Bandit Attack!

In this Main Match, escape from the bandits by playing cards to run away.

Designer(s): Zero Match Type: MM (for 10 players)
Featured in: Zero's Guardians

MainMatch 4: Bandit Attack!


In this game, you must aim to escape the perusing Bandits. If they catch up to you it's all over.

This MainMatch is a deck builder where each player will have 2 decks of cards during this game.

There is a third type of Deck known as the Event Deck, this is shared between all players.

Each round you will perform actions through your action deck, resolve a surprise event each round, and use status cards to modify those results.

Doing so you will slowly build up a progress meter, however the bandits will slowly but inevitably catch you.

If the bandits progress catches up to your progress meter, you are caught and lose the MainMatch.


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>> Action Deck:


There are 2 types of Actions, Move and Evade, with 4 cards for each type for 8 types of action cards total.

Move actions focus on increasing your progress meter, but will tire you out.

Evade actions will help you improve your dice rolls and gain variable progress based on how concealed every player is.

• Move - Rest

• Move - Walk

• Move - Run

• Move - Sprint

• Evade - Camouflage

• Evade - Hide

• Evade - Sneak

• Evade – Trap

Each player will start with 1 copy of each card for an 8 card deck.

This is an exhaustive list of all Action cards.


Each turn you will draw 5 of your 8 action cards at random.

When you want to perform an action, you must state the action you wish to use and then roll a d6.

Depending on the result your progress score may change and you may gain a status card which is added directly to your deck.

Whenever you use an action card it is discarded and you must pick a new action card to replace it in your deck.

The card you can add depends on the card you used, there will always be a choice between 4 options.

You can play as many of the 5 actions cards as you wish, but some will allow or require you to discard a status card to use them.


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>> Status Deck:


Status cards are in affect if you draw them that round.

Some status cards are helpful, these can be discarded to improve your next or last or event dice roll.

Some status cards are unhelpful, these apply to your next dice rolls or all dice rounds this round.

Here are some examples of Status cards, this is not an exhaustive list and more will appear through Events.

• Ready

• Energized

• Tired

• Exhausted

• Obscured

• Concealed

• Advantaged

• Disadvantaged

• Lucky

• Clarity

Your Status deck starts with 4 cards "Ready", "Obscured", "Clarity" and "Lucky"


You will also earn status cards through performing actions or through events.

Each turn you draw status cards until have 3 status cards, you will then keep drawing until you have 5 or fewer status cards in your deck.

Status cards can have a positive or a negative effects that may have immediate impact or require you to use them.

Any buffs or debuffs to rolls cannot make a roll worse than a 1, or better than a 6.


The Concealed Status cards are important to watch out for as they can modify your progress that can change from round to round.

The player with the most Concealed cards in their Hand gains +10 Progress + 1 for every 2 rounds passed

The player with the second most Concealed cards in their Hand gains +7 Progress + 1 for every 2 rounds passed

The player with the third most Concealed cards in their Hand gains +5 Progress + 1 for every 2 rounds passed

The player with the fourth most Concealed cards in their Hand gains +3 Progress + 1 for every 2 rounds passed

The player with the fifth most Concealed cards in their Hand gains +2 Progress + 1 for every 2 rounds passed

If there are ties for Concealed at any rank, then all tied played get Progress equal to the lower category when rating.

For example, 5,5,3,3,1 cards each results in 7,7,3,3,2 Progress accordingly.

If you go over the ranking limit you gain no bonus Progress.


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>> Event Deck:


Each Round an Event will be drawn from the Event Deck

Players will have to choose between 3 different ways to deal with the event.

As your first roll of the round, please decide which option you would like to take and perform the event.

The result of the event will be adjusted based on the number of people who pick the same option.

If you were the only person to pick an option, you gain +3 to your roll.

If you and one other person were the only ones to pick an option, you both gain +1 to your roll.

If you and two other people pick the same option there is no modifier.

If you and more than two other people pick the same option your rolls are reduced by 1 for every additional person above 3.

At the end of the round it will be announced how many people performed each event option.


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Rounds Processing


Before you perform any dice rolls please clearly state what Event Option / Action you are performing.

Please keep all of these moves in your submissions channel. Also please use your thoughts channel for questions to keep your submissions clean.

In order to perform a roll, simple type ">roll 1-6" in your submission channel

I will post an update of your current hand each round, you will need to keep track of the remaining cards in your deck yourself.

I will also indicate your current Progress score.


This Bandits are in 3 groups that are all chasing you.

Each Round all 3 groups of Bandits will gain Progress equal to the round number.

Each group will also roll secret modified progress each round that will randomly decrease or increase their total progress gained.

This secret modifier value will be rolled each round that lands between minus the round number and double the round number.

This acts as a weighted dice roll so you don't know how close the Bandits are to catching you.


The game ends as soon as soon as two groups of Bandits have a higher Progress score than a Guardian.

The winners of the MainMatch who receive Tokens of Life are the players with the greatest progress.

From most to least progress players receive Tokens of Life until no more than 4 players have a Token of Life.

All players caught at this point are considered MainMatch losers.

If this is exactly 1 player, they will choose another player to take to the DeathMatch.

If this is more than 1 player, then all MainMatch losers will play in the DeathMatch.


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Power of Light: Immediately after you complete your event roll you can use this power. Roll five d6 dice, you must assign them to the actions you wish to perform this round as you please.

If you do not perform all actions, you may leave out whichever rolls you please. You cannot be affected by "Advantaged" or "Disadvantaged" this round. (they aren't discarded)


Power of Dark: Immediately after you complete your event roll you can use this power. Your next roll is always a 6. The roll after that is always a 1.


Action Cards


>> Move Actions:



To perform this Action you must discard a "Tired" Status Card

After performing this Action you may replace it with "Walk", "Run", "Sprint" or "Trap"



After performing this Action you may replace it with "Run", "Sprint", "Camouflage" or "Hide"



To perform this Action you must discard a "Ready" or "Energized" Status Card

After performing this Action you may replace it with "Rest", "Walk", "Run" or "Trap"



To perform this Action you must discard a "Energized" Status Card

After performing this Action you may replace it with "Rest", "Walk", "Hide" or "Sneak"


>> Evade Actions:



After performing this Action you may replace it with "Camouflage", "Trap", "Hide" or "Sneak"



After performing this Action you may replace it with "Rest", "Walk", "Run" or "Sneak"



To perform this Action you must discard a "Obscured" Status Card

After performing this Action you may replace it with "Run", "Sprint", "Camouflage" or "Sneak"



To perform this Action you must discard a "Obscured" Status Card

After performing this Action you may replace it with "Rest", "Walk", "Trap" or "Hide"


Status Cards
























Event Cards


Round 1



Round 2



Round 3



Round 4



Round 5



Tags


Cards    (The game involves cards of any kind.)


Dice    (The game involves rolling dice.)


Host Info    (The game involves additional information that only the hosts know and prepare in advance.)


Luck    (The game involves an element of luck.)


Race    (The game involves players or objects in a race to the finish.)


Semi-live MM    (The game is a Main Match that is overall non-live but may have real-time elements, such as queries that the hosts respond to immediately.)