Majjjicka: The Rules
Some half-finished rules for Majjjicka.
Cards
At the start of the game, you will be dealt five cards. Put any red cards and jokers in your pocket. Keep any black cards in your hand.
Skills
Your character sheet lists your skills. For example, one of your skills might be Persuading.
To use a skill, you give cards to the person you’re using it on. The number of cards you give depends on how exciting what you’re doing is.
• If what you’re doing is a bit dull, give two cards.
• If what you’re doing is quite exciting, give three cards.
• If what you’re doing is astonishing, give four cards.
For example:
• Persuading someone you’re a nice person is a bit dull, so it costs two cards.
• Persuading someone that they need to run, very fast, now is quite exciting and costs three cards.
• Persuading someone to jump off a cliff is astonishing, so it costs four cards.
To give someone cards, spread the cards in your hand in a fan, and let them choose. The cards they choose become part of their hand. You may not give cards from your pocket.
If there’s ever any dispute how exciting something is, ask people nearby for their opinion.
When you use your skills, you may not do anything that stops someone moving, talking or using their own skills. For example: you may not kill someone or tie them up. However, you may turn them into a frog or make them fall in love with you. Also see “Bribing” below.
Magic
You might have magical skills. For example, you might have a Transformation Magic skill.
Magic skills work exactly as normal skills do. For example:
• Transforming someone so they have red hair is a bit dull and costs two cards.
• Transforming someone so they look like a prison guard is quite exciting and costs three cards.
• Transforming someone into a frog is astonishing and costs four cards.
Botching
Whenever someone uses a skill on you, check the cards they give you.
If you receive three or more cards of the same suit, then something has gone wrong. They still succeed in using their skill, but not in the way they expected. You get to decide how the skill goes wrong.
Claiming
Your character sheet also lists your Claims. A Claim lets you claim particular cards when a specified event occurs. For example:
• Every time you insult someone in authority , you may claim one Diamond from that person.
• Every time you shirk a moral responsibility, you may choose someone involved and claim all their Clubs.
When you make a Claim, you claim the cards in the person’s pocket, as well as the ones in their hand. For example, if you claim one Heart from someone, and they have no Heart in their hand, they must give you a Heart from their pocket, if they have one.
When you claim a card from someone’s pocket, it becomes part of your hand.
Bribing
If you want to do something that stops someone moving, talking or using their own skills, you may bribe them with cards.
For example, if you want to knock someone unconscious, you might say: “I’ll give you three cards if I can knock you unconscious for fifteen minutes”. If the person agrees, you give them the cards, and they agree to be unconscious for fifteen minutes.
Spreading them in a fan and letting the bribed person choose give the cards, as above.
The bribed person need not agree. But if they do, they must abide by the agreement.
Dying
You can only die if someone bribes you to die. When you die, you start a new character, keeping the same cards.
Jokers
A joker can stand for any card at any time. The person holding the joker declares what card it stands for.
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