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Knick-Knack Attack - Mini's wargame that uses the stuff you have lying around.

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Shoe
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So, I have a freebie game I have been developing and would love some feedback on. Here are the basic rules, and my full rules and unit stats are attached in a file below.

The whole idea of the game is for it to be something where, if you have a copy of the book/printout, you can play it with whatever you have lying around. I still have several common items/units that I need stats for, but I am finding that it gets exhausting to be comprehensive when desigining a minis-wargame.

Let me know what you all think!
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Knick-Knack Attack
Knick-Knack Attack is a miniatures game played where common items you can find in your pockets, around the office or in other public places are meant to be the primary units, waging war across the epic wastes of the average coffee table.

What you’ll need:

Knick-Knack Attack is meant to be played with things you already carry around in your pockets or that may be laying around the area you are when the urge to play a quick game may arise. Players need only carry around this printed rulebook to reference rules, and because the spine of this book (if printed at the current size) has a 6 inch ruler for a spine, which can be used to determine range, and distance pieces can move. Everything else you need to play should be available any time anywhere, in your pockets or as a free item in your current location!

Setup:

Due to the nature of Knick-Knack Attack, this book will assume you are playing in a public place in which you are likely to be bored like a doctor’s office, the DMV, the office lunch room or even a restaurant. Typically a small coffee table or dinner table is recommended as a battlefield. If no such are is available you can use the spine of this book and estimate a 2 foot by 2 foot square in which play will commence on a table, the floor or other convenient surface.

Units:

Players will field an army of objects that are no larger than 4” in width, and no larger than 6” in length or height. Any unit with a height of larger than 4” is considered “BIG”. Armies may only have one BIG unit. Any item placed in the battlefield area that does not meet these criteria is considered terrain. Those objects will have designated stats listed in the “Units” appendix in the back of this book. Players agree on a number of starting units (6 is standard), and each player may field that many objects. (All objects have been balanced to be equally powerful to one another unless a scenario arises in which their abilities are more advantageous…etc, there is not “point cost” associated with creating an army in Knick-Knack Attack).

Measuring distance for ranged attacks, abilities or movement:

Whether or not a ruler or tape measure is available, players should use the spine of this book as a ruler to determine all lengths requested by Units during the game play. As different printers/printings of this book will likely have marginal errors in print size, players are advised to use the exact same book as their opponent. As long as everyone is using the same scale, competition should be fair.

Order of Play:

Choose a player at random to go first (usually by flipping a coin). The player who loses the flip may choose to place his units in the battlefield first or second.

Deploying Units:

When deploying, all of a player’s units must be within 2” of one another. Opposing units may not start closer than 6” away from any given enemy unit. If the first player’s deployment would not allow the opponent to deploy all of his or her units, the first player must move some or all of their units to allow both forces to be deployed.

On each turn:

Choose one unit you control to be the active unit. Each unit that is not the active unit on the current player’s team gains one MP if it has any Spells. (Spells are denoted by + on the unit’s description in the Units appendix at the end of this book). Players may declare 2 actions for their active unit on each of their turns. A unit CAN choose the same action twice, although sometimes the results of such are pointless or undesirable. The following are possible actions:

- Attack

- Cast a Spell

- Use an Ability

- Move

- Prepare

- Defend

- Ready

Attack: Subtract the defending piece’s DEF score from the attacking unit’s ATK score. Flip that many coins. Each HEADS is a hit. If a unit is hit it dies, and is removed from the field.

Prepare: Choose a figure and skip the rest of your turn to get +1 ATK against the chosen figure next turn. (That attack must be made with the same figure) If you perform another action for any reason, at any time this bonus is negated.

Cast a Spell: Use one of the special abilities that some figures have that costs MP to activate. All spells have a range of 6 if they can affect other units.

Use an Ability: Use one of the special abilities that some figures have that does not cost MP to activate.

Move: Move a number of inches in any direction equal to its movement score.

Defend: Gain +1 DEF until your next turn. If you perform another action for any reason, at any time this bonus is negated.

Ready: A unit choosing to ready, selects its second action any time before your next turn. Ready may not be the second action a unit takes in one turn.

Glossary of Terms:

Flammable – Flammable units and terrain are any items, in the case that they were thrown into a lit fireplace, would catch fire and burn.

Shoe
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Joined: 12/21/2012
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Shoe
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Joined: 12/21/2012
no one has any comment?

no one has any comment?

JustActCasual
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Joined: 11/20/2012
Solid Core

Cool idea, but really needs to be developed. For starters, if this is Print and Play, why is the ruler not sized to standard Letter paper (8 1/2" x 11)? It would make it much easier. Also, the formatting on this is poor: when I opened it sections were split on almost every page break, making it look messy and difficult to understand.

You should try to vastly simplify the rules: 26 pages is a lot to print out, and this level of specificity is damaging to a game based on being simple, fast, and portable. The rule search time alone makes this untenable. In terms of bookkeeping Spells seem like they should go (blech MP tracking) and be rolled into abilities. Ready seems unnecessary, and Prepare/Defend should just be one action with the ATK/DEF option in it.

I really like the basic Small/Medium/Large template: couldn't you just add modular templates for material and shape rather than name each item? It really plays up the "grab things around you" feel, and the full rules could be just a few pages.

"Is that a FISHBOWL?" "No it's a Large Round Glass Unit...with a Liquid Content bonus! +1 Att vs dry things! Mwahahahaha"

BubbleChucks
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Joined: 06/07/2012
You could dispense with the

You could dispense with the ruler entirely and make the game a sort of eye spy battle game.

Each object could be given values in relation to John Locke's primary and secondary qualities.

So size would represent hit points, colour would represent alignment, material would represent armour, solidity would represent defense, mobility would represent movement, angularity would represent attacks, holding capacity could determine usage and so on.

Therefore a filing cabinet would have high hit points, static movement, limited directional attacks (it has sharp corners) a high defense value, neutral alignment and a large holding capacity. It would be a tower.

A trolley would have similar attributes, however any held objects would have little protection and its movement would be greater – it would be a wagon.

A stapler would become a projectile cannon, a ball would be a rapid deployment scout with low defense and a singular attack, pencils would be troops with spears and so on.

The room would be linked to a grid system and the players would nominate objects within that grid as their troops. Each general object would be given an overall value and special objects would have negotiated values. The players would look around and choose objects to create an army that matched a total value figure.

The desks, stretches of open carpet and so on would become terrain, marked on the grid. The players would then move their objects around on the grid, doing battle and using the individual values of the various objects to determine outcomes.

Ten of my pencils are moving to occupy the filing cabinet – giving them a higher defense value and the filing cabinet pencil soldier attacks.

Spell capabilities and skills would be a bit tricky - perhaps link them to colours, general shapes or material types. A foldable piece of paper is a wizard with a web spell, a cup becomes a wizard with a hold person spell, a red cone shaped object becomes a fire wizard, a ruler would become a wizard with some form of detection spell, and a calculator would become a buff spell wizard.

BenMora
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Joined: 02/13/2012
I have some changes for you

I have some changes for you to consider...
It's definitely an interesting idea, however just one quick glance at the rule book made me decide I never want to play it. If it is a game designed to be played on a whim at any public place, it should also be VERY easy and SHORT. It should be something the players can pretty much MEMORIZE after just one play through. Having vey unique stats for every imaginable knick-knack and unique abilities means the players will be flipping through the rule book constantly and make the game take forever. I noticed you had remnants of rock-paper-scissors in some of the abilities. Perhaps you should try to make this a glorified rock paper scissors game where certain material items do damage to lesser materials, as well as certain size items do damage to lesser sized items. There, that is simple enough that I already have it memorized and I haven't even played it. Knowing some simple mechanics like that, I would easily know (without looking at a rule book) that a smartphone (big, mostly plastic item) can inflict massive damage on a sticky note (small, paper item), and the sticky note can't do anything to harm the smartphone, but in another example, the smartphone (big, plastic) can inflict some damage on a battery (small, metal) because it is bigger, likewise the battery actually can do some damage to the smartphone because it is a stronger material. So you would effectively have two different stats that are easy to remember what trumps what. Big beats small, hard beats soft.

ecks2why2
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Joined: 01/05/2013
great idea but i think it needs more focus

what kind of game is this ? kind of game to play at bar/foodplace just sitting there ? if so needs to be more simple. full blown game that just has freebie pieces ? then 26 pages is fine

with 26 pages of rules, it looks like a full blown war game, regardless of what minimal pieces are needed. for comparison look at the rules to simple, high appeal board games like checkers, backgammon, dominoes all short like 2-3 pages (?) it's the strategy to WIN the games that takes up pages & pages

maybe simplify it to have only 2 kinds of characters, ie. 1 for each person ? get the rules down to 1-2 pages ?

here's a great freebie mini war game from excellent online class i found, download angmar.zip at "Battle for Angmar" about 4mb, includes rules, pieces & layout to print etc

http://www.alanemrich.com/PGD/Week_05/PGD_Week05.htm

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i was noodling around with something similar, trying to develop a simple war game using dominoes pieces, an 8x8 checkerboard & dice. each domino tile had attack/defense capabilities (the 2 pip counts) and moved around the squares etc. or use 2 dom tiles then have 4 numbers for attack/defense/movement/energy or something

Shoe
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Joined: 12/21/2012
Originally I was going for a

Thanks for the input!

Originally I was going for a wargame feel, but the more comments I get here, the more it seems like i need to simplify the game. A wargame style game really is not capable of being a pickup game, even if it is fairly light (relative to wargames) and the amount of time it may take may be longer than you are even likely to wait.

I like the Large beats Small/Hard beats soft idea, that has some merit. I wonder how much the game benefits from special abilities. If you have 2 small metal items, is it fun if the Penny and a watch battery don't have any mechanical differences?

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