Infictive County: the Game: Difference between revisions

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* Cubastan [[Cubastan (place card)|(place card)]]
* Cubastan [[Cubastan (place card)|(place card)]]
* Creepy Town  [[Creepy Town (place card)|(place card)]]
* Creepy Town  [[Creepy Town (place card)|(place card)]]
* Drive threw mall [[Drive threw mall (place card)|(place card)]]
* Drudge [[Drudge (place card)|(place card)]]
* Drudge [[Drudge (place card)|(place card)]]
* Digi-trash studio [[Digi-trash studio (place card)|(place card)]]
* Digi-trash studio [[Digi-trash studio (place card)|(place card)]]

Revision as of 02:44, 27 December 2016

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.

How to Play

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.

WATCH OUT. The notation InsKill% on a card means that there is a 1 in 6 chance (hit a 1 on a 1d6 roll) that an Encounter or Object will catch you by surprise and instantly kill you before combat begins. This is highly unfair, we know, but also extremely rare.

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.

Positive Encounters (+) mean you gain them as a Sidekick in your adventure for 1d6 turns (unless the card says otherwise).
Negative Encounters (-) mean you have to fight them immediately, applying regular combat rules.
Ambivalent Encounters (%), a.k.a. Agents of Chaos, require a 1d6 roll: 1-2, they attack you (Negative); 3-4, they move on; 5-6, they are friendly and hang for a bit (Positive). Continue to roll every turn until they attack or move on (unless otherwise specified on the card).


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.

Order of Ops

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.

  1. Feel free to use one Object in your possession; for example, put on a Teeshirt, or drink a Soda. You may also discard any unwanted Objects, or even trade with other players on the same Place hex.
  2. Roll d6. You have the chance to move this many hexes plus modifiers.
  3. Roll d6 again: anything but 5-6 and you are allowed to move; the reverse is true if you want to stay put.
  4. If you are willing and able (or forced by circumstance) to move from your current hex, you can now move onto a previously laid place hex, or, if there are any hexes still remaining, you can expand the map, laying down the rolled number in random new place hexes as you go, connecting to your current ones or those laid by other players. Hexes are only flipped to reveal their Place if they are landed on!
  5. Consult the Place hex chart you end up on to see what happens. If the Place chart result is an Event card or Encounter card, those are played immediately. Object card(s) remain in your possession, unless it is otherwise indicated they must be used immediately.
  6. Any end of turn rituals you are called upon to perform.

Repeat the above until one of the players has won, or until everyone has won, or until everyone is dead, to your preference.

Places

Places list

Events

Objects


Vehicles

Weapons

Drugs & Medicinals

Liquors

Edibles

Sodas

Wearables

Encounter Cards

EXPANSIONS