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A FAST & FURIOUS DICE GAME BY TODD DOWNING

THE SETTING: Imagine flying fists of fury — talented martial artists locked in mortal combat — a shrieking kiai that sounds like some-
one’s strangling a cat — in a land and time where the only law is that of foot and fist — and one’s honor is his greatest possession.

YOU WILL NEED: Pencil, paper, several 6-sided dice and a couple 4-sided dice.

SETUP: Each player selects an equal number of 6-sided dice and 1 4-sided die. The number of 6-sided dice should reflect the character’s
skill. 3 or 4 dice are good for a quick game (4 can be the equivalent of the 4 limbs used for combat). Keep a score column for both play-
ers on the paper.

GOAL: The object of the game is to batter your opponent to submission. This is done by causing 30 points of damage to him or her.

PLAY: Both players “attack” simultaneously. This is done by rolling all of their 6-sided dice. Remove any dice whose results match the
dice of the opponent (i.e. one player 1 rolls 2, 2, 4, 5 and the other player 2 rolls 1, 2, 4, 6; player 1 removes one 2 and the 4, while
player 2 removes the 2 and the 4). The result of the remaining attack dice gets through in damage on either side. Each player then rolls
his/her 4-sided die and subtracts that amount of the damage that he/she took (this symbolizes the ability of the martial artist to shrug off
damage). The remaining damage is recorded in the appropriate player’s column. The first player to take 30 points or more is defeated.
The victor gets a win to his/her credit and all associated bragging rights. The loser has the right to demand one rematch, which the victor
must indulge if he/she is to save face. If the previous loser loses a second time, the victor need not indulge in any more rematches unless
desired. He/she has satisfied honor and any further combat is undertaken purely for ego satisfaction. Future losses against that opponent
will of course count against him/her, which will eventually take a toll on his/her honor. If the previous loser wins the second match, the
loser of the second match may demand a final rematch to settle the score (a best of 3).

MULTIPLE PLAYERS: You can play multiple combatants by using the following rules — teams should be equal, and each player
should declare which of the opposing team members he/she is attacking before rolling his/her attack. It is generally bad form to double or
triple team a single opponent, but if it happens the outnumbered player may distribute his/her damage as he/she sees fit. Another option
for an outnumbered player is to allocate his dice for defense, combining the remaining dice to counter incoming damage from the attack-
ing players. The defender’s combined dice must match an equal amount of incoming damage (i.e. the defender can add a 2 and a 4 to
counter an incoming 6). This means that the defender won’t be doing much damage, but will last longer against multiple opponents until
his teammates can come to his aid.

OPTIONAL RULES: If you don’t have any 4-sided dice, use an odd-colored 6-sided die to shrug off your damage. For more flavor,
each player can use up to 2 single-handed weapons or 1 two-handed weapon (symbolized by different-colored 6-sided dice — the effects
are the same). Weapons can only be blocked by weapons (so duplicating numbers are only removed if the weapon dice have the same
result). This can be especially brutal, and any unarmed player who loses a fight to an armed player loses no honor as a result. And the
victorious player will begin to get a reputation for fighting dishonorably.

STYLES: If the players wish, they may use the optional schools and rules variants listed below. They exist only for flavor, and none of
them unbalance the game. We’ll post new styles on the Deep7 website.

TIGER MONGOOSE DRAGON GHOST


Treat 1 hand as a weapon If at least one of the player’s Each round, the player may If at least one of the player’s
(odd-colored die) which can remaining attack dice has a call out a number from 1 to remaining attack dice is a 6,
only be blocked by another result of 6, the player may 6. If any remaining attack the player may forfeit doing
weapon. The player must opt to vault completely out dice have that result, they damage in exchange for tak-
allow his/her opponent to of the way of his opponent’s cannot be blocked except by ing half the opponent’s dam-
use a weapon without dis- attack, nullifying damage a weapon. age and forcing the oppo-
honor. done to him in that round nent to take the other half.
and doing a single point to
his opponent.
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