Hourly Game Day (Michael Wight) Game #1 And Now for Something Completely Distracting

And Now, for Something Completely Distracting…
A Monty Python-esque Game of Terribleness That Hacks a Bit of Fiasco
For 3-6 players (?)

You will need:
One set of dice per player, sizes 1D4 through 1D12.
A separate set of 2D6.
A Fiasco playset
Notecards and pencils

Each player rolls all five of their dice.
Assign the highest rolling die and lowest rolling die to your Name. Write it down on a notecard in front of you, and place the dice on top of it.
Assign the other three dice to a Need, Location, and Object. Write these down on notecards, place the dice on them, and set them in the middle of the table.
If you have multiple dice rolling lowest or highest, take the largest-sized die (whether in sides or in actual, physical size, it doesn’t matter).

Each player, from youngest to oldest, rolls D66 (a.k.a. 2D6 rolled as high and low), to randomly determine a Relationship between themselves and the player to their left. If you roll one that someone else already has, keep it anyway. Write the Relationship down on a notecard and set it between the two of you.

Goal of the Game
To have two D12s on their Name card, and keep it there for two full rounds.

Playing the Game
Each round starts with the youngest player, and each player will take turns framing scenes, trying to incorporate the Needs, Locations, and Objects found in the middle of the table, and involving any of the other players. Players not directly involved with the scene can play extras or make cameo appearances.
By incorporating one of the elements on the table, the player needs to weave it into the scene, making it a central part of his narration. Once he’s done with the scene, he rolls the element’s die, and one of his Name dice. If his Name die rolls higher, he can switch the two dice.
Of course, the other players may not be too keen on that, and can, during the course of the narration, describe how their characters, or some side characters or extras, will try to get in his way. If they are playing a character with a direct Relationship with the player, they can roll any of their Name dice against any of the player’s Name dice. If there is no direct relationship, or if they are playing a side character, they must use their smallest die. If the main player wins, they can switch any die with the other. If the opposing player wins, they only switch the dice that were rolled.
Some players are crazy and want to help other players. Whether helping to oppose someone, or helping to capture an element’s die, both players roll their dice together, and only count the highest result. The helper, however, will not be in danger of losing his die.


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