Behold, my entry to Ryan Macklin’s first(?) “Flash Game Design Friday.” It’s restricted to 500 words or less, and uses the principles: two dice that you don’t add together, and a countdown mechanic.
“On the rise of the fourth moon in shadow of Anok the Sorcerer Harish harvested the souls of all the Kanker’s Monkeys of Malantha, save one.” -Kanker
Monkey Vengeance is a competitive roleplaying game where each player assumes the role of Kanker’s Monkey as he tears his way through Harish’s fortress seeking revenge. Each player needs the following:
- scratch paper
- writing utensil
- six sided die (d6)
- ten sided die (d10)
The d10 is a counter that tracks of how many complication points each player has ranging from 0 – 9. All players begin with 0 complication points, more can be earned. The d6 is rolled to determine the level of success of failure for a scene, these rolls can explode.
Each player begins with the partial goal “Harish doomed my species to extinction, therefore I will…” players must complete the goal by defining what they intend to do to Harish.
Kanker’s Monkeys have great supernatural powers, you could think of them as something like Neo from the Matrix. The problem is that most of the monkeys never realize their potential. Kanker’s Monkey did. Defining limitations on this power keeps play in check, and allows the players to wind back their complication counter on a one for one basis.
- Play begins with the player that can most quickly recite the alphabet backwards.
- Play passes to the left after completing a player’s scene
- Each player’s scene consists of the following:
- Frame the scene by describing the environment and starting complication.
- Other players then add complications to the scene by decrementing their complication dice, a player cannot face more than six complications in any given scene.
- Negotiate the stakes for the scene with other players, and describe how the monkey deals with each complication in the scene.
- Roll the d6. Success is achieved if the result of the roll exceeds the number of complications in the scene by less than three. Great success is achieved is the roll exceeds complications by more than three; turn back the complication die by one. Fail to achieve the goal if the roll is below the number of complications. Negotiate concessions against the objective with other players based on degree of failure, and turn back the count down on the complication die by one.
- Players must achieve four successes before facing Harish. The confrontation scene varies in that there is no resolution roll: automatic success. Each opposing player introduces a complication to the scene for free.
- Describe how Harish is deposed in vivid detail accounting for complications in the scene.
Win by being the first to find and defeat the sorcerer Harish. If multiple players achieve this goal in the same round ties awarded to the player with the best final scene. If the group cannot decide who who won, contested players should play best two out of three “ball in a cup.”