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RPG Laboratory

MACE: Counter System

This post is related to my previous post, MACE: Charge Updated. Again, this is more for my own reference, but if you have anything to contribute, feel free.

Counter - Defensive Action
When a Player is dealt Damage by a Strike or Blast, they may spend a Charge Token in order to Counter. Use the rules below.

Counter - Spades or Clubs
Play a card of the corresponding Suite (Spades for Strike, Clubs for Blast). If the CV (card value) of the card played is higher than the CV of the attacker's card, then negate all Damage. In addition, the attacker takes Damage equal to the CV of the card you played.

What is going on?
It may not seem like a huge addition, but it adds a lot more depth to MACE. Because Counter is a Defensive Action, you can perform them as many times as you want in response to Damage. What this results in is both awesome close combat exchanges or Dragonball style energy blast battles.
To give you an idea of what I mean, below is an example.

Fighter A uses a Strike for 6 against Fighter B. Fighter B responds by using a Counter for 8. Fighter A also has a Charge Token, so he spends it and a Strike Token to use a King (13) of Hearts as a return Counter. Fighter B is suddenly in trouble, so plays a Block for 7 and takes the rest on the chin.

This is just one example of how Charge Tokens add a new element to the game.

For those who don't know what MACE is, click here.

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