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 :


| 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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