So in one of my previous posts I mentioned that I was working on 3 games. The first one I am officially announcing as The Adventures of Space Cat Jones, the high tail sneaking adventure of our feline hero Space Cat Jones. I am very excited about it and there will be more news about it in posts to come! This is not what this particular post is about though.
I would like to present to you a prototype of a video game (thats currently a table top game) that I am currently working on so all of you could try it out and let me know what you think! It is a Tactical Role Playing Basketball Game where players get to the heart of the strategy of the exciting game of basketball! So let us begin.
There are a few ways to play but lets begin with what we’re testing with then we could show some variants that you could try out.
- 1 Ten Sided Die (D10)
- 1 Twenty Sided Die (D20)
- 1 Game Board
- 8 Character Tokens (Each different)
- 1 Ball Token
- 1 Four Sided Die (D4)
- 1 Coin
For your convenience print out the game board and character tokens from here
There are three character attributes
To determine these attributes you will need a 6 Sided Die and a 10 sided Die.
Speed is determined by rolling the 10 Sided Die. Movement is determined by the Speed Attribute.Your movement is what determines how many spaces you can move. Refer to this table to help you
1 space- Speed = 1 – 2 2 spaces – Speed = 3 – 4 3 spaces- Speed = 5 – 6 4 spaces – Speed = 7 – 8 5 spaces – Speed = 9 – 10
Accuracy and Power is determined by rolling the 10 Sided Die.
Remember to Name your Character.
Name: Slam Jam Speed: 4 Movement: 2 Accuracy: 9 Power: 3
Create 4 characters to add to your team and Name your Team.
Associate a token for each of your characters, we use bottlecaps, but use whatever you would like.
Players take turns positioning their players on the board to try to shoot the ball into their goal to score points. First to 10 points wins.
Place the ball in the direct middle of the board on the cross.
Set up the characters in this fashion.
You can either roll a die (highest value wins) to figure who goes first or you can flip a coin.
Now we have to set up the phase. A phase is how we determine what order the characters move until each character has had a turn. You determine the order at the beginning of each phase.
To determine the order of the characters you roll a D20 for each character on your team and add the characters speed modifier to each roll. You then order the characters from highest roll to lowest, if there is a tie roll for which one goes first.
- Slim Jim (Rolled 18 + 6 Speed = 24)
- Mario Bal (Rolled 16 + 4 Speed = 20)
- Jerry Liffer (Rolled 10 + 6 Speed = 16)
- Ryan Leonski (Rolled 12 + 3 Speed = 15)
- Link Elfboy (Rolled 14 + 1 Speed = 15)
- Shandiin Woodward ( Rolled 13 + 1 Speed = 14)
- Ray Feisty (Rolled 5 + 4 Speed = 9)
- Kitty Meow (Rolled 2 + 2 Speed = 4)
Once you determine a phase you go into a characters turn. Here’s what you can do for a characters turn.
- Move- you can move up to your Movement attribute. Diagonal movements count as 2 moves.
- Pass – you can pass to any of your team mates on the board. When you pass you roll a D20 and add your Accuracy Attribute, if its greater than 10 (without any opponents in line of sight) the pass is successful. If there is an opponent (or more) you have to get a roll higher than 10 plus their power modifier. If more than one opponent is in Line of Sight you must have a higher Sum than 10 plus each opponents Power Attribute.(Example: 2 Opponents in the way, Rolls 12 + 9 Accuracy = 21. Sum of opponents Power Attribute 8. Pass successful.) If a pass fails the opponent seizes the ball. If the character who catches the ball is on your team you can shoot with the character. You can only pass to one character, the character who catches the ball cannot pass to another character but the character who does get the ball can shoot.
– If the pass is unsuccessful the ball goes between half the distance between the character who is passing and the receiving character.
- Call to Pass- If you do not have the ball you can call to pass if one of your teammates has the ball. This acts just like passing. Is able to shoot right after.
- Shoot – Acts just like passing but uses 2 D20’s + your Accuracy Attribute. The success point are determined by how far you are from your basket. These are determined by the numbers on the court. Opponents in Line of Sight work exactly like Passing. If you make the shot you place the ball in the the circle at the end of the court that represents the basket. You have to roll for a new phase and all of your players go to the other side of the court. Your opponent places two players on your side of the court with the other 2 in the starting box to “pass in” the ball. Play begins again from there. Turn ends once shot is attempted.
- Steal – If your opponents have the ball you can steal. You have to be a square adjacent to the opponent. You announce you want to steal and both you and your opponent roll a D20 and add each characters Power Attribute. Whoever has the higher roll wins the ball. Turn ends after the steal is completed (whether successful or failed). You cannot move after you steal but you can pass or shoot.
Here’s a video to help explain the rules
And this video shows one complete turn of a character
EDIT: I forgot to add the character pieces! I posted them above!