111

111, The Game.

Required items:
One standard 52 card playing card deck per every 2 players.
One D6.
A bunch of coins.

Hearts are health
Spades are defense
Diamonds are money
Clubs are attack
Aces are 11, and are not bosses.

Face cards are bosses:
Boss Jacks are 10 attack, defense, health
Boss Queens are 12
Boss Kings are 14

A party is a set of four cards, one of each suit.
One party can attack a boss or can attack another player.

Setup:
Each player is given 11 coins from the bank.
Deck is placed face down as the draw deck.
Each player is dealt 5 cards.

Turn:
1) Card Draw and Boss Placement. The player draws one card from the deck. If the player holds any face cards at this time the player consults the available bosses to be attacked. If the player holds any face cards of a type that is not already on the table, the player must select this face card and place it face up on the table. These face cards become the bosses able to be attacked–they are placed in a Jacks pile, a Queens pile, and a Kings pile. If a boss is played, draw another card.

If additional face cards are in the player’s hand after playing the required card, the player may elect to place additional face cards into play (repeat step 1), or may elect to hold the face card.

2a) Party Formation. If the player can make a complete suited party (four cards, one of each suit), the player must place all four of those cards face up in front of them, and must use this party to attack. If player does not have the cards for a complete party, their turn is ended–discard down to five cards.

If a party is formed with doubles (two cards of the same value), the player adds 2 to the value of one of the doubled cards. If a party is formed with triples, the player adds 3 to the value of one of the tripled cards. If a party is formed with quadruples, the player adds 4 to the value of one of the quadruples cards.

If a boss is available for attack, the player may select which boss to attack (go to step 3).

If no boss is available to attack, or if the player chooses not to attack a boss, that player must attack another player (go to step 8).

2b) Buy coins. If no party is formed, and if the player has exactly two diamond cards exactly totaling 11 points OR one diamond ace card, the player may choose to play those cards and then receive 11 coins from the bank. This ends the players turn, and the player then draws cards up to a five card hand.

Boss attack:
3) Attack Strength and Buff Purchase. The player must first announce which available boss is being attacked. The player then rolls one D6 and this roll is added to the party’s attack strength (clubs card total). Player may then elect to purchase one attribute (attack, shield, health, or money) from the following table (purchased attributes immediately apply and remain for the duration of this player’s turn). Payment is paid to the bank. Player may make one purchase per attacking D6 roll made.

Item Attribute Cost (ea.) Max purchasable
Extra Club +1 Attack 5 coins 1
Extra Shield +1 Shield 3 coins 2
Med Kit +1 Health 1 coin 5

4) Attack Resolution and KO. The attack points (club card + D6 roll + any purchased points) are then subtracted from boss’ shield points (if any). If the attack points exactly total the boss’ shield points, that boss is knocked out and player gets an extra attack (go to step 3).

If shield points reach zero, any remaining attack points are subtracted from boss’ health points. If the boss’ health reaches zero, the boss has been defeated (go to step 7b). If the boss is not defeated, boss then attacks.

5) Boss Attack and KO. Roll a D6 and this roll is added to boss’ attack points. Subtract this score from party’s shield points (spade points plus any additional purchased points). If the boss’ attack points exactly equal the party’s shield points, player is knocked out and boss gets another attack (repeat step 5)–no surrender is possible if knocked out.

6) Surrender Option. After the party’s shield total first reaches zero, subtract any leftover attack points from player’s health points. When this happens, and if the player has any remaining health points after deduction, the player may elect to surrender–player pays a penalty of half of the diamond card total (rounded down) and these coins are added to that boss’ coin pile. The party is discarded face up on the discard pile. The player then draws cards op to a total of 5 and the turn is immediately ended.

7a) Attack conclusion. If the player elects not to surrender, the attack continues (go to step 3). When the player’s health points reaches zero, the player has been defeated. Coins equal to the player’s party’s diamond card (plus any purchased points) are lost from the player and placed onto the winning boss’ card. If the player does not have enough coins for this, the player places all remaining coins onto the winning boss’ card.

If the player’s coin total is zero at the end of their turn, the player receives 11 coins from the bank.

7b) Boss defeat. When a boss is defeated, coins (from the bank) equal to the attacking party’s diamond card total plus any additional coins held by that boss and plus the boss bonus are given to the winning player.

Boss Bonus: Jacks are worth 5 coins, Queens are worth 6, Kings are worth 7.

If the boss was the only boss in its slot, the player receives an additional 5 coins. If the boss is the final of its kind to be defeated (last in the deck(s)), the player receives an additional 11 cents from the bank.

The winning party is discarded and the player draws cards up to 5 and the turn is over.

Fellow Player attack:
8) Party Defense and Partial Party Store Discount. The defending player must place as many cards as possible (up to 4; one card of each suit) to make a party. This may result in an incomplete party (with as few as one card). If the defending party is fewer than four cards, the defending player receives a discount from the store. The defending player may elect to purchase up to five points (one point per coin) in any one attribute (including an attribute for which the defending player holds no card). This discount only applies when the partial party is first formed, not during, e.g., step 10.

9) Fellow Player Attack. The attacking player then attacks as if the defending party were a boss, as above (step 3). KO rules from steps 4 and 5 apply. If defending player’s party’s shield total reaches zero, and if defending player has any health remaining, defending player may surrender for a penalty of half of the diamond card total, rounded down, paid to the attacking player. Attacking player may not surrender.

10) Fellow Player Counterattack. If neither player surrenders, defending player then attacks their attacker as above (step 3) with any additional non-discounted store items stacking with previous purchased items. Players take consecutive turns until one player is defeated.

10b) Triumph/Defeat. The defeated player must pay the triumphant player coins up to the total of the highest diamond card’s points (triumphant party plus purchased points OR defeated party plus purchased points, whichever is higher). If the defeated player ever cannot pay the highest diamond card’s value, the triumphant player takes the remaining coins from the bank to make up to the total.

If any player’s coin total is zero at the end of their turn, that player receives 11 coins from the bank.

Attacking player’s turn ends when the boss or either player are defeated or surrenders.

11) At the end of the turn, all players (beginning with attacking player) draw down to, or up to a final hand of 5 cards, starting with the player whose turn is ending. Discards are placed on the discard pile.

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Any time a player defeats an enemy (boss or player) with an attack score equal to the foe’s remaining health, that player gains an additional 11 coins from the bank.

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The first player to have 111 coins wins.

3 comments.

  1. This is draft #1.

  2. This is draft #2.

  3. This is draft #3.