XJ Corps - Etching / "ETCH" Collectible Trading Rock (Piece) Game

Etching / "Etch" Copyright 2023 John Hall, XJ Corps
Today is September 10th, 2023.
Time is 03:21 CT.

Instructions.

Etching ("Etch") is a rock game that is played with collectible rocks, any of them that are palm size or smaller, but not smaller than the size of the index finger.

Start play.

The collected rocks are placed using a system onto the arena. The arena is a square or geometric bounded area that can be flat or can have some friction to its core or diameter.

Anvil Pieces.

Anvils are pieces that are hit off of the rock pieces that are placed in the arena.

Collectible Rock Design.

A collectible rock must have a character placed onto it. The character must match the play of the game in order for a person to succeed in the game. For instance, if a character on one side of a rock is an "R" and if an anvil piece hits off that side, points can be collected. A rock can have as many characters on it as many sides there are that are mostly flat when set upon a flat surface.

Game-play.

Rocks must be hit with some wager or rule including the tops or sides of the rocks that can act as determinants for point collection. If an anvil hits all rocks in the wager without hitting another anvil piece, the person gets points. If the anvil falls short, the other player creates a new wager for the other player to challenge. If, during a wager, the opponent hits the anvil piece, or any of them, and completes the wager, his bounty is increased though the number of anvil pieces hit. Anvil pieces can be included in the wager as rocks and stay on the arena until they are all used.

Successful Wager during contest.

A successful wager clears the arena of all anvil pieces: these are collected for the wager winner in an area outside of the arena, and once per turn, ONE ANVIL PIECE from this area can be used in conjuction with the already set number of anvil pieces. Note: Anvil pieces ARE NOT REMOVED until a successful wager.

Personal Systems.

Avil to Rock System.

The number of anvils and rocks that must be hit in each 'go' is incremented by one after every round, or every successful wager. For instance, after 1 wager, 2 rocks must be hit, or at least one more than the last wager; Anvils are increased by half the number of successful wagers: after 4 successful wagers have been won through both players, or any of them, 2 anvil pieces must be used. The anvil pieces are ALWAYS about HALF of the WAGERS won by any player: 1 for less than 4, 2 for less than 6, 3 for less than 8, and 4 anvil pieces are used in a wager IF there had been at least 8 WON WAGERS. Also this means that 8 rocks must be used in a wager or hit in a wager.

Rate or Value System.

Additional system is not explained.

Rock placement and Anvil Piece determination system.

This system is not explained yet.

Other Anvil Piece.

1.) Remove All Anvil.
2.) Switch a rock position.
3.) Rotate a rock side.
4.) etc.

Good-day of contest.

Rocks are collected in a prize area after succesful wagers, however only ONE rock or the allowed amount can be taken FOR GOOD for the winner: THIS ROCK CANNOT BE GIVEN BACK, unless through rematch. Anvils can also be collected. If all anvil pieces had been used, the person with MOST rocks collects 1 ANVIL PIECE. The person with most ANVIL pieces, if both players have equally won wagers, collects an anvil. Also, the person with MOST POINTS FROM WAGERS collects at least 1 anvil piece. Prize determination is combination of points from 'anvil hits', wager wins, collected rocks, and collected anvils.



-XJ Corps.

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