Welcome to the ShuffleThrust Cafe!

3 posts ยท Apr 29 1999 to Apr 30 1999

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Thu, 29 Apr 1999 11:24:53 +1000

Subject: Welcome to the ShuffleThrust Cafe!

For complete banality & insanity, welcome to the ShuffleThrust Cafe! Home of
blood, mayhem & asteroid splattering.

Play area: a 60" x 40" (or similar ratio) solid boundary playfield. There is a
10" goal in the middle of each end. Players: each team has 4 'field players'
plus a 'goalie'.

Rules:
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The game runs for 10 turns. Ships are deployed alternately, tossing a coin to
see who deploys first. The puck is placed in the centre of the play area. The
'puck' being used is a 100 dp asteroid (keep track of damage). If
it is destroyed, instead of moving, it splits into d3+1 (2-4) smaller
chunks of 50dp, which move in a random direction with an initial speed of 2d6.
The game continues until all of the smaller pucks are removed from the board
(by scoring or destruction). And yes, you can ram the 'puck'! (use asteroid
rules). After a goal is scored, the field is reset & each ship repairs d6
damage & all damaged systems.

Vector movement is used for both the players & puck. Anything bouncing off a
wall halves its current velocity in its new heading (use ange of
incidence=angle of reflection for bounce). The puck doesn't move during the
movement phase, instead it is moved during the fire phase. Each damage point
imparts 1" of thrust along the same facing as the player (ie: player is facing
12, any damage to the puck gives it x thrust in direction 12). This is mostly
to simplify the math for the umpire. Don't forget to include the drift from
last turn. You can also attack other players, but if they suffer a threshold,
then you also must roll against their threshold number; failure means you must
do a full threshold check against all systems as a 'penalty' for 'tripping' or
thumping them.

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Field Players: Mass: 40 Main Drive: 8 Hull (ave): 12
[ooo/oo*/ooo/oo*]
Screen-1
Firecontrols: 2 Pulsetorpedo (F)
3 x Class-1 (6-arc)

Goalie: Mass: 40 Main Drive: 2 Hull (str): 16 Armour: 4
[OOOO/oooo/ooo*/oooo/ooo*]
Screen-2
Firecontrols: 2 Pulsetorpedo (F)
2 x Class-2 (FP/F/FS)

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Advanced rules (experience): Each ship that scores a goal (imparts the most
thrust on the scoring turn): 5 points Every threshold caused to another ship
(including destruction): 1 point Every game ship survives intact: 2 points
Every time the ship is destroyed: -5 points

Benefits of experience (cumulative effect): 10 points: Ship gets to 1
pulsetorp reroll per game (tohit or damage) 25 points: Ship can use all its
thrust as maneuver drives. 50 points: Ship can reroll pulsetorp every turn
(tohit only) 100 points: Ship can write orders after all other players have
moved.

'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly (CB)
Task Force Admiral Peter Rollins - RNS Waterloo (MKW)
Fleet Admiral Alberto Doyle - NKV Vesuvius (LFI)

[quoted original message omitted]

From: Jerry Han <jhan@w...>

Date: Thu, 29 Apr 1999 15:24:27 -0400

Subject: Re: Welcome to the ShuffleThrust Cafe!

> "Robertson, Brendan" wrote:

Oh, this is cool.  (8-)

Too bad I don't have time to actually play in this one.  (8-(

J.

From: Robertson, Brendan <Brendan.Robertson@d...>

Date: Fri, 30 Apr 1999 10:48:09 +1000

Subject: RE: Welcome to the ShuffleThrust Cafe!

I don't have time to run this at the moment, either. However, while the idea
flowed, I thought I'd post it for general consumption (or indigestion).

'Neath Southern Skies - http://users.mcmedia.com.au/~denian/
Commodore Alfred K Hole - RNS Indy's Folly (CB)
Task Force Admiral Peter Rollins - RNS Waterloo (MKW)
Fleet Admiral Alberto Doyle - NKV Vesuvius (LFI)

> -----Original Message-----