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* Dwyne's Grocerys and used books [[Dwyne's Grocerys and used books (place card)|(place card)]] | * Dwyne's Grocerys and used books [[Dwyne's Grocerys and used books (place card)|(place card)]] | ||
* Far Field [[Far Field (place card)|(place card)]] | * Far Field [[Far Field (place card)|(place card)]] | ||
* Geiston [[Geiston (place card)|(place card)]] | |||
* Lectrum [[Lectrum (place card)|(place card)]] | |||
* Washington A C [[Washington A C (place card)|(place card)]] | * Washington A C [[Washington A C (place card)|(place card)]] | ||
* The Moaning Desert [[The Moaning Desert (place card)|(place card)]] | * The Moaning Desert [[The Moaning Desert (place card)|(place card)]] | ||
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* Maize Glaze House [[Maize Glaze House (place card)|(place card)]] | * Maize Glaze House [[Maize Glaze House (place card)|(place card)]] | ||
* Mad Man's House [[Mad Man's House (place card)|(place card)]] | * Mad Man's House [[Mad Man's House (place card)|(place card)]] | ||
* The Red Pig [[The Red Pig (place card)|(place card)]] | * The Red Pig [[The Red Pig (place card)|(place card)]] | ||
* Ruined Church [[Ruined Church (place card)|(place card)]] | * Ruined Church [[Ruined Church (place card)|(place card)]] | ||
* Snuff Street [[Snuff Street (place card)|(place card)]] | |||
* Urfictite rock temples [[Urfictite rock temples (place card)|(place card)]] | * Urfictite rock temples [[Urfictite rock temples (place card)|(place card)]] | ||
* Twin Bridges [[Twin Bridges (place card)|(place card)]] | * Twin Bridges [[Twin Bridges (place card)|(place card)]] | ||
Printable fun for everyone with cards, charts, tokens, and a randomly generated map with Infictive locations such as Ketjack. One to whatever players. The players pick a YouTokin from the token cards or make their own.
Starting Happiness Points: 5. The goal of the game is to obtain 50 happiness points. Places, Events, Encounters, and Objects throughout play modify these points. Like seeing Sigal Hasterson everywhere would be a curse draining happiness points while hanging with Andrew McFing can provide a constant yield of points. The first to 50 points wins but so does anyone else who makes it. -30 happy is a forever sadness tunnel where you lose lose lose.
Starting Health Points: 15. If you drop to 0, you are dead. Any healing effects can only restore you to 15 health maximum, unless there is some rule modifier in play.
Fighting!: In a standard, one-on-one confrontation, the two combatants each roll 1d6, and the higher of the two inflicts the damage equivalent to the difference between the two rolls. For example, if Player #1 rolls 6 and Player #2 rolls 5, Player #1 inflicts 1 damage to Player #2. Attack bonus modifiers from weapons, animal sidekicks, etc., are added to the basic 1d6 roll, while defence bonus mods. of the loser are subtracted from the final damage, down to 0 damage.
Fighting in Groups!: Player #1 is trying to fight three OFTL thugs: Player #1 rolls 5, going after OFTList #1; OFTList #1 rolls 4; and so Player #1 hits OFTList #1 for 1 damage. Simple enough. However, there are still two other OFTL thugs: OFTList #2 rolls 6, and OFTList #3 rolls 2. This means, OFTList #2 does 2 damage to Player #1, while OFTList #3 misses. Same rule for bonuses to attack and defence as single combat. The moral of the system is to not fight groups, as you will generally lose... unless you have a MegaWeapon and can just roast those fools.
Fighting... other Players!: If you are on the same Place hex, you can attack other players. Combat runs as it normally would.
Escaping!: Can't stand the heat of combat? Run for your life! This - may - fail. As with combat, all involved roll 1d6. The fleeing PC escapes if they roll higher than the rest, the pursuing party overtakes if they roll higher and does a further 1d6 damage in the knock down. In group situations, everyone in the pursuing party rolls 1d6 to attempt to overtake the escapee.
Defeating foes: Each time you win a fight you get one object from the defeated (unless it is a zombie). You can gain followers as you go to help you fight off attacks.
Encounters: Each time you draw an Encounter card, you will meet up with some person or party. In the top right corner you will find their Health Points, in the bottom right corner you will find if they are a Positive, Negative, or Ambivalent (Chaotic) encounter. Any items, bonuses, or modifiers they have, or which they grant you, are in the text of the Encounter card itself.
Objects: In the top right corner, you either find the instant modifiers that come from use of the Object (i.e. +2 Happiness, +3 Health Points), or the die you must roll every time you use the Object against the chart on the card. Sometimes further bonus modifiers will also be included in the card text.
Have at least one six-side dice on hand, and, if you like, a pad of paper or maybe a tablet computer to keep track of your Happiness, Health, and notes about the story being told.
If you are just starting out, roll the six-sided dice. You place as many random hex tiles as number of pips on the die. Set down your Youtokin on the first hex you drop.
Repeat the above until one of the players has won, or until everyone has won, or until everyone is dead, to your preference.


