Whilst this could probably feature in the Dad-Can-Do challenge, I'm not entering it. Mainly because it would be the second entry from me and this game is not as "family friendly" as the other one.
Any questions, clarifications or improvements, please lease a comment!
This game - MuzzleFlash - has undergone extensive play testing with multiple people and groups and I believe is a stable, fun and competative game.
Now a short bit about the game!
A unique customisable card game simulating a "deathmatch" style multiplayer computer game. CTF (Capture the Flag) and Team CTF are also possible.
Number of players: 2 to 10 (play tested to 6, but should work fine with bigger numbers)
Time to play: Last Man Standing Deathmatch - 2 players - 10-20 minutes
Step 1: Explanation of the Cards
Power - The ammount of damage a weapon can do
Defence - How much damage Armour can take.
Cost - The value of the card (used in determining deck total)
Picture - Visual representation of the item
Text - Explains any extra effects or rules of the item.
Cover Value - a Numeric representation of the cover
Step 2: Personality Cards
is a space to write your name on the card and a space for a photo or sketch.
Personality cards have two weapons printed on them. One ranged and one close combat.
These are your default weapons, they cannont be discarded or lost.
Step 3: Deck Construction
a deck can have any mix of weapons, armour, actions and special actions.
A good deck will have a selection of Cover cards, Armour, extra weapons (double up on your Default weapons for dual wielding goodness!) and essentially move cards. Customise the deck to your style of play (and to counter your opponents!)
Step 4: Initial Setup
2. Shuffle all of the remaning cards.
3. Place your personality card as shown in the diagram.
4. Draw four cards, and discard one to the discard pile.
5. Lay any Weapon, Armour or Cover Cards that you wish to use.
6. Determine who will start (Roll a die / toss a coin)
7. Each player has a starting life score of 20 (use counters or a d20 to track your life points).
Step 5: Play Procedure
2. Lay any Armour, Weapon or Cover cards that you want.
3. Determine if you are attacking or not.
4. Determine if you will use a special action card this turn (Spray, Rapid Fire, Med-Kit etc.)
5. Lay any Armour, Weapon or Cover cards that you want (if you can).
6. End Turn
If during play, you run out of cards, remove the top card from the discard pile, shuffle the remaining cards and place it in the deck pile and replace thensingle card on the discard pile.
Step 6: Attacking and Defending
first is the removal of cover (if any), then the actual striking of the target.
If opponent has a cover card in play.
1. Announce which weapon(s) you are using for your attack.
2. Add the COST of the top card of your DISCARD pile AND your opponents DISCARD pile together. if this value is greater than the cover value of your opponents cover card, then you have sucessfully avoided the cover, and your opponent discards the cover card.
3. Add the power of your weapon(s) and the cost of your opponents top card on his DISCARD pile together for the total shot power.
4. Subtract from the total shot power the defence value of your opponents personality and any armour cards (s)he may have in play.
5. At this point in time, your opponent may play up to one MOVE card and one ACTION card (Dodge, Duck or Jump) to try and absorb additional damage.
6. Any aditional power points not absorbed are taken as damage, and are subtracted from your opponents health.
Step 7: Attack and Defend Example
Player 1 adds the value of his top card on his discard pile (a Move card - Cost 0), to his opponents (an M-16 - Cost 8). the Total is greater than 5, so the shot misses the car, and hits player 2. Player 2 now discards the Car card.
Player 1 adds the power of his standard weapon printed on the personality card (a Beretta - power 2) to the cost of the top card of his opponents discard pile (the Car card just discarded - Cost 6). Total damage is 8.
Player 2 has a natural defence (printed on his personality card) of 3. He is also wearing a Leather Trench Coat (defence 1). Total is 4.
Therefore Player 2 take a total of 4 points of damage. Player 2 also has to discard his Leather Trench Coat, as it has a hole in it!!
If a player has no cover card in play, then, ommit step two in the attack and defence sequence.
It may seem complicated, but once you understand it, it's a very quick game mechanic (and no rolling of dice or other complicated stuff)
Step 8: Expanding Play
are a few cards that can deal with many opponents (e.g. Spray) and you may want to include them if you are playing with more than two players!
Team Deathmatch is also possible with this set up.
Capture the Flag & Team Capture the Flag
Included in the card set, there are Base and Flag cards. Add 2 of each to each deck. A player must play a Flag card BEFORE playing a base card. If the Player dies while carrying the flag, then the flag is discarded. Play until a pre-determined number of flags have been captured. Only one flag can be in play at a time per team or individual.
Step 9: Without Further Ado!
The cards are sized to print on A4 and on Letter sized card. if you are having trouble with getting the "right kind" of card, print on paper and stick to a cheap deck of playing cards.
This set should be enough to create 2 decks in a single printout if you print them all.
Step 10: Further Expansions and Disclaimers
It should also be possible to create themes for different settings other than just an urban one.
There are some images missing, namely the cover cards, when I find the relevant images, I will re-upload these images.
None of these names are used with any licence or anything else. All trademarks and names belong to their respective owners. If any of the copyright/trademark owners have a problem with me using the names and images, I urge them to contact me.