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StikBash was my first frankengame. At its core, it’s just a mash-up of KootiKooti, 1000 Blank Cards and Z-G.
- The original KootiKooti rules form the basis of StikBash (at the bottom of the page).
- Figures have one of two default moves. If they are not armed with a ranged weapon, they move and attack in the same action. If they have a ranged weapon, they may shoot without moving, or they can move without attacking, but not attack and move on the same action.
- All movement and combat is determined by how well you flick the stik across the table. The stiks also act as place markers for when a figure is moved or knocked over.
- Each player selects 5 Stikfas figures. Each player draws 5 random KootiKooti stiks from a common box, bag, ect. Players set up their stiks along their edge of the table, assigning a figure to each stik. Each player is dealt 5 cards. If any of those cards are blank, the player must create a new card effect for it. Traditionally these cards are the postcards that come with Stikfas, but any postcard can be used.
- Players takes one action per turn. Actions are either a Stik Action or a Card Action. Stik Actions are taken by moving the figure out of the way and flicking the stik to move and attack.
- If it’s a melee figure, move the figure to the stik’s new location. If it’s a ranged figure, replace both the figure and the stik.
- Melee and ranged actions that land your stik on top of another one is a hit. The target removes his figure and stik from the table. If you hit one of your own figures, it still counts! If you flick your stik off the board, it still counts!
- What this means is that melee figures may close distance and attack with the same move, but if they miss, they’re now far closer to their enemy. Ranged figures may attack from a distance without getting closer, but if they decide to move and accidentally land on a enemy figure’s stik, it doesn’t count, AND they’re an easy target.
- Card Actions allows the player to play a card in his hand instead of moving and/or attacking. Play the card and do whatever it says to do. Cards can do anything the creator wishes them to do. A card needs a title, a picture of some sort and a game effect.
- The point values on the KootiKooti stiks mean nothing until a card says they do.
Below are just a few examples of the cards we made up.
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And that’s about it. StikBash had been rattling around in my head for about two years and it took another two years to settle on the final rules. As you can see, the rules are fairly loose. This is not the sort of game that invites rules lawyering. Like 1000 Blank Cards, the rules aren’t so much rules but conventions.
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![IMG_20130513_021448[1]](http://dicemonkey.net/wp-content/uploads/2013/05/IMG_20130513_0214481-e1368436746705-290x290.jpg)
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![IMG_20130513_021508[1]](http://dicemonkey.net/wp-content/uploads/2013/05/IMG_20130513_0215081-e1368436849578-290x290.jpg)
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![IMG_20130513_021559[1]](http://dicemonkey.net/wp-content/uploads/2013/05/IMG_20130513_0215591-e1368436916451-290x290.jpg)
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