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(Entry) Zero Hour - with mechanics text

The official Game Chef discussion archive for the 2005 and 2006 seasons
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(Entry) Zero Hour - with mechanics text

Postby HD Carter » Mon Mar 13, 2006 2:52 am

So: Zero Hour
An indeterminate number of sessions, 8 hour total, LAW, TEAM and STEEL.

You're a highly trained team of specialists with a mission to perform. And in eight hours it will go terribly, terribly wrong. Previously featured on .

And here's some rules...

The Stopwatch.

Each player has a stopwatch. This stopwatch should be started as soon as the first Assigning Officer selects an area of groundwork. After this players may stop and start their watches at any time. Whenever cards are played, all watches must be stopped and compared. The watches have the following effects on play:

* Every fifteen minutes of Individual Time, a player may draw two cards to add to their hand. The maximum hand size is seven.

* If a player's Individual Time is more than ten minutes away from the nearest other Individual Time, they immediately lose one point from each attribute. This penalty may not be applied again to the same player until their Time has advanced by at least thirty minutes.

* Each time the Total Time advances into the next hour, the trumps change. The player with the lowest Individual Time picks the new trump. The new trump must be different from the previous trump, and each suit must be trump at least once during the game.

* Between the groundwork sessions, the person with the lowest individual time takes all the stopwatches. Any of them may be allowed to run forward except for the current highest. After this each timer changed must be within two minutes of another timer.

*When Total Time reaches eight hours, the operation begins in earnest. The Adversary player reveals him or herself and the Zero Hour section of the game begins.
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Postby JudgeDelta » Mon Mar 13, 2006 3:56 am

This Judge of contests past bids thee be warned, does thy game meet the requirement thou hast chosen?

Of course, I'm not a Judge this year (yay!) - unless, of course, I'm an entrant (cue spooky music) - so you can freely ignore my opinion. But were I judging your game I would say it doesn't meet the 8 hour total as play continues after the 8 hours have elapsed.
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Postby pfischer » Mon Mar 13, 2006 4:02 am

What are the players and characters supposed to do - do they prepare for the mission? (I'm not familiary with military jargon, so if that's implied in "groundwork", my apologies :))

And how are the card mechanics used? Do they players play against each other as well, and what kind of situations do they resolve?

Can a player run out of cards before he has to redraw? What happens then?
Per - FORE!
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Re: (Entry) Zero Hour - with mechanics text

Postby peccable » Mon Mar 13, 2006 2:05 pm

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Postby Mark Bravura » Mon Mar 13, 2006 2:16 pm

Wow- if you can actually pull this off as an R.P.G.- awesome; with the added bonus that it could easily lend itself to both a trading card game as well as a drinking game. Phreaky cool!
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Postby Doug Ruff » Mon Mar 13, 2006 4:58 pm

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Re: (Entry) Zero Hour - with mechanics text

Postby HD Carter » Mon Mar 13, 2006 5:58 pm

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Postby HD Carter » Mon Mar 13, 2006 6:09 pm

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Re: (Entry) Zero Hour - with mechanics text

Postby Graham Walmsley » Tue Mar 14, 2006 12:42 am

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