Glenn Herbert
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Expanded Rules, Examples and Notes:

These are my design notes on Squiggle : The Trading Card Game !!...

Download a PDF Version of all the rules (including the expanded rules)

Download a PDF blank squiggle card with basic rules or 2 cards without rules

Contents

a) Saving your Squiggle Cards
b) Examples
c) Creating cards
d) Playing the game: Basic Rules
e) Expanded rules

a) Saving your Squiggle Cards

1) Hold your "Alt" Key (bottom left) and press the "Print Screen" Key (Top Right) on your Keyboard. (Alternatively just press your "Print Screen" Key). This has now copied a screen shot into your computers memory

2) Open a graphics program and select File and New image.

3) Select Paste (or "Ctrl" and "V" Keys).

4) Edit the image as necessary (crop or resize it)

5) Select File and Save.

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b) Examples

Example cards :

Squiggle Card example 1

Squiggle Card example 2

| Create a Squiggle trading card | << Back

c + d) Creating cards and Basic Rules

Download a PDF Version of all the rules (including the expanded rules)

e) Expanded rules (and notes)

Rules for expanding the game... sort of making it into a Squiggle: The Role Playing Game !!?

1) What your Scores represent:

Mental = intelligence, initiative, will power, sanity, speed of thought, senses etc.
Fighting = Brawl, swordsmanship, marksmanship, dodge, parry, block, punch, kick etc.
Physical = Ability to do physical damage to others, strength, endurance, dexterity etc.
Psychic = Ability to do Psychic damage to others, mystical power, magic ability etc.
Health = Ability to resist damage, constitution, ability to resist diseases or poison etc.

Special Abilities = Skills, magic or super powers that apply bonuses to the above 5 scores.
Equipment = Any weapons, armour, tools that usually apply bonuses to the above 5 scores.

Scores are always going to be approximations and are purely representational of a Character’s strengths and weaknesses.

2) Special Abilities and Equipment usage:

These usually provide a bonus to one of your; Mental, Fighting, Physical, Psychic or Health scores. The scope, limitation and when they can be used is determined by the name of your Special Ability or piece of Equipment e.g. "Super Hearing" gives a Physical bonus when listening only and "Rope Equipment" gives a Physical bonus when climbing only etc.

Special Abilities and Equipment only ever apply a bonus to ONE Main Ability (Mental, Fighting, Physical, Psychic or Health scores). Special Abilities such as "Martial Arts" could apply bonuses to 2 or more Main Abilities e.g. to Physical or Fighting. In this case you must choose which Main Ability Score the Special Ability applies a bonus to. e.g. "Martial Arts Physical" or "Martial Arts Fighting", but these are treated as 2 separate Special Abilities.

Some "Non-bonus Equipment" have a minor effect e.g. Mobile phones, note pads, maps etc. These do not provide any bonuses to any scores.

"Non Combat" Equipment and Special Abilities CAN NOT apply bonuses to your Main Ability scores when fighting and it's your Judge that decides what can and can not help you in a fight. E.g. The "Super Hearing" Special Ability can apply a bonus when listening but provides no bonus in combat.

There are only a few slots available on the cards for Special Abilities and Equipment, but additional ones can be added to the Character's description or onto the back of the card.

Weapons are listed as Equipment. They only ever apply bonuses to your Physical or Psychic scores when fighting, as damage. The bonus score represents your ability to do additional physical or psychic damage with the weapon and this can be increased with Experience (see below). Your main Fighting score represents your overall skill in your fighting style, including tactics and your chance of hitting an opponent with your most used weapons.

Armour. This is a piece of equipment and is a bonus to Health, representing the action of raising a shield, ducking or turning body armour to face incoming bullets, holding up gauntlets to protect yourself etc.

3) 100% Score:

Mental, Fighting, Physical, Psychic and Health never go above 100%. Neither do your Special Abilities or Equipment scores. 100% is the ultimate score for your species at that time in history. Obviously your Equipment and Special Ability bonuses can push your Main Ability scores above 100% representing Super Human achievement.

E.g.: Fred has 70% Physical Score he has Super Strength as a Special Ability providing + 50% to his Physical Score. When he uses this Special Ability his Physical score rises to 120% !

4) Healing and Health:

You regain 10% Health a day naturally. Someone with the Healing Special Ability allows you to regain the Health score equal to their % score in their Healing ability per day.

0% Health means you are unconscious, the character card is put to one side or into a "discard pile". -50% Health means you are dead. You can never re-use this character card.

Your card has a chance of regaining consciousness each round. Any card below 0 and above -50 Health flips a coin, if guessed correctly they’re back in the fight, but still with the same critically low health. Any further damage and the card is again unconscious.

5) Experience and Advancement:

you receive 1 Experience Point for every enemy defeated or difficult task completed. 100 Experience Points gives you an extra 10% in your chosen Main Ability Score, Special Ability or to upgrade a piece of Equipment. You can also create new Special Abilities or gain new Equipment if your Judge allows. Experience can only be spent at the end of a game.

All percentage Scores go up in no less than 10% increments.

6) Tasks :

Your Squiggle Character needs to do a task, perhaps climb, run, resist poison, program a computer. Firstly the appointed judge sets a difficulty for the task between 10 and 200. 10 is instant success 200 is near unearthly impossible. The Judge must also decide which Score the Task applies to. Climbing and Running is a Physical Task, Programming a computer a Mental one and resisting Poison a Health Task.

You can apply 1 Special Ability or Piece of Equipment to use as a bonus to your relevant score in any one attempt to succeed. If you exceed the difficulty of the task you succeed. If you have a Total Score equal to or within 20% of the difficulty flip a coin, if you guess right you succeed.

Fighting has a greater margin for chance. You have a chance to hit an opponent if your Fighting score is more than half that of the Defender‘s score. This difference from normal tasks is due to the direct contest of skill and the adrenaline charged luck of fighting.

7) Difficult fighting conditions and making it difficult to be hit:

If fighting conditions are hard or if your opponent (or you) makes it difficult to be hit then the Judge will insist the Attacker's Fighting Score beats a difficulty score (between 10 and 200) before you both compare Fighting Scores, to see who has the highest. If a Special Ability or Piece of Equipment is used to beat the difficulty then they can not be used further in the combat round.
  • Difficult Fighting conditions include: poor weather, poor visibility, darkness, distractions etc. The difficulty rating will reflect the severity of the conditions.
  • Making it difficult to be hit: Being behind cover, heavy foliage, camouflage.

If there is a combination of both the above types of difficulties then the Judge combines the 2 into one Difficulty score.If you exceed the difficulty of the task you succeed. If you have a Total Score equal to or within 20% of the difficulty flip a coin.

8) Psychic Boost:

By permanently deducting at least 10% of your Psychic Ability you can add the deducted score to ANY one Ability Score as a one off boost. This can be done at any time. You must deduct Psychic Score in 10% increments (10%, 20%, 30% etc). Your deducted Psychic Score can ONLY be replaced by the allocation of enough Experience (100 points or more).

9) Running away:

The Character running away from a fight must have a higher Mental score than their opponent, otherwise they will be caught.

You can run away at any point in a round but bonuses from Special Abilities can only be applied at the beginning of the round.

If the Character is successful at running away their Character card cannot be used while combat continues and the card will go to an “escape” pile until fighting stops. The card then can be returned to the player.

10) Vehicles and Super Weapons:

Create a new Vehicle / Super Weapon squiggle card or...
Download a PDF blank Vehicle / Super Weapon squiggle card , without rules

These play with exactly the same rules as Character cards. However rather than have Health, vehicles and super weapons have Armour. Mental score is replaced with Speed and vehicles do not usually have Psychic scores.

All Vehicles and super weapon scores are assumed to be 10 times the strength of Character cards (e.g. 10% Vehicle Physical score would do 100% damage to a human's Health). You can now make your own Squiggle vehicles and super weapons!

There are no upper limits to vehicle and super weapon scores.

If a vehicle or super weapon is reduced to 0% Armour it is destroyed. All Characters inside are killed. Characters can try and escape from a vehicle or ditch the super weapon if there is the equipment or opportunities to do so (escape pods, ejector seats, opportunity to jump from car) but they must succeed in a Mental task (see tasks above) to escape successfully.

Vehicle Upgrade Points (VUP) are awarded in a similar way to experience Points. 1 Point is given to the Vehicle / super weapon for every enemy defeated or difficult task performed with the vehicle. 100 VUP gives you an extra 10% in one of the vehicle / super weapon’s Main Ability scores, special abilities or to upgrade a piece of equipment. VUP represents an increase in the crew, user or pilot’s skill and in the use and equipping of the vehicle / super weapon. VUP can be distributed amongst any of the scores but only at the end of a game.

All Vehicle / Super Weapon cards require at least 1 Character card to command them. Any other crew is included in the card’s cost.

If the Pilot, user or driver of the vehicle / super weapon does not have a Special Ability relating to piloting, use or driving of the vehicle / super weapon, then it’s Fighting Score is reduced by half. The Character must also succeed in a Mental task each round or crash or harm themselves, with the difficulty set at the Judge’s discretion (see tasks above). Any damage caused by crashes etc. is also at the Judges discretion. A character can gain new Special Abilities in driving, piloting or using vehicles / super weapons from Experience points and with someone to train the character.

A Character's Special Ability in the use of the Vehicle or Super Weapon card is also used to succeed in Tasks, such as difficult manoeuvres or complex actions.

Super weapons such as mystic and high technology artefacts, implants and battle armour will make use of these rules and will have a vehicle and super weapon card of their own.

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© Glenn Herbert