Showing posts with label microgames. Show all posts
Showing posts with label microgames. Show all posts

Monday, August 17, 2026

Let's celebrate 60 years of Fantastic Voyages! (With a microgame...)

While it seemed to fly way, way under the radar, yesterday actually marked the 60th anniversary of the release of a science fiction movie that has influenced SF storytelling greatly in the decades since then...


The 1966 classic Fantastic Voyage has become one of my favorite films over the course of the last decade or so.  I know I've mentioned it a few times on here over the years, and readers who have soldiered through my blogging since I started more than 10 years ago may even recall that the movie inspired an early post with daydreams of an RPG based on its iconic plot.


My way of celebrating the anniversary of this incredible piece of SF history is to finally follow through -- a tiny little bit, anyway (pun sort of intended) -- on those daydreams of a game focused on microscopic adventures.  And so, I present the earliest of early drafts (v0.1, in fact) of my own little microgame...


MicroSquad is a tiny RPG about playing tiny heroes.  There's honestly so much I have had swirling around in my mind that I wanted to put in such a game that what I finished up by yesterday's anniversary is actually fairly incomplete.  BUT...I'm quite sincerely interested in hearing what others think about both the concept and the game itself (a Microlite-ish take on 5e that hopefully captures a feeling that accompanies the plot nicely enough).

So...while keeping in mind (please) that it's lacking a LOT that would turn it into a "complete" game, I'd love it if you wanted to see what I currently have brewing!  Here are the Google Drive links:




At any rate...a belated Fantastic Voyage Day to all!  Talk to you soon!

Thursday, October 2, 2025

Underground Elemental Beastfighting -- The Video Game

(Although that's a really generous term for this...)


I found myself with some time to devote to geek projects on Monday, and while I intended to knock out something worthwhile in progressing People of Adventure (aka POA...my take on 3.75" action figure skirmish gaming), of course I ended up getting distracted by Pokémon.  In this case, it was because I had seen an article where a guy talked about using AI to code a simple video game (even though he had no coding experience), and so I wanted to take a quick look at what that process was like, and the next thing I knew, I'd been on my phone going back and forth with ChatGPT for a few hours trying to make it understand the direction I wanted it to take the game's programming (and to keep it from "deciding" on changes I didn't request at all).

I'm honestly not completely sure how I feel about the use of generative AI in creative pursuits (and my thinking gets even muddier when it comes to its use in the technical realization of human-generated ideas)...BUT I thought it'd be worth mentioning on here how crazy it is that a very averagely-technologically-savvy old dude like me can put together a functional "app" as quickly and easily as I did.  I know it really doesn't look like much, and it's just a simple HTML document, but man does this get my brain bouncing around among possible future projects to start and never finish.  Maybe I should work on this piece by piece and turn it into the fully realized version of Underground Elemental Beastfighting...?  Maybe I should use AI to finally get Ring Doctors into a completely playable form...?  Or maybe I should try to keep my focus on just one project at a time...but attempt to harness this newly tapped resource into improving it...?

Yeah...I dunno.

But...I'd be delighted if you wanted to take a moment to check out the direction I'm going with UEB.  You can click here if you'd like to see its humble opening scene.  You'll be asked to choose an element for your Beast...


...then given a randomly generated monster (with d20-ish stats) and the option to send them into the Beastfighting pits to find glory, misery, death, or some combination of the three.


There's not much more to the story at this point, but I can't really exaggerate how amazed I am that this thing works at all.  And now that I have a skeleton to build from, who knows...maybe it'll actually lead to me learning a thing or two about coding...?

Whoa whoa whoa...guess I don't want to get ahead of myself.

Anyway...if you have any ideas on this, please send 'em my way!

Monday, April 21, 2025

These Cards Are Demonic: A quick little game of diabolical summoning

My recent obsession with the new Pokémon TCG Pocket app has me thinking about trading card games a lot, and obviously the Pokémon game in particular.  Something that has interested me at times is the idea of taking an existing TCG and using cards for it to create and play an entirely different (yet functional) game.

Somehow, all of these thoughts swirled around in my head recently to convince me that the project I'm presenting here is a game that I needed to offer to the world.  It's inspired by this alternative-game concept and follows along with the the trope of kids at school with a handful of Pokémon cards but no real idea of how to play the game (this was definitely a thing, and I assume it still is), who just want to have an easy way for their monsters to battle each other.

And obviously, I couldn't call it "Pokémon," so it gained its theme from the once-prevalent and undoubtedly persistent belief that Pokémon cards were and are a way for children to channel demonic powers and summon the denizens of Hell.

So, here is v0.2666 of the rules for These Cards Are Demonic, a quick little game that can be played with just a few cards per player:


You can't see its face in this picture, but it's really cute.

I'd love it if anyone among my friends and readers (which are pretty much the same) had a chance to look over these rules and share their thoughts with me!  I'm interested in hearing from folks both familiar and unfamiliar with the card game (and the franchise in general).  For some reason, I'd really like to spread the word on this one.  Something is compelling me...

Thursday, February 20, 2025

Here's how to play Ring Doctors, a boxing microgame that might be almost finished...

This is, at least, the current state of a project I've been trying to chip away at in my free time.  I met a very nice dude named (I think) Art (but with the handle of McGrizzle75) back during Covid.  We chatted a bit about tabletop sports games, and he even took the time to stat out a large number of players for the baseball simulation that I wrote about back during those strange times.  (I'm not sure how far he got with his tournament, but as you might imagine, sports simulations can be a bit of a grind, and sometimes it ends up being fulfilling enough to just assign numbers to a bunch of athletes in a way that you know contests COULD be simulated...)

Image from here

McGrizzle recently asked me if I had ever tried making a simple boxing game.  I had not made one, but because I spend way more time thinking about unimportant things than items of actual value, I had definitely put a fair amount of thought into how one might be structured.  (This is in part because I found that archive.org has all these old issues of an early 20th century publication called Famous Fights, Past and Present with some amazing and presumably public domain art accompanying stories about the history of bare-knuckle boxing.  There's a game just waiting to be made with those images; you can look here if that's something that seems interesting for your own use!)

Anyway, I decided to see what I could do with one.  And here are the results so far!  It's still in playtest mode, but it's actually worked reasonably well.  So far, at least.

Two notes: (1) I am apparently a person with really odd motivations at times, so there is also a D&D-style Pugilist class I've been working on simultaneously that covers the development of a boxer's style over five levels.  It isn't quite complete, partly because the specifics are dependent upon the final ranges of the minigame's stats, but I'll probably post it here eventually.  Theoretically, you could also then take a d20-esque character of any class and stat them out for battles in the ring.

And (2) I made sure to get the game to this point so I could "preview" this Saturday's bout between current IBF heavyweight champ Daniel Dubois and challenger Joseph Parker.  Here's a pic of the playtest cards I used for them; the results of the match are down below.  Get ready to call your bookie!


Ring Doctors


1.  Boxers are defined by five stats: Hand Speed, Dodge, Power, Chin, and Heart.  Most also have a special ability that helps to differentiate them a little more in the ring.

2.  Rounds are divided into 30-second segments during which one of the two fighters goes on the offensive, referred to broadly as an attack and as that boxer's turn.  Boxers are assigned to Even and Odd corners; at the beginning of each round, roll a d6 to determine which boxer attacks first.  They then alternate until both fighters have had three attacks in the round.  Since right now I'm just working with professional boxers at a championship level, matches can go up to 12 rounds.

3.  To attack, subtract opponent's Dodge from attacker's Hand Speed, then roll that many 6-sided dice. Any die that comes up equal to or less than the attacker's Power is a hit. (Note that maximum Power is 5, no matter how abilities might try to alter it.)  In a single attack, the opponent can disregard a number of hits equal to their Chin to determine the final damage, which is subtracted from the opponent's Heart.

4.  Once per turn, before or after their attack, a boxer can have their card rotated 90°,  which changes their strategy to a more offensive or defensive approach.  At the beginning of each round, boxers start with their base stats (an upright card).

5.  If 5+ hits are taken in a single attack OR if 5+ dice are rolled and they are all hits, the opponent is knocked down.  If knocked down with 18 or less Heart remaining, roll 3d6; if the total is greater than or equal to their remaining Heart, it's a knockout!  When Heart = 0, it's an automatic KO.

6.  TKOs are called if a fighter is knocked down three times in a single round OR twice in two consecutive rounds.  (If no knockouts occur and a decision is required, the boxer who has dealt the most damage is declared the winner.)

Additionally, each boxer has an ability and a random table for knockouts based upon their history in the ring.  For the Dubois/Parker championship bout, the abilities are:

Daniel DuboisRaw Aggression - If Dubois scores hits on the first two attacks in a round, he gets +1 to Hand Speed and Power for the third attack of the round.

Joseph ParkerWell-Timed Counter - If an opponent scores zero damage on an attack, Parker gets +1 to Hand Speed and Power on his next attack (if it occurs in the same round).

And now, for the match...!

Image from the BBC here

Well...I guess this is a little awkward.  I just found out that Daniel Dubois is sick in Saudi Arabia and can't fight on Saturday.  He's being replaced with Martin Bokole, who is not the IBF champion and, crucially for this blog entry that I'd like to post, has not been statted for Ring Doctors.

I've already played the match, though, so here's how it would have gone...!

The champ Dubois came out aggressive, scoring a quick knockdown on the surprised Parker early in the first round.  Parker regrouped, however, and took a defensive approach, hoping to find a chance for a powerful counter.  Both fighters stayed on their feet for the rest of Round 1, even with Dubois's mounting aggression at the end of the round.

Parker had powerful combination to begin Round 2 and knocked Dubois to the canvas as quickly as he himself had gone down earlier.  Upon returning to his feet, though, Dubois went on the attack and leveled Parker with a left hook.  Parker went down in a Round 2 knockout!

----------

Okay, my out-loud thoughts:  I think I may still have some tweaking to do in order to let early knockouts be possible but not guaranteed.  Granted, I haven't played all that many matches yet, but I think I may have matches going a bit too quickly at this point (and directly related, knockdowns might be a bit too easy as well).

Of course, this isn't exactly a detailed simulation.  It's meant to be quick and fun, and it's definitely done that so far.  I'm not sure if I'll get a chance to "simulate" Parker/Bokole before it happens, but we'll see...

Okay, thanks for reading/browsing/checking out the pictures here!  I am open to ANY and ALL feedback you might have on this game.  I've never been in a fight in my life, and most of my boxing knowledge comes from trying to get Little Mac into The Dream Fight vs. Mike Tyson, so I'll be really upfront about my limited grasp of the sport.  With that said...hopefully more to come on Ring Doctors in the near future...!


Sunday, December 10, 2023

Up for a game of Manaball?

Just want to note that I've made a little subpage here for Manaball, a casual Magic: The Gathering format that occurred to me at some point and that I'd like to promote if I can.  (There's a link up there, under the header.)

Made using the MTG Card Maker at MTG Cardsmith

Manaball was conceived of and first played several years ago.  I've enjoyed it.  (It even inspired a card game that I designed for a friend.)  I've tried to share it online a couple of times...you can click HERE to see a reddit post, and I'm pretty sure I posted it to at least one forum...but it really never gained any traction.  I'm honestly not sure what it takes for a "silly" fan-made alternative format like this to catch on, but I'm sure the success stories of stuff like Oathbreaker, Horde Magic, and of course Commander plant a little seed of hope in my heart that this could catch on and I could find excited opponents.  It was actually realizing that Wacky Races, a format first shared online back in 2016, really blew up this year when it was presented on reddit by an enthusiast, that influenced my decision to give it a permanent home where folks might happen to run into it online (extremely awkward sentence, sorry).

If you DO play it...or if you just have thoughts/ideas/feelings associated with it...well, I'd love to hear all about it!

Hopefully more to come on this...

---------------

ALSO...

I've got some plans in the works...in my head at least(!)...to alter my approach here at Monstrous Matters when the new year comes around.  There are some changes that I think will increase the chances that I'll accomplish some goals here on the blog.  One of those changes is that I'd like to focus more on the lives and adventures of some personal characters.  I mean...it is, at least in part, an appreciation of stories that brings us together over these topics, so I want to attempt to put more stories into the aether for others to find.

The first of those characters that I'm throwing into the mix is Sergiu Pijha.

I don't have an updated picture yet, but he looks a little like this...

Sergiu is a part of the Gruul Clans of Ravnica, and he and others from the Ghor-Clan make up the Gruul representative in the Perimeter District Manaball League.  I'll present his character stats soon...!

Friday, May 1, 2020

In the spring a young man's fancy lightly turns to thoughts of...


The Sun Belt Conference baseball tourney would be set to begin in Montgomery, AL, on May 19.  I thought my new baseball scorebook was going to be delivered today...which would be a key piece toward getting my own version of it using a simple, homebrewed tabletop baseball simulation underway.  It didn't arrive yet, but the more key piece is actually getting all the teams in the league statted out, anyway, and I'm still dragging on that.  I do think I've nailed down most of the final details to make the game as fully playable as I expect it to be, though.

For documentation's sake, the new rules are below.  As a recap from my last post (sample player stats can be found in that blog entry)...

For each at-bat, just roll a d100.  If the result is 1-50, check the pitcher’s table; if it’s greater than 50, check the batter’s. Finally, if the result is “In Play”, roll another d100, check it on the hitter’s “In Play” table, and resolve the play.

New additions:

1.  Stolen Bases - Every player now gets a Speed rating of A, B, or C.  For now, I'm just using a quick-and-dirty method to determine this based on their number of stolen bases per trip to first.  Ratings A-B-C successfully steal on d% rolls of 75-65-55.

2.  Sacrifice Bunts - If the at-bat's first d100 roll is a HR or "In Play," the sacrifice bunt has successfully moved the runner(s) over.

3.  Sacrifice Flies - Keeping this one really simple.  Runners score from third on any outs to the outfield.

4.  The Big d100 Table of Randomness - This is the one that's going to take me a little more time to work out, as well.  I want a big table to roll on whenever a 100 is rolled in the game, for somewhat rare events like balks, weather delays, and fights.  I'll post it when it's done!

I'm also thinking I need to get something in there to model pitchers' tiring out.  Maybe I should just have a consistent 6-2-1 pattern for innings pitched by the starter and relievers...?  Or even 6-1-1-1...?  One of those could work...

Once again, everybody stay safe out there!

Sunday, March 22, 2020

Revisiting an obsession of 13-year-old me

Strange times lead to strange activities.

Ah...who am I kidding, this isn't a strange activity for me at all.  I've mentioned before that I enjoy following sports (especially those of my Georgia State Panthers) and, like pretty much everything I enjoy, I occasionally follow its threads to their obsessive and geeky ends.  (That's shown up in, say, the 1d6-skill-system-based football microgame I worked on way back when.)

So, you may have noticed that sports aren't really going on right now (although I saw a rumor that maybe they'll be playing baseball in South Korea...?).  In a strange way, it's almost seemed to me like a tiny contribution I could make to the world, to fill that void in a very small way that I can control.  In thinking about this, I've drifted back to one of the first games I ever put real effort into designing, a baseball simulation that I worked on back when I was around 13 (the reason I bought my first-ever "funny dice").

This isn't a complicated "simulation" at all.  It's just a d100-based resolution system in which the results of each at-bat can be determined by one or two rolls.  It uses a "50-50 method" of following the pitcher's stats half of the time and the batter's the other half...which I found out in reading around lately is a somewhat controversial paradigm among those who enjoy tabletop baseball games like Strat-O-Matic (which might have to be a post for another time).

For each at-bat, just roll a d100.  If the result is 1-50, check the pitcher’s table; if it’s greater than 50, check the batter’s. Finally, if the result is “In Play”, roll another d100, check it on the hitter’s “In Play” table, and resolve the play.


Image by Cindy Jones from Pixabay.

Some examples with a GSU batter and pitcher:

Merejo, Elian
GSU – LF

---
98-100 HR
87-97 BB
78-86 K
51-77 In Play
---
In Play
86-100 2B
41-85 1B
36-40 OUT (fly 9)
31-35 OUT (fly 8)
26-30 OUT (fly 7)
24-25 OUT (fly 6)
21-23 OUT (ground 6)
19-20 OUT (fly 5)
16-18 OUT (ground 5)
14-15 OUT (fly 4)
11-13 OUT (ground 4)
9-10 OUT (fly 3)
6-8 OUT (ground 3)
4-5 OUT (fly 1)
1-3 OUT (ground 1)


Watson, Ryan
GSU – P

---
19-50 In Play
16-18 HR
12-15 BB
11 HBP
1-10 K


Results:


First AB: First roll is a 9. Check Watson’s table...Strikeout.

Second AB: First roll is a 61. Check Merejo’s table...In Play. Second roll is a 22...ground out to SS.

Third AB: First roll is an 89. Check Merejo’s table...Walk.



I'm just working out some rules for stealing bases and need to write out what I see as the most reasonable way to resolve baserunners' advancing in different situations, and I think it'll be complete enough for now.  I have a spreadsheet going that turns stats into player tables pretty easily, and my plan is to play out the conference championship tournament that we won't end up getting this year.

More to come.

Stay safe out there!

Monday, November 11, 2019

Introducing Project 5.5 ... aka The One I'm Going to Finish

Hello, all who happen upon these words in the binary aether!  For...oh, I don't know, like a year and a half now...I've been thinking about returning to this blog.  I even posted a thing a couple of months ago, thinking it might be my foot in the door for a return to the realm of geek blogging.

I've come to realize that returning to a neglected blog feels a lot like it did trying to get up the courage to go out on the floor at a middle school dance.  You have some idea of what it's supposed to look like, and man, all those folks doing it make it look so easy.  But the longer you wait, the harder it becomes, because it feels like the stakes just keep getting higher and more people are wondering why you aren't doing it and oh man why is everyone looking at me so this better be good if I'm actually gonna do it now.

(Why, yes, I may have some long-unresolved issues stemming from adolescent unpopularity, why do you ask?)

So, whatever, the time is now...I'm gonna dance, and here's the move I'm starting with:

Project 5.5

I'll give the background in some upcoming posts, but in short, this is my attempt to create a relatively fast 'n non-relatively fun "miniatures" game designed to be played outdoors with squatty, overmuscled, Masters of the Universe-style action figures.

Because the world may not need it, but I sure do.

I'm already hearing the questions...

Hey, you ADHD-addled gamer, what makes this one different from the other million and one projects you started on this blog?

Why in the world would this be "the one you're going to finish?"

Who are you again?  How did I end up here?

Well, if I wasn't serious about it, would I have bought this ridiculous lot of figures on eBay...?



Eh, actually...I might.  I have a history of less-than-stellar choices on eBay.

But...I have a really good feeling about this one.

NOTE:  If you hate puns, please read no further on this page.
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Yep, I'm at the dance and getting back out on the floor.  Can't wait to try the punch...

Saturday, November 18, 2017

Battleyacht - mechanical brainstorming, part 1

Well, it's about time I get some real ideas down in digital ink if I'm going to make any progress on this NaGaDeMon thing...!

As I noted in my last post, I'm taking a crack during National Game Design Month at putting together some rules for naval battles based on the mechanics of the public domain dice game Yacht.

Now, I'm neither a seaman nor an experienced player of naval battle games, but it seems to me that I can probably break down the basic actions of a boat in such a game into very few categories...I'm thinking moving, firing, and (maybe) doing other stuff.

Looking at a score card for the game of Yahtzee that I found online, it's clear that there's a nice breakdown at work there, too:


That upper section is all about getting multiples of specific numbers (and earning a bonus for getting what amounts to three of each).  While the traditional Yacht game doesn't make the division quite so explicit (and doesn't have the bonus), scoring does still come down to getting lots of each number OR putting the numbers together in some sort of poker-style grouping (as we see in the bottom section).

So there's how it's gonna break down...movement will be based on getting multiples of a number in order to move that number of [whatever unit of movement I end up using].

The firing and the doing other stuff...that can be where the bottom section comes in.

At first, I figured a simple need for three matching dice in order to move might be good...and maybe additional dice could increase the movement by a unit.  So a roll of...


...would allow for 8 units of movement (6 plus a bonus of 2).

It's occurred to me, though, that a nice way of differentiating crafts in the game might be to give each of them a sort of Control score which is the minimum number of matching dice needed to make a movement happen.  Those that would take a while to get started might require four of a kind, while something like a jet ski might just be able to take the highest die you roll.  (Plus, the Yacht game itself doesn't make that three-of rule of thumb an integral part of the game, so I wouldn't be unhappy to not adhere to that...)

Additionally, crafts may be differentiated by a max speed and/or a bonus that can be applied to a move result.

More details to come on this as I work it out in my head, but I'm liking the "Upper Section" = movement line of thought.  And next time, I'll try to tackle what it means to fire and do other stuff...


Wednesday, November 8, 2017

I think I’m gonna do this NaGaDeMon thing...here comes Battleyacht!

A nice little convergence of events has led me to take on what looks to be a fun challenge this month.  On the Sunday before Halloween, I got to run the Ghostbusters RPG for some folks...my first time getting to actually GM a game in a while, and it reminded me that it's fun to roll a handful of d6s sometimes.

On Halloween night, Laura and I decided to play a quick game...and settled on Yahtzee.  It was a family favorite for me growing up, and I had actually raided our copy of it (heretofore unused) to get enough d6s for my Ghostbusters game.  I started to think that maybe there's something interesting about Yahtzee scoring (and the scoring of some of its public domain relatives) that could be exploited for adventure games.

Then, the next day, I was happy to see +Tim Snider's post over at The Savage AfterWorld on National Game Design Month (or NaGaDeMon, which is just...perfect!).


So, the end result of all of this was quite clear:  I need to spend the month of November designing an RPG- or combat-styled game using the mechanics of Yahtzee for task resolution. :)

Yep.  Definitely.

The question became...what should such a game be about?  Well, I remember coming across Yacht in a book of games long ago and realizing that Yahtzee must have been based on it.  And I guess it was, by some path of game evolution, anyway.  So I can start the game's theme with just that: yachts.

Now, I don't really know how to design a game about anything other than fighting, so I guess I know what the yachts will be doing.  But why are they doing it?  A dangerous sport for the idle rich?  War among CGI anthropomorphic vehicles?  Or...well, I remembered a post over at Halls of the Nephilim where Justin threw out post-apocalyptic pirates as a genre mashup that'd be fun to play.

And so the game takes shape.


Now, I may straight up fail at getting this done.  I have a history of not quite getting there on my gaming projects, my current game creation focus is still on getting my next Light City supplement out, and my life is kinda busy these days.  Heck, it's taken me a week (and like five separate typing sessions) to even throw this up on the blog.  But...it's been stewing in the old cranium, and I think I can knock something out by the time the month closes...

Oh yeah!  The final question to answer in this introductory post...what shall I call the game, at least in its development phase?  In homage to the naval combat game that I've probably played the most in my life, as well as one of the finest post-apocalyptic films of the early '80s, it will be known as Battleyacht.

More to come!

(Oh!  And if you're interested in taking part in the game design fun, the center of activity seems to be the NaGaDeMon Facebook page.)

Monday, July 10, 2017

Monstrous Monday: Three more Vrakkig beasts...

Some more critters drawn by my pal JR Mounts for summoning, Duel Masters-style, by the Card-caster class.  (You can see more of his creations in my Monstrous Monday posts from the last three weeks...!)  HD is in the upper left, AC (ascending from 10) in the lower right...




Monday, July 3, 2017

Monstrous Monday: More beasts to summon...!

Even more of the beasties created by my pal JR Mounts for summoning, Duel Masters-style, by the Card-caster class.  (You can see more of his creations in my Monstrous Monday posts from last week and the week before...!)



Monday, June 26, 2017

Saturday, June 24, 2017

The Card-caster class (for OSR games)

On Monday, I posted a few of the beasts that JR Mounts drew for me to use as summoned creatures for a class that performs magic from a deck of cards.  The Card-caster class is part of my contribution to the Tenkar's Landing crowdsourced hexcrawl project...a part of the contribution that is probably so superfluous to the point of the project that it will never be used by anyone, but a part of it nonetheless.

As I actually did put some effort into making the class balanced and suitable for dueling (once a sufficient number of cards are created), though, I wanted to also share it here.  Any and all feedback is welcomed, of course...I love the idea of turning this into its own little minigame within a campaign, and I'm sure there are a lot of possibilities I failed to consider!


New class:  Card-caster

Card-casters are students of the art of card battling, known in the local Hobgoblin tongue as vrakkig.  They are capable of harnessing magic using a deck of specially crafted playing cards.  While many scholars mock these arcane warriors as incapable of “true” magic, they have been known to hold their own against those who wield the powers of many other traditions.

Hit Dice and saves: as Cleric.
Advancement, combat, weapons and armor: as Magic-user.

Card-casters maintain a collection of playing cards that enable them to cast spells and summon creatures from beyond the realm.  This collection may include any cards found, bought, or traded for by the character.  Each morning, they will prepare a deck from among the cards in their collection and shuffle this deck well.

Card-casters must have a number of cards in their deck equal to three times their Card-caster level.  By choice or necessity, any number of these cards may be copies of the card “Next!”  It is a Level 1 Spell that simply reads “Draw a card,” and is known among Card-casters and collectors as a super-ultra-basic-common…that is, there are tons of them around, and no one would really mind if a Card-caster just made their own copies anyway.  Other than “Next!”, all cards in a Card-caster’s deck must have unique names.  All but ONE (at maximum) card must have a Card Level equal to or less than the Card-caster’s level.

At the point in the day in which a Card-caster wishes to initiate card battling, they immediately draw an opening hand equal to ½ their Card-caster level, rounded down (minimum of 1 card).  At the beginning of each subsequent round, they draw one card from the top of the deck and are then able to take their action or actions for the round.  Attempting to cast a card takes one round of action.  A Card-caster may, in place of attempting to cast a card, discard as many cards as desired and draw that many.

Those casting a card (including other adventurers who come into possession of magical cards) have a casting power = 10 + their Card-caster level.  Cards have a Level equal to Hit Dice of the monster or the number indicated in the upper left corner of a spell card.  When a card is cast, roll 1d20 and add the card’s Level.  If the result is higher than the caster’s casting power, the card fizzles.  Once a casting attempt is carried out, whether or not it is successful, the card is sent to the “discard pile,” an interdimensional pocket that keeps cards in near-mint condition until they are accessed again the next morning.  (All cards discarded for any other reason also go here.)  The one exception to this is when a monster is returned to its realm of origin, in which case the monster’s card returns to the hand of its summoner.

When the deck is depleted, the character cannot cast any more cards unless something happens to put discarded cards back into the deck.  Summoned monsters return to their realm, and all spell effects end, 1 hour after last card is drawn from the deck.

As a general rule, summoned monsters deal 1d6 damage and have d6 Hit Dice.  Damage on all cards is listed in terms of d6.  (These can be changed to d8’s for games of a basic or advanced nature.)


Cards used by Card-casters may have a back that looks something like this, although characters are known to be able to change the appearance of their cardbacks by all sorts of magical means.  (Icon on cardback made by Lorc.  Available on http://game-icons.net.)



(Oh, and here are a couple of the non-monster cards featuring JR's art...I'll keep sharing them over the course of the next couple of weeks...!)



Monday, June 19, 2017

Monstrous Monday: Monsters summoned by JR Mounts

I haven't done much in the way of Monstrous Monday posts in a while, but I realized lately that I'm sitting on a stack of beasts that people might enjoy seeing on here.  I took part in the Tenkar's Landing crowdsourced hexcrawl project (which looks to be nearing a milestone of completion, actually!), and one of the hexes I got to play with included a cloister dedicated to the martial art of card battling (or vrakkig, as it's known in the native hobgoblin tongue).  I thought it'd be fun to actually work out a Card-caster class and come up with some cards they might use in their battles (and which PCs might stumble upon in their travels).  As I often do, I hit up my pal JR Mounts to see if he'd want to do some artwork for me to use on the cards.

As usual, JR completely outdid himself in coming to my aid, and so I want to show some of the cards off here.  Rules-wise, they're all pretty simple...they have to fit onto a playing card, after all...and the layout is similarly uncomplicated.  HD is shown in the upper left, AC (ascending from 10) in the lower right.

I'd like to feature a few beasts each week; I'll give the details of the Card-caster class soon...!




Be sure to check out JR's site to see more of his work, by the way.  These are pretty much doodles, and he does some really awesome stuff that more people ought to see!

Sunday, April 30, 2017

Dungeonstack A to Z: Zombie Mob

And finally, we come to Zed.  Really, what else could I include here?  I'm building a dungeon, after all...


I'm not completely sold that this should be a Monster card as opposed to an Event that just has you put some Zombies into play; this one may switch soon.

And with that...wow...we complete the alphabet and the challenge!  A very big "thank you" to anyone and everyone who has stopped by this month.  I hope you've gotten at least some mild entertainment...and if you've happened to enjoy it, please stay tuned, as I think I'll be following up on this project quite a bit in the coming weeks...!

(Oh!  And please let me take this chance to point out one blog that I failed to highlight with a "tribute card" this month, but that I'll hopefully target as I expand the game a bit more.  Celia over at WordWacker had a very simple but cool theme for the month...a geeky haiku riddle for each letter.  WordWacker is another blog that I discovered through the A to Z this year, and I've enjoyed stopping by to check out the riddles.

Also, I'm actually scheduling this post ahead of time...quite out of character, I know...and I'm kind of hoping Celia will go with Zombie for Z so this can almost-sort-of-coincidentally-but-not-really count as a shout-out in card form...!)

Saturday, April 29, 2017

Dungeonstack A to Z: Young Minotaur

I think I'm going to finish up the A to Z challenge with a couple of final monsters that can be used as simple, basic villains for the Dungeonstack.  Like this fellow...


I like having this guy (multiples, almost undoubtedly) as a throwback to the "basic" monster I used in one of my earlier experiments with card-based dungeoneering:


And so, tomorrow we close out the alphabet.  See you then!

Friday, April 28, 2017

Dungeonstack A to Z: Xenos the Wanderer

The good thing about having a topic like mine for the A to Z blogging challenge is that when you hit a tough letter like X, you can just make up a name for a character.

So...here's the last of the "basic" classes to be used as a Hero in the Dungeonstack, the rogue Xenos:


(Skills in Dungeonstack will be handled via Xd6-roll-under...ranks in a skill subtract dice from the roll.  A simple application of this can be seen on the card Locked!  For more info on the class structures I used to build these Heroes, you may want to look over my alternate...and somewhat simplified...classes for Swords & Wizardry Light.)

Wow...just two days to go now!

Thursday, April 27, 2017

Dungeonstack A to Z: Witch of the Otherside

With hardly any time to spare...I am momentarily caught up once again in the A to Z challenge with this entry for "W"...


On this one:

That name...I'm thinking of the Otherside as some version of the Celtic Otherworld...which, of course, has some analogues in other belief systems...

Although just about anyone who spends enough time online to come across my little blog will probably recognize that this card is a nod to the RPG blogosphere stalwart that is The Other Side.  +Timothy Brannan does some awesome work over there, giving great snippets of D&D history while consistently bringing something new to the game (one of his favorite muses: witches!).  Oh, and he seems like a nice guy to boot.  Tim isn't doing the A to Z this year, but he's tackled it multiple times in the past (along with being part of the crew that keeps the challenge rolling).  So, overall, a tip of the hat from this blogger...and you should check him out sometime...!

Oh!  And I very rudely left this out in the tired state I posted in last night...big thanks to Justin of Halls of the Nephilim for his advice on a "witchy" ability that would be simple enough to fit onto a card.  It's awesome having this online community as a think tank!

Dungeonstack A to Z: The Venerable August MacMulligan

Trying to quickly play catch-up in the A to Z challenge once again.  (This year's definitely had some timing snags!)

Here's another Hero card.  He represents the 4th class in the game, and yes, he's definitely a relative of April (just have to figure out how sometime)...


And like the 9 Realms' Guardian, he has a "cheat card" for the magic he wields...


Please join me tomorrow...or maybe today, let's see...as things get a little witchy around here...!