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 v3.8
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.
PLAYThe 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 ONESwapping 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 TWOAssociating 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.
If the number card and number discard pile are depleted, both players discard any unassociated cards from their hand to form a new number card pile. They then shuffle the cards to continue.
PHASE THREEUsing 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 FOURAttacking 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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