UNIVERSE OF VIOLENCE: Chaos Dimension
For Players: 2 ~ 4
What You Need:
A piece of paper, pencil & dice; preferably one per player. A coin is also useful.
Each player also requires at least 1, and at most 6 UOV figures each, and of equal total power rating values. Using figures of a lesser power rating value results in a handicap.
The maximum number of UOV figures per player is set at 6, and no more than this should be in play at any one time (as it results in a little too much chaos…)
Note: Each player is assigned a power rating on the reverse side of their card, these appear as crosses such as these ★★★ & each cross represents one point.
The lesser monsters or ‘Runts’ have only one ★, the standard monsters or ‘Grunts’ have two ★★, & the greater monsters or ‘Fiends’ have three ★★★.
Each player must now set the power value total of their army, and all players must not exceed this cap. What this means is, for example, if a power value cap of 10 has been set, than each player can only use figures whose power rating TOTAL does not exceed this number. All players must adhere to this cap and not exceed it when selecting UOV figures for play to maintain some balance amongst the chaos… It is up to players if they want to set conditions for battle, such as ★ Spoils of War (see below).
At this point, all players must now place all their chosen figures in a line directly in front of them, with their respective cards displaying their stats and point value face up for all to see. Write down each characters name and health points (HP) at the top of a piece of paper, and create columns with lines to separate their info from other figures.
During Play – e.g. Round 1:
We begin Round 1, and its best to write the round on paper underneath each figure’s Name/HP. All players must now roll a dice for each UOV figure in play, in a preliminary phase to determine which figures will act first.
During Play – Preliminary (Act) Phase:
Every character’s card shows a stat for speed, and this must be combined with whatever each players dice has landed on. (For e.g. if your character has a speed base stat of 4, and you roll a 6 then their speed for this round is 10)
Tally up the results to determine the order for which each UOV figure in play will act.
What if there’s a Draw? :
If a draw occurs, then the two players faceoff in a game of paper-scissors-rock (best-of-1) OR they may flip a coin if they prefer. Whoever loses subtracts a -1 from their respective UOV figure’s speed total for this round, and the order is adjusted. This may, in some cases result in yet another draw, in which case both affected players must compete in another game of paper-scissors-rock OR flip a coin, adjust the speed tally and so on until the order of play has been determined.
Note: If there are many figures in play at once, this may take some time. Due to this, it is possible for a character to end up in the negative (such as -1) so be careful & to try to win in the draw deciders.
During Play – Battle Phase:
Next is the battle phase of the round & the UOV figure with the highest speed total acts first, naturally. The player must decide which other UOV figure in play their figure will be attacking, and those two figures face-off! Place them in the center of the paying area, facing each other with their respective cards beside them. Now both players must roll the dice.
The attacker rolls a dice and combines it with their UOV figure’s attack (ATK) base stat and writes it down under their speed total for this round.
The defender must do the same, except use their figures defense (DEF) stat combined with whatever their dice lands on, and write this down also.
Now, both players must compare their ATK-DEF totals and calculate what damage, if any, has occurred.
For e.g. if the attacking figure has an ATK total of 8 and the defending figure has a DEF total of 6, then the defending figure sustains damage of 2 points, and must subtract this amount for their figures HP, and write it down. If the figure survives, then place him back in line on his respective side. If it is killed in battle, then it must be removed from play. The attacking figure is also placed back in its respective side.
This is how a typical play unfolds in UOV Deathmatch!
Now it is turn for the next attacking figure to act.
The same applies as described in the steps above, and once the damage has been calculated, continue throughout all the UOV figures in play, from most highest speed total to least and remove any that have met with an unfortunate demise from play. Once all the UOV figures in play have had an opportunity to attack, the round is over. If there is more than one player who has 1 or more UOV figures still in play, then continue onto round 2.
During Play – Flow of play:
Rule off the round on paper, and begin to determine who acts first by rolling and calculating their total speed for this round (same as before in Round 1 in the preliminary phase).
Then, continue onto the act phase and each UOV figure in play has their turn & attacks another figure.
During Play – Winning Deathmatch:
This process continues on, round by round until there is only one player left who has at least 1 UOV figure still standing in play at which time they’re automatically declared the winner of Deathmatch!
★ Spoils of War:
This is entirely up to players if they want to set any spoils of war items, or ‘loot’. It could be as little as a kowtow chanting ‘you are the lord of chaos’ or as much as ownership of the losers UOV figure.
If you dare!
Thanks for Playing UOV Deathmatch!
UOV Deathmatch! designed by Metal Monkey (J.Gadze) for Ironhaus Productions and the rules are free to use, and repost, however please do not change the content and give credit to myself.
If you have questions, concerns or feedback such as possible ways to improve upon Deathmatch! I would be open to hearing any suggestions you may have.
You can contact me @ my blog - ironhausprodsoz.blogspot.com.au
or on Facebook - Justin MetalMonkey Gadze,
alternatively by email here - firstname.lastname@example.org.