Battle

Table of Contents

I mean, the game is called BattleSauce. So how do you do it? The following rules are for hand-to-hand and all close-range combat. Distant combat - using arrows, guns, and other projectiles - is resolved using Difficulty Numbers. So, let’s get to it.

First

During combat, the SauceBoss (SB) plays for the Monster. The SB reveals a single face-up card from their deck so that players can see the value. Next, players reveal a single card from their decks. Then, the SB draws a second card and places it face-down, hiding it from players. After that, players draw a second face-up card to get closest to 21.

Second

Players assess their cards, intending to get the sum of the value of their cards closer to 21 than their opponent(s). Suits are ignored, and cards are valued by their number.  Face cards are valued at ten, and Aces are either 1 or 11 - the player’s choice.  The sum of a player’s cards is called the Attack Value.

Players can use Sting and Float modifiers to affect their Attack Value. Sting adds to the total Attack Value, while Float subtracts from it if the player’s cards exceed 21. Players may draw additional cards to get as close to 21, without going over, as possible. 

21 - Any player exceeding a total of 21 loses and takes damage. 

Any player exceeding a total of 21 loses and takes damage.  If all combatants exceed 21, or opponents have the same Attack Value after receiving all their cards, it’s a draw - indicating the attacks were blocked or parried: discard and start a new round. 

Third

If a player has not exceeded 21 and is done receiving cards, the SB flips over their face-down card to reveal the total.  If that total is 16 or lower, the SB must continue drawing cards until the value is at least 17.

Carnage

Players can try to inflict their weapon’s maximum damage during any close combat round by striking vital targets on their opponent. A player declares “Carnage” before any combat cards are dealt or after the first pair of cards are dealt. Then, combat proceeds until the round ends.  If the player declaring Carnage wins the round, that player does not need to roll or draw cards for damage but instead inflicts the maximum damage capable by the weapon. If that player does not win the round and their opponent wins, the player must take the maximum damage from the opponent’s weapon or attack.

Maximum Carnage

If the player declared Carnage before the first pair of cards was dealt, they may declare “Maximum Carnage” after seeing their initial two combat cards, intending to strike a critical blow to their opponent.  If the player wins,  the Maximum Carnage attack inflicts the weapon’s maximum damage x2.  If the player loses, the opponent deals maximum damage x2.

Taking Aim

This is a distance tactic that lowers the Difficulty Number associated with hitting the target. Add +2 against a Difficulty Number with each round used to aim - up to three rounds.  Aiming always requires at least one round, meaning the character takes no action during the player’s turn.

Damage

Damage is determined by the weapon or ability used.  

Counting Calories

The battle’s winner receives the value of the loser’s final cards - red-suited number cards add their sum value to the winner’s Evo Calories, while black-suited cards add to the winner’s Trade Calories. For any face cards in the loser’s hand, the winner either receives an item(s),  ten Calories, or the SB can determine any found objects.

If a team defeats an enemy, the enemy’s goods and Calories are divided among the players as they see fit. Weapons can also be exchanged between the defeated character and the winner(s).

BattleSauce

Here it is - the title of the game and instant death.  Any character - including the “bad guys” -  drawing two Aces (card value is overlooked) during battle delivers a BattleSauce to the opponent engaged, defeating them instantly.  Nuff said. 

Overwhelming Odds + Armies

The rules for Overwhelming Odds and Armies may be used anytime a player faces more than five opponents, a group of players is facing more than five opponents each, or when commanding a large number of soldiers against a similarly large number of opponents.  As with standard combat, players will use card mechanics for up-close fighting and Difficulty Numbers for fighting over distances.

Up-Close Combat

Each player fighting over five opponents at a time will use standard combat rules and play as though fighting a single enemy.  One enemy hand will represent several combatants against the player’s character. If the character wins the fight, the player will draw a card from any deck and defeat that number of opponents - continuing to fight the next wave of combatants in the same manner until all opponents are defeated or the character dies or flees.  The player fights ALL opponents this way, even if the remaining number of opponents falls below six.

 If the player’s character loses any round, the opponents draw a card representing how many enemies were engaging the character and then roll 1D6 damage per the card’s value.

Example

The player loses the round; the enemy draws a single card, the five of Diamonds, and now rolls 1D6 five times, inflicting the sum value on the player’s character. Face cards are valued at 10.  If a player draws a card valued higher than the number of combatants, the player defeats half of the enemy - rounded in the player’s favor. 

Army Close-Quarter Combat

In person-to-person combat with armies, the rules are similar to Overwhelming Odds, except that the number of combatants defeated is determined by rolling 1D6. The resulting number represents hundreds of opponents defeated and applies to any party that loses the round, not just the player’s enemy.

Army Distance Combat

Distance Combat is resolved using the standard combat rules with players rolling against a Difficulty Number.  As with Close-Quarter Combat, the number of opponents defeated for each successful attack is determined by rolling 1D6. The resulting number is the hundreds of combatants beaten by either side.   

Damage Adjustment

Damage to armies should be adjusted depending upon the weapons used to inflict the damage: trebuchets launching boulders may destroy 1D6 x 10 (up to 60) combatants. In contrast, trebuchets throwing explosive crates would do the standard destruction of 1D6 in hundreds. 

Tactical Advantages

Tactical Advantages (TA) provide a significant upper hand to a player or army - like having the high ground, forcing your opponents to charge you through a narrow hallway, or squeezing an opposing force through a mountain pass. For every Tactical Advantage, the player or army gains a +1, which then gets added to Sting or against a Difficulty Number.

Fight or Flight

Armies are getting slaughtered by the handfuls - who will stay and who will run can depend upon the SauceBoss, and the story they’re telling...or a simple card pull can decide it for an unexpected outcome.  Utilize the Flight or Fight option after any army has lost over half of its forces.  This card pull may be used each time half of an army’s force gets defeated.  Pull a random card from any Action Deck or face-down pile and use the card suit to determine how the remaining forces act:

Death

DEATH is the caretaker of the Dead Realm.  Legends tell of a tall, pale figure cloaked in the Fabric of Darkness and the Light of Dead Souls.

After a player’s character dies, DEATH returns the character two rounds later.  A round is complete after everyone else has had their turn.  The character is returned to the place of their death.

Respawning reduces your Grit to half until your character is healed by any method.  If everyone dies, the game is over.

Published with Nuclino