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Messages - noteagod

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1
I made a clarification regarding training:
"TRAINING: For each card associated with the fighter (ace), the player can take one card from the number card pile and place it in their hand, then attempt to associate one number card from their hand with another character. An ace cannot use the training ability to associate a card with itself. Lastly, an ace is immune to thievery (the special ability of a jack/rogue)."

2
If you like Schmiegel v2.0, you might enjoy Crawlitaire.

3
Crawlitaire is a minimalist dungeon crawler that requires merely one player and a standard deck of playing cards. You lead a party of four adventurers on a quest to retrieve four magical rings. Setup is easy, requiring no map, character, or monster creation. They are generated as you play the game.

Here is how to play . . .

Crawlitaire v5.0
(Inspired by Hezzop)
Minimalist
Standard Deck Playing Card
Dungeon Crawl
Dedicated to EARS
Documentation v3.0

BACKSTORY
Once upon a time, four magical rings were kept in a temple shared by two neighboring kingdoms, the Kingdom of the East and Kingdom of the West.

Now the two kingdoms are at war.

Each believes that the other has stolen the rings. However, unbeknownst to the kingdoms, the rings were taken by a shapeshifter from the Kingdom of the North. The shapeshifter seeks to divide and weaken the eastern and western kingdoms so that the northern kingdom can invade and conquer them.

A band of four adventurers from the four corners of the land now seeks to retrieve the stolen rings from a dungeon. They were recruited secretly by a loving couple consisting of one princess from the east and another princess from the west.

Legend has it that the most loving couple in the land can sense the location of the rings through visions. When they wear the rings, they can together provide powerful healing merely by touch. The princesses seek to reunite the kingdoms and restore order in the land by wearing the rings, healing the wounded, and revealing their love.

Crawlitaire is a minimalist dungeon crawler that requires merely one player and a regular deck of cards. The player leads a party of four adventurers to retrieve four magical rings. If the party acquires the rings, the player wins the game.

SETUP
  • Be sure to have:
    • One regular deck of cards.
    • Four coins to use as counters for the rings.
  • Form two piles by separating
    • the face cards (Jacks to Aces) from
    • the number cards (Twos to Tens).
  • Shuffle both piles and place them face down.
  • Place one face card face-up beside the face card pile, and place one number card face-up beside the number card pile. These will be discard piles. When a face card or number card pile is depleted, shuffle then put the discard pile face-down in place of the respective pile to continue the game.
  • Draw six number cards and place them face-down in a single pile. This is the monster number card pile.
  • Draw four face cards and place them face-up side by side. These face cards are the characters that form the initial party. Jacks are rogues, queens are clerics, kings are paladins, and aces are fighters.
  • Draw ten number cards. You can associate a number card with a face card (character) if they have the same suit. Associated number cards increase a character's special abilities (more on this later) as well as their chances of success in battle (more on this later). If any associations are possible, place the number card below the associated face card. If an association is not possible, place the number card in the discard pile. Associated cards are also called ability cards.
    • Aces (fighters) can have up to five ability cards.
    • Kings (paladins) can have up to four.
    • Queens (clerics) can have up to three.
    • Jacks (rogues) can have up to two.

PLAY
  • Take turns until you acquire the four rings (win) or lose all of your characters (loss).
  • Each turn has up to five steps.
    • In the *first step*, draw a number card and place it in the monster number card pile (more on this later). This is the monster level-up. For an extremely challenging game, during this step, you can add two cards to the monster number card pile.
    • In the *second step*, draw two more number cards and place one of them face-up and the other face-down. These cards are rooms in the dungeon, one known (face-up) and the other unknown (face-down). The suit of the number card determines the type of the room:
      • A spade is a trapped room
      • A club is an occupied room.
      • A diamond is a guarded treasure room.
      • A heart is a shrine room.
  • In the *third step*, choose which room to enter, known or unknown, by tapping or turning over one of the number cards.
  • In the *fourth step*, you encounter the result of entering the chosen room.
    • Room: Spade
      • If the chosen room card is a spade, then it is a trapped room.
      • You must choose one character to test the trap.
        • If the trap is not evaded, then you will lose this character.
        • This character does not need to be a rogue.
        • They test the trap whether or not there is a rogue to disarm it.
      • Draw a number card.
      • If this number card is higher than or equal to the original spade, then the trap is evaded. You safely pass through the room.
      • If there is one or more rogues in the party, then you receive three more tries for each rogue plus one for each number card associated with a rogue.
      • If the trap is not evaded, then you lose the character chosen to test the trap. The character and its ability cards go to the discard piles. Since it is a one-time trap, the remaining characters pass through the room.
      • The number cards for the tries go to the discard pile.
    • Room: Club
      • If the chosen room card is a club, then it is an occupied room.
      • Draw one face card and place it face-up. This is the monster occupying the room.
      • Associate any number cards available from the monster number card pile with the monster in the same way that you associate ability cards with characters. The number of the room (club) card determines the maximum total number of cards for the monster including the face card. For example, a three of clubs can have two associated number cards along with the face card.
      • Go through the monster number card pile one by one to see if they will associate with the monster without exceeding the maximum total number of cards. If you cannot associate cards with the monster, the cards remain in the monster number card pile.
      • The battle then begins.
    • BATTLE
      • Choose a character from your party to participate in the battle.
        • If your selected character is a fighter, cleric, or rogue, and you have a(nother) rogue with associated cards in the party, then the rogue can sneak attack during the battle. Due to their honor code, the paladin does not allow the rogue to sneak attack during their battles. If your selected character is a paladin, and they have no associated cards, they automatically lose the battle.
        • If your selected character has no associated cards, and there is no rogue with associated cards in the party, then they automatically lose the battle.
      • You engage in battle by drawing a number card and placing it face-up.
      • If the number of the card matches one of the ability cards of your character or the monster has no ability cards, then you win the battle. The monster and its ability cards are discarded. If you have a rogue with associated cards that is not directly in battle, then if the number card matches one of the ability cards on the rogue, you win the battle.
      • If the number of the card does not match, then you draw another number card and place it face-up over the previous card.
      • If the number of the card matches one of the ability cards of the monster, then the monster wins the battle. Your defeated character and its ability cards are discarded. Any remaining party members flee to the next room.
      • If there has been no match and the total number of cards drawn for the battle is less than twenty, then repeat from Step 2 on above.
      • If the total number of cards drawn for the battle reaches twenty, then the battle is a draw. The party flees to the next room. However, due to injury, the character that engaged in battle loses an ability card. Remove the highest ability card from your character and place it in the discard pile.
      • Win, lose, or draw, at the end of the battle, the monster and its associated ability card(s) go to the discard piles.
    • Room: Diamond
      • If the chosen room card is a diamond, then it is a guarded treasure room.
      • You draw one face card and place it face-up. This is the monster guarding the treasure.
      • Associate any number cards available from the monster number card pile with the monster in the same way that you associate ability cards with characters.
      • The number of the room (diamond) card determines the maximum total number of cards for the monster including the face card. For example, a three of diamonds allows two associated number cards along with the monster face card for a total of three cards.
      • Go through the monster's number card pile one by one to see if they will associate with the monster without exceeding the maximum total number of cards. If you cannot associate cards with the monster, the cards remain in the monster number card pile.
      • The battle begins (see BATTLE above).
      • If you win the battle . . .
        • For the treasure, you draw another number card.
        • You can associate the number card with a character or place it in the discard pile.
        • If the number card is a black suit (clubs or spades), then you get a ring (coin).
        • When you acquire four rings (coins), you win the game.
    • Room: Heart
      • If the chosen room card is a heart, then it is a shrine room. While in a shrine room, you can do the following:
        • TELEPORTATION: at the beginning of the shrine visit, you have one chance to teleport and recruit a character into the party by teleporting a current member out.
          • You have one chance to draw a face card and accept or reject the opportunity to teleport the character into the shrine room.
          • If you accept the opportunity, you must discard one character from the party along with its ability cards. Only then can you add the new character.
          • If you reject the opportunity, place the drawn face card in the discard pile.
          • For example, if the party has two queens and two kings, you can teleport out a king and teleport in a jack (rogue).
        • LEVEL-UP: immediately after accepting or rejecting teleportation, draw six number cards and associate them with your characters, or place them in the discard pile. For a more challenging game, you can lower the number of cards for level-up to four (heroic), two (epic), or one (legendary).
        • After level-up, you can use the following special abilities in any order once per shrine room visit.
          • TRAINING: if you have a paladin (king), then for each ability card associated with the king, you can try to draw and associate an additional number card with another character in the party. A king cannot use their training ability to associate additional number cards with themselves. The drawn cards must be associated with another character or placed in the discard pile. For example, if you have a king with four ability cards, and you have a jack and ace each with no ability cards, then you can draw four number cards and associate them if possible with the jack or ace, or you must place the number cards in the discard pile. You can use the training ability of only one paladin per shrine room visit.
          • SUMMONING: if you have a cleric (queen), then for each number card associated with the queen, you can summon and recruit a new character by drawing a face card (character) from the face card deck and adding it to the party. Unlike teleporting, summoning does not require swapping out characters. However, the maximum party size is four characters. For example, if there are already three characters in a party and there is a cleric in the party with three ability cards, then you can summon only one additional character.
          • Order matters. For example, if you have a cleric and a paladin in the party each with one ability card, you can use the cleric to summon an additional character, then you can use the paladin to train the new character. Alternatively, if you have a paladin with two ability cards and a cleric with no ability cards, you can train the cleric with the paladin by adding two ability cards to the cleric, then you can summon two more characters.
  • In the *fifth step*, if you have one or more character(s) and less than four rings, place the room cards in the discard pile. Proceed with the next turn.
For a more challenging game, you can:
  • Lower the number of cards for level-up during shrine visits.
  • Increase the number of cards added to the monster number card pile during the monster level-up.

That is the game of Crawlitaire.
Enjoy!

You can also play it online.


4
For a quicker game, in phase four, have the attacking player roll first.

5
Have you played Schmiegel v2.0?
If so, hope you enjoyed it.
Please comment on your experience.

6
Folks, here is a set of custom cards for Schmiegel v2.0 that can also simulate polyhedral dice and provide some other goodies for role-playing games. They are based on a design by Matthew J. Neagley of Gnome Stew.

7
Folks, here is a .pdf version of the Schmiegel v2.0 instructions.

8
Folks,

Attached is a Schmiegel v2.0 table setup for use on https://playingcards.io/

This will allow you to learn and play Schmiegel v2.0 with another person online.

I have no affiliation with playingcards.io, and the service is free.

Instructions:
(1) Download the table setup file from the following link:
https://www.dropbox.com/s/10tvb1tf1ffd31r/Schmiegel-v2-0_Setup.pcio?dl=0
Make a note of where you save the file.
(2) Go to https://playingcards.io/
(3) Scroll down, then click on the "Other/Custom" image on the bottom of the game options.
(4) Click on the "Start Game" button.
(5) Make a note of the link above the "Enter" button. This is the link you will share with another person to play online.
(6) Press the "Enter" button.
(7) Click on the "Edit Table" icon, which is on the top left, looks like a briefcase, and is just below the three-lined icon.
(8) Click on the words "Room Options".
(9) Click on "IMPORT FROM FILE".
(10) Navigate to where you downloaded the table setup file from step #1 and select the file.
(11) Click again on the "Edit Table" icon to move you out of editing mode.
(12) You are ready to play!

You start by clicking on the "Set Up" buttons next to the face deck and the number deck. Once automatically dealt to the bottom of the screen, the stack of six number cards must be moved only by each respective player to the bottom corner for the "A" or "B" side on which they plan to play. This will place the cards into their hand. Click on the number tab on the top left of the stack indicating the amount of cards to drag the entire stack.

Each player can then click on each of the four face cards on their side of the spinner to flip them face up. Spin for the highest number to see who goes first. Setup is then complete and play begins.

The main difference from the rules given in the original post is that the online setup uses a spinner (rather than two dice) to determine the numbers in battle. If a player's spin is one or it matches an associated card for their character in battle, they win the battle. This changes the strategy slightly, but is good for ease of use and learning. Players can use the checker piece on their side to indicate their character in battle by placing it beside the character.

It may take a bit of additional tinkering to figure out the table setup. See the playingcards.io site for further instructions.

Hope you enjoy.

9
Okay. Thanks.

10
Schmiegel v2.0 is a minimalist role playing game that requires merely two players, a standard deck of cards, and a standard pair of dice. Each player manages their own adventure party, and the two parties are in battle with one another. Each party begins with four characters, and they can be rogues, clerics, wizards, or fighters. A player wins when they have eliminated their opponent's characters.

Schmiegel v2.0
(Inspired by Hezzop)
Minimalist
Standard Deck & Dice
Player vs. Player Role Playing Game
Dedicated to EARS
Documentation v3.7


SETUP

- Be sure to have:
 - One regular deck of cards.
 - Two regular (six-sided) dice.
 - Two players . . . regular or not!
- Form two piles by separating
 - the face cards (Aces to Jacks) from
 - the number cards (Twos to Tens).
- Shuffle both piles and place them face down in the center of the table.
 - Place one face card face-up beside the face card pile, and place one number card face-up beside the number card pile. These will be the discard piles.
  - When the face card pile is depleted, do not shuffle the cards. Simply turn over the discard pile to continue the game.
  - When the number card pile is depleted, turn over and shuffle the cards to continue.
 - Deal four face cards to each player.
 - Players place their face cards face-up in front of themselves.
 - Face cards are the characters that form each playerś party. Jacks are rogues, queens are clerics, kings are wizards, and aces are fighters.
 - Deal six number cards to each player.
- Each player rolls two dice, starting with the youngest player. The player with the highest total roll takes the first turn in the game.
- Every character in this game is a halfling.


PLAY

The players take turns until
a player has lost all four characters.

Each turn has four phases.

The first phase allows the player to swap one character for another.

The second phase allows the player to level up their characters.

The third phase allows the player to use their characters' special abilities according to whether they are a rogue, cleric, wizard, or fighter.

The fourth phase allows the player to battle.

Here is a breakdown of each phase. . . .


PHASE ONE
Swapping a Character

In the first phase, the player can discard one character in order to draw another character from the pile of face cards.
- The player can accept or reject the drawn card.
- If the new character is accepted, then the face card and number cards associated with the old character must be discarded.
- If the card is rejected, then the player has still used their opportunity to swap characters for the turn. The player places the rejected card in the discard pile and the turn moves to Phase Two.


PHASE TWO
Associating a Number Card

In the second phase, the player draws a number card and places it in their hand. The player can then associate one number card from their hand with one character.
- Associated number cards improve the characterś special abilities (see Phase Three below) and improve a characterś chances in battle (see Phase Four below).
- Associated number cards must be the same suit as the character.
- The player places the associated card face-up beneath the character.
 - Jacks (Rogues) can have up to two associated cards.
 - Queens (Clerics) can have up to three.
 - Kings (Wizards) can have up to nine.
 - Aces (Fighters) can have up to five.


PHASE THREE
Using Special Abilities

In the third phase, the player can use the characters' special abilities. Rogues can use thievery to steal associated cards; clerics can use leadership to recruit or resurrect characters; wizards can use necromancy to transfer associated cards; and fighters can use training to associate additional number cards to any other character in their party.

Here is a breakdown of each special ability. . . .

THIEVERY: A rogue (jack) can steal associated cards from any character other than a fighter. For each card associated with the jack, the player can steal one associated card from any of the other playerś characters that is not an ace. Stolen number cards go to the players hand. A player cannot steal on their first turn in the game. For example, if a player has two jacks, each with one associated card, then they can steal two associated cards from the opponent.

LEADERSHIP: The cleric (queen) can recruit characters into the party. For each card associated with the queen, the player can replace a lost character by drawing a face card. The maximum size of a party is four characters. For example, if there are only three characters in a party and there is a cleric in the party with two associated cards, then the cleric can add only one character.

NECROMANCY: A wizard (king) can take the life force from one character and give it to another. For each card associated with the king within the playerś party, the player can move one associated card between any two characters with the same suit as the king. A player cannot take an associated card from an opponent on their first turn in the game. However, a player can transfer associated cards between characters in their own party using necromancy on any turn of the game. Note: opposing kings are immune from any attempts to take away their associated cards with necromancy since no two kings have the same suit. For example, if the player has one king of clubs with two associated cards, then the player can move two associated cards from the opponent's jack of clubs to the players king of clubs.

TRAINING: For each card associated with the fighter (ace), the player can take one card from the number card pile and place it in their hand, then attempt to associate one number card from their hand with another character. An ace cannot use the training ability to associate a card with itself. Lastly, an ace is immune to thievery (the special ability of a jack/rogue).

Once the player has moved from one character's ability to another character's ability, the former character's ability cannot be used again within the same turn. However, if a character gains an ability by going from zero to one or more associated cards due to an ace (training, association) or a wizard (necromancy, transfer), then that character can also use their ability within the same turn. Likewise, if a player recruits new characters using a queen and associates cards with the new characters using an ace or a king, then those new characters can also use their ability within the same turn.

Order matters!


PHASE FOUR
Attacking with a Character

In the fourth phase, the player has the option to attack. They can select a character from their party with which to attack while the opponent can select a character to defend. The player can attack with one character per turn. A player cannot attack on their first turn in the game.
1. The defender begins with a roll.***
2. If the roll is an eleven or twelve or matches one of the number cards associated with their own character, then the defender wins the battle. The defeated character and associated cards are discarded.
3. If the roll is unsuccessful, then the attacker rolls.
4. If the roll is an eleven or twelve or matches one of the number cards associated with their own character, then the attacker wins the battle. The defeated character and associated cards are discarded.
5. If there has been no winning roll and the number of rolls is less than 12, then the defender rolls and play goes to step 2 above.
6. If the total number of rolls is 12, then the battle is a draw. The characters return to their respective parties and the turn ends.
***For a quicker game, have the attacking player roll first.

The turn ends with this phase (Phase Four).

If both players have remaining characters,
the other player's turn begins. . . .

That is the game of Schmiegel.
Enjoy!

- It is recommended that players use the "best-of" three or five format. For example, in the best-of-three format, also known as the "two out of three" format, the person to win two games first wins the overall competition.

"This one wins on eleven." - Nigel

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