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The game is called Chesticuffs.

It gets played in a single chest.

Theres the line of sticks in the center. The line to the right is protection. The
line to the right of that is defence. The center of the line to the right of that
is the core. The slots above and below the core are defence. And the line to the
right of the core is atack. The other side is the same but reversed.

The whole point of the game is to have enough atack points to break past the other
person's defences and kill their core while also defending your own. Each item has
atack and life points, but the sections only really use one or the other. The
protection is like the fence protecting your base(only uses life points.) The
defence are like the guards at the front gate, or snipers on the posts(uses atack
and life points.) And atack is.. the attackers that try to kill the other players
base(only uses atack points.) The points of each item never go up or down. It's
simply all about your total atack points being higher than their total health
points.

It's a game about improv, going with the flow, vibing, having fun, and getting
creative with your opponent and being able to play with their rules along with your
own. If the game gets actually heated in any way, your not playing it right.

Usually you wouldnt be able to use anything with a minecraft expense above wood.
Crops, animal products, wood, wood tools, etc, to make it fun. Personally for me
Water buckets should be alloud to signify water placement. The only thing
personally with a higher minecraft expence than wood should be the core. Because
it's what your trying to protect.

Nether crops and wood are alloud as an "expansion pack" and would have x1.5 more
atack and defence than the normal game items.

You start the game placing the sticks in the center. Than you both place rock paper
scissors for who goes first, aka do what you wanna do to depict who goes first.

You each place your core before anything else. You choose which section on the map
you wanna place. Whether it's atack, defence, or protection. You can change
whatever you want, but you can only change one section. The moment you do anything
in a section, that is what your turn is, is changing that specific section. The
only exception is activating a special that requires it to fit. Like the tree used
in the end of that long round. Once you activate a special, you cannot undo it.
That's what you have to stick with for the rest of the round. To get a special
like, for example, the tree. you have to evolve from seeds to saplings to one stuck
and one seed, to finnaly the big tree. Usually these specials add an unnatural
amount of atack or health points. But only one player can activate each special. So
if one player activates a special, the other player cant activate the same special.
Giving you a slight advantage on the round.

Rules:
-No crossing over the wooden barrier to the other players items(duh)
-no using any items with a higher expense than wood(unless it's a water bucket or
is a core item, and other items made of wood is fine)
-no stacking items. If you do stack items it just wont do anything. Mechanics for
it dont make sense.

I would make a list of the life and atack points for each item but that would
remove the "creative" aspect of the game. But the list would make the game better
and not have little kids saying "this seed has 1000 atack and takes out your entire
map." Oh shit. I've been revealed for being lazy about it. Oh no.

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