So I couldn't resist any longer and ordered myself a Heckadeck earlier. It arrived sooner than I expected earlier today. And so I figured "Since February 29th comes only once every four years, I might as well try to make a game with the heckadeck before March begins." By the time I got around to actually writing the game, it was 10 o'clock at night. Let's call this a two-hour leap year one-person game jam.
I actually managed to write two games, because the first one I wasn't satisfied with. It was a tabletop game alright, but didn't feel like a TTRPG. Honestly, I don't feel like bothering with tables in CSS, so I'll just turn them into unnumbered lists for the sake of speed. The second one will be a lot simpler, but I can only do so much in two hours with an item I got earlier today. I'm posting both anyway.
Have a great day!
I might be in a hurry, but I can still afford to slap on a picture of a mage with cards on it. I don't know if I have time to find the source until midnight, so here's a link for my source, seems like someone who does commissions on Etsy. |
The Wishstone
Players' characters are on a quest to obtain the Wishstone that can make their deepest desires real, represented by the Omnihedron. Take the Omnihedron out of the Heckadeck and put it in the middle of the table. It can only be taken by the player who discards Talismans of four different colors during their turn. The Omnihedron must always remain face-up on the table, even when possessed by a player.
Divide the remaining cards into two decks. The Character deck contains all Jokers, Jacks, Queens, Kings, Beasts, Hunters, and Travelers, as well as the Crone and the Watcher. The other one, simply referred to as the deck, contains all numbered cards, Arrows, Talismans, and the Darkness.
Each player draws three cards from the Character deck. They select which one is their character, and keep the rest as their Will, representing their close bonds. Once everyone has their cards, they can draw 7 cards from the deck. Before the game begins, anyone who holds a Talisman can reveal it. If any Talisman is revealed, the youngest holder of a Talisman starts the game. If none were revealed, the youngest player goes first.
At the start of your turn, a player by your left side draws two cards from the deck and chooses which one is your Challenge, as per the table below.
- Number: You need to discard cards with a total value of 6 or this card's value (whichever is higher).
- Arrow: There is no challenge. You can choose either the effect of success or failure.
- Talisman: You are overcome with a need to harm one character selected by the player who chose this card for you. To succeed, discard any 3 cards. You can keep this card only if you succeed.
- Darkness: You need to discard cards with a total value between 20 and 25. If you fail, you lose one Will. You can discard any number of cards.
To overcome a Challenge, you must discard enough cards, either from your hand or drawn from the deck. You can keep discarding cards this way until you discard a card that doesn't belong to your suit. Discarding the non-number cards has the following effects:
- Arrow counts as 1 or 11 (your choice).
- Talisman lets you automatically succeed.
- Darkness harms the character of the player who chose this challenge for you.
If you succeed, you can discard any number of cards from your hand. If you fail, you can take the challenge card into your hand. Either way, after a Challenge you can choose to discard cards for any of the following reasons:
- Arrow to attempt harming another Character.
- Talismans if you have Talismans of all four colors to obtain the Omnihedron.
- Darkness to end the game immediately.
- You can also discard cards at this time if a character ability you possess lets you.
You end your turn by drawing cards into your hand until you hold 7 cards.
When a character is harmed, they must discard one of their Will cards. A discarded Will always goes back to the Character deck. When one runs out of Will cards, they are eliminated from the game.
You get a special ability depending on what character you play.
- Joker: Select one additional Character card. You get its ability, but its suits are replaced by the suits that match your color.
- Jack: You start the game with 9 cards on your hand, and at the end of your turn you can draw up to 9 cards into your hand.
- Queen: You can discard one additional time in a challenge.
- King: Draw two additional cards from the Character deck for your Will.
- Beast: During your turn, you can discard two cards of your suit to harm one character of your choice.
- Hunter: Whenever you are harmed by a character, you can discard a card of your suits to harm the character too.
- Traveler: If you succeed on a challenge, you can give another player two cards of your choice from your hand, and take two random cards from their hand.
- Crone: You automatically succeed in a conflict resolution if you discard a non-numbered card (including your Will). You can discard five numbered cards during your turn and choose a player. They must switch their current character with one of their Will cards (their choice).
- Watcher: You can hold no cards. You fail your conflict resolution if the total you drew exceeds 13.
When the game ends, the player who holds Omnihedron wins along with all players whose characters' suits match the holder's.
HeckaRPG
This game requires a GM.
Take all Jacks, Queens, Kings, Beasts, Hunters, and Travelers out of the deck, and they stay out of the deck during the game. Every player chooses two random cards out of these and places them down on the table face up in front of them. The card on the top is their Body, and their Mind is the card on the bottom placed perpendicular. At the start of the game, draw 5 cards from the deck to represent your Determination. Keep them face down beneath both your Body and Mind. When you have 0 Determination, you are unconscious.
When you attempt to do something significant, the GM can challenge your Body or Mind. They tell you the difficulty, ranging from 1 (very easy) to 5 (nearly impossible). Taking someone's Determination away is 3, and giving someone Determination is 4. Draw 5 cards. Your success is measured by counting the cards with suits that match your attributes. You succeed if the number of matches equals or exceeds the difficulty, given by the GM.
- Crone has no suits.
- Darkness has no suits, and it costs you 1 Determination.
- Watcher has all suits, and the GM tells your character some new useful information.
- Omnihedron has all suits, and it gives you 1 Determination.
- Joker has both suits of its color. It also counts as a success for any single-suited card.
- Arrow has both suits of its color. It also counts as a success for any Jack or Beast.
- Talisman has both suits of its color. It also counts as a success for any King or Queen.
Replenish all Determination (max 5) when you get enough rest. Set yourself goals. Upon achieving them, the GM can let you draw additional characters and add them to your Body or Mind, keeping them parallel with the original Body and Mind to distinguish them.
That's all for today! February 29th article done, two-hour "game jam" finished, let's go!
Post-midnight edit: The second game is 300+ words too. Oh well!