While I’ve been a bachelor for a few days during our move, I promise you that I haven’t been squandering all my time sitting around drinking beer and doing nothing. Instead I’ve actually been rather productive. I’ve spent my free time working on some of the games I’m developing. In particular, since Convergence is so close and a perfect group of play-testers will be available (not to mention the fact that they’re the exact target demographic of the game), I’ve recently been working on I Shoot Randy.
You may recall that the premise of the game is an N vs. 1 match where one player takes on the role of Randy and the rest attempt to kill him off.
The original idea of the game was for a chaotic, free-for-all that was fun to imagine, but impossible to formalize. In the wake of some ideas I’ve gotten the game in an alpha state and am ready to provide a few glimpses to the whole.
Note that I won’t be providing any imagery since the current pictures on the cards were mostly gleaned from Google searches and my rights to publish them are suspect at best. You’ll have to be patient. As soon as the move is completed and we’re all comfortable in our new house, I intend to make artwork a priority.
I Shoot Randy is a game for 2 to 6 players ages 13 and up with average length of playtime between 10-15 minutes.
What’s the object of the game?
Randy: Survive the onslaught of attacks from the other players by countering the effects of their played cards in order to protect your health.
Attacker: Defeat Randy by playing cards to diminish his health.
How do we get ready to play?
Separate Randy’s Cards from the Attacker’s Cards.
Shuffle each set of cards.
Each player should be dealt 5 cards from their respective decks.
Set the remaining stacks face down in the center of play with a place available next to each for a discard pile.
The health die is set to 20.
Who plays Randy?
Determination of Randy is left to the players.
Who Goes First?
The Attackers always go first and act in unison.
How is the game played?
I Shoot Randy is played in move/counter-move phases of a game turn.
A game turn is broken down into 5 distinct phases. Note that all turns need not consist of all 5 phases, but a turn must include at least 2 phases (AP and RP.)
- (AP) Attack Phase where the Attackers each play a single attack phase card.
- (RCP) Randy Counter Phase where Randy plays counter cards to prevent some, all or none of the Attacker’s cards. Unlike the Attackers who may only play a single counter card during their Counter Phase, Randy may play as many counter cards as he has available and is willing to use in each of his Counter Phases. In order to ease Resolution, typically counter cards are placed on top of cards they are countering.
- (ACP) Attacker Counter Phase where the attackers play cards countering Randy’s counter cards. Any Attacker can counter any Randy card, even those countering another Attacker’s card. In order to ease Resolution, typically counter cards are placed on top of cards they are countering. Attackers may only play a single counter card during their Counter Phase, whereas Randy may play as many counter cards as he has available and is willing to use in each of his Counter Phases.
[Phases 2 and 3 are repeated as necessary. However either side can stop the counter phases by simply not countering. (If Randy does not counter, the attackers cannot counter again.) Note also that if an attacker chooses to not counter one counter phase he can still counter in subsequent phases should they occur – if Randy chooses to not counter, Resolution Phase begins. ]
- (RP) Resolution Phase where the outcome of the cards played is determined and damage is done. In order to ease Resolution, typically counter cards are placed on top of cards they are countering. This way Resolution is performed in the order the cards were played (or in reverse order of the stack.) Damage cards not countered deduct their damage value from the health total on the Resolution Phase of a turn. This damage should be tallied and measured with the health die. If Randy reaches zero health and cannot heal before the next turn, the Attackers win the game.
A game consisting of 3 players; Attacker 1 and 2 and Randy.
- Attack Phase (AP):
Attacker1 plays an I Shoot Randy card which if not countered would do 1 damage.
Attacker 2 plays a Randy Dies card which if not countered ends the game.
- Randy Counter Phase (RCP):
Randy counters Attacker 1 with a No You Don’t card thereby eliminating the damage done by the card.
Randy counters Attacker 2 with a Nu-Uh! card thereby eliminating the game ending result of the card.
Randy further plays a Gutshaker! card on Attacker 1 forcing the player to discard his remaining cards.
- Attacker Counter Phase (ACP):
Attacker 2 counters with a Yes I Do! card re-establishing the damage of the original attack card.
- Randy Counter Phase (RCP):
Randy counters Attacker 2 with an I’m Invisible card once again eliminating the damage and preventing further counters.
- Resolution Phase (RP):
End result: No damage is done to Randy.
- (DP) Discard and Draw Phase where both sides discard and draw cards to replace all played cards. As cards are played and resolved or are discarded, they are moved to their respective discard piles. If possible, each player draws available cards to return his or her hand to 5 cards before the start of the next round.
In our previous example, Randy would draw 4 cards while Attacker 1 would draw 5 and Attacker 2 would draw 2. However, both Randy and Attacker 1 could choose to discard unwanted cards to draw new if they so desired.
What can be discarded in the Discard and Draw Phase?
Any card a player has in his or her hand can be discarded during this phase of a round. Be careful not to discard something that might be useful in subsequent rounds as once a card enters the discard pile, it cannot return to play.
How is the game won?
Randy: Randy wins the game if the Attackers have no cards available to play and their deck is expended and he still has health.
Attackers: The Attackers win if Randy is reduced to zero health at the start of a new round.
Here’s the current card listing including the number in each deck, their names, the phase in which the card is played, and the effect of playing the card (if it isn’t obvious.) Randy’s deck consists of 35 counter cards used to protect against the Attacker’s deck of 75 cards:
Finally, here’s a matrix identifying how the cards interact:
Note that the image has a “typo” or an ambiguous term. Interpreting the table should read:
“Find the card on the left and move to the right to see how it affects or is affected by another card.”
For example, Yes I Do! cards are countered by Nu-Uh! and No You Don’t! cards and counter No You Don’t! cards
Well, there you have it. It may not appear to be a complete and playable game, but I assure you it is. Now if I can get this move complete I’ll get some artwork and move to a beta…