Tabletop Simulator Guide

SCORE! (Not so simple) for Tabletop Simulator

SCORE! (Not so simple)

Overview

A little game easy to understand, but not as easy to win. For 2 to 6 players. (or more!)

Welcome!

Hello and welcome to this little guide used as a rulebook & link giver for my little game. Please don’t hesitate to leave a comment giving your impression on this work.

Sorry if I made some mistakes in my writings, I may be french but my english is as bad as my natural language. Again, please comment if you see any error. ^^”’

Update 1.1:

  • Added New Order!, Scorlitaire!, Scorliroad! & Score Against! game mode
  • Improved card template for TTS
  • New card looks
  • Add help/reminder cards in the TTS workshop mod

Futur updates:

  • On hold
    Create a proper website for ressources & rules (personal reasons stops me to work on it)
  • Later
    Creating PDF rulebook
  • Need reworking
    Reminder card: one face of the card seems dirty, must increase size for better resolution
  • In a certain futur
    More cards: More special cards & group of cards for more strategies & fun.
  • In a uncertain futur
    More game modes: Maybe… ?

To the Workshop!

SCORE! (Not So Simple) is a game close to UNO but with a gameplay difference, the ability to had as many cards that you can create and create as many other gameplay as you like to.

SCORE! (Not So Simple) is a game in the form of a really simple workshop mod for Tabletop Simulator. Follow this link for the workshop item:
SCORE! (Not So Simple): Tabletop Simulator Workshop Item

Also, since I want the game to be available for printing to anyone interested, I’ll try to give you links to the ressources to print it yourself.

Game Content

The game use a 42 card deck containing:

  • 1x “Score! 1”
  • 2x “Score! 2”
  • 3x “Score! 3”
  • 4x “Score! 4”
  • 5x “Score! 5”
  • 6x “Score! 6”
  • 3x “Double!”
  • 1x “Fire! 1”
  • 2x “Fire! 2”
  • 3x “Fire! 3”
  • 1x “Bomb! 1”
  • 2x “Bomb! 2”
  • 3x “Bomb! 3”
  • 3x “Deny!”
  • 1x “CW!”
  • 1x “CCW!”
  • 1x “No!”

You will also need pen & paper, a notepad or markers to count the scores!

How To Play

One game of Score! (Not So Simple) consist of multiple rounds. A game mode must be choosen/developed beforehand (see next section). A round always follow these three steps:

  • Get ready!
    Get the deck complete and shuffle the cards. Distribute cards to each player. Each player must have:
    – 15 cards for a 2-Player game
    – 12 cards for a 3-Player game
    – 9 cards for a 4-Player game
    – 8 cards for a 5-Player game
    – 7 cards for a 6-Player game
    If there’s remaining cards, leave them in the middle of the table or anywhere else. They won’t be used until the next round.

  • Create a roster!
    Each players will select 3 cards in their hand and place them in front of them, face down and in wanted order from left to right. It is important that players choose wisely which card they will place in their roster and the order for scoring as much score as they can or destroy as many points they can. See the following step to see cards order.
    Once everyone as done their rosters, they give their hands face down to the remaining cards from the previous phase. They won’t be used until the next round.

  • SCORE!
    Every player will turn their leftmost face-downed card face up, applies their effects following the cards order below, and throw them toward the remaining card pile. This is called an action turn.
    Once everyone have thrown their cards to the pile, another action turn take place, until there’s no more cards in everyones roster.
    Cards with the same effect have the same power, giving the following order:
    1st) No! : The player can’t be targeted by any cards and isn’t counted as a player or adversary for this action turn. He throw his card at the end of action turn.
    2nd) Deny! : The player must target another player or himself. The target throw his/her visible card to the remaining card pile. His/her action won’t take effect.
    3rd) CW! & CCW! : Everyone gives their cards to the player in ClockWise (CW) or Counter ClockWise (CCW). If both cards are played in the same action turn, there’s no effect. The player of this card must throw his/her new card to the remaining card pile and won’t apply the effect, as for the CW! or CCW! receiver. The player with the No! card (if there’s one) also throw the card he may receive.
    4th) Score! (3 and higher) : The player score 3 to 6 points.
    5th) Double! : The player must target another player or himself. The target double his/her score.
    6th) Bomb! : Every adversary lose 1 to 3 points.
    7th) Fire! : The player must target another player or himself. The target lose 1 to 3 points for every adversary at the table.
    8th) Score! (1 or 2) : The player score 1 or 2 points.

    Every player much have the same number of cards in their roster at the end of each action turn. If this isn’t the case, a “Bug!” appeared, nullifying and ending the “SCORE!” phase. Players responsible of the “Bug!” score -20 points.

Game Modes

The game as been made for his ability to give many possible playing options, also as giving the ability to create more cards with different uses. Here is a list of some possible gameplay:

  • Classic!
    Players: 2 to 6
    Scoring: Players save their scores at the end of each round. Score at the end of each round can’t be negative, except when a “Bug!” occur.
    Goal: First player at 50 points and/or with the highest score after 8 rounds win. In case of equality, each potential winner play one last round.

  • Brutal!
    Players: 2 to 6
    Scoring: Players final scores is put back for the next round. No scores is safe anymore! Scores can’t be negative.
    Goal: Same as Classic!

  • Duel!
    Players: 2
    Scoring: Same as Classic!
    Specifics-Deck: Remove all the listed cards: CW! ; CCW! ; Score! 4 to 6 ; Bomb! 1 to 3 . Remains 19 cards.
    Specifics-Get ready: Players receive only 6 cards in hand.
    Specifics-SCORE!: All Score! cards applies before Fire! cards.
    Goal: Same as Classic!

  • Teamwork!
    Players: 2 to 6 distributed in 2 teams
    Scoring: Same as Classic!. The score of each player stay individual.
    Specifics-Placing: Players of the same team can’t be placed next to each other at the table.
    Goal: Same as Classic!, but the winner makes his team win.

  • Teamscore!
    Players: 2 to 6 distributed in 2 teams
    Scoring: Each player score for his team instead of himself.
    Specifics-Cards: Due to the scoring system, “Fire!” and “Bomb!” works the same and remove as many points as the number of players in a team. “No!” protect the player and not the team, thus reducing the effect of “Fire!” and “Bomb!” (counting the number of players in a team minus 1), and making him/her untargetable.
    Specifics-Placing: Same as Teamwork!
    Goal: First team at 100 points per player and/or with the highest score after 8 rounds win. In case of equality, each potential winner play one last round.

  • New order!
    Players: 2 to 6
    Scoring: Same as Classic!
    Specifics-Before starting the game: Each player must have his own 6 (or more) faced-dice.
    Specifics-SCORE!: Card order doesn’t matter in this mode, the game is instead played by player order. At the start of an action turn, everyone launches his/her dice without fliping his/her leftmost card. The lowest value start first, flip his/her card, applies effect and discard.
    Goal: Same as Classic!

  • Randomness!
    Players: 2 to 6
    Scoring: Same as Classic!
    Specifics-Before starting the game: Each player must have his own 6 faced-dice.
    Specifics-Get ready!: Each player must put 6 cards instead of 3 to his roster
    Specifics-SCORE!: A round still consist of 3 action turns. Before starting the first action turn, each player turn all his/her roster face up. When done, actions turns can take place. An action turn start with each player throwing his/her own 6 faced-dice. The result of each dice gives the card taking effect for the action, with 1 being the leftmost card of the roster, 2 the second card from the leftmost one, etc. Cards aren’t thrown away, giving the ability to be replayed if the dice gives the same result twice or three time in a row.
    Specifics-Deny!: The selected target simply can’t apply the effect of his cards for the current action turn.
    Specifics-CW! and CCW!: The effects are applied to the cards played or denied for the current action turn. If a player have used the No! card, he remains untargetable but still gives his card to the next player following the CW! or CCW!. CW! and CCW! still nullifies between themselves if they are active in the same action turn.
    Goal: Same as Classic!

  • Decking!
    Players: 2 to infinite!
    Scoring: Same as Classic!
    Specifics-Get ready!: Each player has his/her own deck of 42 cards. Cards can’t be traded inbetween decks. For creating a roster, a player draws 8 cards, put 1 in the rightmost side of his roster and throw the rest of his/her hand to his/her “graveyard” where the cards won’t be but back in the deck until the start of another round.
    Goal: Same as Classic!

  • Scorlitaire!
    Players: 1
    Specifics-Cards:

    • Fire! and Bomb!: Remove yourself as many points as indicated.
    • Double!: Score again as many points as the last flipped Score! card.
    • Deny!: Place it on top of another card. This card can’t be picked until the cards are shuffled. Isn’t discarded.
    • CW! and CCW!: Collect all the remaining cards with the discarded cards and excluding the one you flipped, shuffle and place them again face down. Discard the excluded one afterward.
    • No!: The player lost.

    Specifics-Gameplay: Place all the card face down on the table in front of you, flip a card, apply effect and discard.
    Goal: You must be at 65 points to win. You lose when you flip the No! card.

  • Scorliroad!
    Players: 1
    Specifics-Cards: Same as Scorlitaire!
    Specifics-Gameplay: Same as Scorlitaire! + you can only flip a card next from the emplacement of your previous flip (except the first flip, which can be made everywhere)
    Goal: Same as Scorlitaire!

  • Score Against!
    Players: 1
    Scoring: You save your score at the end of each round. Score at the end of each round can’t be negative.
    Specifics-Get ready!: Same as Decking! game mode, but after drawing 8 cards, draw and place 3 cards face down. You should have this type of configuration in the end of each Get ready! phase:

    321
    321 <- Virtual roster possibilities
    321
    —–
    123 <- Your roster

    Numbers are the order of each roster, 1 being the first, etc.
    Specifics-SCORE!: While you flip your leftmost card of your roster, you must also flip the rightmost card column of the “Virtual roster”. Only apply the highest card in the following order:
    1) No!, Deny!, CW! & CCW!
    2) Bomb! & Fire!
    3) Score!
    Only one card per column of the virtual roster is applied. Immediatly discard any other card who can’t take effect.
    Specifics-Cards:
    No!, Deny!, CW! & CCW!: cards for this action turn have no effects.
    Fire! and Bomb! in your roster: score points instead of removing.
    Fire! and Bomb! in the “Virtual roster”: remove points from your score.
    Score! in the “Virtual roster”: makes you score points.
    Goal: You must be at 50 points in 8 rounds or less. You lose when you don’t reach 50 points after 8 rounds.

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