Difference between revisions of "Miami Beach Fight: Gang Attack deck"
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=Gameplay= | =Gameplay= | ||
This game is simple but somehow it takes many words to explain it... | |||
There's a gang pile and a regular pile. Everyone starts with HP 10. | |||
The game is divided in rounds. | The game is divided in rounds. | ||
Each player simultaneously takes a gang card (gang pile) and puts it in the middle of the table. | 1 Each player simultaneously takes a gang card (gang pile) and puts it in the middle of the table. | ||
The gang pile contains attacking gangs and other events. | The gang pile contains attacking gangs and other events. | ||
Each player takes a regular card (regular pile). | 2 Each player takes a regular card (regular pile). | ||
The regular pile contains ammo, weapons, healing items and other events. | The regular pile contains ammo, weapons, healing items and other events. | ||
Players are free to mix turns now | 3 Players are free to mix turns now: play an action and a thing. | ||
4 At the end of the round, if a gang card is still on the table, whatever it says happens. | |||
5 You win when the gang pile is empty and you're still alive. | |||
=Special rules= | =Special rules= | ||
Where you place cards is called the 'inventory'. | Where you place cards is called the 'inventory'. | ||
Put | |||
You can use Actions to give Things from your hand or inventory to another player's inventory (not hand). | |||
==Counters== | |||
Put counters on weapons to count the bullets. When you get a weapon, it's already loaded. The x/y value in the top right corner is the 'damage/max ammo that fits in the weapon'. | |||
When you play an ammo card you can add counters up to the value of the ammo card. If the weapon is full and you have ammo left, place the ammo card in your inventory and use counters to show how many ammo is left. Destroy an ammo card when it has no counters. | |||
Use counters to count the attackers' health. | |||
<br clear=all> | <br clear=all> | ||
=Cards= | =Cards= | ||
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|title=Kung Fu Handbook | |title=Kung Fu Handbook | ||
|text=Action: do 1 damage to an attacker. | |text=Action: do 1 damage to an attacker. | ||
|type= | |type=Thing - Weapon | ||
|bgcolor=669EFF | |bgcolor=669EFF | ||
|cornervalue= | |cornervalue= | ||
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|title=Aluminum baseball bat | |title=Aluminum baseball bat | ||
|text=Action: KO an attacker, who wakes up after the next round. | |text=Action: KO an attacker, who wakes up after the next round. | ||
|type= | |type=Thing - Weapon | ||
|bgcolor=669EFF | |bgcolor=669EFF | ||
|cornervalue= | |cornervalue= | ||
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|title=Flaming stick | |title=Flaming stick | ||
|text=Action: Throw a dice – above 2: you hit an attacker in the face, whose face catches fire. You do 1 damage this round and the next round. | |text=Action: Throw a dice – above 2: you hit an attacker in the face, whose face catches fire. You do 1 damage this round and the next round. | ||
|type= | |type=Thing - Weapon | ||
|bgcolor=669EFF | |bgcolor=669EFF | ||
|cornervalue= | |cornervalue= | ||
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|title=Knife | |title=Knife | ||
|text=Action: You throw a knife and a dice: odds is miss and destroy Knife. If you hit an enemy, but don't kill her: throw a dice: odds: she throws the knife back and you HP-3. If you hit an enemy and kill her, you can get the knife back, but then you can't play an action the next round. | |text=Action: You throw a knife and a dice: odds is miss and destroy Knife. If you hit an enemy, but don't kill her: throw a dice: odds: she throws the knife back and you HP-3. If you hit an enemy and kill her, you can get the knife back, but then you can't play an action the next round. | ||
|type= | |type=Thing - Weapon | ||
|bgcolor=669EFF | |bgcolor=669EFF | ||
|cornervalue= | |cornervalue= | ||
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|title=Generic gun | |title=Generic gun | ||
|text=Action: You fire up to 3 times (choose) at 1 attacker. Uses gun ammo. | |text=Action: You fire up to 3 times (choose) at 1 attacker. Uses gun ammo. | ||
|type= | |type=Thing - Weapon | ||
|bgcolor=669EFF | |bgcolor=669EFF | ||
|cornervalue=2/7 | |cornervalue=2/7 | ||
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|title=Desert Eagle | |title=Desert Eagle | ||
|text=Action: You fire up to 2 times (choose) at 1 attacker. Uses gun ammo. | |text=Action: You fire up to 2 times (choose) at 1 attacker. Uses gun ammo. | ||
|type= | |type=Thing - Weapon | ||
|bgcolor=669EFF | |bgcolor=669EFF | ||
|cornervalue=4/3 | |cornervalue=4/3 | ||
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|title=Flare gun | |title=Flare gun | ||
|text=Action: Fire. Flare gun does 3 damage each round. Uses Flares as ammo. | |text=Action: Fire. Flare gun does 3 damage each round. Uses Flares as ammo. | ||
|type= | |type=Thing - Weapon | ||
|bgcolor=669EFF | |bgcolor=669EFF | ||
|cornervalue=3/1 | |cornervalue=3/1 | ||
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|title=Shotgun | |title=Shotgun | ||
|text=Action: Fire. Action: melee attack, throw a dice, if even: KO an attacker, who wakes up after the next round. Uses shotgun ammo. | |text=Action: Fire. Action: melee attack, throw a dice, if even: KO an attacker, who wakes up after the next round. Uses shotgun ammo. | ||
|type= | |type=Thing - Weapon | ||
|bgcolor=669EFF | |bgcolor=669EFF | ||
|cornervalue=4/3 | |cornervalue=4/3 | ||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Assault Rifle | |||
|text=Action: Fire up to 3 times total on 1 or 2 attackers. Uses Assault rifle ammo. | |||
|type=Thing - Weapon | |||
|bgcolor=669EFF | |||
|cornervalue=2/10 | |||
|flavortext= | |flavortext= | ||
}} | }} | ||
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{{Card | |||
|title=Snowball | |||
|text=You throw a snowball in an attacker's face. This attacker doesn't attack this round. | |||
|type= | |||
|bgcolor=669EFF | |||
|cornervalue= | |||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Rock | |||
|text=Throw a dice - odds: miss | |||
|type= | |||
|bgcolor=669EFF | |||
|cornervalue=2 | |||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Flaming Cosmopolitan | |||
|text=You grab a cosmopolitan from a girl, put it on fire and throw it between you and your attackers. Each enemy that attacks you at the end of this round gets 2 damage first. | |||
|type= | |||
|bgcolor=669EFF | |||
|cornervalue=2 | |||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Grenade | |||
|text=Grenade does 5 damage to 3 random attackers. | |||
|type= | |||
|bgcolor=669EFF | |||
|cornervalue=5 | |||
|flavortext= | |||
}} | |||
{{Card | |||
|title= | |||
|text= | |||
|type= | |||
|bgcolor=669EFF | |||
|cornervalue= | |||
|flavortext= | |||
}} | |||
<br clear=all> | |||
===Regular - Ammo=== | ===Regular - Ammo=== | ||
{{Card | {{Card | ||
|title= | |title= | ||
|text= | |text= | ||
|type= | |||
|bgcolor= | |||
|cornervalue= | |||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Gun ammo | |||
|text=+3 ammo | |||
|type=Action | |||
|bgcolor=63C668 | |||
|cornervalue=3 | |||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Gun ammo | |||
|text=+7 ammo | |||
|type=Action | |||
|bgcolor=63C668 | |||
|cornervalue=7 | |||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Flare | |||
|text=You put a flare in your flare gun. Flaregun ammo+1 | |||
|type=Action | |||
|bgcolor=63C668 | |||
|cornervalue=1 | |||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Shotgun ammo | |||
|text=Shotgun ammo +2 | |||
|type= | |||
|bgcolor=63C668 | |||
|cornervalue=2 | |||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Assault Rifle ammo | |||
|text=Assault Rifle ammo +7 | |||
|type= | |type= | ||
|bgcolor=63C668 | |bgcolor=63C668 | ||
|cornervalue= | |cornervalue=7 | ||
|flavortext= | |||
}} | |||
{{Card | |||
|title=Universal ammo | |||
|text=Ammo+3. You can use this ammo for any weapon that uses ammo. | |||
|type= | |||
|bgcolor=63C668 | |||
|cornervalue=3 | |||
|flavortext= | |flavortext= | ||
}} | }} | ||
<br clear=all> | |||
===Regular - Actions=== | ===Regular - Actions=== | ||
{{Card | {{Card |
Revision as of 23:27, 2 March 2008
Miami Beach Fight: Gang Attack | |
---|---|
Designer | Natanz |
Date | March 1 2008 |
Players | 2-8 |
This is an unfinished deck. It is incomplete, and is not playable. | |
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're on vacation in Miami when suddenly a gang attacks you and your friends. Using an ice cream stand for cover, you fend off the attackers.
Work together with other players to survive! Divide your weapons well and balance your ammo!
Gameplay
This game is simple but somehow it takes many words to explain it...
There's a gang pile and a regular pile. Everyone starts with HP 10.
The game is divided in rounds.
1 Each player simultaneously takes a gang card (gang pile) and puts it in the middle of the table.
The gang pile contains attacking gangs and other events.
2 Each player takes a regular card (regular pile).
The regular pile contains ammo, weapons, healing items and other events.
3 Players are free to mix turns now: play an action and a thing.
4 At the end of the round, if a gang card is still on the table, whatever it says happens.
5 You win when the gang pile is empty and you're still alive.
Special rules
Where you place cards is called the 'inventory'.
You can use Actions to give Things from your hand or inventory to another player's inventory (not hand).
Counters
Put counters on weapons to count the bullets. When you get a weapon, it's already loaded. The x/y value in the top right corner is the 'damage/max ammo that fits in the weapon'.
When you play an ammo card you can add counters up to the value of the ammo card. If the weapon is full and you have ammo left, place the ammo card in your inventory and use counters to show how many ammo is left. Destroy an ammo card when it has no counters.
Use counters to count the attackers' health.
Cards
Gang
Gang - Thugs
Gang - Special
Gang - Bosses
Gang - Nothing
Regular
Regular - Weapons
You do some quick reading. It's in Japanese, but luckily this book has pictures.
Regular - Ammo