Well, Tic-Tac-Toe is up in Club Pit Droid.
However, I created this game for TF.N, and have decided to bring it here to see what this community thinks.
The Road to Fame
Premise: Players will create an artistical career for themselves by trying to gain influence and popularity while also trying to backstab other players by reducing their influence or popularity. All will start as lowly newbies in the art scene, and have to start using their cards to increase their stats in order to become more accomplished and thus have more fans of their work.
Gameplay: As soon as 6 players sign up for the game, the host will PM each person with a Profession card, their career field for the next two turns. The fields are: Actor/Actress, Author and Singer. There will be two players for each profession. These professions are randomly selected, and each one has different aspects that affect the players' influence and popularity. All players start out with an influence of 10 and a popularity of 10. After the two turns are up, the host PM's each player with a random profession card again, and the player must add/subtract from their aspects according to the profession card. Players are advised to not tell another player their profession, because it makes it easy for them to pull a profession-specific Scheme card on that player (so it's not worth telling anyone).
Once the stage is set, then the Host will PM two random cards to each of the players from two piles at the beginning of every turn: the Accomplishments and the Schemes. Accomplishments involve increasing your influence and popularity; Schemes involve lowering the influence/popularity of other players, but have specific usage conditions.
written on the card.
Phase 1:
Players are dealt their random cards from the host. They will get one Accomplishment and one Scheme card or one Accomplishment card and a Special card. (Special cards explained below).
Phase 2:
Players are allowed to play Accomplishment cards. Special conditions (such as die rolls) on certain cards will be resolved in Phase 4. In order to play these cards, the player will PM the host with the card(s) they have selected to play. (A player may only play up to 2 Accomplishment cards every round). Cards are discarded after use.
Phase 3:
Players are allowed to play Scheme cards. Special conditions (such as die rolls) on certain cards will be resolved in Phase 5. Players are only allowed to play one Scheme card per turn, and they must be able to meet the requirements listed on the card in order to activate it. A player may only play up to two Scheme/Special cards ever turn. Cards are discarded after use.
Phase 4:
Accomplishment cards that require certain extra conditions, such as die rolls and coin flips, will be resolved here. The requirements for these cards must be met before they can be played. After the condition has been resolved, then the host will PM the player the result and thus the effect on their aspects.
Phase 5:
Scheme cards that require certain extra conditions, such as die rolls and coin flips, will be resolved here. The requirements for these cards must be met before they can be played. After the condition has been resolved, the host will PM the results to the player. These results will explain if the player's scheme was successful and their new aspects (due to aspect conditions on the card).
Phase 6:
The Host will PM each player their effect on their aspects due to Accomplishment and Scheme/Special cards. At this point, the player must make all necessary changes to their aspects before moving on to the next phase.
Phase 7:
Players will post their aspects in the thread for all to see. This adds some suspense in the game, because players that are doing better can now be more easily targeted by other players with Scheme cards.
Phase 7:
After every two turns, the host will PM a random Profession card to each player, who must then update their aspects according to the aspect bonuses/demerits written on the card. If it hasn't been two turns since the last time Profession cards were sent out, then this Phase is skipped.
Special Cards:
A special card is a rare card that is sent out to a player instead of a Scheme card (it will be labeled as a Special card in the PM, along with the name of it and the effect). These cards can give a player an advantage over another player for a turn, such as finding out a certain player's profession by using the Special card. As with both Accomplishment and Scheme cards, Special cards must be PM'd to the Host to be activated. Special cards will be resolved during Phase 5.
End of the Game and Winning:
The game ends after the deck of Accomplishment and Scheme cards runs out. The winner is the player who has the Highest Combined Aspect Total.
For example:
The game has ended, and Player A has an Influence of 40 and a Popularity of 25. Player B has an Influence of 15 and a Popularity of 60. The popluarity and influence are added together, naming Player B the winner because they had a total of 75, while Player A had a total of 65.
Signups:
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Example Cards:
Below are sample cards to be used in this game. The type of card will be displayed at the top along with the name of the card. Below the name is the effect of the card. If there are requirements to play the card, those will be listed below the card's effect.
Accomplishment: TV Interview
Influence: +5
Popularity: +10
Requirements:
To play this card, you must have at least 20 in Influence and at least 30 in Popularity.
Scheme: Blackout
Choose a player to target. Guess their profession, and if you are right, their next pulbic appearance will have a power outage. If you are wrong, then their aspects will not be affected.
Influence(if successful): -5
Popularity: -10
Requirements: None
Special: 50% Guesser
Effect: If you have a Scheme card that requires you randomly select a profession for a targeted player, then the Host will tell you one of the professions that the targeted player is not in. This reduces the choice to one correct and one false profession.
Requirements: To play this card, you must subtract 5 from your influence and 3 from your popularity.