admin | Дата: Пятница, 19.08.2011, 17:21 | Сообщение # 1 |
Полковник
Группа: Администраторы
Сообщений: 165
Статус: Offline
| DEATH MESA PLAYER AID Purpose. To improve the element of player elimination in BANG! by having dead players influence the game as ghosts! Ghosts have no life points, cannot die, and have no distance constraints. They do not affect the distance between players. Preparation. Shuffle the Dead Men’s Deck (DMD) and place it next to the normal deck. DMD cards are drawn by ghosts. When a Player is Eliminated. 1. He gathers together the cards in his hand and in play in front of him. He places them in a pile in front of him (now known as his buried goods), with all cards face down. Cards from this pile can be used to aid living players down the road. 2. He flips over his character card to indicate he no longer possesses a special ability. His role is flipped over and placed in front of him for all to see. He is now a ghost. 3. He draws 1 card from the DMD to add to his hand. In the future, the ghost will have a turn (in the same order as before)just as when he was a live. He will draw 2 cards from the DMD each turn. Unless a card specifies otherwise, it can only be played during the ghost’s turn. Deputies may discard any 2 DMD cards to play a Warn. Renegades may discard any 2 DMD cards to play a Spook! All ghosts have a card limit of 2. 4. Living players may discard cards from ghosts’ hands by playing Cat Balou, Can Can, or Brawl. Furthermore, a living player may play a BANG! against a ghost to discard a DMD card from him. This does not contribute to his BANG! limit. Playing Dead Men’s Deck Cards. When a ghost plays a card, it is not guaranteed that its effect will occur because another ghost can intervene to negate it. This can by done by immediately discarding a DMD card with the opposite color of the played card. Thus, blacks (♠ and ♣) and reds (♥ and ♦) negate each other. Doing so initiates a “duel” between the two ghosts. The ghost who played the initial card may discard a DMD card with the opposite color of the discarded card. If he does so, the other ghost can respond likewise, and so on. When a ghost either cannot or chooses not to discard more cards, that ghost loses the duel. If the opposing ghost wins, the originally played card’s effect is negated; otherwise, it occurs. Only 1 duel may be initiated to negate a card’s effect. Example. Ghost A plays a Spook! (K♠) against a living player. Ghost B discards a Curse (8♦) to initiate a duel with Ghost A. Ghost A responds by discarding a Death and Taxes (5♣), but Ghost B retaliates by discarding a Syphon (7♦). Ghost A has no more black-suited cards, so Spook!’s effect is negated. All the involved cards are afterwards discarded. Of note, a dead Renegade may at anytime influence duels between ghosts. He may discard an appropriate card on behalf of either party (providing the discarded card for one of them, which the other must respond to). If a ghost successfully plays a DMD card, he may gain a bonus. If it was a ♠, he may draw a card from the normal BANG! deck to add to his buried goods. If it was a ♥, he may select a living player to draw a card at random from his buried goods. If a ghost wishes to play more than 1 DMD card on his turn, he must discard a DMD card each time before he plays another. Extra Playing Conditions. To insure that neither the first ghost nor a lone team of ghosts is too powerful, the following rule is in place: When there is only 1 dead player (or the dead players all have the same role), to play any DMD, 2 other DMD cards must be discarded with it. If players deem that this constrains the ghosts too far, they may modify this rule so that the played DMD card must either be royal (J, Q, K, or A), or have 2 DMD cards discarded with it. Modified Victory Conditions. Ghosts can win the game by helping their team mates eliminate other players, or by eliminating other players themselves. There are no modified victory conditions for Deputies or Outlaws. The dead Renegade’s victory conditions have been modified, as it is not clear how he can win as a ghost given normal rules. The dead Renegade may win 1 of 2 ways: 1. Vengeance Victory. The dead Renegade ends the game by playing a card(s) that eliminate all remaining living players. This is extremely unlikely to occur. 2. Scofflaw Victory. The dead Renegade kills the living Sheriff. He then resurrects his character with the same amount of life points as the living player with the most health (up to his character card’s max health), draws 2 cards, and “digs up” any of his remaining buried goods. Buried goods that can be played in front of him are brought immediately into play. He becomes the new Sheriff whom the Outlaws (and other Renegade) must now eliminate. Inow eliminate. Deputies, both dead and alive, must now protect the Renegade-become-Sheriff to win. If the resurrected Renegade eliminates the remaining Outlaws and Renegade he wins. The dead Sheriff becomes a dead Renegade, and adopts the same victory conditions that the prior dead Renegade had. NOTE: A new victory path for the Renegade, the Zombie route, is currently being playtested. See the current rulebook.
Optional: If players find it too difficult for a living Renegade to win when a Sheriff and Renegade are the only players left alive, you may change the victory conditions for the Outlaws and Renegade. If a dead Outlaw happens to kill the living Sheriff while he is in a show down with a living Renegade, then both the Outlaws and Renegade win. If the Renegade kills the Sheriff, then he alone has the ultimate victory. Dead’s Men Deck Cards: New Symbols.
Refers to a ghost. Refers to a living player.
Dead’s Men Deck Cards: Card Explanations. Bad Moon Rising. “Draw!” On spades, all living players must discard 2 cards from their hand or in front of them, or lose 1 life point. On clubs, they must discard 1. On diamonds, nothing occurs. On hearts, they draw 1 card. Optional: If this seen as too sporadic, you can change this card so that on hearts, nothing occurs. You may also add that it applies only to one player of the ghost’s choosing. Blood Juice. Choose any living player to regain 1 life point. Cemetery. All dead players place their buried goods face up. You choose 1 player to draw 2 of them, and then the other living players, clockwise from the player you chose, draw 1. Curse. Select 1 living player who must discard 1 card after his next discard phase if he can. If he does, add this discarded card to your buried goods. Death and Taxes. Select 1 living player who must draw 1 less card on their next drawing phase. At that time, draw a card from the normal deck to add to your buried goods.
Decay. Discard a card in play in front of any living player unless they discard a card from their hand with a Missed! symbol. Desecrate Grave. Discard 2 cards at random from a ghost’s buried goods. Discard this card and draw again when 1 ghost team is dead. Dry Spell. Select a living player who cannot gain health by any alcoholic drink (including Saloon and Hard Liquor) until your next turn. Ghost Stories. Choose 1 living player who can now play or use only 1 card on his turn. Guilty Conscience. Select a living player who has killed someone to be unable to play or use any card that could inflict pain on his next turn. Hidden Stash. Select a living player to draw 1 card. Optional: You may opt for him to draw at random from your buried goods instead. In Memoriam. Select a living player who can now play any number of BANG! on his next turn as long as the BANG!s’ target is your killer. If your killer is dead, then he can play 1 extra BANG! on his turn. Last Testament. Give 1 card of your choice from your buried goods to another living player. Optional: After giving 1 of your buried goods, draw a card from the BANG! deck to add to your buried goods. Mirage. When a living player is the target of a solo attack, play Mirage to redirect the attack to another living player (besides the attacker) who is adjacent to the player who was attacked. Nightmare. Choose a living player to lose their character ability until your next turn. Poltergeist. Living players must discard a card they played in front of themselves (excluding active Dynamite), or lose 1 life point. Possess. Select a card at random from a living player’s hand. Play it as you wish, consistent with that player’s distance constraints. The possessed player may attack himself, as well as play brown cards on others and blue and green cards in front of others. If the card cannot be played (Missed!, Dodge) return the card to its owner. Proper Burial. Select 1 living player who can opt to not play or use any cards on his next turn to draw 2 cards at the end of his discard phase. Rob Grave. Steal 1 card at random from a ghost’s buried goods and give it to a player of your choice. Discard this card and draw another when only 1 ghost team is dead. Seance. Pick 2 cards at random from a living player’s hand to be secretly shown to you and a living player of your choice. No other action can occur until the cards are returned. Spook! Bang any living player regardless of distance. Syphon. Steal a card from a ghost’s hand or buried goods. This card cannot be negated. Discard this card and draw another when only 1 ghost team is dead. Terrify. Select 1 card from a player’s hand or in front of him. Reveal this card to all and place it in front of him sideways. This card cannot be used or utilized until your next turn, when the card’s owner returns it to his hand. In the meantime, the card may be discarded or stolen. The East Wind. Select 2 living players. Until your next turn, whenever they try to attack each other, they must play 2 cards with bang symbols. They choose which card occurs when they play 2. Unfinished Business. The last player you attacked while alive must “draw!” On reds, steal 1 card from his hand to add to your buried goods. On blacks, he is banged. If the player is already dead (of if your last attack you executed before death targeted multiple players), choose a player, which your role dictates you must kill, to “draw!” You must deductively prove that this player must be killed for you to achieve victory to play this card against him. Optional: If tracking who you attacked last is tedious, do this: select a player you attacked while alive to “draw!” On reds, steal 1 card from his hand to add to your buried goods. On blacks, he is banged! If the players you attacked are already dead, choose a living player, which your role dictates you must kill, to “draw!” Warn. When another player is attacked, play Warn to provide that player with a Missed!
|
|
| |