Subject: Ani-mayhem for idiots....
From: RKXE96B@prodigy.com (MR JAMAL T RORIE)
Date: 8/9/1996, 1:18 AM
To: fanfic@andrew.cais.com

 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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