PDA

View Full Version : Bang!



de Selby
26-09-2005, 21:27
Inspired by the fluff in this month's UK WD, I've bodged together some rules for the game 'Bang!' which is 'played' by gnoblars for their masters' entertainment:

Bang!

Requirements:
12" - 24" arena
6-10 gnoblar models (equipped with flaming torch, plus box of blackpowder with fuse carried on back)
2 or more players

Players each 'control' one or more gnoblars. Gnoblar models on square bases are assumed to have a front, a back, and two sides. This is important!

Players take turns, beginning with the player with the largest ears and/or nose. Play proceeds in a clockwise direction. Each player must normally activate all of the gnoblars under his 'control' during his turn, in any order desired.

Each player will spend his first turn throwing his gnoblars into the arena. Gnoblars may be placed anywhere in the arena during the first turn ('deployment') except in contact with another gnoblar. During subsequent turns, gnoblars are activated according to the following rules:


When a gnoblar is activated, roll a D6. Any roll of a natural 1 or a natural 6 will stand, but otherwise the player may choose to modify the dice roll by plus or minus one before resolving the effects described below.

1. Panic! The gnoblar moves randomly. Roll a scatter dice, turn and move the gnoblar D6 inches in the direction indicated by the arrow. On a roll of a 'hit' the gnoblar stands still, quivering.


2. Charge! The gnoblar immediately turns up to 180 degrees and moves up to 4" towards the nearest other gnoblar. Resolve a torch attack if the gnoblar makes contact with his victim.

Torch attack: roll a scatter dice. On a roll of a HIT, the unfortunate victim of the attack goes up in a puff of smoke: BANG! (and is removed from play) Otherwise the defender gets away and immediately takes off at high speed, moving D6" in the direction indicated by the arrow. Hits must be re-rolled if the attacking gnoblar is in contact with the front edge of the defender's base. If the attacking gnoblar is sneakily in contact with the back edge of the defender's base, anything but a hit is re-rolled. The second result is final.

After the torch attack is resolved, play passes immediately to the player on the defending player's left.


3. Formulatin' a strategem. The gnoblar is waiting for his chance. He may turn up to 180 degrees on the spot.


4. Running for the hills. The gnoblar may move up to 8" directly forward. He must stop at least 1" short of any other gnoblar (or the edge of the arena), having suffered a loss of nerve.


5. On Good Form. The gnoblar is ducking and weaving like a good 'un. The gnoblar may turn up to 90 degrees and then move up to 4" forward. He must stop at least 1" short of any other gnoblar (or the edge of the arena), having not yet plucked up the courage to try anything more agressive.


6. Misunderstood the assignment. What with all the running and fighting, this excitable gnoblar has either not grasped, or forgotten, the critical fact that blackpowder goes BANG! in contact with a lighted torch. His enthusiasm getting the better of him, the gnoblar immediately turns up to 180 degrees and moves up to 4" towards the nearest other gnoblar, and attacks in a blur of fists and teeth.

The defender may (or may not) have the wit to take advantage of this blunder and sneakily set torch to fuse before retreating. Resolve a torch attack, but on a HIT the attacking gnoblar, rather than the defending gnoblar, goes BANG!. A hit may be re-rolled if the attacking gnoblar has had the good fortune to move into contact with the back edge of the defender's base, otherwise the result is final. If neither gnoblar goes BANG, the defending gnoblar moves away as normal. After the torch attack is resolved, play passes immediately to the player on the defending player's left.



Gnoblars moving randomly: gnoblars moving randomly may hit the side of the arena, in which case they are knocked unconscious, or another gnoblar, in which case resolve a torch attack immediately as for 'Misunderstood the assignment' above.

Unconscious gnoblars are easy meat, and indeed quite likely to be dragged out and eaten by the laughing spectators. Roll a D6 immediately;
1-3 The unfortunate gnoblar has suffered a terrible fate of some unmentionable sort, and is removed from play.
4-6 The gnoblar is thrown back into the arena by the spectators. The player to the left of the 'controlling' player may place the gnoblar anywhere in the arena, as for deployment.


Note that the turn sequence may be frequently interrupted by torch attacks, leading to much unfairness and players losing several turns in a row. This is normal. Some gnoblars are just slower than others. Note also that players may frequently find gnoblars under their 'control' setting light to other gnoblars under their 'control'. This too is normal, it's every gnoblar for himself out there.


The winning player is the last player to have 'control' of any gnoblars in the arena. The winning gnoblars are considered lucky, and may be adopted by leadbelchers or turned into special lucky soup, according to whim.








What do you think?

Lady's Champion
26-09-2005, 21:42
I like it!

strv
27-09-2005, 06:56
Nice work, proberbly gonna play it.

Galonthar
27-09-2005, 08:15
hmm.....

:eek: ......BANG...... :eek:

like it

Griefbringer
27-09-2005, 08:43
Sounds innovative, to say the least!

Wiseman
27-09-2005, 12:05
looks good, will try it sometime

lord_blackfang
27-09-2005, 13:50
Great stuff. Using the scatter dice toresolve attacks is new to me, and quite brilliant.

*steals idea for his own games*

de Selby
27-09-2005, 14:39
Thanks for all the positive replies. I could have sworn I posted this in Fantasy General....

*scratches head*
:D

The scatter dice approach was adopted because it was a bit of a headache working out what happed to gnoblars left in contact with one another between turns. The problem is resolved neatly by ensuring that they never are left in contact, and also introducing the potential for gnoblar pinball as escaping gnoblars ricochet off of one another.

x-esiv-4c
27-09-2005, 14:48
hehehe brilliant work :)

Hideous Loon
27-09-2005, 19:19
Yay! King-of-the-hill Gnoblars who make each other explode! This sounds like good fun to do when one is with one's mates, and slightly drunk. I might copy this.

de Selby
27-09-2005, 19:57
Passengers are hereby notified that we are now entering rules development. I appear to be being moved around by anonymous mods. I would have preferred Warhammer Fantasy General, as more people would have actually read the thread.

While we're here, how do I modify the rules to represent pig jousting?

Hideous Loon
27-09-2005, 22:48
Hmm. How 'bout this (It's just something I put together from the top of my head): In the arena, a jousting display can be set up, allowing Gnoblars the ability to joust eachother, trying to set the other Gnoblar's fuse alight. To do this, they have small pigs, that are given to each Gnoblar as a mount, for five points. They will also receive a lance with a burning end. To keep this game under control, only two Gnoblars can have a pig and match-lance. The other Gnoblars will stand at the side, cheering on the combatants, occasionally setting fire on the fue of other Gnoblars. (This side of the game one could represent by using the aformentioned rules set, I won't change anything.) In the middle of the arena, a rickety fence has been set up by some guy. The pigs bestow the following modification on their riders: They may move D6+D3", and have +1A in CC. The lance gives the Gnoblar-Knight (an odd thought...) the ability to set fire to the other guy's fuse from 2" away, instead of B2B. This is quite difficult for the feeble-minded Hill Goblins, however, so it takes a 6+ on a D6 to succeed. If they miss, you will have to consult the following chart:

1-3: The Gnoblar feels an overpowering sense of guilt and failure. He falls off his pig and lies on the ground, whimpering. A random Gnoblar will run up to him, setting his fuse ablaze. He is treated as a casualty from now on.

4-5: The Gnoblar tries again, with a marvellous feat of determination. He may make another lance attack, but at this time at a 5+. If he misses, consult the chart again, re-rolling further resluts of four or five.

6: The Gnoblar, using some sort of Gnoblar-Fu, leaps off his pig, mad with rage over having missed. He jumps onto the other pig's back, biting the other Gnoblar's head off, taking his fuse as a trophy. He gets +1 Ld for the rest of the battle, and can use his lance and pig for the rest of the game.

The jousting fence is dismantled after the jousting is complete, and the pig is oftenly killed by the mass of Gnoblars. (One could make rules for this, but not me, not now. I'm too darn tired.)

Kensai X
28-09-2005, 01:26
I just got an idea for Gnoblar Hog Dodge (think bullfighting) and Rat Wrestling...(think pig catching event in mud...)

de Selby
28-09-2005, 13:07
Gnoblar Hog Dodge sounds fabulous, though you'd need a hog, a baby rhinox, or similar to play.

Let me think about it for a bit.

hideous_loon: I'd prefer to keep the rules completely self contained if possible, so no importing of attacks, voluntary movement and points values from WFB. The random table is along the right lines though, IMHO.

de Selby
28-09-2005, 20:47
I've had a request for rules for Gnoblar Bowl, so, voila, a gambling game for two or more players.

GNOBLAR BOWL

You will need:
10 - 40 gnoblars
Scatter dice and D6
Counters to represent Shiny Stuff
24" arena (a circle of Ogres and spare gnoblars looks best)
2+ players, taking the parts of Ogre gamblers. Each player should start the game with half a dozen coins (pennies) or other counters to represent gambling currency.

Players take turns to place gnoblars anywhere in the arena (except in contact with another gnoblar).

When all gnoblars are deployed, the heaviest player kicks things off by throwing some Shiny Stuff into the arena (see below) and then taking the first turn. Play continues clockwise.

At the beginning of his turn, a player may bet that any one gnoblar on the field of play will
a) Make Good; the gnoblar will move to the edge of the arena while carrying an item of shiny stuff
b) Get Nobbled; the gnoblar will be removed from play for any other reason.
Bets may be made before or after a gnoblar has picked up an item of shiny stuff; to make a bet, place a coin in base contact with the gnoblar. A coin placed heads-up indicates a bet that the gnoblar will make good, a coin placed tails-up indicates a bet that the gnoblar will get nobbled.

At the beginning of their turns, subsequent players may either make bets of their own (on gnoblars upon whom no bets have yet been placed), or call a bet already made by another player, by putting a second coin in contact with the gnoblar in question. The first player to bet will win both coins if his bet was correct, and the player who called the bet will win the coins if not. If the first player bet that the gnoblar will make good, the player who called the bet will win the coins if the gnoblar gets nobbled, and vice versa.

At any given time, a gnoblar may be both carrying an item of shiny stuff and 'have money on him'. The counter representing the shiny stuf, and the coins, always move with the gnoblar model.

All bets remain in play until settled one way or another. By mutual agreement, the size of the bets may be increased (to any agreed number of pennies) at the beginning of any of either players' subsequent turns. Additional players may not join in the betting on this gnoblar.

If a player makes a bet which does not get called before the gnoblar either makes good or gets nobbled, the money bet is returned to him.

After making or calling a bet, a player may interfere in play in one of the following ways:


Shout instructions: any gnoblar not already carrying shiny stuff may be moved D6" towards the nearest item of shiny stuff. If he reaches it, he picks it up (keep the shiny stuff in base contact with the gnoblar to indicate he is carrying it around).

Shout encouragement: any gnoblar carrying shiny stuff may be moved 2D6" towards the edge of the arena (if he hits another gnoblar on the way, stop and resolve a clobber attack on it). If he reaches the edge of the arena, he Makes Good and is removed from play. Any player who bet the gnoblar would make good, or bet the gnoblar would not get nobbled (by calling a bet that he would), wins the money bet at this stage.

Shout incitement: any gnoblar not already carrying shiny stuff may be moved D6" towards the nearest gnoblar carrying an item of shiny stuff. If he makes contact, resolve a clobber attack immediately.

Shout threats: any gnoblar (with or without shiny stuff) may be subjected to a barrage of confusing instructions and/or threats. Roll a scatter dice; on a hit the gnoblar remains stationary, otherwise he moves d6" in the direction of he arrow.


Instead of shouting, the player may interfere in play by throwing things into the arena. Either Shiny Stuff, or a spare gnoblar (to 'help') may be thrown.
Nominate a target point, roll a scatter dice. On a hit the object lands on target, otherwise it lands d6" off target in the direction shown by the arrow. If a gnoblar is hit by an item of shiny stuff, he picks it up. If a gnoblar is hit by a thrown gnoblar resolve a clobber attack immediately.


Clobber attack: to resolve a clobber attack on a gnoblar, roll a scatter dice. On a Hit, the gnoblar has been nobbled. He drops any shiny stuff he was carrying and is removed from play (the gnoblar who did the clobbering may pick it up). Otherwise the victim escapes, and moves away d6" in the direction shown on the arrow.

When a gnoblar gets nobbled, any player who bet the gnoblar would get nobbled, or bet the gnoblar would not make good (by calling a bet that he would), wins the money bet.




All gnoblars are moved during the player turns only, as described above. They do not move 'of their own accord'.

A player with no bets in play MUST bet, or call a bet, when his turn comes round. No spectators!

Players take turns to bet/call bets, and/or influence play, as above, until they have no coins left and no bets in play, when they must retire. Roll a D6. On a 1-5 play continues without the player, on a 6 the irate Ogre gambler wades into the arena to exact retribution, and the game ends immediately for all players (the 'sudden death' ending). The winner is the player with the most coins in hand.

Otherwise play ends when one player accumulates all the coins, or all the players are sick and tired of Gnoblar Bowl.

de Selby
02-10-2005, 19:14
And another one.

This time the core jousting mechanic was inspired by blackjack (although it may be hard to spot). You have to get near your target, but not too near.

Pig Joust

Requirements:
12" - 18" arena (form all of your Ogre and spare Gnoblar models into a circle to represent the audience around the outside of the arena)
6-10 gnoblar models (equipped with a pig, or another gnoblar pretending to be a pig, and a pointed stick)
2 or more players

Players each 'control' one or more gnoblar pig knights.

Players take turns to place a gnoblar pig knight anywhere (except in contact with another gnoblar pig knight) around the edge of the arena, until all gnoblar pig knights have been deployed. The arena itself has been cleared in preparation for the 'tournament'. When all gnoblars have been deployed, play begins with the player who most exemplifies the knightly virtues of vanity, bloody-mindedness, ruthlessness and guile. Play continues clockwise.

Each player may activate one gnoblar per turn. The gnoblar must challenge another pig knight, hoping to 'unhorse' him and thereafter regain the relative safety of the edge of the arena.

When a mounted gnoblar is activated, he must issue a challenge to any one other mounted pig knight (around the edge of the arena, or in the arena). After issuing the challenge, roll a D6 to determine the tactics he will use this turn. Any roll of a natural 1 or a natural 6 will stand, but otherwise the player may choose to modify the dice roll by plus or minus one before resolving the effects described below.



1: Dropped 'is stick. The gnoblar has got his legs tangled up in his lance, put on his helmet the wrong way round, or made some other schoolboy error. He may be suffering from a crisis of confidence (or a recalcitrant pig mount). Miss this turn. The challenge is ignored.

2: Carrot onna stick. The gnoblar has found a cunning way to make his mount run faster. He may choose to move an extra 1" every time he advances (see below).

3: Cheeky git. The gnoblar spices his challenge with a variety of choice insults pertaining to the size of his opponent's ears and nose. The challenge must be accepted.

4: Jumping Jack Flash. In a dazzling display of pig-gnoblarship, the pig knight leaps and bounds all over the place. Any lance attack hit on the pig knight must be re-rolled.

5: Extra long lance. The gnoblar has lashed an extra bit of stick to the end of his lance. Resolve a lance attack (see below) if he comes within 3" of his opponent, instead of 2".

6: Over-enthusiastic. The gnoblar does not wait to see if his challenge is accepted. If the challenge is not accepted, the gnoblar is moved 2D6" out into the arena (towards his 'opponent', but stopping short of the edge of the arena) and his turn ends.



Resolving a challenge. Any prospective opponent around the edge of the arena may now choose to refuse a challenge, in which case play passes to the left of the player who issued the challenge and his turn ends. Gnoblar pig knights inside the arena must accept any challenge that is offered. If a challenge is accepted, the gnoblars must joust.

Gnoblars eventually discover (and may even remember) that the secret of successful jousting is to knock over one's opponent without getting pranged oneself. Gnoblar pig knights take turns to advance, beginning with the knight who issued the challenge. Knights may choose to advance either D6", 2D6" or 3D6" directly towards their opponent. Gnoblar lances are assumed to be 2" long, to scale: if one pig knight moves to within 2" of his opponent when advancing, he may resolve a lance attack on him. If he carelessly moves into contact with his opponent, resolve a lance attack on them both.

Lance attack. To resolve a lance attack on a gnoblar pig knight, roll a scatter dice. On a roll of a hit, the attacking gnoblar has actually struck the defending gnoblar; he is immediately 'unhorsed' and replaced with a gnoblar model on foot. Otherwise the lucky gnoblar hangs on to his mount and moves D6" in the direction shown on the arrow (this may allow him to reach the edge of the arena, otherwise he remains stuck inside the arena). After resolving his attack, the victorious gnoblar pig knight rides on in a straight line to the edge of the arena, where he turns to prepare for his next go. Play passes to the left of the player who issued the challenge.

After a few rounds of play, dazed gnoblars will have begun to accumulate inside the arena, both mounted and otherwise. Mounted gnoblars may still be activated and issue challenges like everyone else. Gnoblars on foot are out of the tournament, but still constitute a hazard. At the beginning of each players turn, roll a D6 for each mounted gnoblar he may have stuck inside the arena. Unless he can roll higher than the current number of unhorsed gnoblars (or roll a '6' regardless of their number), the mounted gnoblar has been pulled down and 'unhorsed' by them, and must be replaced with another gnoblar model on foot.



Keeping score: from a gnoblar perspective, everyone's a winner. But this is only because they can never agree who's won. Observers keeping score often do so in the following way:

+1 point for each opponent successfully 'unhorsed'.
-1 point for every challenge refused.

All the time there are still mounted gnoblars around the edge of the arena, the winner is the first gnoblar to 3 points. If at any point all of the gnoblars (whether mounted or not) are in the arena, the tournament is considered to have broken down in confusion, and the winner is the mounted gnoblar who has accumulated the most points so far.

de Selby
07-10-2005, 16:38
And Finally:


Gnoblar Hog Dodge.

Requirements:
12" - 18" arena (form all of your Ogre and spare Gnoblar models into a circle to represent the audience around the outside of the arena)
6-10 gnoblar models.
One beast. Traditionally this game is played with a wild grunt-hog or a young rhinox. More exotic versions may be played with some other variety of captured beast, or even a crazed prisoner of war taken from some particularly tough and aggressive species.
The beast is placed in the centre of the arena.
2 or more players.

Players each 'control' one or more gnoblars. Gnoblar Hog Dodge is often used to select candidates for Rhinox training duties, among scrapper tribes. At least, hopeful candidates are often told that success in the Hog Dodge arena will lead to such a position.

Players take turns to place a gnoblar anywhere inside the arena (except in contact with another gnoblar, or the beast), until all gnoblars have been deployed. When all gnoblars have been deployed, play begins with the player who has placed a gnoblar closest to the beast in the centre. Dice off in the case of a tie. Play continues clockwise.

Each player must activate one gnoblar per turn. Roll a D6 to determine the tactics he will use this turn. Any roll of a natural 1 or a natural 6 will stand, but otherwise the player may choose to modify the dice roll by plus or minus one before resolving the effects described in the table below.


1. Tripped over his own feet. Miss this turn. Play passes to the player with a gnoblar closest to the beast (this may entitle the same player to another turn). He must activate this gnoblar immediately.

2. Hurl sharp stuff. This will further enrage the beast, encouraging non-specific thoughts of bloody revenge in its' tiny mind. It immediately moves D6" towards the nearest Gnoblar.

3. Hurl obscenities. A particularly brave or stupid gnoblar may attempt to draw the beast out with insults, loud noises and by jumping up and down on the spot. Move the beast D6" towards the gurning gnoblar.

4. Run! The gnoblar moves D6" in any direction. Nominate the direction before rolling the D6. This may carry him to the edge of the arena, in which case he bows out not-so-gracefully.

5. Bang! The gnoblar has begged, stolen or 'borrowed' a small amount of blackpowder fashioned into a crude firework, powerful enough to startle the beast but serving only to irritate it in the long run. The beast moves D6" away from the cackling gnoblar.

6. Playing to the crowd. The gnoblar gets an extra opportunity to show off his skills. Roll two D6, consult this table (you may not modify the results), and resolve the effects in either order.



If at any point the beast moves into base contact with any gnoblar, the luckless individual is immediately removed from play. He has been gored, trampled or otherwise dispatched, sacrificed for the entertainment of the cheering crowd. The other gnoblars will not let his sacrifice go to waste. Nothing goes to waste in a gnoblar camp.

Any gnoblar who reaches the edge of the arena (and relative safety) is removed from play (and jeered or possibly lynched by the crowd, particularly those with any money on him).

The winner is the last player to have any gnoblars still in play inside the arena. He can look forward to a bright (but possibly quite short) career in Rhinox management.







I'm all out of inspiration now. I think I'll print out the rules for the first three games and post them off to Warhammer Chronicles. If nothing else it'll give the design team a good laugh. Anyone wanting to contribute feedback or notice of obvious holes in the rules, you have a couple of days to do so...

de Selby
14-10-2005, 00:25
Right, for anyone still following this, I printed out the rules as above and posted them off to Warhammer Chronicles today. I don't seriously expect to hear from them but it'd be funny if I did. I didn't include the rules for Hog Dodge because (as much as I like the concept) it wasn't directly inspired by WD.

If you had any feedback, it's too late now! ;)

de Selby
18-10-2005, 16:49
Me again. I DID get a very nice reply from one of their hobby specialists, it arrived in the post this morning. This goes to show that they DO read their mail at Warhammer Chronicles. He said he'd passed the rules for Bang around the office and sent them on to the WD team, so I await developments with interest. Not holding my breath though :D

Cpt. Drill
17-01-2006, 23:04
We are all making models for them!


any other inspired ideas?

de Selby
18-01-2006, 19:03
Most excellent news, I thought this had been forgotten.

Which games are you making models for? Just BANG! or some of the others as well? Let me know how you find the rules, I'm happy to tweak them, in particular if repeated play leads to too much samey-ness.


If you're going to the trouble to make distinguishable models, the obvious thing to do is create some kind of 'team' game that all the powder-gnoblars, pig-knights, gnoblar bowlers and hog dodgers can play together, but I'm not sure what the aim might be... leave it with me.

In fact, please post pics or descriptions of any conversions you knock up, the wackier the better. I will happy invent special rules or abilities for each one, to encourage creativity...