Game Mechanics for Mundane Games
From CoterieWiki
Games of skill, chance and strategy are a great way to spend time and socialize. This page contains the rules required to play! These rules were developed to be easy enough to use, but fairly accurate to what playing the game is actually like.
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Chess
The Rules: White opens in chess, and players take turns moving piecing until one side is defeated.
The Rolls:
Intelligence + Academics at Difficulty 7
or if you have the secondary:
Intelligence + Game Playing at Difficulty 5
The Scores: The game ends when one player reaches 25 successes before the other. One success is worth one point toward this total and botches reduce your score by each 1 that you get in your roll. when a player reaches 20 points they have their opponent in Check and at 25 successes, when the game ends, Check Mate.
Players can extend the required successes to 35 if they wish for the game to last longer. It is not uncommon for two players in check to extend their game to this number, and reflects the much more dire nature the game takes on when both kings are being repeatedly threatened by opposing pieces.
Pool
The Rules: There are 7 stripes, 7 solids and 1 Eight ball. The goal is for you to sink all of your balls and then the eight before your opponent does. Who breaks is up to the player, but typically the challenger lets the challenged break. Once a ball is sunk the player may continue shooting until they fail to sink one of their balls, or manage a clean sweep, and clears the table in one go.
The Rolls:
Dexterity + Investigation at Difficulty 7
Or is you have the secondary:
Dexterity + Game Playing at Difficulty 5 (Geometry or Mathematics secondary may also apply)
The initial break is +1 difficulty, botches count as a fail. Trick or called shots are +2 difficulty. Sinking the Eight is always a called shot.
The Scores:
1-4 Successes = 1 ball sunk in one shot.
5+ Successes = 2 balls sunk in one shot.
Fail means you scratch or fail to sink a ball, opponent may now shoot.
Botch means you sink an opponent's ball, opponent may now shoot.
First player to sink their 7 balls, and then the Eight wins.
Darts
The Rules:
"31" is very simple. Each player starts with 0 points. The first one to 31 wins.
Each player has 3 darts, and standing 10 feet from the target, get to make three throws, which are represented as 3 rolls of the dice. Those throws, based on where they land, score points toward the total required to win. In this case, 31 points are required to win. Most dart boards have a chalkboard to keep score nearby.
The Rolls:
Dexterity + Athletics at Difficulty 7
or if you have the secondary:
Dexterity + Throwing at Difficulty 5
The Scores:
- 1 Success is worth 1 point. The more successes, the better your shot and the more points you got for yourself.
- Fails are worth no points, as you missed the scoring area.
- Botches cost you 1 point, since it's poor form to miss the board entirely.
The quality of your hit will vary depending on your successes. This is really just for role play so you know roughly how good or bad a throw it was on the board.
Botch - You missed the board entirely, stuck it in the wall. Good job. Fail - You hit the target, but outside the scoring area. 1 Success - You barely landed in the outer singles. 2 Successes - You solidly landed in the outer singles. 3 Successes - You barely landed in the inner singles. 4 Successes - You solidly landed in the inner singles. 5 Successes - You landed on the outer Double ring. 6 successes - You landed on the inner Treble ring. 7 Successes - You landed on the inner Treble top score. 8 successes - You landed on the outer bull. 9 Successes - You landed on the inner bull.
Video Games
The Rules: All depends on the games being played!
The Rolls:
Wits + Computers at Difficulty 7
or if you have the secondary:
Wits + Game Playing at Difficulty 5
The Scores:
Whoever has the highest successes wins the game if it's something like a fighting game or versus. Easy peasy.
Poker
Staff Note: There are too many different types of Poker to list so we have one base rule set that the STs will accept for this game.
The Rules:
Five Card Flat is easy to play and difficult to master. After the ante, the dealer gives five cards to each player face down. The players then look at these cards ("The Deal" phase). After "The Deal" phase rolls are made, PCs then will do a single round of betting based on the success rate equivalent listed below. After the betting round finishes, you then roll "The Bluff." Whoever has the highest successes at the end wins.
You are welcome to RP this as 5 Card Draw or even Texas Hold'Em, but the rules will always remain the same when it comes to the rolls. If we find any player to be betting based on the rolls of other players rather than their own roll, this is considered Metagaming and the player will be at best docked XP and at worst banned from the game.
The Deal:
Intelligence + Investigation at Difficulty 7
or if you have the secondary:
Intelligence + Game Playing at Difficulty 5
The Bluff:
Manipulation + Subterfuge at Difficulty 7
If you are the highest roller in the "Bluff" phase, you may add 2 additional successes to your "Deal" successes. (We know this doesn't make realistic sense, but mechanically it was the best resolution with integration of player stats.)
The Spread:
| Successes | Definition |
|---|---|
| Botch | You have a flop (no valuable cards) and do not get to roll "The Bluff." |
| Fail | You have a flop. Low cards 2 through 10 with no pairs nor flush. |
| 1 Success | You have a high card. Ace, King, Queen or Jack. |
| 2 Successes | You have one pair. Two cards that match, like King-King. |
| 3 Successes | You have two pair. Two pairs of cards of the same number or rank, such as 5-5-4-4. |
| 4 Successes | You have three of a kind. Three cards of the same number or rank, such as 6-6-6. |
| 5 Successes | You have a straight. Five cards in a row, such as 3-4-5-6-7, but not all of the same suit. |
| 6 Successes | You have a flush. Five cards all of the same suit, but not in order, such as 2-4-7-Jack-King of spades. |
| 7 Successes | You have a full house. A set of three of a kind plus a pair, such as 10-10-10-3-3 or King-King-King-2-2. |
| 8 Successes | You have four of a kind. Four of the same card, such as 8-8-8-8-5. |
| 9 Successes | You have a straight flush. Five cards, of the same suit, in order, such as 4-5-6-7-8 all of hearts. |
| 10 Successes | You have a royal flush. Five cards, of the same suit, in order, high card an ace, such as 10-Jack-Queen-King-Ace all of hearts. |
On a tie, the person with the "high card" wins. High card is simply the highest dice read, going from left to right until there are no ties. If you tie on "The Bluff" you use the same rule to figure out who won that phase.
- Example:
- Myrmidon - Alice rolled: 10 8 9 7 10 (5 Successes -- 2 Rerolls)
- Myrmidon - Jake rolled: 10 7 9 7 10 (5 Successes -- 2 Rerolls)
- Alice wins.
