Clearing House: Rules

ITEMS:

16 HEARTS (4 for each player)

16 TRAPS (4 for each player)

24 POLICE Xs

36 CARDS (6 MOVE, 6 DOUBLE MOVE, 4 ABDUCT, 4 ARMOR, 4 ATTACK, 4 RANGED ATTACK, 4 AMBUSH, 4 INTERVENE)

1 DIE

4 PLAYERS

ACTIONS:

  • ABDUCT: Choose a player within 1 range and move them to another space within 1 range. Steal a random card from their hand.
  • MOVE: Move one space in any direction. Players cannot end their movement on the same space as another player.
  • INTERVENE: Can be played at any time. Cancels ONE action played. The user loses their next turn. It makes you lose a turn EVERY time no matter if the round resets.

 

  • DOUBLE MOVE: Move two spaces in any direction. Players cannot end their movement on the same space as another player.
  • ARMOR: Armor lasts one round and will negate any one enemy attack or ranged attack. When used, turn it face down to indicate it’s been used.
  • ATTACK: Deal 1 point of damage to any adjacent player. Attacks can also be used to destroy an adjacent trap.
  • RANGED ATTACK: Deal 1 point of damage to any player in a horizontal, vertical, or diagonal line from you. Roll a die to see if it hits. If your target is five spaces away, it will hit if you roll a 6. If they’re four spaces away, it’ll hit if you roll a 6 or a 5. If they’re three spaces away, it’ll hit if you roll a 6, 5, 4. So on and so forth until if they’re right next to you, you have a 100% chance of hitting.
  • AMBUSH: Lay a trap in any empty space within two spaces of the active player. Traps deal 1 damage to any player who moves onto the same space as it.

GAMEPLAY:

  • The GOAL of the game is to be the last player standing alive.
  • Players DRAFT cards before game play. (Players start with 9 randomly dealt cards. They look at them, choose one, then pass the rest to the left. Repeat until all cards are gone.)
  • START gameplay with all players in the CORNER spaces of the board, then determine the starting player via a die roll.
  • Each TURN, the active player plays up to 2 cards and enacts the actions written on them.
  • ROUND ends after 3 turns.
  • At the end of every ROUND, players must place down a police tape piece for each time a player took damage in that round. If they happen to be a space where a player currently is, that player discards one card of their choice and move to any adjacent space of their choice. Roll two dice to decide the coordinates the piece will be placed on. Place a Police X on it. This space then becomes blocked off for the rest of the game. No players may move on it, over it, place any ambushes on it, or abduct any player to the space.
  • The starting player is changed to the player to the left of the player who started last ROUND.

NOTES:

  • DIAGONAL actions can only be enacted directly diagonally. (You can’t go straight one square then diagonal one.)
  • Players play a max of 2 cards each TURN.
  • ROUNDS end when each player has enacted three turns.
  • If a player destroys a TRAP with an ATTACK they get to keep the trap.
  • If a TRAP damages a player, the TRAP is taken out of gameplay.
  • STALEMATE: Play continues until there are two alive players left. After this point, start counting rounds. If the fifth round counted this way ends with both players still alive, the game ends in a tie.

Pics

Possibilities Moving Forward:

  • Make the hearts and the police Xs the same piece; every time someone is hit, they turn over their heart and put it next to the game board as a police X
  • Change Intervene to “One time use” OR “The player has a maximum of one card to play next turn rather than two”
  • Have a base deck of cards including Attack and Move which each player starts with (maybe also they can’t be taken?)
  • Start the police investigation from the edge of the board