Card Combat

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The Card-based combat rules are a way to resolve conflict using game cards. This style of gameplay is ideal if you're playing in a space where live boffer combat might not be acceptable, like a library or busy street.

The Deck

Everybody should have access to a game deck. These can be purchased on the game website. If a group of people are sharing a deck, shuffle it up, and divide the cards roughly evenly between them.

Before gameplay, decks may be customized. You may remove any number of cards from your deck.

Each player draws a "hand" of 5 cards. All other cards will remain in a pocket, called a Draw pile. Another pocket will be your Discard pile.

Each card has a number (1-10) representing its speed. A higher number means a faster card.

In order to play a card, you must hold it up and say its name.

The Round

A round begins when somebody plays a card. This player is called the Round leader. As soon as this happens, everybody in the vicinity must freeze where they stand. Everybody participating in the round picks one card to play. Every player gets a turn in order of distance from the round leader. (so the person closest to the round leader reacts first). Once you've picked a card, you're committed to it - you can't change cards after the round starts moving. Once everybody has taken a turn or passed, the round ends.

At the end of the round, everybody draws until they have 5 cards in their hand again.

If more than one person wants to initiate a round at once, all potential round leaders pick the card they wish to play. They are then committed to playing that card for the round. The person holding the card with the highest speed is the Round leader.

Your Turn

Movement: Before you play the card, you have the option of decreasing its speed in order to move. For each point that you decrease the card's speed, you may take one step. All your movement must be used up at once - you can't move before AND after a card. Once you've finished moving, you're locked into that position until the round ends.

Unless you're the round leader, you'll have picked a card before your turn comes up. When you play that card, hold it up and announce its name, speed, and effects.

For example, let's say you have an attack card with a speed of 8. You are at least four steps away from the person you want to hit. So you may decrease your card's speed by 4 in order to take 4 steps before the attack. If you actually made it there in three steps, the last step is wasted - you can't use it after the attack.


Depending on which class your character belongs to, you will have different options for how to use cards.

Melee attacks can target a person within arm's reach. In order to play the attack card, you must be close enough to touch your opponent.

Ranged attacks can target any person you can see. In order to play the attack card, you must be able to see at least 50% of the person's torso. Other players don't count as blocking this line of sight. If your target is crouched behind furniture or another unmovable obstacle, you cannot target them.

Certain players may have skills or abilities which let them use cards in different ways. For example, one class may specify that attack cards with a speed of 5 or higher are melee attacks, whereas lower than 5 is a ranged attack. Another player might have an ability that lets him attack two people at once. Or an ability that lets you apply -1 to damage to your melee attack in order to treat it as if it's ranged.

List of Cards

Name Speed Description
Attack 1 Deal 5 Damage
Attack 3 Deal 4 Damage
Attack 5 Deal 3 Damage
Attack 7 Deal 2 Damage
Attack 9 Deal 1 Damage
Defend 2 -5 Damage from an attack card with a slower speed.
Defend 4 -4 Damage from an attack card with a slower speed.
Defend 6 -3 Damage from an attack card with a slower speed.
Defend 8 -2 Damage from an attack card with a slower speed.
Defend 10 -1 Damage from an attack card with a slower speed.
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