#Buckshot Roulette Custom Tabletop Version (WIP)
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Looks cool. How does the whole thing work?
So when the dice come in, you’ll roll those to get the bullet count and polarities. Every sequence of bullets assumes 1 blank and 1 live, and then the 6 dice can come up live, blank, or X (no shell). Theres red and blue marbles that you place inside those 3D printed shells, and then you place a cover over the turn table once you’ve formed all the rounds for that sequence into a circle, and spin it gently (spinning it too fast knocks them over but spinning it too slow makes it easy to track, so I’m going to get a cover to obscure them. Then to make it fair, each player takes turns grabbing a shell and placing it in a line to create the sequence. Then it just follows standard Buckshot rules.
Coin is used to indicate who has priority, the non-engraved side has a skull design, flipping it over to the engraving is how you confirm that you’re getting ready to fire (similar to selecting the shotgun) and then you must declare who you’re shooting at before you open the current shell in the sequence to reveal the polarity (if you fail to declare, the shot goes to yourself by default).
Dice are also used to determine health for each match. You grab 4 of the dice and assume a minimum of 2 health, then each die that comes up X is another health.
Item distribution is static. The first match gives 2 items per sequence, the second match gives 3 items per sequence, and the third match gives 4 items per sequence.
That's pretty good. Simple, straightforward rules. Which items have you implemented?
So I plan to make a few unique items since I have the chance to, but for items from the game:
Some of these by reading them you’ll notice have just been reflavored but do the same thing as something in the game, and that’s just due to being able (or unable) to find appropriate transparent PNGs for the prints.
I see. Seems like a reasonable approach. The way items' functionality is translated into tabletop rules is streamlined enough to not slow the game down too much.
Landline is probably the most wordy a card will be, but that’s just due to the complexity of adapting a mechanic like the burner phone accurately.
Yeah, burner phone is always hard to adapt. I think you did as good of a job as it was possible, while staying faithful to the original design.
Each of the cards has 8 copies in the deck, I still need to make the remote (which will have a secondary effect that triggers during 1v1 games so it’s not useless). Jammer I won’t be including because I essentially just readjusted the handcuffs to function like the Jammer
Some of the custom ones I’m making will have less than 8 though. For instance one I plan on adding is the “Talisman” (represented by a crucifix) that clears the entire sequence and starts a new one immediately. Good save item if you lose track of the odds or if you recognize you’ve got no shot at surviving the current sequence. Obviously we wouldn’t want that one to be super common though.
I actually just got around to adding the remote into my version and one thing we did was replace half of the handcuffs in the deck with remotes in the group mode. (We originally started by running 1v1 games.)
It prevents too many turn skips from happening, so people were happy with the change.
That’s actually an interesting way of doing it
Yea, it seemed like a fair way to include this item and not make it too annoying.
Another change was made to the adrenaline. It's normally very oppressive. You put one on the table, especially in a 1v1 scenario, and it immediately dictates how players use their entire set of items.
Initially we turned the adrenaline into a mimic card. (Copy an opponent's item's functionality, but they keep their card.) Players found it to be too forgiving, so we redesigned it again, and now it allows you to steal a random card from the opponent. The opponent you select shuffles their item cards and shows them to you, faces down. Then you pick one, without knowing what it's going to be. Fun, exciting, not too weak and not too punishing for the opponent.
Oh that’s neat. I’ve thought about potentially implementing a rule where instead of 8 items you can hold up to 9, with the 9th one being a “Secret Slot”. Essentially when drawing your item cards you can look at them before laying them out on the table, and at any time you can assign an item to your secret slot. You know what it is, but it’s face down for everyone else, and Gloves / Adrenaline can’t touch it. You cannot unassign it without using it though. Once it’s there you have to use it to clear it.
It would give players a chance to protect important or risky items in their possession, keep their Hail Mary plays up their sleeve so that they can be broken out at unexpected times or at least out of the crosshairs of opponents
That idea also has potential. You should do some testing with that rule.
Dice have arrived!
They look nice.
this is epic
3d printed shotgun shells?
dude..
das epic.
i made mine out of little cardboard peices. 😭
i could give you some tips if ya need it since ive also made a card game version of br (entirely cardboard and paper)
you could do special shell variants!
(i made some and my friends were pissed off at eachother)
yes i did make them balanced by them not being affected by the handsaw
It'd be cool if you had a shotgun that had a little monitor or some number pad that let you enter the amount of live and blanks, and have an LED on it light red or blue when the trigger's pulled
this looks super cool and a good way of doing it! Ive thought about this idea before and figured out some way of playing it using a pack of cards and some dice but this is better.