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Mobile Frame Hangar • View topic - Trundleball (v0.4)

Trundleball (v0.4)

Post and discuss your custom / house rules for the MFZ: Rapid Attack.
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This is a game - This is fun - All of your posts should reflect this.

Trundleball (v0.4)

Postby Blorf » Tue Mar 24, 2015 8:41 am

Immediately on seeing the , it occurred to me that it would make a hilarious sport to have them shove each other around with inertial accelerators (like the gravity gun from Half-life 2). A little later, it occurred to me that this could be expressed in a tabletop game. Then I thought about it more, because I was stuck as a passenger for two 4-hour trips over the weekend, and realized that this was a thing that I could, in fact, make. As the thoughts came together I further realized the game really did sound like a lot of fun.

I tried to capture the essence of the sport with a set of rules already mostly familiar to people here. There's plenty of blasting frames around, jockeying for position, smashing into and through stuff, lightning quick reflexes (or not), and frames getting upended and having to struggle to get upright again while everyone laughs at the stumpy little legs flailing in the air.



There may be some rough edges. I haven't taken this to a table yet, so I'm not sure if everything is going to work out right. (Particularly the turn ordering and game length probably need to be tuned.) If you play it, please report back! I'm honestly interested in developing this further into something I'd be proud to publish and distribute.

In fact, I CHALLENGE YOU! My team is already built and ready to go.


So without further fanfare, I present to you: Trundleball.

--------------------------


v0.4

Preparations
To play Trundleball, you will need to prepare a few things before you can dive in.
You will need:

One team of 6 Trundles per player (each no larger than 4×4 studs in area)
2 goals for the arena per team
Some additional obstacles for the arena
One ruler of eight hinge bricks
A dice assortment
A method of keeping score


Trundle dicepool & actions
Each Trundle has a dicepool for its actions, starting with 2 white dice representing the basic machine and the pilot’s senses. You can expand this dicepool with up to 2 systems. A Trundle always has several baseline capabilities which are expanded with systems. These capabilities are:

Inertailly accelerate a target which is within one ruler unit range (offense)
React to an inertial acceleration (defend itself)
Move around obstacles
Charge a target within one unit range

Since dice must be assigned to an action to perform it, a Trundle must choose which actions to perform.

Each Trundle equips 2 systems. There are 4 types of systems, and a Trundle may have two of the same type.

Each Blue/Reaction (defense) system adds one blue d6.
Equipping two Reaction systems allows the Trundle to ignore the effects of disorientation.

Each Green/Movement system adds one green d6.
Equipping a Movement system allows the Trundle to pass through obstacles and other trundles when moving.
Equipping two Movement systems allows the Trundle to remain standing still when taking a collision from another Trundle, to activate out of turn, and to intercept.

Each Yellow/Charge system adds one yellow d6.
Equipping a Charge system allows the Trundle to Charge any opponent within one ruler range.
Equipping two Charge systems allows the Trundle to Charge any single opponent in the arena OR to Charge every Trundle within a 1-ruler radius.

Each Red/Offense system adds one red d6.
Equipping an Offense system allows the Trundle to target opponents up to one ruler range.
Equipping two Offense systems allows the Trundle to target a second opponent up to one ruler range (different dice must be assigned to each push).

Visually indicate the systems each Trundle is using by attaching markers to the unit.


Setup and Deployment
Any arena agreed upon by all teams is acceptable. Circular arenas are best. Place all goals and obstacles in the arena, and adjust the size of the arena, such that Trundles are almost always within one ruler length of either a goal or a boundary. The arena goals and obstacles are arranged to all players' satisfaction.

Players reveal their team loadouts, decide turn order for the first round, (see below,) and begin deploying Trundles in turn order. Trundles may be placed anywhere in the arena, but all players reserve the right to reject any deployment that is within 3 units of one of their deployed Trundles.


Turn Order
Each round, players bid for turn order. Players each take 6 charge dice in hand and secretly decide how many to bid. Simultaneously, players reveal their bids by rolling that number of charge dice. The player that bid the highest number of dice chooses his position in the turn order for this round. The second-highest then chooses their position, and so on. In the case of a tie, the player which rolled the higher value chooses first. If there is still a tie, randomly decide a winner by rolling off with a separate die.

All players then gather the charge dice they bid with and place them on their own Trundles. Using the values as rolled, add one die per Trundle. In this way, bidding for control of turn order comes at the cost of pre-charging your team for other players to use.


A Trundle's turn
On your turn, choose one of your Trundles and activate it. When a Trundle activates, resolve its turn completely. If you have no trundles left to activate, you pass to the next player. When all trundles have been activated, the round ends.


Activation
1. Roll dicepool (if not yet done)
2. Assign reaction (if not yet done)
3. Move and accelerate (in any order)
4. Charge

You may assign any number of dice to each action, adding their values when you do. Dice cannot be split between actions or assigned to more than one type of action.


Movement
Green or white dice may be assigned to movement. Use the ruler to move your Trundle up to the number of units matching the value of dice assigned to movement. Move and place the ruler multiple times if necessary. Trundles without a Movement system must navigate around obstacles and other Trundles. With a Movement system, the Trundle may pass through them during movement. No Trundle may climb another.


Inertial Acceleration
Red or white dice may be assigned to acceleration. After assigning dice to offense, name your target and begin your acceleration. Your target must be in range (without an offensive system, within 1 unit; with an offensive system, within 1 ruler) when you begin. When accelerating an opponent, first determine the strength in inertial units and set up an inertial line. The inertial strength is determined by the offensive value assigned and the distance between the Trundles, rounded down. The strength of the push is: [(initial value - distance + charge) max 8]. A Trundle with no offensive system must be inside one unit range to use its accelerator, so the distance is never subtracted.

Trundles may only target a single other Trundle unless they carry two offensive systems. A Trundle with two offensive systems may make multiple accelerations in a single turn, assigning different dice to each.

Example: An offensive trundle with one offense system assigns a 6 and accelerates a Trundle 2 units away. The defending Trundle has 4 inertial units.

If the defending Trundle is not immediately recognized to be scoring, begin the disorientation pool by adding one die to it for each inertial unit transferred. (In the above example, this would be 4.)


Ramming
A player can also inertially accelerate another Trundle by ramming it. The force applied to the defending Trundle is similar to firing an accelerator: [(initial value of movement - distance + charge) max 8]. When ramming, the offensive Trundle stops as it collides with the defending Trundle. The offensive Trundle must immediately gather and roll disorientation for each point of inertia transferred this way, without the aid of reaction points. The defending trundle is treated in the same way as a standard inertial acceleration, above.


The Inertial Line
Lay out the ruler on the table. This is the inertial line. Start with a straight line along the center of both Trundles with the edge touching the far side of the defending Trundle. The ruler need only extend the number of inertial units for this push; segments beyond this are ignored and can be removed from the ruler for now. The offensive player may add "spin" to the push by bending the ruler along its hinges. Each segment may optionally be clicked once, but all segments that are clicked must be done in the same direction (no "s-turns" are allowed).

The offensive player can never move the first unit; there is no "invisible hinge" before it so it is always determined by the direction between the players.

If the inertial line contacts obstacles, this is done in the air directly above where it would otherwise have laid.


Reaction
A defending player then reacts to a push by assigning reaction points. Blue or white dice may be assigned to reaction, providing that number of reaction points. Once reaction is assigned, place blue dice on the table next to the Trundle, turned to the value of its reaction. Each time the defender is called to react, he or she decides how may points to use to react to movement and how many points to use to counter disorientation. The total points spent in both areas must not exceed the number of available reaction points. The entire pool of reaction points is available to assign each time a Trundle is required to defend a push, regardless of previous assignment. If a Trundle that has not yet activated is pushed, the defending player rolls their dice and assigns any number of dice to defense to determine the number of points to use here. The other dice are set aside until that player activates that trundle.

The points reacting to movement are used as follows: count the number of hinges from the END of the inertial line, up to the number of points spent. Each of these hinges may be clicked once in either direction (an "s-turn" is now allowed).

A defender cannot adjust the first unit. There is no "invisible hinge" before it.

Example: a defender has 5 reaction points and is facing an inertial value of 4. Assigning more than three reaction points for movement would be a waste, because there are only three moveable hinges. The player chooses to click the last hinge once and the third-to-last hinge once. Two points remain to combat disorientation.

If a player assigns the entire dicepool to reaction, the Trundle is considered activated as it can take no further action.


Obstacles
Obstacles hinder movement. Determine if a Trundle collides with an obstacle after defensive reactions have been taken. A Trundle that is rolled into an obstacle causes damage to the obstacle (remove 6 bricks) for each interial unit left ahead of the obstacle's position on the line (rounded up). A d6 is added to the disorientation pool for each inertial unit expended on the wall. Shorten the inertial line for each inertial unit expended to damage the wall, starting with the outermost units. If any inertia remains when the wall is destroyed, the Trundle continues on along the inertial line with whatever momentum is left. Otherwise, it comes to a stop when the inertia is depleted.

Example:
A trundle is given a strong push of 7 interial units into a small wall 3 units away. When the Trundle reaches the wall, it still has 4 interial units. The wall absorbs 2 units before being destroyed. (removing 12 bricks until it is below 3-units tall). The Trundle still has 2 inertial units left, so it continues rolling 2 units past the wall. Two d6 are added to the disorientation pool.


Other Trundles
When the inertial line touches another Trundle with at least one full inertial unit remaining on the line beyond that point, count the number of remaining inertial units, rounding up. Using the same inertial line, transfer this inertia to the collided Trundle. The collided Trundle is acts as if it was itself the target of an acceleration, including the ability to use its reaction, from that point with the remaining inertia. Add that number of dice to the collided Trundle's disorientation pool, but do not remove them from the defending Trundle's pool.

The originally defending Trundle advances one ruler unit at an angle 90 degrees to the outside of the curve (the opposite direction of the spin given, regardless of reactive adjustments) from the inertial line at that point. If no spin was given, it stops immediately.

A trundle with two Movement systems may choose to stay in place instead of being accelerated when another Trundle collides with it. The collider Trundle stops at the point of contact and adds one to its disorientation pool. The collided Trundle must also roll for disorientation of any remaining absorbed inertia. This ability is lost if the Trundle becomes disoriented.


Intercepting
A Trundle with two green systems that has not yet activated may activate during any player's push in order to intercept. When a player declares an intercept, play stops. The intercepting Trundle is activated: roll dicepool, assign reaction, and assign movement. When activated this way, this Trundle may not make an offensive push. If the movement allows the Trundle to move at least one full unit beyond the currently unresolved inertial line, an intercept occurs. Place the trundle at the near edge of the inertial line. At the point when the pushed Trundle passes in front of the intercepting Trundle, redirect the inertia as if the Trundle had been stationary instead and had been rammed at that point. The inertia transferred is the minimum or inertia remaining on the original line past the point of intercept, plus the inertia transferred in the intercept (minimum of one), with a maximum of 8. The intercepted Trundle may use any unused reaction to adjust the new inertial line, and adds to the disorientation pool accordingly.


Resolving the push
Once the inertial line is settled, check if any point along the line goes out of bounds or within one unit of a goal. Remove it from play and remove the inertial line if it scores, but not before interacting with obstacles along the path before that point. Finally, move the defending Trundle along the line to its final position.


Disorientation
If the defender remains on the field, it must roll the disorientation pool. Roll the entire pool at once. After rolling, a defender may discard the same number of dice as the number of reaction points assigned to counter disorientation. If any dice that remain show a 1, the Trundle becomes disoriented. Show the disorientation by tipping the Trundle so it is no longer standing upright.

A disoriented Trundle does not defend or react against any further offensive push; it accepts the inertial line exactly as any offense lays it out. Disorientation lasts until the round ends or the Trundle activates.

When activating a disoriented Trundle, a player must discard a die from its dicepool to reorient it before taking action.

Trundles with two reaction systems ignore the effects of disorientation and are not required to roll the disorientation pool.


Charging
A Trundle may electrically charge an opponent, adding to its inertia the next time it is pushed. Yellow or white dice may be assigned to charging. Place a yellow Charge die on the field next to the Trundle, turned to show its charge value. The charge value is added to the inertial value the next time it is pushed, even if it is the result of a collision. There is still a maximum of 8 inertial units for the defending Trundle, but with a charge it is possible to achieve the maximum inertia while firing from a distance. Any Trundle may charge an opponent within one unit. A Trundle carrying a single charging system may charge one Trundle within a one-ruler range. A Trundle carrying two charging systems may choose any Trundle in the area to charge, or else apply charge to every Trundle within a one-ruler range—including teammates but excluding itself.

If the charge is used as the result of a collision, the player who initiated the collision extends the intertial line as necessary before the defender reacts.

Charging a Trundle that is already charged is possible. Both values are added together. Because there is a maximum inertia of 8 and a minimum inertia of 1, the maximum charge that can ever be applied in a turn is 7. Players do not need to keep track of additional charge beyond this, as it is not saved or stored for later turns.


Goals

Goals are targets to roll opponent frames into. Trundles may move under their own power near goals without scoring themselves. A trundle must be pushed into a goal to score. If a Trundle is already standing within one unit of a goal, a push in any direction will cause it to score, even if that push is in the opposite direction of the goal.


Scoring

When a Trundle is pushed into a goal or out-of-bounds, it is removed from play for that round. The Trundle re-enters play before the next round begins. Keep track of the order in which Trundles were scored and removed from play by placing them in a line to the side of the arena.

A Trundle is considered to have gone out of bounds if any part of the inertial line touches the boundary. A Trundle is considered to have reached a goal if any part of the inertial line passes within one unit of the goal.

A Trundle that rolls out of bounds or into a goal increases its team's score by one. The score for Trundle that accelerated it does not change.

The winner has the lowest score at the end of the game.


Ending Rounds

At the end of a round:
- Remove each Trundle's reaction (defense) value
- Discharge each Trundle (remove charge values)
- Upright any disoriented Trundles
- Re-enter scored Trundles, in the order they left the arena. Re-entering Trundles may be placed anywhere in the arena, but all players reserve the right to reject any position that is within 3 units of one of their Trundles already in the arena. Re-entering trundles may change their system loadout during entry.
- Begin the next round by bidding for turn order again


Game Length

A game is played in four rounds. In a tournament situation, if a tie must be resolved, play a complete overtime round.


Principle of judgment calls

Sometimes, situations are unclear. In that case, favor the outcome which was intended by the action. In detail, if it's a close call:
- consider a Trundle to be in range for accelerating
- consider only obstacles that the inertial line actually touches
- consider an accelerated Trundle to have scored


Exploding

Somehow causing your Trundle to explode is an immediate 3-point penalty, and all opponent Trundles are allowed to reposition themselves anywhere between their original and final positions in the aftermath of the explosion before play continues and recover from the effects of disorientation.

--------------------------

Changes for v0.4:
- Clarified that deployment and play for round one use the same turn order.
- Double-greens can now activate out of turn as well as activate to intercept.
- Trundles re-entering the arena may change their loadout to anything they'd like.
- Defined an official bounding box for units. (4×4)

Changes for v0.3:
- Add 2 goals per team, but all goals are used equally by all players
- Goals are arranged before deployment phase
- Upgraded area-effect charging for double yellow
- Added double-green effects: stop momentum and interception
- Completely new turn order mechanic (bidding)
- Removed automatic charging
- Adjusted tournament overtime (play complete rounds)

Changes for v0.2:
- Each team brings 3 goals regardless of number of teams. Arena size should be adjusted instead.
- Simplified and increased the viability of reaction.
- Added experimental automatic charging rule to prevent clustering
- Added area-effect charging to double-yellow
- Added multi-target benefit to double-red
- Clarified the behavior of goals with respect to movement and collision
- Clarified some rules without changing their intent
Last edited by Blorf on Mon Jun 08, 2015 8:03 am, edited 7 times in total.
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Re: Trundleball (v0.1)

Postby Red_Robot » Tue Mar 24, 2015 9:46 am

This makes me....so happy.
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Re: Trundleball (v0.1)

Postby Cake » Tue Mar 24, 2015 10:26 am

This looks like a fun game to try out. I think I need to make some Trundles...
Version 0.5.1 coming soon, with some tweaks and bits that I missed in 0.5.0.

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Re: Trundleball (v0.1)

Postby gusindor » Tue Mar 24, 2015 5:26 pm

Always bring a speech to a gunfight.
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Re: Trundleball (v0.1)

Postby Atavism » Tue Mar 24, 2015 6:23 pm

This is brilliant. Hope someone can come out with a battle report sooner rather than later.
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Re: Trundleball (v0.1)

Postby Luke_BMM » Tue Mar 24, 2015 8:14 pm

Ok, the Arcturus Aardvarks are ready to take the field.

The team's fans have been a bit upset with their record of 1 win, 2 scoreless ties, and 23 losses (particularly with their sole win being the forfeiture of the Marsden IV Sabres after a tragic jump gate mishap). That hasn't gotten the team's spirits down, however. While their record may not be the best, some analysts** have noted that their sharp-eyed goalie could give the team massive upset potential if they ever score again.

Image


** Well... one commentator... who may have been a bit drunk at the time.
Last edited by Luke_BMM on Wed Mar 25, 2015 6:43 pm, edited 1 time in total.
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Re: Trundleball (v0.1)

Postby Atavism » Tue Mar 24, 2015 8:17 pm

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Re: Trundleball (v0.1)

Postby Blorf » Wed Mar 25, 2015 1:01 pm

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Re: Trundleball (v0.1)

Postby Vitoria » Wed Mar 25, 2015 5:35 pm

I love how most of your trundles doesn't even have two arms :lol:
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Re: Trundleball (v0.1)

Postby Luke_BMM » Wed Mar 25, 2015 6:50 pm

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Re: Trundleball (v0.1)

Postby Atavism » Wed Mar 25, 2015 6:56 pm

I think the goalie is a great idea, give the defending player get one trundle that can be activated to intercept the trajectory of an accelerated teammate. Any roll over what would be needed to connect is transferred to the intercepted trundle in a new trajectory, add a disorientation roll. Might get overly convoluted to fit properly into the game though.
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Re: Trundleball (v0.1)

Postby sBritcher » Wed Mar 25, 2015 8:08 pm

Ok, this is FANTASTIC! :D
I'm going to have to make up a team at some point now.
I would love to see other TRUNDLEball teams.

As an aside: Ha, take that Twankus! :P
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Re: Trundleball (v0.1)

Postby Atavism » Wed Mar 25, 2015 8:09 pm

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Re: Trundleball (v0.1)

Postby Blorf » Wed Mar 25, 2015 10:23 pm

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Re: Trundleball (v0.1)

Postby Cake » Thu Mar 26, 2015 5:37 am

Version 0.5.1 coming soon, with some tweaks and bits that I missed in 0.5.0.

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Re: Trundleball (v0.1)

Postby Blorf » Fri Mar 27, 2015 8:32 am

You can't playtest without at least two teams, right?


The Southport Strikers are a newcomer team this year and have no existing record, but rumors coming out of Huo Hsing say they may give the Propulsors a difficult time. Not much is known about the team or its frames, so fans eagerly await the season opener when team details will be made public.

Yep, I ran out of the big brackets pretty quickly. And if anyone didn't guess, I was already pretty low on 1×1 tiles with clips. Pretty happy with how these guys came out shape-wise, but I will probably revisit them in order to give them more color. I can't decide if I like the tall kids in the back or the captain frame best. At any rate, these are good examples of a different approach to acceptable frame design for Trundleball.

I'm planning on getting a game in this weekend!
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Re: Trundleball (v0.1)

Postby gusindor » Fri Mar 27, 2015 6:38 pm

That reminds me, it would be nice to have some building parameters for frames that aren't Trundles but are Trundleball-legal.

Y'know, so we can measure the inevitable size creep...
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Re: Trundleball (v0.1)

Postby Luke_BMM » Fri Mar 27, 2015 7:35 pm

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Re: Trundleball (v0.1)

Postby Blorf » Fri Mar 27, 2015 7:58 pm

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Re: Trundleball (v0.1)

Postby Blorf » Sat Mar 28, 2015 9:04 pm

My opponent for this weekend got sick so we couldn't play. I set the table up anyway and tried to run both sides just to see if it was viable at all. There's an awful lot more strategy in it than I thought! There are some definite tweaks to be made, but I'm eager to play with a true opponent.
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