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Wipeout of reasons

WIPEOUT IS INEVITABLE

SPARUH
WIPEOUT OF REASONS

INDEX
Contents

Index 2
Backstory 3
Introduction 4
GAMEPLAY 5
ABILITIES & FACTION 6
ORACLE 7
MARKETPLACE | ZERO 8
MARKETPLACE | ONE 9
MARKETPLACE | TWO 10
MARKETPLACE | THREE & FOUR 11
MARKETPLACE | FIVE & SIX 12
Simplified Faction Worksheet 13
♦ Faction Worksheet 14
♣ Faction Worksheet 15
♥ Faction Worksheet 16
♠ Faction Worksheet 17
THANK YOU 18

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WIPEOUT OF REASONS

BACKSTORY
Wipeout is a game of daring, dexterity, and nerve-wracking luck.

You are one of the Super Power of the world, That’s why the world continues to twist like
up there along with the Demon Lord, Lord this, over and over again.
of Destruction, Saint of the World, Ruler of
Orcs, Goblin King, God of Olympus, and many But there is one thing no Super Power of the
more. world can get away from.

But as many Super Powers of the world And that’s war.


know all too well—you are unreasonable to
say you don’t know this—you fight till either The only difference between a Super Power
side is Wipeout. and an enemy is whether you’re on the
winning or losing side.
t’s not about who has the best equipment
powers, it’s just a matter of time. So, if you’re a Super Power, you’ll always be a
Super Power at war.
And no matter how many times you defeat
the enemy, he’ll soon rebuild, with a little No matter how much you try to hide it, no
change here and there, and be back fighting matter how much you pretend you’re not a
again. Super Power, you’ll still be a Super Power,

The same goes for your allies, the other And here you are again, building up your
Super Powers, and everyone else in the forces to face another powerful foe.
world.
How would you fare this time around?
Why do you suppose that is?
Would you end up as an enemy defeated?
Because this is what every Super Powers in
the world wants. Or will you be the one to have a bit more of a
fair fight against the enemies?
Conquering the world, singing on the right
side’s territory, being a hero to your people, Perhaps you’ll completely Wipeout the
going on quests and adventures, world opponent in a one-sided battle?
peace, or even simply doing something
simply for fun—every Super Powers of the Only time would tell.
world wants to live the life that they wanted.

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WIPEOUT OF REASONS

INTRODUCTION
A war game about fighting until one side is wiped from the world.

To play this game you’ll need: How to play?

Make sure you have: First, you’ll be setting up your own Faction
• a set of 52 playing card by selecting a pre-made Factions or
• a worksheet (Faction Worksheet) customizing your own Faction.
• a pen
• a journal (for solo journaling mode) If you’re playing Solo, it is recommended to
• a coin (for solo) select a pre-made Faction.

Choosing a Mode: Once everyone has selected their own


faction, go ahead and shuffle the deck for
Wipeout of Reasons support three different the first time.
modes of playes:
• Solo Journal: You play alone against Additional Gameplay for Journal RPGs.
the system while journaling your foe’s This game is designed as a Journaling Rpg
destruction or your own demise. where you’ll be journaling either by writing
• Co-op Journal: You and one friends play stories or noting down the destruction of
together to overcome a single foe with a the factions in play.
single Faction.
• Versus: You and one or more friends play Before beginning ask this question:
against each other to crush each other’s • How did the conflict between these
forces with your own Factions. Factions come about?

Ask these questions whenever a card is


Gameplay Cycle: played succesfully or unsuccesfully:
• What did you do to destroy the other
Setup: Faction?
• Pick a faction or create your own. • Why did you fail to destroy the other
• Pick a pre-made enemy faction. (solo) Faction? (if unsuccesful)
• Shuffle the Deck • How did the people react?
Gameplay:
This game can still be played without any
• Take turns drawing one card.
journaling.
• Choose: Destroy or Activate
• Apply outcome.
• Repeat.
• Shuffle the deck if ran out of cards - this
signifies the End of the Year.
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WIPEOUT OF REASONS

GAMEPLAY
LEARN TO PLAY THE GAME WITH GAMEPLAY AND FACTIONS

Start Playing: Creating Your Own Factions:

Game Starts: To create your own factions, you’ll be


Take turns drawing a card. selecting abilities to fill up all 52 card slots
in play.
(Note: For narrative purpose, each card drawn
equals to one week. Once an entire deck is Refer to the faction worksheet.
drawn, an entire year would have passed. This
would be known as The End of the Year.) Every card is arranged into their own tiers,
refer to the Card Tiers below:
Every turn when you draw a card, you can
choose between two option:
1. Activate: You activate an ability of your Card Tiers Credits
own card that matches the suit and 2-4 0
number of the card you’ve just drawn.
2. Destroy: You destroy the enemies card
5-9 1
that matches the Suit and Number. 10 2
J 3
End of The Year. Q 4
You will play until the deck runs out
triggering the End of the Year. K 5
Ace 6
At every End of the Year, look at every
faction’s worksheet. Remove any markings Every card tiers had a value represented by
and Remove any cards that is completely credits.
crossed out (destroyed) from every faction’s
worksheet. When creating your own faction, you want
to fill up the cards in the worksheet with
That card and force is no longer in play. abilities found in the Marketplace.

Shuffle the deck again and begin a new year. Extra Credit:
You can obtain extra credit if you decide to
Game Ends: leave a card empty (without any ability).
The game continues until a winner is
determined. Empty cards have no abilities to activate but
can still destroy when drawn.
When, a single faction remains standing or a
faction delivers the final blow. For each empty card, you’ll gain a credit.
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WIPEOUT OF REASONS

ABILITIES & FACTION


LEARN TO PURCHASE AND FILL UP THE FACTION WORKSHEET

Abilities: Filling up the Faction Worksheet:

When purchasing an ability: You will fill up the faction worksheet card
Every ability can only be purchased once, slot by filling it up with these information:
except for the unlimited 0 cost abilities. 1. Card’s Name: Name the card and the
ability. E.g: Pikeman or Barracks.
You can equip as many of your cards with 0 2. Ability Code: Each ability is assigned a
cost abilities. code for easy tracking and copying.
3. (optional) Ability Description: You can
There are three types of abilities: leave this empty. Instead, refer the ability
1. Normal Activation: These abilities table while playing.
activates without any requirement. It Example:
plays as soon as you’ve chosen to use it.
2. Exhaust: You may only use this once K♠ Beast King
during the game. Once an ability is
exhausted, cross the ability from the Exhaust: Draw two
faction worksheet. cards, and swap the
3. If...: These abilities only activates when a [5-03] ability of these cards.
certain requirement is fulfilled. Refer to (Apply to own or op-
each ability for clarification.
ponent’s card)
Markings:
Mark a card with alphabet such as ‘B’ or ‘S’ or There are premade factions already
even a simple scribble to indicate when a provided, you can just download, print, and
status condition is applied. play those factions.

Status Conditions: If you are playing solo, prepare a coin. Flip a


1. Burn: If the burn card is destroyed, draw coin when faced with the option to Activate
another card and apply burn to that card. or Destroy.
A burned card cannot use its ability.
2. Sleep: Sleep cards remains inactive If you require more detailed decision for
throughout the year. Stays marked until play during solo for the system, such as
the end of the year. Opponent can wake deciding which card to destroy or removing
the card up by drawing it or playing a single marking from multiple cards with
another card that disables effects. status condition, consult the Oracle.
(inactive cards are like destroyed cards, they
cannot activate nor destroy.)

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ORACLE
FOR WHEN YOU NEEDED ANSWERS TO YOUR SILLY QUESTIONS

When to use an Oracle? Targetting Oracle

You don’t need an Oracle when: Draw a card from a new deck (optional)
• The ability have a requirement, asks you to determine the value and use the cards
to draw a card to target a card or have described in the description box to act out
instruction or guide clearly written on the system’s action and decision for that
the ability section. round.

You need an Oracle when: Card Action


1. The card requires the system to choose
between two cards or more without any The card with the highest value and/
1,2
guide or instruction to draw card. or The card with the lowest value.
2. Reviving a card from the graveyard.
3. Clear a single card from any marking Any Royal cards starting from the
3,4
when there are more than one cards Highest to the lowest.
with markings.
4. Attaching the card to another selected Any Numbers Cards starting from
5,6
cards. the Highest to the lowest.

We try to avoid designing a faction that requires


you to use an Oracle. H Any card with abilities with the
7,8
highest value to the lowest.
However, if the situation comes up, feel free to
use the Oracle to decide what the system will do. A card where the opponent’s card of
9,10 the same value and suit still remains
Flip A Coin in the game.

Head Activate Any odd number card from the


J/11
highest value, to the lowest.
Tails Destroy
Any even number card from the
Activate: Only choose activate if the ability Q/12
highest value, to the lowest.
is still available to use or not exhausted.
Any red color cards, if not, black
Destroy: Only choose to destroy if there K/13
color.
is a card to destroy, otherwise choose to
activate. If you feel like the card drawn is not suitable
or doesn’t yield any result, draw again.
If there is nothing to activate and nothing
to destroy means that it there is no major 7
shakeup to the status quo.
WIPEOUT OF REASONS

MARKETPLACE | ZERO - ONE


A PAGE FOR YOU TO PURCHASE YOUR ABILITIES

Unlimited | ZERO | 0
0-01
Draw another card.
0-02
If a Royal Card is destroyed, draw a card.
Destroy that card instead. (If that card slot is
empty, destroy the Royal Card.)
0-03
Exhaust: Draw a card and destroy a random
opponent’s card instead.
0-04
Exhaust: Retarget any card targetting your
cards to this card next turn.
0-05
Exhaust: Clear any status condition of all
your cards by removing any markings.

0-06
Exhaust: Draw another card.
0-07
Destroy this card, remove a status condition
from a card.
0-08
If this card is destroyed, destroy the top two
cards in the deck.
0-09
If this card is destroyed, return a card from
the graveyard to the top of the deck

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MARKETPLACE | ONE & TWO


A PAGE FOR YOU TO PURCHASE YOUR ABILITIES

CREDIT: ONE | 1 CREDIT: TWO | 2


1-01 2-01
If a Royal Card is destroyed, draw 2 cards, If a Royal Card is destroyed, draw 3 cards,
rearrange the card, and put it back to the top rearrange the card, and put it back to the top
of the deck. of the deck.
1-02 2-02
If a Royal Card is destroyed, this card takes If a Royal card is destroyed, clear any status
its place instead. condition of all your cards by removing any
1-03 markings.
If this card is destroyed, clear any status 2-03
condition of all your cards by removing any If this card is destroyed, draw 2 cards, rear-
markings. range the card, and put it back to the top of
1-04 the deck.
If this card is destroyed, attach this card to 2-04
any of your own cards, block any effect cards If this card is destroyed, draw a card and
targetting the attached card by discarding this attach this card to your own card. (If the
card instead. card slot is empty, destroy this card) Once
1-05 that card is activated, you may also copy this
Exhaust: draw 2 cards, rearrange the card, card’s effects.
and put it back to the top of the deck. 2-05
1-06 Exhaust: draw 3 cards, rearrange the card,
Destroy this card, remove all status condition. and put it back to the top of the deck.
2-06
Clear any status condition of all your cards by
removing any markings.

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MARKETPLACE | THREE & FOUR


A PAGE FOR YOU TO PURCHASE YOUR ABILITIES

CREDIT: THREE | 3 CREDIT: FOUR | 4


3-01 4-01
If a Royal card is destroyed, shuffle all the If a Royal card is destroyed, draw a card, if it
cards in the graveyard directly to the deck is any type of Royal card, revive the destroyed
skipping the End of the Year. card.
3-02 4-02
If an Ace Card is targeted disable any addi- If a Royal Card is targeted, disable any addi-
tional effect from the opponent card. tional effect from the opponent card.
3-03 4-03
If this card is destroyed, draw 3 cards, rear- If a Number’s Card is targeted, disable any
range the card, and put it back to the top of additional effect from the opponent card.
the deck. 4-04
3-04 If a Royal Card is destroyed, destroy this card
If this card is destroyed, draw a card and instead.
attach this card to the opponent’s card. (If the 4-05
card slot is empty, destroy this card) Once If this card is destroyed, shuffle all the cards
that card is activated, you may also copy this in the graveyard directly to the deck skipping
card’s effects. the End of the Year.
3-05
If a king with the same suit is alive, play that
King’s ability instead.

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MARKETPLACE | FIVE & SIX


A PAGE FOR YOU TO PURCHASE YOUR ABILITIES

CREDIT: FIVE | 5 CREDIT: SIX | 6


5-01 4-01
If this card is destroyed, clear any status con- If every Royal card you own is destroyed,
dition of all your cards by marking it. destroy the highest Royal Card in the oppo-
5-02 nent’s field. Lowest being J♦ and K♠.
If this card is destroyed, draw 2 cards during 4-02
your next turn only. If this card destroys another card with an
5-03 ability, destroy another card by drawing an-
Exhaust: Draw two cards, and swap the ability other card. (if the card slot if empty, destroy
of these cards. (Apply to own or opponent’s this card instead.)
card) 4-03
5-04 If this card is destroyed, take control of oppo-
Exhaust: Revive another card. nent’s card with the same card number & suit.
5-05 4-04
Draw a card, destroy opponent card and acti- If this card is destroyed, draw a card, if it
vate it’s ability for yourself matches any empty slot, revive that destroyed
card.
4-05
Draw another card and apply burn on it by
marking it. (If the burn card is destroyed,
draw another card and apply burn to that
card. A burned card cannot use its ability.)

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Simplified Faction Worksheet


# ♦ ♣ ♥ ♠
A
2
3
4
5
6
7
8
9

10

J
Q
K
eg [Insert code] [0-03] [4-05] [3-01]

12
2♦ 3♦ 4♦

5♦ 6♦ 7♦

8♦ 9♦ 10♦

J♦ Q♦ K♦

A♦

♦ Faction
Worksheet
2♣ 3♣ 4♣

5♣ 6♣ 7♣

8♣ 9♣ 10♣

J♣ Q♣ K♣

A♣

♣ Faction
Worksheet
2♥ 3♥ 4♥

5♥ 6♥ 7♥

8♥ 9♥ 10♥

J♥ Q♥ K♥

A♥

♥ Faction
Worksheet
2♠ 3♠ 4♠

5♠ 6♠ 7♠

8♠ 9♠ 10♠

J♠ Q♠ K♠

A♠

♠ Faction
Worksheet
WIPEOUT OF REASONS

THANK YOU
THANKS FOR PLAYING THE GAME AND DOWNLOADING

CREDIT
This game was fun to make and something that I really enjoy making. It’s a
cross of battleship and solo journal games.

This is currently the full version of the game but I may expand it. Like my
other games, I’d like to include more art and adjust the layout for a more
complete gamebook.

The game may be downloaded for free. Premium version is for supporting
the project is currently not available but when it is, I’d likely release it for
$5 for the Full Coloured Book. If you like the project, whether it is free or
paid - you can donate or look for me at my patreon: https://www.patreon.
com/sparuh

I do have my own project website at sparuh.com where I share my projects


what I do, and how I do it. This is still all very new, but I’ll update it when I
have the time to.

Alot of the things I did is out of my own personal time and money, so if you
like the game please help me by supporting or sharing the game.

If you found any flaw in the game such as game mechanics or something
wrong with the grammar like spelling errors, please reach out to me at
[email protected]. I’ll be happy to fix them up and maybe
also update some of the arts in the gamebooks I’ve released.

Another game I’ve release is Witasy Express (Currently Itchfunding) &


Scopicity. A game a solo rpg game. Once again, Thank You for downloading
this game.

I hope you enjoy it. 17


THANKS FOR SUPPORTING

SPARUH.COM

SPARUH.ITCH.IO

For inquiries:
[email protected]

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