Saturday, 6 April 2013

Clobberin' Time! It's Here!


Four weeks ago I started playing around with a simple, one-page set of rules for fights using Batman characters. After lots of fiddling and some fun little games I have finally come up with something I'm happy to release into the wild.

Follow the link to download the first draft of CLOBBERIN' TIME!

I should stress the word 'draft'. I certainly don't see these rules as complete. Indeed there are a few ideas I'm still playing around with, and there are some holes I haven't even started thinking about filling. But they are at the stage where they can be considered playable.

They are longer than the initial one-page because I feel it's important to explain rules, not to chop them down to fit an arbitrary page limit. I hope that the mechanisms are self-explanatory. If they aren't, please send me questions, and I will not only answer them, but try to clarify what I've written.

I am not trying to compete with other superhero games out there. Supersystem, Pulp City and Heroclix, for example, offer a much richer and more varied experience. But what I hope I have come up with is something that's fast and simple, with a minimum set-up time, no tie-in to figures or background and which covers, I hope, whatever comics you want it to.

I say 'whatever comics'. I have tested the game with Batman-style fights, and with characters drawn from my collection of Marvel heroes. The more powerful DC characters -  The Justice League, for example, I haven't tried. I don't think that the fact that they all seem to have flight, invulnerability and super-strength as a standard ability would be too much of an issue, so long as the game is scaled accordingly.

Anyway, please give them a try, enjoy, and please give me any feedback you have. I'm interested in how people get on with them.


13 comments:

  1. I've been looking forward to the release of these! I've just bought some more Heroclix figures to rebase, convert and repaint to supplement the couple that I've done already :)

    Cheers!

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    1. I look forward to some game reports in the future :)

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  2. Thank you very much for these rules! I went looking for some paper figures to use with them and struck gold:
    http://www.seven-wonders.co.uk/paperfriendsindex.html

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    1. Those are brilliant. I might do a post linking to those (and will certainly download some for future use). Thanks for the link.

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  3. Well done Alan at releasing a draft of the rules I look forward to seeing how you have added to my original 1 page set.

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    1. Thank you for the initial inspiration.

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  4. We tried these today. Pretty fun. Why not call red dice "strong" dice in the text?

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    1. Excellent! I hope you enjoyed it and blogged it :)

      'Strong' dice does sound like a good idea, however Red Dice can also be Weak (hit only on a 5 or 6, but score 2 Hits on a 6). Renaming Red Dice to Strong would mean that you'd have Strong Weak dice - which sounds bizarre.

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    2. Ah, yes, I see now that I've read through more of the powers and the ranged attack rules.

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  5. Having only played one game, I might be up a tree with these ideas, but here goes:

    I think there needs to be a “henchmen” rule. Something like, two or more characters may be part of a group. They must always stay within 6” of each other, and if not, must move back within 6” on their next turn. The player is only dealt one initiative card for the group, not one per character. Characters in the same group may pool their attack dice, but not their defense dice. Each henchmen must have the exact same profile. The down side is one less initiative card. The upside is pooling attacks. I don’t see how 1 D characters can be of any value unless they can pool their attacks.

    Since there are henchmen, there should probably be a rule for being outnumbered. How about this: a character that is outnumbered by double the number of levels fights with weak dice rather than white dice. So, a level 3 hero would have to be attacked by three level 1 and a level 3 character before the rule would come into play.

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    1. Uncoordinated 1D characters aren't up to much, although they can score the odd lucky hit (and that's how it should be). If you have a character with the Leader ability, though, they can have the 1D characters act together. This doesn't increase the chance of any one of them hitting, but does allow them to coordinate their moves. The Pinning rule is where 1D characters shine; a few of them may be able to stop even the mightiest Hero moving for a turn or so. And if you play a game where objectives have to be grabbed and moved, rather than a straight fight, delay can be an issue.

      1D characters should slow and delay heroes and Villains. Rarely - very rarely - should they be an actual, direct, threat.

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  6. Hey alright Kaptain Kobold! I like these rules so nice and simple. I'm converting them to "booklet format" to printout and I'm going to change the word Red Dice to Power Dice -this way they are not tied to a particular color. Otherwise players are kinda forced to buying red colored dice LOL. I do like the idea of Strong Dice and they could succeed on 3, 4, 5 or 6. I'll be running these rules at a local gaming this memorial weekend 2016. Thanks for putting these out there! -Mean Gene

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    1. Strong Dice are an interesting and (with hindsight) obvious idea :) Thanks. Not sure what use I'd make of them just yet, but I will bear them in mind the next time I'm putting my mind to these rules.

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