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Dizzy Dancing

Started by 3XXXDDD, August 30, 2013, 02:55:26 PM

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3XXXDDD

An Idea for a small tile based game I had that might actually end up being lots of fun because it is so freaking insane.

Objective

Dizzy your Opponent's Characters by throwing them until they all faint by reducing their endurance to 0.

Components

3x4 (12 Tiled) Grid

6 Character Tiles

Note: Component's may be increased for additional mayhem. What is listed above is the suggested minium.

Card Anatomy

    Name ? The name of the card.

    Range ? A Character's Range is the total amount of squares a Character is allowed to pass while spinning/throwing (Range is from 1-9 and includes the tiles that are diagonal to your Character) before needing to let a character down.

    Endurance ? Endurance is how much dizziness a Character can take until fainting

    Catch ? If the active Character's ?Catch? aligns with a inactive Character's ?Caught?; The active Character can now throw the ?Caught? inactive Character up to their maximum range. A Character's ?Catch? is represented by a X.

    Caught ? Represented by an O. See ?Catch? for more information.

Set Up

Flip a coin or roll a die to see who will be going first; each player, starting with the player going second, in turns, place their Characters face-down on the tiled grid. Once placed, all Character's are flipped face-up. Additionally, when setting up tiles, choose which direction is North and add East, South and West in their standard order following North. This is due to the fact that some Character skills will reference the aforementioned directions.

Turn Order

Move

When your turn starts you may select a Character and have it perform one of three actions

    Turn ? You may turn your Character 90 degrees either left or right

    Move ? You may move your Character to the tile it is facing (the tile that touches the top of a Character is the tile that Character is facing). When moving a Character, you may turn it 90 degrees left or right EITHER before OR after you move it.

    You also have the option of not moving any of your Character's at all.

Throw

If after moving, your Character's catch ( X ) is now adjacent to an inactive Character's caught ( O ), you may throw that inactive Character in either direction* through a number of tiles equal to or less than your Character's Range.

*If you turned and didn't move OR turned after moving, your Character must keep turning that way for their throw this turn. If you moved or turned a Character this turn, you can only throw with that Character this turn.

You can only throw a Character in the 9 Squares surrounding your Character and only in a circular motion (unless otherwise stated by an Character's skill). If a thrown Character is circling off the board (I.e your inactive Character was right at the edge of the tiles), it continues being thrown on the other edge of the board until, if it does, comes back to the original edge of the board.

Damage Sub-Step

When a Character is being thrown, it loses 1 Endurance per square it passes.

If a Character comes in contact with another Character while being thrown; It receives 1 damage in addition to the damage it got from passing that square. The Character it encountered also takes 1 damage. The Character that was encountered during the throw, is now also a part of the throw except it is always one tile in front of the previous Character, other than that, it suffers 1 damage from the typical method of passing 1 square.

While throwing two Characters, if they encounter a third Character, the original Character now takes an additional 2 Damage (one for each Character in front, including the newly encountered card), the Character in the front takes an additional 1 Damage. The newly encountered Character also takes 1 additional damage and now is a part of the throw, just one tile ahead of the previous Character. This happens for every additional Character encountered in the throw.

When a Character takes more damage than endurance they have, they faint. Fainted Characters can't move or throw as active Characters, they may however still be thrown by other active Characters.

Additionally, some tiles might also have ?Caughts? and may be thrown. They follow all the rules of being an inactive character except endurance (where they don't have any). I'd suggest leaving adding those in for expert level games.

Victory

You win the game, when you control the last standing Characters, while it is deemed impossible for any additional dizziness to be inflicted on any Character.