Inspired by another thread, I came up with a rule set for a table top card game.
The idea is to make this game in TableTop Simulator and give it to the community.
Smarty’s Land Now!
How to Win:
At the end of 5 rounds, players count their resources and assign points. The player with the most points wins:
- 1 point per nummies
- 2 points per foal
- 3 points per fluffy
- X points per territory, as listed on the card.
What you need to play
- Fluffy/foal Tokens (50)
- Event cards (121)
- Territory cards (13)
- Morale counter (d10)
- Nummies Counter (2d10)
- Coin for flipping.
Play
Pregame Setup
- Deal 5 Territories cards, face up into Territory Area.
- For every additional player beyond 2, player, add 2 areas. You can play with up to 4 people.
- Shuffle together events cards. Deal 5 to each player (4 if playing with 4). Set your Morale counter to 5.
- Take 10 fluffy/foal tokens. Put into “Safe Place.”
- Decide how many fluffies vs foals you want. You may start with no more than 8 foals.
- Add 10 nummies.
- Play proceeds to the right.
Draw Phase
- If your morale is 0, start draw phase with 4 morale. (Fluffies have short memories and are rarely stymied for long.)
- Adjust Morale for foals. (3 foals = 1 Morale, up to 10 morale)
- Adjust Morale for events in play.
- Everyone draws up to morale.
Plan Phase
- You may play any cards in your hand. Do not refill hand until the end of Plan Phase.
- Announce Territory explorations by moving fluffy tokens into territories.
- Deal or Play Events to territories face down and one at a time until Events equals the fluffies attempting to explore territory.
- All players may play Events face down to territories, but are not required to do so.
- Current player may play the first event before dealing from the deck.
- “One at a time” proceeds to the player’s right. If no player wants to add an event, deal face down from the deck.
- All players draw back up to Morale, unless they had 0 morale at the end of their last turn.
Event Phase
- Flip over events at territories.
- Spend resources (fluffies, cards, foals, morale) or cards in hand to cover or counter events.
- Any player may counter any event, either flipped or played.
- Countered events and their counters are discarded without effect.
- Counters may be countered, resolving with last played card first (e.g. Event A is countered by Player 2. Player 1 Counters Player 1’s counter, and Event A occurs)
- Territories are captured when you meet the following conditions:
- You have played events equal to the number of fluffies sent into the territory during the Plan Phase.
- You have more fluffies present than the Occupy listed on the card and more fluffies than any other player has at that territory, individually, not combined.
- Fluffies remain at territories until moved either by Event or by Plan phase.
- Discarded fluffy tokens go into a pile to count against morale at the end of event phase.
Maintenance Phase
- Add nummies based on territory held/events in play
- Count remaining fluffies in all territories and safe place.
- Add half as many foals as you have fluffies, rounding down.
- Promote previous foals to fluffies by flipping foals to fluffies.
- Subtract a nummy for every fluffy and foal. For every nummy short, remove a foal or a fluffy.
- Reduce Morale for lost fluffies if necessary.
- Reduce/draw hand to morale. If your morale is 0:
- Reset Morale to 4.
- Draw 4 cards.
- You may not play any more cards this turn.
- Do not replenish your hand until your next turn.
- If this is the last player in this round, apply any Events and Territory specials before proceeding.
Resources:
Fluffies
- Can explore territories.
- Can capture territories
- Can be spent against events
- Produce foals
- Consumes nummies
Foals
- Raises morale at 3:1 during Planning Phase. (3 foals = 1 Morale, up to 10)
- Can be spent against events
- Promotes to fluffies after 1 turn.
Nummies
- Reward for holding territory
- Reward for events
- Resource to maintain fluffies
Morale
- Determines hand size
- During your turn, you should always have the maximum number of cards in your hand.
- Lose 1 morale for every 5 fluffies lost.
- When Morale reaches 0, your turn is over. If you run out of Morale during your turn:
- Complete your maintenance phase.
- Reset your Morale to 4 and draw 4 Event cards.
- You may not play any more cards this turn.
- Do not replenish your hand until your next turn.
Territories
Territories are put into play at the start of the game.
Territories have four pieces of information on them:
- Nummies: Number of nummies gained from taking territory
- Fluffies: Number of fluffies required to take territory. This is also the number of points you receive for holding the territory. This is also the minimum number of events at location.
- Special: Any special things about the area such as actions needed during maintenance phase
- Points: Value of territory at the end of the game.
Territories hold fluffies at the end of the turn. The number of fluffies needed to hold territories is in addition to other players fluffies in the territory. For example: If Player A has 2 fluffies on a territory at the end of their turn and it takes 2 fluffies to hold the territory, Player B need 4 fluffies to take the territory.
Events:
Events are the primary action cards.
When events can be played:
The plan phase
- Events can be played by either player on areas, up to the number of fluffies attempting a territory.
- Events are played one at a time, allowing for opponents to play events.
- Events are played face down during Plan Phase
The event phase:
- Current player may play an event from their hand during the event phase.
- Follow the instructions on the event as they are turned over at areas.
- Counter events can be played by any player.
Event cards have the following information:
- As Played: Trigger an event, counter an event, gain resources.
- As Event: What resources must be spent/are gained from card as territory event
- Counters: What the card counters/ is countered by, if any.
- You may counter a card in play if it is in your safe area, or in a territory.
- Event type: Abuse/Hugbox/Nummies/Neutral/Fluffy.
Glossary
- Abuse: Some people don’t like fluffies and will make their lives miserable at any opportunity. Fluffies also abuse other fluffies with as much zeal as their human counterparts. Abuse cards are Red.
- Counters: Some cards counter others, meaning they nullify that card. Counters are resolved in the order they were played. A card played in a territory or a Safe Area can be countered during the Event phase.
- Fluffy: A small fluffy horse like creature that can speak a babyfied version of English. Everyone who wants one has one, so there’s a ton of homeless fluffies running around. Fluffies explore territories, eat nummies, and produce foals. Fluffy cards are Purple.
- Foal: A baby fluffy pony! Adorable, trusting and sweet, they’re almost too cute to look at. Bad things happen to them all the time, so don’t get too attached.
- Hugbox: Lots of good things happen to fluffies. People who love fluffies and will help them whenever they can are called hugboxers. Hugbox cards are Blue.
- Morale: Morale determines hand size.
- Neutral: Sometimes things just happen. Things tend to happen a lot to fluffies. Neutral cards are grey.
- Nummy: What fluffies call food. A resource that feeds a fluffy at the end of your turn. Nummies cards are green.
- Round: When every player has played one turn. Game plays to 5 rounds.
- Safe place: A staging area for fluffies, foals and some events. Safe is a relative term.
- Territory: A card in the middle of the table where nummies may be gained by controlling said territory. Territory cards are orange.
- Turn: A single run through of the four phases by a player.
So What Do I Need From You?
I need cards ideas! I need art suggestions! I need flavor text! But mostly art suggestions! Take a look at the cards in the next two posts and see if you can think of any art that’s on the Community for them.
If you want to make your own cards:
Territories
Territories cards look like this:
NAME
- Events: Minimum number of fluffies to take territory
- Nummies: Nummies gained during maintenance phase.
- Points: Points value of territory at the end of the game. Usually Events + Nummies + or - Special properties.
- Special: Any special effects the territory has.
For example:
Shelter
- E: 3
- N: 1
- P: 5
- S: Flip a coin. Heads gain a fluffy; tails, lose a fluffy.
Events
Event cards look like this:
NAME (TYPE)
- P: Effect if played without an event.
- E: Effect if flipped as an Event
- CO: Counters. Cards can counter a class of events such as nummies or fluffies.
- CB: Countered By. What cards specifically counter this one.
For example:
Adopted! (H)
- P: Lose a fluffy, gain +2 morale
- E: Lose a fluffy OR lose a foal, +2 Morale
- CO: Any Abuse
- CB: Wun ‘way!
If you have a particular piece of art to point at for the card, that’d be great too!
MarcusMaximus was kind enough to do a card back for me!