Ahzchim (Tribe) The Card Game

Ahzchim (Tribe)
This game described is an adaptation of a Scimrahn game that is played with small uniform chips of CCC that are cast offs of industrial processes. The rules below are for converting those rules to a standard deck of 52 cards.

Ahzchim is a card game for 2-10 players. It is a strategy game with the objective of obtaining all the Zahahnie in the deck. At the beginning of the game each player is dealt five cards. The remaining cards are left in the middle of the table in the Pord deck. Play goes clockwise around the table. Each player gets one “turn” every round. One turn is the action of Buying, Attacking, Building a Roke Zibahl or Trading. One “round” the time it takes for everyone to take a turn. The four suits (Hearts, Diamonds, Spades, and Clubs) each serve a different purpose. Play involves the acquisition of cards, building up defenses, attacking and defending Zahahnie. The four suits and the cards in them are explained below.

Hearts = Zahahnie (Food)
The Hearts are Zahahnie, the most important card in the game. The player who obtains all the Zahahnie wins. As soon as a Zahahnie is obtained it is placed on the table face up in front of the player, this is done immediately and automatically and does not take a turn. There are three types of Zahahnie, small, medium, and large. A small Zahahnie is worth one. The two of Hearts through the nine of Hearts are small Zahahnie. The ten of Hearts through the queen of Hearts are medium Zahahnie, and is worth two. The king of Hearts and the ace of Hearts are large Zahahnie, and is worth three. As long as a player has one Zahahnie he or she may draw a card at the end of their turn from the Pord deck. If a player has nine Zahahnie, they may draw two cards at the end of their turn. And if the player has twelve Zahahnie, they may draw three cards at the end of their turn. Players do not have to take their cards if they do not wish to.

Diamonds = Pelmeahe (Labor)
The Diamonds are Pelmeahe, these will be especially important in the beginning of the game. The two through the nine of Diamonds will allow the player to “buy” one card from the Pord deck. The Ten trough the Queen of Diamonds allows the player to buy two cards from the deck. The King and the Ace of Diamonds allow the player to buy three cards from the Pord deck. Buying takes a turn, if a player buys he or she then may draw cards according to their Zahahnie, and play continues on to the next player. The Diamond card used goes face up in the discard.
Secondly the Diamonds can be used to Raze an opponent’s Zahahnie if it does not have a Roke Zibahl (Safehouse).
When a player Razes another player’s Zahahnie they place the Diamond on top of the Zahahnie they want to destroy. If the Zahahnie has a Roke Zibahl on it (see Clubs = Roke Zibahl) it cannot be Razed. The Zahahnie may be defended by placing an “Rahziembiz” (see Spades = Rahziembiz) with a value higher than the attacker’s Pelmeahe card, or the Zahahnie can be “Rebuilt” by placing a Pelmeahe card with a higher value than the attacker’s Pelmeahe card. If the ransackers cannot be defeated, the Zahahnie is placed in the Pord Deck. Any Rahziembiz and Pelmeahe go in the discard pile face up. If the Zahahnie is defended or rebuilt, the defender keeps the Zahahnie. If the Zahahnie is destroyed, then the Pelmeahe and the Zahahnie go in the discard pile face up.

Spades = Rahziembiz (Fighters)
The Spades are the Rahziembiz that a player has. A Rahziembiz is used in attacking or defending Zahahnie. The numerical or face value of the cards go in the order of two though ten, Jack, Queen, King, Ace. Ace being the highest and two the lowest in regards to Rahziembiz. The two of Spades however is the Gieth Bek (Spy) card, it cannot defeat any Rahziembiz but can destroy any Roke Zibahl (Safehouse) reguardless of it’s face value. Roke Zibahls are explained next (see Clubs = Roke Zibahls).

When a player attacks another player’s Zahahnie they place the Spade on top of the Zahahnie they want to take. If the Zahahnie has a Roke Zibahl on it (see Clubs = Roke Zibahls) The value of the Roke Zibahl must be lower than the attacking card or the attack automatically fails, except when using the Spy card (aka.. two of Spades). If the attacking Rahziembiz overcomes the Roke Zibahl, the Zahahnie may be defended by placing a larger Rahziembiz on the attacking Rahziembiz. If the attacking Rahziembiz cannot be defeated, the attacker wins the Zahahnie and places it in front of him or her. Any Rahziembiz and Roke Zibahls go in the discard pile face up. If the Zahahnie is defended either by the Roke Zibahl or defending Rahziembiz, the defender keeps the Zahahnie. If the Roke Zibahl is not defeated the attacking Rahziembiz goes in the discard pile. If the Roke Zibahl is defeated, but the attacking Rahziembiz is defeated both Rahziembiz and the Roke Zibahl are placed in the discard pile face up.

Attacking takes a turn, if a player attacks he or she then may draw cards according to their Zahahnie, and play continues on to the next player.

Clubs = Roke Zibahl (Safehouse)
The Clubs are defending Roke Zibahl or fortifications. They are used in the defending of Zahahnie from attacking Rahziembiz. Only one Roke Zibahl may be built on a Zahahnie. To do this the player places the Roke Zibahl face up on his or her Zahahnie. After this is done, any Rahziembiz of equal or lesser face value is automatically defeated if that Zahahnie is attacked. The exception to this is the Spy card or two of Spades which will defeat any Roke Zibahl. The Two of Clubs is a Reshpel (helper) card, it is the only card that can add on a Roke Zibahl. The Roke Zibahl with a two of clubs on it is considered to be two points higher, thus a three becomes a five, a nine a Jack, a Queen an Ace. This is the only card that can do this.

After a Roke Zibahl is built on a Zahahnie, it cannot be moved. It can however be exchanged for a higher or lower Roke Zibahl that is in the players hand.

Building a Roke Zibahl takes a turn, if a player builds a Roke Zibahl he or she then may draw cards according to their Zahahnie, and play continues on to the next player.

The Pord Deck
The Pord Deck is where all cards come from and where players buy cards. Depending on the number of players, there may be anywhere from forty two (42) to two (2) cards in the Pord deck at the beginning of the game. In any event, sooner or later, the deck will be exhausted. When this happens no more cards are taken from Zahahnie and players cannot buy until the next round. The player who took the last card must wait until his or her next turn. When that turn is over, then he or she shuffles the discard pile and places it face down on the table. This becomes the Pord deck and play continues normally, until the deck is again exhausted. Then the process of waiting a round and reshuffling is repeated until someone wins.

Shaho (Trading)
Players may trade cards on their turn with other players, this can be done in any way as long as both parties agree to the trade. Any card may be traded for any card but only one pair of cards may be exchanged.

Players Without Zahahnie
Players without Zahahnie do not draw from the deck at the end of their turn, and so must use Diamonds to buy cards. Without Zahahnie the player will soon run out of cards. When this happens, the player is out of play.


For a more authentic Scimrahn experience, the game of Ahzcim may be simulated by using poker chips instead of CCC. You will need four different color permanent markers (black red blue and green to be most authentic) or different color chips.

You will need a bowl for each player, plus one and a bag, box or pitcher that will act as the Pord. Chips that have been played go in a bowl in the middle of the table. Each player used their bowl to hide their unplayed chips.

Zahahnie use green ink. There are twenty Zahahnie chips. All but three chips Are marked with the Pah (equivalent of 1) symbol. Two are marked with the Toc (2) symbol. One is marked with a Che (3) symbol.

Pelmeahe use blue ink. There are twenty Pelmeahe chips. All but three are marked with the Pah symbol. Two are marked with the Toc symbol, one is marked with Che.

Rahziembiz use red ink. There are twenty one Rahziembiz chips. Twenty are numbered with the symbols Pah through Koh Koh (or the equivalent of 1-20). One has Gieth Bek written in Scimrahn letters.

Roke Zibahl use black ink. There are twenty one Roke Zibahl chips. Twenty are numbered with the symbols Pah through Koh Koh. One has Reshpel written on it.

There are many variations on Ahzchim that are local or regional using more or fewer tiles and there is evidence that the game is actually Kelrath in origin using very different names for each type of piece, and possibly four times the chips but play is similar.

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Missing The Target

In various games I have had players complain that they should have been able to hit a target. This mostly happened years ago before three quarters of my group were hunters. I don’t get that argument much anymore because hunters know how hard it is to hit their target.

To clarify what I’m talking about, it’s not hard to hit  a paper target. Even messing around I can hit a target the size of a tea saucer at seventy yards all day with a shotgun, pistol or rifle. I used to be able to get really good grouping with a bow years ago. That’s not a big challenge.

I want to tell you about four deer in two days of hunting. Yes I hunt. I hunt for food and not for trophies but when I get the chance to shoot at a buck I have to take it because bucks are sneakier than does. Out of the thirty or more animals I’ve harvested I’ve only gotten three or four bucks. I get a buck tag every year but it usually goes unfilled which means wasted money.

Now the reason why I want to tell these stories is to give a GM that doesn’t have experience like this an idea of what it’s like to have someone who has a basic ability to try a somewhat complicated task.

The first deer was a doe, she and her herd came stomping in behind me and all I had to do was wait till I could get the lead doe in my sights. I had time to aim, I was calm. I have the meat in storage now.

The second deer was a buck, a six point if you’re curious. I was crouched on the ground at about 50 yards trying to get a shot between brush and trees. Even a tiny stick can deflect a shotgun slug, it sounds improbable but it’s true. The buck was headed away from me into a field of dense brush, past that, he would be too far for me to hit. I took a pot shot and missed. He turned around, running across my path again, I had enough time to pump and aim for where I knew he would cross. I can only say I have never been able to even graze a deer running through the woods, it’s a waste of bullets. I tried anyway and predictably failed. My wife got him a few minutes later.

The third deer was a spike buck surrounded by five doe. He wasn’t far away but there were a lot of trees in between me and him. There was one opening that I could see his shoulder. The kill zone was right next to one of the trees but I took the shot. I was standing and at the last millisecond before the gun went off, a slight wobble or muscle twitch brought the sights over the edge of the tree. He jumped a little, startled by the sound, I was out of bullets that day and he walked away.

Yesterday, the fourth deer, came traipsing through a field. A big buck, I didn’t count his tines because I thought I had him and I could count them later. I lined up a shot and took it. Now in my defense, this was a long shot, 80-90 yards and that’s a lot for a shotgun. I did hit him. Maybe the rest of this is a commentary on hit point more than skill. He ran for three hundred or more yards through the woods. I had ample signs that it was a good hit. A smaller deer would have dropped within feet of being hit. I tracked him and found where he lay down but he wasn’t dead. He jumped up and trotted off. There was no opportunity to fire again. I tried tracking him from 11 am to 2:30 pm with no sign of him. Then by sheer dumb chance I picked up his trail again five hundred yards away. Then the trail went cold again. I looked until nightfall I’m quite sure he lived through the night and maybe through today.

The point for the GM is that on paper, with dice rolls only, failure can seem unreasonable. It’s when you role play out why things happen as they do, you’re looking to explain to your players that it isn’t all random chance that cause them to fail a roll. The rolls are a simulation of seemingly small events that end up being significant. It isn’t the roll that made them fail, the roll is a simulation of things that made them fail. Either let the player role play out why they failed or you can fill in the blanks for them. If they players learn to role play out their failures the gaming table will be a much more enjoyable experience for everyone.

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Who’s Afraid of The Big Bad?

They just marched though his army of baddies, they broke into his stronghold and now they’re ready to fight the ringleader. You’ve prepared your intimidating bad guy speech and deliver it flawlessly with a scary voice and musical accompaniment.

Your players just snicker. One let’s out a “Yeah right.” In short they’re not impressed.

This should be the crescendo of the action but the players are confident enough that they aren’t even worried. What went wrong? You wanted them trembling in their boots but now they’re laughing and taunting.

Realistically it makes sense. I had one player ask me “Why would this guy need an army if he was really tough?” If you had just fought your way through the Nazi armies and came face to face with Hitler, who do you think would be scared, you or Hitler?

So how do you make the tension peak just as the players get to the end of the game? How do you make them afraid of the Big Bad?

For one, if the PCs aren’t limping up the stairs to the throne room, their’s no reason for them to be afraid. Why would they be if they’re at the top of their game?

Have the PCs ever been defeated by this big bad before? No? Well, again, why be afraid?

Have they been in fear of his diabolical traps? No? Well?

The PCs have to be in mortal peril with their backs up against the wall, their girlfriend being used as a hostage and their dog hanging over a pit of boiling lava before they’re going to feel the tension. They have to be experiencing the danger and not know how they will get out of it before the big bad can deliver his triumphant speech.

Get the timing wrong and they’ll be laughing and taunting again.

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When A Hero Dies

It’s bound to happen at one point or another. You have a group of players that take their characters off on grand adventures, gather power and fame and then. . . one dies.

How you deal with the heartbreak is one issue to deal with, but I’ll put the cart before the horse and not talk about that today. I want to talk about how you put the player group back together. The bereft player now must generate a new character. You now have several high power characters and one beginner. Who do you think is not going to be having fun for a while?

Going from a character that almost never fails to one that only sometimes succeeds is frustrating. If it had been a TPK and everyone had to go back to start, that would be one thing. Having to watch as everyone else is neck deep in danger and loving it while you’ve got to have floaties in the shallow end is no fun.

So what can the GM do? You’ll have to work with the player to find a character concept they like.

One option is to encourage Min/Maxing. I know that it’s usually bad form but in this case it could save a player from being left behind. In some systems this may not even be enough to balance things out.

Another option is to go story heavy on the character. Instead of worrying about what a character can do, emphasize who they are. They don’t have to all be the long lost heir to the throne. The character could be a local boy who has a lot of contacts in town. Everyone knows him and likes him. That can be really powerful if the GM leaves a place for it in the story.

One of the most natural options is to fill a need that the party has or didn’t know they had. Things like healers and mechanics may not always seem the most exciting but if the GM makes the job necessary in the story the character is now a functional member of the group even if they can’t hold their own in a fight.

Any other ways you’ve found that makes a new player character feel at home in a group?

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Hunting

In a survival situation hunting is often the first thing that people expect to get their food from. There are problems with that though. Hunting is not easy. It’s not easy to prepare an animal for eating. For an unskilled character, hunting is not going to be an efficient use of their effort. That doesn’t mean it’s impossible, it just means it’s likely to be a waste of time. For a moderately skilled character they may be justified in attempting to hunt in an unfamiliar environment but it would still not be easy.

The Challenges

One of the first challenges to hunting is recognizing whether there are creatures to be hunted in the area. Tracks and droppings are an easy way of telling for sure that animals exist in the area but can the character identify the tracks? What about the droppings? Going after any track you find could lead the character on a wild goose chase. A fox is very difficult to hunt because they know that you’re in the area long before you ever know you’re close. Skills like tracking are best suited to test for this but a successful roll doesn’t mean there are animals, it just means the character can identify if any travel through the area.

There are other signs that inform the trained eye how to hunt. Narrow paths cut through the woods show that animals often travel through an area. Setting up next to one has a good chance of getting the character close to the animal.

Next the hunter has to know if the animal protects itself and how. Many animals smell a human in the woods long before the human ever sees them. Some have excellent hearing, others rely on smell. This requires knowledge of the animals being hunted so a hunting skill check is in order.

Most RPGs already have fairly robust rules on figuring out if the character could hit their prey with a javelin, gun or bow. That can go ahead as normal if it ever gets to that stage but once the animal is down, what do you do with it? Field dressing and skinning an animal is not particularly hard but most people are repulsed at the idea. Some kind of willpower test is in order. If these steps are not taken, the meat will spoil quickly and possibly days of effort, wasted.

Beyond this, cutting up the meat so that it can be transported is a time consuming task but  wouldn’t take more than a few hours.

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New Project

I’m working on something new. It’s a different game with a very different feel. It won’t be featured here, I’ll set up a different site for that. I’m not abandoning The Artifact by any means, it’s just that I’ve been getting excited about the new project and things have been busy. Hopefully next week will return to semi-normal.

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Why History Matters

In a good many RPGs, character history is left up to the player to imagine. By character history I mean a player character’s life before they started adventuring. The problem is that players tend to really overdo it or ignore character history. I’ve seen some games that give the players a hand in outlining what happened in their life before and the results can go from subtle to profound. I’d argue though that even a subtle effect is an important one.

Who Are You?

Think about it for a minute, when you start a new job, people are aware that you existed before you started on the job. It’s only when people get to learn who you were before the job that they get to know YOU. Really, how could it be any different with a character?

Your everyday actions are informed by what happened to you when you were little. Were you popular? Were you bullied? Did you have that one friend that stuck with you through the years? Even if you don’t think about them consciously, those kinds of things alter how we approach people and our outlook on the world.

The problem is that some players are afraid to set these things down as the character’s history because a blank slate is easier to play. You can do anything you want and it’s apparently the character’s personality because they just did it.

Other players will try to insert things into their story that they see as getting them more power in the story. Things like “really a prince raised by peasants”.

How To Fix It

None of us pick all the conditions of our past, so why not flash forward roleplay them? The GM starts off the situation by looking at the basic chargen for the character and starts out.

Looking at the character’s Beauty, “You weren’t a very good looking youth. It even got you picked on in school more often than not.”

Looking at their Strength, “But as you got older and bigger than the kids around you, they stopped picking on you as much but still didn’t respect you.”

Now it’s the players turn, “Well I didn’t want to be a bully but it was useful to occasionally throw my weight around, I did try to limit it though and was always nice to the other kids that weren’t accepted.”

And that could go back and fourth until the character has reached the point where they start adventuring. It’s just one more way to inform the player of how to role play.

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What Is Too Complicated?

There are a lot of complicated things about RPGs. There are complicated rules, sometimes complicated math, complicated worlds, etc. These all feed into a world that is not just a flat boring place. Some people thrive on complex challenges others won’t touch it with a ten foot pole. Complicated can easily be taken too far.

So how far is too far? As a GM how is it your job to manage complexity?

Sometimes recognizing complexity is easy. The player throws up their hands and says “This is too hard!” At other times complexity is more subtle. The player may be trying to keep up but is secretly struggling. Maybe the other players are more experienced or it just clicks with them for some reason and the player that’s struggling doesn’t want to admit it. If you watch their reaction time to a situation you’ll be able to identify a player that’s swamped. If they normally make reasonably quick decisions and are now taking longer and longer to decide on actions, they’re mentally taxed and it’s probably because they don’t know how to use the story or system to get out of the situation they’re in.

How to fix it

Sometimes taking a break can help. My players have often used even brief breaks to discuss the situation and develop a strategy. When the players that are comfortable start outlining how they want to resolve a situation, it often makes the rest of the situation clearer.

In some situations it’s the flood of rules to handle a situation that is too much for a player to memorize. In situations like this it’s generally the GM’s job to handle the rules and walk the players through. For some players this is a temporary thing, for others the handholding will continue as long as they play. Some people just don’t memorize these things (yeah I know it’s weird but you’ll have to get used to it).

What if everyone in the group is lost? Offer a short circuit solution. Give them the solution that has a piece missing that can be inserted by them handling a situation they can understand. Can’t figure out the clues to shut down the reactor? Hey look, there’s someone trapped by some rubble, he looks like he might work here. Can work wonders, the players are back in their element, they know how to solve their problem.

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The Arc Loc

This isn’t a starter adventure like the other’s that have been posted. It would work for I-CA or ASO. It’s best for groups with scientists and engineers but even an all combat team would be justifiable.

Introduction

The characters are brought in and briefed on an unusual occurrence. Nearly every teleporter on the planet has been getting wormhole communications from a unknown source for the last week. The protocol that is being used to initiate the communication is ASO but it’s been altered slightly. There are tiny communication glitches. The message is a “ready to receive” message from a teleporter. However there is no live operator response on the other end. (There’s no engineer there to answer the call.)

The communication is disrupting teleporter’s availability. Command wants to send a team to teleport to the source and find out what is going on. They don’t know if this is a enemy trap or a technical malfunction. It should not be possible for a single teleporter station to store all the wormhole coordinates on the planet. Even teleporters that have moved are still being contacted which should not be possible.

Because this may be a trap, the players are able to request up to three times their normal equipment. E-Suit pilots are permitted to take two optional weapon systems.

The characters have to wait until the rogue signal contacts their teleporter again. Briefly describe the boredom of waiting. They have to be on the teleporter to be ready. Offer the characters one XP worth of a skill that could be learned while on the teleporter pad.

It’s up to the GM if they want to say the PCs are the only ones that are looking to be sent, or if there are hundreds of other teams that are also waiting and the PCs just happen to be the ones sent.

So the signal eventually comes in and the PCs are teleported out.

Scene 1 – The Warehouse

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I Want “Gamer” Back

Remember when “I’m a gamer.” meant you played table top RPGs? I do and I want my title back. Now “Gamer” means you play a lot of video games. I like video games but they’re no substitute for a good RPG.

Gamer used to be Role-Player code, a nondescript term so the jocks* didn’t know what you were talking about and would beat you up for being a nerd. Now jocks are proclaiming that they’re “Gamers”.# Why do they get to use my title? Jocks have always played games, they were just called sports and they weren’t gamers then, why now? Probably because “Gamer” is so vague it was easily adapted to video games which used to be geeky but are now about as geeky as watching TV.

So I’m not going to get it back. They’ve taken it and maybe it’s a good thing, after all, you can say “I’m a gamer” and it’s no big deal. Geek culture is now mainstream and that’s a good thing for us. I suppose my issue is that RPGs have only benefited slightly from the culture shift. Why is that? Shouldn’t a rising sea lift all boats? Maybe it’s because table top roleplaying hasn’t had a graphics upgrade the way video games have.@ They don’t have orchestras playing their theme music. They’re not as easy as grabbing a controller and mashing buttons.

So will RPGs always be for nerds by nerds? We started a lot of this geek culture, it’s based on things we liked 40 years ago and everyone else has caught up. When will they pick up on RPGs and real gaming will go mainstream?

Never mind, I’m going home and taking my “gamer” with me.

* or preps.

# I concede that there have always been a small subset of jocks that did/do role-play.

@ Maybe miniatures are like a graphics upgrade.

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