE MAP
Imgur link:
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In order to cross (move out of) red Trap cells, certain conditions must be fulfilled according to the cell in question.
Caches are special treasure troves that may store useful items--or just traps! A character on a Cache cell may spend an Action to draw a card from the deck. This is called ‘looting’. Once a character loots a specific Cache, they cannot loot that same cache again for the rest of the game.
In addition, each Cache has an item limit. This counts the number of times it can be looted before it is completely empty. For example, Mahogany Tower Cache contains 2 items. That means once 2 players loot it, it is empty for the rest of the game.
Some cells, such as Burrow Entrances, are connected to each other. These are treated the same way as any other two cells.
If a character fails to move past a cell because of failing Evade roll or the like, they can turn back in the direction they came from the next turn, unless the cell specifically prevents them from moving out of it without a roll.
COMBAT
During combat, each player rolls one 10-sided die. They then add any modifiers to the result, and the final results are compared.
In the event of a tie between two same-gendered combatants, both are Stunned and skip their next turns.
In the event of a tie between a male and a female, the male wins.
The loser of a contest between two female combatants forfeits 1 card to the winner of the winner’s choice and is Stunned; she skips her next turn.
If a female beats a male, she manages to get away and avoid capture. She looks at his hand and takes 1 card to add to her own. The male loses 1 HP, and if the male is the Active Player, his turn ends. If he is depleted to 0 HP, he returns to the Rocky Clearing, loses a Confidence token if he has one, and is Stunned (skips his next turn).
If a male beats a female, he has his way with her and depletes 1 of her HP. If she is at 0 HP after that, she is Captured and bred by the male. In addition, he may look at her hand and take 1 card to add to his own.
The male tries to Capture as many females as possible before the 12 turn counter is out. For every female the male Captures, he receives a Confidence token. Each Confidence token grants him +1 to all rolls for the rest of the game.
At the end of his game, his Score is determined by:
Defeating a female in combat: 1 point
Capturing a female: 2 points
ASSISTS
If Combat occurs between two combatants on a cell where others are spectating, those watching can choose to 'Assist’, or help, one side or another by adding +1 to their roll. Doing so may earn a character favor with the side they help, for reasons of politics... or it may not. The drawback to this option is, if the side that someone Assisting is on loses, the person providing the Assist is Stunned, and thus skips their next turn.
THE ITEM DECK, AKA CARDS
-A player cannot draw a Trap card in their opening hand. If they do, they must shuffle it into the deck and draw another.
-Unless otherwise specified, modifiers to rolls must be played before the results of the roll are actually determined.
-Cards only target if they contain ‘target’ within their text.
-Cards are immediately placed into the discard pile after use.
-If there are multiple cards to be played in response to others, cards use LIFO (Last In, First Out) order; similar to the ‘stack’ in Magic the Gathering, or the ‘chain’ in Yugioh. The last card to be played resolves first, and the first card to have been played resolves last.
For example:
Nessa plays Imposing Will, targeting Lench, to give her -2 to her attack during combat.
In response, Lench plays Redirect to change the target of Imposing Will to Nessa.
In response, Nessa plays Countermove, targeting Redirect.
The last card to be played, Countermove, resolves first. Redirect’s effects are negated.
Then, Redirect -would- resolve, but it was already canceled by Countermove.
Finally, Imposing Will resolves as normal, with its target being Lench.
CARD LIST
1.) Adrenaline Rush
Target player gets +1 to attack for this combat instance.
2.) Taunt
Target player gets -1 to attack for this combat instance.
3.) Awareness
Ignore the effects of the cells you land on or move past this turn. This card can be used AFTER the results of a movement roll.
4.) Unrivaled Focus
Target player gets +2 to attack for this combat instance.
5.) Imposing Will
Target player gets -2 to attack for this combat instance.
6.) Herbal Stimulant
Target player gets an additional action this turn.
7.) Burst of Speed
Target player gets +2 to movement this turn.
8.) Trap Sap
Target player gets -2 movement until end of turn.
9.) A Quicker Way
Target player gets +1 to movement this turn.
10.) Redirect
Use only in response to a card that has ‘target player’ in the text. Change the target from one player to another. (All targets must remain legal.)
11.) Vine Snare
Target player cannot move this turn. This card can be used AFTER the results of a movement roll.
12.) Sleight of Hand
When target player successfully loots via Cache or Search, you receive their card instead.
13.) Sling
You may enter combat with target opponent up to 2 cells away from you. If you lose, you suffer no penalty. If you win, the opponent is Stunned. Use this only on your turn, before acting, as a free Action.
14.) Scouting
Reroll your own movement dice this round. Use only after seeing the result.
15.) Ropestone
Target player can't perform actions this turn.
16.) Trailblazing
Instead of rolling one movement die this round, roll two and choose one of the results. Use only before rolling your movement dice this round.
17.) Ambush!
Choose an opponent at random. Instead of moving, teleport yourself to their location. Use only before rolling your movement dice this round. This card cannot be used during the first round of the game.
18.) Trip Wire
Target opponent gets -1 movement until end of turn.
19.) Berserker Rage
For your next combat roll, instead roll two dice and choose one of the results.
20.) Careful Planning
Instead of moving this turn, you may take an extra action.
21.) Great Haste
Instead of taking an action this turn, you may move double the number of spaces (after Movement modifiers). Use this only before rolling your movement die.
22.) Look Who’s Over There!
Move target opponent 1 space in any direction. If they land on a cell occupied by another player, they automatically enter combat with them. Do this only on your turn as a free action.
23.) Barricade
Until your next turn, make the cell you are occupying impassable (no one can move into or out of it). Do this only on your turn after moving, as a free action.
24.) Hidden Passage
Instead of moving this turn, teleport your character to Burrow Entrance A or B. Use only on your turn before you roll for movement.
25.) Caught the Scent
Move target opponent 2 spaces in any direction. If they land on a cell occupied by another player (or attempt to pass it), they automatically enter combat with them. Do this only on your turn as a free action.
26.) Slipseed Oil
Use only on your turn before moving, after seeing the results of your Movement roll. Until end of turn, you cannot be Blocked by other players or by trap cells.
27.) Mind Games
Take one of target opponent’s cards at random and add it to your hand. Use only on your turn as a free action.
28.) Hidden in Plain Sight
Instead of moving this turn, teleport your character to the Even Clearing. Use only on your turn before you roll for movement. This card cannot be used during the first round of the game.
29.) Hide Among the Rocks
Instead of moving this turn, teleport your character to the Rocky Clearing. Use only on your turn before you roll for movement.
30.) MINE, ALL MINE!
Choose any one of the Caches to Loot without needing to move onto that cell. This counts as you having looted it. Do this only on your turn as an action.
31.) Distracting Pollen
TRAP - When you draw this card, you give in to your immediate urges to find sexual relief on your own; you are Stunned. Skip your next turn.
32.) Slime Attack!
TRAP - When you draw this card, make a Combat roll of 5 of higher. If you lose, a slime emerges and molests you; you are Stunned.
33.) Salvatia Flower
TRAP - When you draw this card, make a Search roll of 5 or higher. If you succeed, gain 1 HP. If you lose, you are Stunned.
34.) Hallucinogenic Fumes
TRAP - When you draw this card, immediately teleport yourself to the Shadowy Thicket. If it is occupied by another player, you must enter Combat with them as a free action.
35.) Confusion in the Ranks
TRAP - When you draw this card, each player immediately passes their hands to the players on their right (the people who go before them in turn order). This card cannot be responded to. If this is the first card drawn of several, resolve this effect first before drawing anything else.
36.) Thorn in Paw
TRAP - When you draw this card, your next Movement roll is made with a 1d3 instead of a 1d6 until end of turn.
37.) Come at Me
TRAP - When you draw this card, teleport the male (or, if you are the male, the strongest female) to your cell. The two of you enter combat automatically as a free action.
38.) Peace Offering
TRAP - When you draw this card, the male (or, if you are the male, a female of your choice) draws a card from the deck.
39.) Extreme Duress
TRAP - When you draw this card, discard another card at random. Ignore this effect if you have no cards in hand.
40.) You weak, pathetic fool...
TRAP - When you draw this card, until your next turn, any combat made against you is automatically won by your opponent.
41.) WHAT A HORRIBLE NIGHT TO HAVE A CURSE
TRAP - When you draw this card, place a Werewolf Token on cell 19. This Werewolf is controlled by the player playing the Male and takes its turn immediately after him, following the same rules for blocking. It has Fast (+1 Movement), Strong x 2 (+2 Attack) and Sturdy (+1 HP for a total of 2). Each time it is defeated in combat, it is Stunned. If its HP is reduced to 0, it is gone forever. It cannot draw, nor Search, nor use cards. It can Capture a female by reducing her HP to 0.
42.) Tanglevines in Bloom
TRAP - When you draw this card, place three Tanglevine tokens on the map at random (roll 3d44). These tokens cannot move. Any character attempting to pass them or move out of their occupying cell must make an Attack roll of 3 or greater or be stopped and drawn into Combat (ties are rerolled). If a character loses against a Tanglevine, they are Stunned. Once a Tanglevine has been defeated, it is gone forever.
43.) Goblin Raid!
TRAP - When you draw this card, place two Goblin tokens on cells 43 and 21. These Goblins are controlled by the player playing the Male and take their turns immediately after him, following the same rules for blocking. They have no abilities, nor can they Search or draw / use cards. They are not affected by red environmental traps, but still subject to orange penalties (such as High Ground). Once a Goblin is defeated, it is gone forever. They can Capture a female by reducing her HP to 0.
44.) Piliris Flower
TRAP - When you draw this card, until your next turn, if you are defeated in Combat, you do not lose any HP, nor are you Stunned.
45.) Countermove
Negate the effects of target card as it is being played.
46.) Meticulousness
Add +4 to your Search roll until end of turn. Use only when Searching.
47.) Jack and Jill of all Trades
Use only at the beginning of your turn. Until end of turn, you gain Smart (+1 to trap evasion rolls and Searching), Strong (+1 to combat) or Fast (+1 to movement). Multiple instances stack.
48.) Voidikong
TRAP - When you draw this card, place a Gorilla token on any empty cell. The token randomly decides where it wants to move, moves only after the Male, and it has Sluggish (a movement of 1d3). It ignores any environmental effects, cannot Search, draw nor use cards, and does not directly engage in combat. However, the cell it occupies is impassable from the outside unless the player succeeds a (1d10) roll of 4 or more. Voidikong lasts 1d4 turns.
49.) Resourcefulness
For every card in your hand (not including this one), you gain +1 to either Attack or Search rolls until end of turn.
50.) Warp Hole
TRAP - When you draw this card, you are teleported to a spot on the map at random. If the cell is already occupied by another player, they may choose to enter Combat with you as a free action.
51.) Give in to Despair
TRAP - When you draw this card, until the end of your next turn, reroll all of your rolls, taking the worse result. If you would get a positive reroll from another source, negate both for that roll.
52.) Rogue Symbiote
TRAP - When you draw this card, make a 1d10 Evade check as if it were a trap cell--only Smart gives bonuses. On a roll of 6 or more, the symbiote successfully fuses with you, and you gain +1 Attack and +1 Movement until the end of your next turn. Otherwise, it decides you are more fun to molest, and you get -1 Attack and -1 Movement until the end of your next turn.
Target player gets +1 to attack for this combat instance.
2.) Taunt
Target player gets -1 to attack for this combat instance.
3.) Awareness
Ignore the effects of the cells you land on or move past this turn. This card can be used AFTER the results of a movement roll.
4.) Unrivaled Focus
Target player gets +2 to attack for this combat instance.
5.) Imposing Will
Target player gets -2 to attack for this combat instance.
6.) Herbal Stimulant
Target player gets an additional action this turn.
7.) Burst of Speed
Target player gets +2 to movement this turn.
8.) Trap Sap
Target player gets -2 movement until end of turn.
9.) A Quicker Way
Target player gets +1 to movement this turn.
10.) Redirect
Use only in response to a card that has ‘target player’ in the text. Change the target from one player to another. (All targets must remain legal.)
11.) Vine Snare
Target player cannot move this turn. This card can be used AFTER the results of a movement roll.
12.) Sleight of Hand
When target player successfully loots via Cache or Search, you receive their card instead.
13.) Sling
You may enter combat with target opponent up to 2 cells away from you. If you lose, you suffer no penalty. If you win, the opponent is Stunned. Use this only on your turn, before acting, as a free Action.
14.) Scouting
Reroll your own movement dice this round. Use only after seeing the result.
15.) Ropestone
Target player can't perform actions this turn.
16.) Trailblazing
Instead of rolling one movement die this round, roll two and choose one of the results. Use only before rolling your movement dice this round.
17.) Ambush!
Choose an opponent at random. Instead of moving, teleport yourself to their location. Use only before rolling your movement dice this round. This card cannot be used during the first round of the game.
18.) Trip Wire
Target opponent gets -1 movement until end of turn.
19.) Berserker Rage
For your next combat roll, instead roll two dice and choose one of the results.
20.) Careful Planning
Instead of moving this turn, you may take an extra action.
21.) Great Haste
Instead of taking an action this turn, you may move double the number of spaces (after Movement modifiers). Use this only before rolling your movement die.
22.) Look Who’s Over There!
Move target opponent 1 space in any direction. If they land on a cell occupied by another player, they automatically enter combat with them. Do this only on your turn as a free action.
23.) Barricade
Until your next turn, make the cell you are occupying impassable (no one can move into or out of it). Do this only on your turn after moving, as a free action.
24.) Hidden Passage
Instead of moving this turn, teleport your character to Burrow Entrance A or B. Use only on your turn before you roll for movement.
25.) Caught the Scent
Move target opponent 2 spaces in any direction. If they land on a cell occupied by another player (or attempt to pass it), they automatically enter combat with them. Do this only on your turn as a free action.
26.) Slipseed Oil
Use only on your turn before moving, after seeing the results of your Movement roll. Until end of turn, you cannot be Blocked by other players or by trap cells.
27.) Mind Games
Take one of target opponent’s cards at random and add it to your hand. Use only on your turn as a free action.
28.) Hidden in Plain Sight
Instead of moving this turn, teleport your character to the Even Clearing. Use only on your turn before you roll for movement. This card cannot be used during the first round of the game.
29.) Hide Among the Rocks
Instead of moving this turn, teleport your character to the Rocky Clearing. Use only on your turn before you roll for movement.
30.) MINE, ALL MINE!
Choose any one of the Caches to Loot without needing to move onto that cell. This counts as you having looted it. Do this only on your turn as an action.
31.) Distracting Pollen
TRAP - When you draw this card, you give in to your immediate urges to find sexual relief on your own; you are Stunned. Skip your next turn.
32.) Slime Attack!
TRAP - When you draw this card, make a Combat roll of 5 of higher. If you lose, a slime emerges and molests you; you are Stunned.
33.) Salvatia Flower
TRAP - When you draw this card, make a Search roll of 5 or higher. If you succeed, gain 1 HP. If you lose, you are Stunned.
34.) Hallucinogenic Fumes
TRAP - When you draw this card, immediately teleport yourself to the Shadowy Thicket. If it is occupied by another player, you must enter Combat with them as a free action.
35.) Confusion in the Ranks
TRAP - When you draw this card, each player immediately passes their hands to the players on their right (the people who go before them in turn order). This card cannot be responded to. If this is the first card drawn of several, resolve this effect first before drawing anything else.
36.) Thorn in Paw
TRAP - When you draw this card, your next Movement roll is made with a 1d3 instead of a 1d6 until end of turn.
37.) Come at Me
TRAP - When you draw this card, teleport the male (or, if you are the male, the strongest female) to your cell. The two of you enter combat automatically as a free action.
38.) Peace Offering
TRAP - When you draw this card, the male (or, if you are the male, a female of your choice) draws a card from the deck.
39.) Extreme Duress
TRAP - When you draw this card, discard another card at random. Ignore this effect if you have no cards in hand.
40.) You weak, pathetic fool...
TRAP - When you draw this card, until your next turn, any combat made against you is automatically won by your opponent.
41.) WHAT A HORRIBLE NIGHT TO HAVE A CURSE
TRAP - When you draw this card, place a Werewolf Token on cell 19. This Werewolf is controlled by the player playing the Male and takes its turn immediately after him, following the same rules for blocking. It has Fast (+1 Movement), Strong x 2 (+2 Attack) and Sturdy (+1 HP for a total of 2). Each time it is defeated in combat, it is Stunned. If its HP is reduced to 0, it is gone forever. It cannot draw, nor Search, nor use cards. It can Capture a female by reducing her HP to 0.
42.) Tanglevines in Bloom
TRAP - When you draw this card, place three Tanglevine tokens on the map at random (roll 3d44). These tokens cannot move. Any character attempting to pass them or move out of their occupying cell must make an Attack roll of 3 or greater or be stopped and drawn into Combat (ties are rerolled). If a character loses against a Tanglevine, they are Stunned. Once a Tanglevine has been defeated, it is gone forever.
43.) Goblin Raid!
TRAP - When you draw this card, place two Goblin tokens on cells 43 and 21. These Goblins are controlled by the player playing the Male and take their turns immediately after him, following the same rules for blocking. They have no abilities, nor can they Search or draw / use cards. They are not affected by red environmental traps, but still subject to orange penalties (such as High Ground). Once a Goblin is defeated, it is gone forever. They can Capture a female by reducing her HP to 0.
44.) Piliris Flower
TRAP - When you draw this card, until your next turn, if you are defeated in Combat, you do not lose any HP, nor are you Stunned.
45.) Countermove
Negate the effects of target card as it is being played.
46.) Meticulousness
Add +4 to your Search roll until end of turn. Use only when Searching.
47.) Jack and Jill of all Trades
Use only at the beginning of your turn. Until end of turn, you gain Smart (+1 to trap evasion rolls and Searching), Strong (+1 to combat) or Fast (+1 to movement). Multiple instances stack.
48.) Voidikong
TRAP - When you draw this card, place a Gorilla token on any empty cell. The token randomly decides where it wants to move, moves only after the Male, and it has Sluggish (a movement of 1d3). It ignores any environmental effects, cannot Search, draw nor use cards, and does not directly engage in combat. However, the cell it occupies is impassable from the outside unless the player succeeds a (1d10) roll of 4 or more. Voidikong lasts 1d4 turns.
49.) Resourcefulness
For every card in your hand (not including this one), you gain +1 to either Attack or Search rolls until end of turn.
50.) Warp Hole
TRAP - When you draw this card, you are teleported to a spot on the map at random. If the cell is already occupied by another player, they may choose to enter Combat with you as a free action.
51.) Give in to Despair
TRAP - When you draw this card, until the end of your next turn, reroll all of your rolls, taking the worse result. If you would get a positive reroll from another source, negate both for that roll.
52.) Rogue Symbiote
TRAP - When you draw this card, make a 1d10 Evade check as if it were a trap cell--only Smart gives bonuses. On a roll of 6 or more, the symbiote successfully fuses with you, and you gain +1 Attack and +1 Movement until the end of your next turn. Otherwise, it decides you are more fun to molest, and you get -1 Attack and -1 Movement until the end of your next turn.
Invited players (BlueSlime, Hafnium, Tassadar, Astarte) will first post their character sheets along with their selected builds, and then we'll get going! Each round I will post a state of the Map as it stands. This is still largely a test build--especially the PbP version--so your patience is appreciated.
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