Difference between revisions of "Shootout deck"
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===Cover=== | ===Cover=== | ||
Cover Cards are a special subset of Things. The value in the corner of a Cover Card is its Cover | Cover Cards are a special subset of Things. The value in the corner of a Cover Card is its Cover Value (duh). Trace out one of the bullet counters on the Cover Card to show this Cover Value. Cover cards are played face-down in the control of the player. When fully damaged, cover cards remain on the table, and are not reshuffled into the discard pile. | ||
Value (duh). Trace out one of the bullet counters on the Cover Card to show this Cover Value. | |||
Cover cards are played face-down in the control of the player. When fully damaged, cover cards | |||
remain on the table, and are not reshuffled into the discard pile. | |||
===Shootouts=== | ===Shootouts=== |
Revision as of 03:48, 19 February 2007
Shootout | |
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Designer | David C |
Date | 20th October 2006 |
Players | 2-4 |
This is a playable deck - it's finished, tested and ready to play. | |
To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.) | |
Print this deck | |
This deck is locked. Further cards should not be added - leave feedback on the talk page. |
You have just walked into a small Western town, just as a free train of ammunition pulls into the
station. Load your six-shooter and look for cover to jump behind, because the bullets are about
to fly!
Special Rules
Bullets
Use some sort of counter (e.g. pennies) to represent bullets.
Six-Shooter
Every player has a gun, which is represented by a small space on the table. Bullets "loaded" into the gun are placed there. (OPTIONAL: for extra challenge, make the number of bullets in player's guns private.)
Cover
Cover Cards are a special subset of Things. The value in the corner of a Cover Card is its Cover Value (duh). Trace out one of the bullet counters on the Cover Card to show this Cover Value. Cover cards are played face-down in the control of the player. When fully damaged, cover cards remain on the table, and are not reshuffled into the discard pile.
Shootouts
There are a number of "SHOOTOUT" cards in the deck. Mark these on both sides of the card. When
someone draws a card and the SHOOTOUT card is revealed, a Shootout erupts. Shootouts consist of a
number of rounds of shooting. The shootout continues until all guns are empty.
Rounds of Shooting
During a round of shooting, every player who has at least one bullet in their gun simultaneously
places it on a piece of cover in control of the person they are shooting at (While shouting
BANG!). Ricochet cards are then played. If there are no ricochets, the piece of cover is
upturned, if it is face-down. The bullet is placed in the trace, representing damage to the
Cover, and reducing the Cover Value (for that swiss-cheese effect). If a person's cover is all
full, or he has no cover, and no Ricochets, he is declared hit, and cannot be shot at again. At
the end of the round of shooting, 'hit' players are removed from the game, i.e. one hit kills.
Then, another round of shooting begins. Shooting is (currently) mandatory.
Response Cards
Response cards are played in response to a set of circumstances.
Ricochet cards are a special subset of Response Cards
Ricochet Cards
Play Ricochet cards in response to being shot at. The bullet bounces off of your cover, causing
no damage (or revealing the cover) and is placed in your control. IMMEDIATELY shoot someone
else('s cover) with it. (While shouting PING! or the equivalent)
Load Cards
Load Cards are a special subset of Actions. There are (currently) two flavors: "Load" and "Load
Two".
Current State
As of 13th Feb 2007
I (the designer) have played this game with two and three players, in a slightly altered form, in
which Cover was not reshuffled into the discard pile, but Ricochets were, and they acted like
one-hit Cover which was discarded when hit. The endgame got boring as people could only fire at
face-down cover, which was guaranteed to be a Ricochet, and whoever ran out of Ricochets first
lost. This ought to fix that issue.