Hey, guys: would those of you who play the game look over this and
point out areas that I've made mistakes in? I know that it needs some
work, but I just want to know if I should bother continuing with the
project.
In the works is a 2 player demo game that goes through almost every
question I've seen and a hint section.
Also, keep in mind that it is a rules supplment.... They still have
to read the book.
PS... what is the plural of "baka"?
P-Chan Ani-Mayhem For Bakas!
A SUPPLEMENT to the Rules. You still need the book.
So, you've waited for months. You've looked for info on it on the
internet. You've wondered if the labels were redeemable for Pioneet
POP points. You went to a comic shop and bought a few (a) starters
(b) boosters (c) all of the above (d) several boxes of the above. You
expected to be able to play the game perfectly the first time.
Dumbass.
Unfortunately, the rule book for Ani-mayhem makes Shakespear look
like a Ranma 1/2 manga. Granted, the comparison doesn't work if you
don't have a translation and don't read.... well, that was a tangent,
wasn't it? Back to the topic: the cards are great and the game is fun,
but badly executed as far as rules go. Here is a simple explination
of the rules for a game. This just covers the hairier parts of the
book.
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FIRST, we hit the types of cards so you know what you're dealing
with.
Character: What you probably bought the game for! Ani-mayhem has a
wide variety of characters to play wiht (except Alliele. They'd
BETTER fix that <G>).The character cards really don't need a
description, you should be able to pick them out. Purple, have stats,
etc. Now, the parts of the cards are described in the rule book with
a picture. That will be a bigger help than this, so I'll skip that.
Go ahead, look. I'll wait. Just don't go into transformation.
The confusing part of character cards are is the transformation.
Every character that transforms has two cards with different stats.
However, that doesn't mean that you nescecarily have both forms with
one card. I'll explain that in a sec. You have to play with the
primary form of the card. Now, for an example*:
*This is the format: attack/defense/movement/charm/energy skills
Little Washu
2/4/2/2/6 Computer, Genius x2, Mech, Tech, Teacher, Medical
Washu
3/3/3/4/5 Computer, Genius x2, Techer, Medical, Seduction
Lets say that you only have the Little Washu card. You CANNOT
toggle between to two stats without the aid of another card, like
Water Kettle, that says you can. If you have a card that does that,
you gain the stats of the other card including the skill. However,
there IS a catch to the transformation cards: if you don't play the
card or if it is a disaster (in other words, if you don't have any
choice in the matter), you gain the stats of the other card EXCEPT
for the skills. Is the one card rules ok? Now, on to two card
transformation.
You have both the Little Washu and the Washu card. Great! You can do
more stuff now! You can now toggle between the forms without
transformation cards. Isn't that nifty? Shut up, I'm trying. You do
NOT have to have both of the characters in play in order for it to
work. In fact, you can't. Both cards count as one character, so it
goes against one of the rules (hey! that's for part two!). In other
words, you can have 6 characters on the board but have 12 character
cards in play. Lets say you want to transform between Little Washu
and Washu. You can do it.... buuuuuuuuuuuuuuuuut... you have to give
up moving for that turn. Can't have it all. It is unclear as to
wehter you need to give up a turn per character or not.... as long as
everyone plays by the same rules, it's allright. For the sake of game
play, I'd suggest that you do it all in one turn. If a dister forces
you to turn, you gain the stats ans skills of the other form. Finally,
Water Kettle and cards of the like still work. Good to know if you
have t
transform and Largo is going to be there with the Satellite Strike
ready..... Y' don't wanna know.
To review:
If you have only one transforming card, then you can switch to the
other character with the aid of another card. If you are forced, you
don't get the skills.
If you have both forms of the card, you can always toggle between
them by scrificing the movent for that turn. Also, if you are forcred
to transform, then you can keep the other characters skills.
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Hey! What's this crap on my card!?
Oh, good! You've just discovered the symbols, eh? Yep, they are
important. There are a few main types of symbols:
Red and Orange diamond swirly thing: This is a Dimenstional symbol.
If it is a character card, it means that character can go to
dimensional locations. If it is equpiment, it means the same thing.
If it is a location (discussed later), then it means that it IS a
dimensional location, and only characters and equipment with that
symbol may stop on it.
Funky planet thing: This is a Planetary symbol. Imagine this thing
as being out in space if it is a location. So, logicaly, you need
space characters or space vehicles to carry non-space characters. Hey,
how else to you plan on scavenging stuff in space? Tying Hefly bags
over your head, jumping high and conserving your breath?
Da Beaker!: It is a Science symbol. It is... well... it means that
anything that effects science cards will effect this [read: whip its
ass].
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Locations:
Y'gotta put your crap down somewhere, eh? Ani-mayhem has a whooooole
lotta locations, ranging from Mt Muldoon of El-Hazard to the high
flying GP HQ of Tenchi Muyo! That also covers the gambit of
difficulty (yeah, how many of you can turn the GP HQ into a haven?
What I thought).
Locations have skills listed on them, and you need these skills to
scavenge this area. Say you have Mt Muldoon... "Climbing or
Acrobatics or Flying". Everyone's starter should have at least ONE
character with one of those characteristics. If not, just buy a
booster.If by some amazing circumstance you don't.. then too bad. You
can't scavenge it....
.... unless, of course, you can fight it. Some areas, like Cest
Lavie have defense values. If you beat the land, then you can
scavenge it without the required skills. Neat, huh? However....
... you didn't expect the land to just sit there, did you? Some
lands, like GP HQ, fight back.... hard. Also, GP HQ has a planetary
symbol on it, meaning that you need planetary characters of all of
your non-planetary characters in a planetary vehicle. Also, a land
can never really be "defeated" (this is my interpretation of the rule
book). It will continue doing damage to you as long as you are there.
However, this makes fighting disasters a pain in the butt, and you
may have to find yourselves running. PLEASE tell me I got this
wrong!
Lastly, there are havens.
"Y'wanna go where you know... the people are all the same. Y' wanna
go where everybody knooooooows your name!" [ANYONE, what is the
Cheers themesong. Somebody out there must know it!!!!]
Sorry, had to do that. But, in essesence, that's what it is. The
most important thing you need to know is that Havens are off the
feild. You can equip from them, store stuff there, and leave
characters behind. Most importantly, other players and disasters
cannot enter without your permission (hey, you may feel kind hearted
one day). Some places give you skills and other such things. Others
require that you have certain things to build it (Tsunami, for
example, can be turned into a haven IF you have certain characters
and items). All havens EXCEPT your first requires whatever is
specified on the card plus 3 characters to stay there 2 turns to
build it. Re-read that or you will get it screwed up... probably to
your benefit!
To review:
*Locations are where you land, move from, etc.
*Locations require you to have skills to scavenge, some don't let
you in at all.
*Locations can do battle.
*Havens are niiiiiiiiiiiiice places!
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I'VE GOT THE POWER!!!!!
Ok, you've got characters cards and land, right? Well, now you need
power! These are the equipment (wrench), "enchantment" (upside down
ST symbol), flash effects (lightning bolts), and globabls (the sun).
Generally, these give and take power from characters and, ehhhh,
"modify" play.
Equipment: One per character and one per turn, can only be equiped
during your turn and while off the field or in a place that says that
you don't need to leave (ie, the Masaki van). Don't try to equip
during battle, smart guy. Also, equipment can be transferred, and can
be retrieved if a character is bonked or killed in combat. Vehicles
are equipment, but don't go on a character. Vehicles have limitations
to what they can carry, and some equipment has limitations to who can
use them.
Enchantment: Tinkerbell just whacked you with a wand and BOOM! More
power to yah! These enhancements cannot be transferred to other
characters, and go away if a character is bonked or killed. Hmmmmm.
Also, these sometimes have an energy cost (Jurian Battle Suit, for
example). A character needs to have X ammount of energy to cast it...
I THINK one character can cast for another (ie, Washu can put an
enhancement on Akane). Oh, yes: you don't have to leave the field to
cast these, but you cannot cast them in battle. 1 per turn.
Flash Effects: Want stuff done in a hurry!?
Huhuhuhuhuhuhuhuhuhuhuhuhuhuhuhwantitdone!? These can be whipped out
at ANY time in play, so save them up for battle! They go away as soon
as they are used, unless otherwise specified (or logic dictates that
the effect lasts).
Globals: Effect all of your characters, have to be laid down
outside of combat. 1 per turn.
To Review:
*Just read it again.
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You talking to me, huh? I don't see anybody else here, you MUST be
talkin to me!
It is in the grand spirit of international diplomacy to sit down and
discuss your differences with others. It is in the grand spirit of
CCGs to pound the shit out of anything that dares to so much as move.
No, wait... I might have that backwards.... Anyway, sometimes you
just have to get mideaval on people. That is why we have the last
card: combat cards. These are the split red cards. Basically, follow
the instructions on the card and you'll do fine. They are nowhere
near difficult. Oh, yes: you don't choose which thing happens
(charm/combat), they both occur.
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Game play!!!!!
Allright! You have your cards! You know what they are! Now what to
do with them! Here is a solo game with rules. For demo purposes,
we're going to use Genma of Ranma 1/2 to help us!
Gena: It is an honor to be here!
Solo Play.
1. Shuffle your combat cards
[Genma does so.]
2. Place them face down in front of you
[Genma looks at the top card, then realizes he's still on. He places
the cards face down.]
3. Pick X number of items, place them around in front of you. I'd
suggest a line or a grid pattern.
[Genma picks nine ane lays them in a grid.]
4. Pick X number of locations, including one haven. IF you do not
have a haven, pick X+1 locations and have one of them to represent
your haven (ie, not a field location).
[Genma has Floristica Palace Room, so he picks 9 locations and puts
them on each item.]
5. Now, pick 4 characters, put them in your haven.
Genma: I'll pick Akane for power (4/4/3/3/4 Martial Arts,
Cooking -1, Student), Washu for abilities (both of them, so he can
transform) (3/3/3/4/5 Comptuer, Genius X2, Teacher Medical, Seducing,
All characters in party are at +1 health (defense)), Priss for
balance (3/3/3/4/0 Music, Driving, Street Wise, Survival), and Afura
Mann (3/3/2/4/3 Priest, Savior Faire, Flying, Air Element +1 all Air
Elements) because... well, she looks like my wife when she was 23.
6. Shuffle the rest of your characters in with your power cards.
Remember, you can only have one of each character, and only 3 of each
power card (unless the cards says something else).
[Genma does so.]
7. You must have an equal number of disasters in the game as there
are power cards in your deck. 1/3 of those must be major disasters
(D!), and 1/2 of the total must be combat.
Genma: Huh?
Count the number of cards in your draw pile.
[He does so. For convenience, he reaches 42].
Get 42 disasters, making sure that 14 are D!
[He does so.]
Now, 21 of the disasters need to be combat capable. This is
rarely a problem.
[Genma checks, and this is true.]
8. Place 2 disasters face down under every location.
[He does so]
9. Now, draw 7 cards from the draw pile and THEN suffle in the
remaining disasters.
[He does so. He draws water kettle, Tsunami, Priss's Battle suit
(equipment, Priss gains +2 to the first 3 stats, and she can always
do 1 damage), Jurain Battle Armor (enchantment, +1 to first 3
categories), I'm Buyin, Ambulance, and Taunt.]
10. Now, you may equip one item, cast one enchantment, and play one
global.
[He has Priss don her battle suit and puts large Washu (the one he
chooses to play) in the Jurian battle suit, stores Tsunami, and
declares that he has finished that phase.]
11. You may choose to skip your turn or go out and explore. Your
parties movement is limited by its slowest character.
Afura can only move 2 spaces, so he looks for a good place to go.
Within two hops is Mt. Muldoon, and heads there]
12. If you have the required skills, you may scavenge.
[He does, so he flips over the TOP disaster card. It is the Soja
Gaurdians. They are 4/4/3, attack all characters they encounter).
13. If it is a combat disaster, draw a combat card for yourself and
for the disaster. Play your combat card on one character.
[Genma draws Punch/Lovely hair (+2 attack, -2 charm). He plays is on
Afura. The Disaster drew Special Gift/Knee Slam (-2 charm, -2
defense).]
Genma: Gee, I wonder how that happened? Lucky me!
[Right. Now, the disaster will attack either the character with an
item, the weakest character defense wise if all or none have items,
or the weakest character strength wise if all or none have items. In
this case, it is Afura who is at 5/4/2/2/3 (Combat card and Washu's
effect), who can take out the Soja Gaurdians... but she will be
bonked, as her defense will be down to 0 after the attack. Genma
discards the gaurdians, reshuffles the combat cards, and puts Afura
back in his hand. Life goes on.]
14. You can either continue scavenging or announce that you stop this
turn.
[Genma stops and moves back to his haven.]
15. He now repeats step 10 on. He first needs to complete his hand to
7.
[ He Draws 2 more cards (Stand up straight and Temporal Distortion,
you should have those) to get his hand back to 7. NOW he drops
Priss's armor and equips Tsunami. All of his characters move in, and
he lays down Afura Man and she is in the craft as well.]
Genma: Heh heh heh.
15. Now he can battle again, etc.
[He moves his characters in Tsunami to Muldoon. He scavenges and
unearths Largo. He draws the conbat cards, but they don't change the
outcome of the battle. Tsunami blows the hell out of Largo, and Genma
grabs the item.]
16. Now, just go along that pattern!
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