Difference between revisions of "Like A Velvet Glove"

From Ludocity
(New page: {{gameinfobox |designer=Ben Henley |image= |players=8 |stuff=Nerf guns, foam swords, wigs, play money |crew=One. |preparation=Ten minutes. |time=45 minutes |place=A baroque mansion |activi...)
 
Line 3: Line 3:
 
|image=
 
|image=
 
|players=8
 
|players=8
|stuff=Nerf guns, foam swords, wigs, play money
+
|stuff=Nerf guns, foam swords, wigs, play money, laurels/sashes
 
|crew=One.
 
|crew=One.
 
|preparation=Ten minutes.
 
|preparation=Ten minutes.
Line 11: Line 11:
 
|status=unfinished
 
|status=unfinished
 
}}
 
}}
 +
 +
 +
The players are 18th century gentlemen and ladies who have decided to settle their grudges through a series of duels.
 +
 +
 +
== Setting up ==
 +
 +
Each player starts with a three sashes denoting their level of personal honour, and £500 in play money.
 +
 +
== Sequence of play ==
 +
 +
The moderator assigns the first two duels randomly.
 +
 +
After that, it is up to the players to issue challenges.
 +
 +
After each duel, the two combatants must lie low for a round, so they cannot take part in further duels. They may, however, act as seconds.
 +
 +
== A duel ==
 +
 +
The challenged party picks a second from among the players, then the challenger does likewise.
 +
 +
The duellists have a minute to brief their seconds.
 +
 +
The seconds then have three minutes to negotiate the terms of the duel:
 +
 +
* Which weapons are to be used (not necessarily the same on each side) - Nerf/foam weapons only
 +
* The number of paces which will separate the parties, or the area of swordplay.
 +
* Whether combat will be simultaneous or involve turns.
 +
* Any compensation that will be paid to avoid a challenge.
 +
* Any other conditions decided by the seconds, e.g. blindfolding of one or both parties
 +
 +
The first hit (sword or pistol) on an opponent is considered a wound.
 +
 +
If the duel proceeds to a second hit, the loser is killed and is out of the game.
 +
 +
The seconds have authority to negotiate the terms of the duel , subject to the moderator's final rulings.
 +
 +
== Scoring ==
 +
 +
After a non-fatal duel, the winner takes one honour from the loser, and the winner's second gets £100 for their trouble from the loser.
 +
 +
After a fatal duel, the winner takes all the loser's honour, and the deceased party's second inherits all their money.
 +
 +
 +
== Betting ==
 +
 +
Betting on the outcome of a duel is encouraged - it is down to the players to agree odds and enforce payment.
 +
 +
 +
== Goal ==
 +
 +
At the end of the allotted time, money buys honour at the rate of £200 to one sash. The winner is the player who has the most honour.

Revision as of 20:56, 14 October 2009

Like A Velvet Glove
Designer: Ben Henley
Year: unknown
Players: 8
Stuff required: Nerf guns, foam swords, wigs, play money, laurels/sashes
Crew required: One.
Preparation: Ten minutes.
Time required: 45 minutes
Place required: A baroque mansion
Activities: Duelling, treachery
Exclamation.png
This is an unfinished game. It is still in the design stage, and is not playable.
Cc-by-nc.png
This game is made available under an Attribution-Noncommercial Creative Commons licence. (What does this mean?)


The players are 18th century gentlemen and ladies who have decided to settle their grudges through a series of duels.


Setting up

Each player starts with a three sashes denoting their level of personal honour, and £500 in play money.

Sequence of play

The moderator assigns the first two duels randomly.

After that, it is up to the players to issue challenges.

After each duel, the two combatants must lie low for a round, so they cannot take part in further duels. They may, however, act as seconds.

A duel

The challenged party picks a second from among the players, then the challenger does likewise.

The duellists have a minute to brief their seconds.

The seconds then have three minutes to negotiate the terms of the duel:

  • Which weapons are to be used (not necessarily the same on each side) - Nerf/foam weapons only
  • The number of paces which will separate the parties, or the area of swordplay.
  • Whether combat will be simultaneous or involve turns.
  • Any compensation that will be paid to avoid a challenge.
  • Any other conditions decided by the seconds, e.g. blindfolding of one or both parties

The first hit (sword or pistol) on an opponent is considered a wound.

If the duel proceeds to a second hit, the loser is killed and is out of the game.

The seconds have authority to negotiate the terms of the duel , subject to the moderator's final rulings.

Scoring

After a non-fatal duel, the winner takes one honour from the loser, and the winner's second gets £100 for their trouble from the loser.

After a fatal duel, the winner takes all the loser's honour, and the deceased party's second inherits all their money.


Betting

Betting on the outcome of a duel is encouraged - it is down to the players to agree odds and enforce payment.


Goal

At the end of the allotted time, money buys honour at the rate of £200 to one sash. The winner is the player who has the most honour.