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  • File :1236623052.jpg-(56 KB, 495x700, dwarven_waitress.jpg)
    56 KB Bungs & Barmaids Anonymous 03/09/09(Mon)14:24 No.3925150  
    It's a crazy world out there. Adventurers wage war against evil undead warlords. Goblins raid settlements for basic supplies, owlbears lurk in the woods, dragons scheme endlessly in their games of power, and you don't even want to know what's going on underground.

    All that wouldn't matter so much to you, except for the fact that all of that bad craziness tends to congregate right in your front room. You own a tavern. As a result, no insurance company within 100 miles will even think about taking you as a client. But hey, at least you have a steady flow of freaks lined up to pay entirely too much for your watered down booze and cheap "mutton". Unless someplace else starts serving better stuff, or they wipe the inn off the face of the earth in a vodka-fueled fireball... and that's assuming you even survive the average night's worth of bar brawls, assassination attempts, and... *shudder*... kender.

    It's a living.

    Potential game - yes or no?
    >> Anonymous 03/09/09(Mon)14:30 No.3925199
    Getting a Dungeon Keeper...but with beer, vibe.

    And I like it.
    >> MuppetMaster 03/09/09(Mon)14:34 No.3925249
    >>3925199
    Shite, comp ate my name.

    That's basically it. Either put several characters together as co-owners/operators of a pub, or else have each one craft their own tavern in a larger city and compete against each other.

    The former option would be a bit more in depth, and would be more campaign friendly, while the latter would be a little more like Red Dragon Inn or Vegas Showdown.
    >> Anonymous 03/09/09(Mon)14:44 No.3925351
    I can already see part of the event deck:
    EVENT: ORC INVASION!
    Orcs have taken over your town. At the beginning of every turn, roll a d6. If you roll a 6, the orcs are driven out and this card is discarded. Until then, all Orcish Rotgut in your Stockpile gives you twice the normal bonus, and all Elven Wine gives you no bonus.

    EVENT: BREWER'S STRIKE!
    Do not pay upkeep for your Stockpile this turn, except for Orcish Rotgut and Grog. (Pirates and Orcs don't observe strikes!) At the end of your turn, reduce your Stockpile of each drink besides Orcish Rotgut and Grog by one.
    >> Anonymous 03/09/09(Mon)14:53 No.3925444
    "Y'can't trust bars, but you can always trust barkeeps. You can put yer back to a wall or you can put your back to the bar, an' yer safe. Y'know why? Barkeep's gotta keep a reputation.

    Barkeep gets paid a hundred gold t'stab someone in the back, it's a stain on their reputation. Nobody's gonna buy a drink from a man who might be bein' paid t'poison 'em. And no barkeep's dumb enough to get marked like that.

    Well, 'cept this one time..."
    >> MuppetMaster 03/09/09(Mon)14:59 No.3925515
    >>3925351
    For the second version, those would work.

    So each tavern would have a stockpile of... let's say six kinds of booze. Orcish Rotgut, Ale, Grog, Dwarven Stout, Elvish Wine, and Fizzy Stuff. Your stockpile runs from zero to five in each drink; you have to pay equal to your rating in drink in upkeep each round or that drink drops by one. Each tavern also has a Drunks rating for each of those drinks, from 0-3. At the end of each turn your income is equal to your Drunks rating times your Stockpile rating... so if you have a heavy Dwarven audience (Drunks rating on your DS at 3) but you only have a stockpile of 2 there, you'll pull in 6 gold. If you have a maxed out DS stockpile, it'd be equal to 15 gold.

    Of course, your clientele (Drunks rating) is in flux due to event cards, decor, features of the inn - for example, flirty, overly familiar bar wenches would draw in loads of pirates, but would turn away elves, who would think of it as vulgar... the "Hooters Effect", if you will.
    >> Anonymous 03/09/09(Mon)15:17 No.3925666
    EVENT: BRIBE THE BOUNCER!
    DO NOT reveal this Event when you turn it over. Place it face down beside your Tavern, and turn over another Event.
    You may play this card at the beginning of any player's turn to start a brawl, with only half of his current security bonus (round up).

    EVENT: GOLD RUSH!
    Everyone's spending a bit more... each tavern adds 1 gold per Drunks rating across the board during your Income phase. In addition, add 1 to your Drunks rating for Dwarven Stout - there's a LOT of new dwarf miners in town in search of shinies.

    EVENT: DAB and WAB night!
    Drink a Beer and Win a Beer! Half your income for this turn, but add 2 to any one Drunks rating!
    >> Anonymous 03/09/09(Mon)15:21 No.3925697
    A munchkin like card game would be perfect.
    >> Anonymous 03/09/09(Mon)15:27 No.3925753
    EVENT: WYRM POKER TOURNAMENT
    Earn double the income from your Gaming improvements this turn.

    EVENT: WAIT, AREN'T ELVES A MINORITY?
    Due to a failure in suspension of disbelief, your maximum Drunks rating for every drink except Ale this turn is 1. On the other hand, your Drunks rating for Ale becomes 3 until end of turn, regardless of what it was!
    >> Anonymous 03/09/09(Mon)15:29 No.3925782
    I want this game. Hard.
    >> Anonymous 03/09/09(Mon)15:31 No.3925796
    this..has potential. But what about interactions between players? rival establishments?
    >> Anonymous 03/09/09(Mon)15:32 No.3925803
         File :1236627139.jpg-(25 KB, 240x550, Doctor McNinja Small.jpg)
    25 KB
    This thread is potentially awesome, I think it'd be better to keep an eye on it.
    >> MuppetMaster 03/09/09(Mon)15:35 No.3925834
    >>3925796
    We've got one card that messes with other establishments already.
    So we need rules for:

    Improvements (Gaming, Security, Entertainment, and Staff)
    Brawls (Incited by other players, and possibly randomly started on their own as your Drunks ratings increase!)
    Other ways to sabotage other players (Special decks of cards for each tavern, a la Red Dragon Inn maybe?)
    >> Anonymous 03/09/09(Mon)15:36 No.3925838
    >>3925796
    EVENT: STOLEN SECRET MIX!
    Until the end of your next turn, one of your opponents specialty drinks earns them no bonus, and you gain half the bonus they would have had.
    >> Anonymous 03/09/09(Mon)15:38 No.3925853
    >card game
    Sounds fine as long as you guys don't plan on turning it into a CCG or a TCG. At least two players with a full deck (complete set) should be required to play.
    >> MuppetMaster 03/09/09(Mon)15:40 No.3925867
    >>3925853
    Hell no. Boxed set card game, full rules ITT and in subsequent threads.
    >> Anonymous 03/09/09(Mon)15:45 No.3925935
    >>3925838
    Specialty Drinks have to be an improvement.
    >> Anonymous 03/09/09(Mon)15:55 No.3926006
    >>3925834
    Need rules for gold/brews/drunks/stockpile/upkeep might even want to change the name on that last one to bills or something.

    STAFF: BUSTY BAR WENCH
    Upkeep: 2
    Busty Bar wench is a non-combatant.
    Add 2 Drunks rating to each of your Brews.
    Add 1 Rowdyness to your Brawl.

    ENTERTAINMENT: PIANO MAN
    Upkeep: 1
    Piano Man is a level 1 combatant.
    Add one to your brawl limit (prevents your bar from erupting into in-fighting)

    ENTERTAINMENT: DYNAMITE DEVA
    Upkeep 5
    Dynamite Deva functions as a level two combatant, but cannot be injured in a brawl.
    Adds 2 to your drunks rating for each brew
    Increases your Brawl limit by 2
    Adds 1 Rowdyness to your Brawl.
    >> MuppetMaster 03/09/09(Mon)16:01 No.3926057
    >>3926006
    Looks like you've got a good idea for how brawling would work. Spell it out!
    >> Anonymous 03/09/09(Mon)16:08 No.3926109
    What does the table look like? How do you win? How do you play cards, what do you pay with?
    >> Anonymous 03/09/09(Mon)16:13 No.3926140
    EVENT: SAINT PATRICK'S DAY!
    Increase your Drunks rating for all drinks until end of turn.
    >> MuppetMaster 03/09/09(Mon)16:17 No.3926165
    >>3926109
    We're working on it.

    Each player has a "tavern" sheet with their Drunk and Stockpile ratings, as well as an area to play Improvement cards. There's an Event deck in the middle of the table that everyone plays off of... likely a shared deck for Improvements as well, the same way that there are improvement tiles in Vegas Showdown.
    >> Anonymous 03/09/09(Mon)16:18 No.3926178
    EVENT: PLAYER CHARACTER VISIT
    Both taverns are destroyed after a violent questhook, both players loose the game.
    >> MuppetMaster 03/09/09(Mon)16:35 No.3926320
    >>3926178
    WRONG.

    Central conceit here is that all taverns are being visited by PCs EVERY NIGHT. Brawls should, ideally, be very expensive and have a chance to ruin a place.
    >> Anonymous 03/09/09(Mon)16:50 No.3926440
    >>3926057
    You start off with a brawl limit of 10 and 1 rowdiness (messed up on spelling earlier, whoops) You gain rowdiness for having lots of drunks (one for every 6), and some cards modify it as well.

    For each rowdiness you can field 2 Drunks and one staff/entertainer/patron (new card type) when you are in a brawl. Your security can always be fielded regardless of your rowdiness level. Knocked out combatants, and Non-combatants may not participate in brawls, Using anyone other than a drunk or a patron in a brawl exhausts them for one turn, where you don't get their benefit but have to pay them anyway, unless the brawl is in your own bar.

    In a brawl, each combatant squares off against another combatant and each rolls a number of dice equal too their combat level, the one with the highest number on any individual die wins, draws are re-rolled.The looser of a square off is knocked out for a turn and you do not get their benefit, but must pay their upkeep.
    The defending barkeep gets to choose who is squared off against who, the attacking barkeep gets to chose what which combatants roll first.
    >> Anonymous 03/09/09(Mon)16:52 No.3926453
    >>3926440
    Combatants of levels 3 or higher can square off against multiple opponents, up to number of combatants equal to their combat level -1, splitting their dice between them as their Bartender sees fit. Splitting dice this way the attacking bartender can "call out" a defending combatant, and pick a fight with anyone in the brawl. The attacker can even gang up on someone with more combatants than they would otherwise be able to square off against. If you don't have enough defenders to square off against attackers, then one of your improvements is destroyed, or the attacker can loot one stockpile per non-squared off combatant from the defender.


    If your rowdiness goes over your brawl limit, the drunks in your bar square off against everyone in your bar that can participate in a brawl, Then square off against each other in pairs. You loose one stockpile per drunk VS drunk squared off this way.
    >> MuppetMaster 03/09/09(Mon)16:52 No.3926457
    >>3926440
    This changes Drunks from a featureless counter to another deck... but I like it.

    So, we've got an Improvements/Staff deck, a Drunks deck, and an Event deck.
    >> Anonymous 03/09/09(Mon)16:53 No.3926464
    >>3926453
    >>3926440
    Drunks of a base combat level of 1.
    >> Anonymous 03/09/09(Mon)16:55 No.3926490
    >>3926457

    Oh, no, drunks are like a counter, They represent the nameless nps that happen to hang around cause the drinks are wet. Patrons are the new deck. Guys that generate income, and act like the PC's going to smash things
    >> Anonymous 03/09/09(Mon)17:03 No.3926563
    >>3926490
    More income than drunks, with a greater risk!
    >> Anonymous 03/09/09(Mon)17:27 No.3926767
    Oh god fuck I want this so bad. I have nothing worthwhile to contribute, but my F5 is getting warm from use. Keep it coming, wonderful /tg/.
    >> MuppetMaster 03/09/09(Mon)17:49 No.3926923
    Alright... so Patrons increase the Drunks level for a particular drink (or two... or more) with a downside for Brawls. Patrons can be drawn instead of Improvements, and can be claimed in the same way.

    Speaking of which, how do we want that to go? Pick any one Improvement/Patron from the field at the end of the turn, and then turn over a Patron/Improvement card to replace it, or bidding a la Vegas Showdown, incorporating simultaneous turns?
    >> Anonymous 03/09/09(Mon)19:50 No.3927854
    >>3926923
    How about this?

    PATRON: POLLY PYRO
    Female Elf Mage
    Combat Level 4
    Income: 2 for ale, or 4 Elven wine, or 6 for "flaming" specialty drink (if you can't provide any of these drinks, Polly Pyro will leave your bar and go back to the Patrons deck) Getting income from a patron consumes one drink(of the type used to get income) from your stockpile.
    Adds 2 Rowdiness to your Brawl level.
    During a brawl, Polly Pyro destroys one Upgrade, of the defenders choice.

    The income thing might have to be adjusted to make sure that you turn a good profit from a patron with drinks they like.
    >> Anonymous 03/09/09(Mon)19:59 No.3927945
    And for contrast

    PATRON: AXEBEARD BEARDAXE
    Male Dwarf Warrior
    Combat Level 5
    Income: Dwarven stout 4, Or "dwarven" specialty drink 6
    Axebeard Beardaxe Consumes (and pays for) two drinks instead of one.
    Adds 3 Rowdiness to your Brawl level.
    During a Brawl, Axebeard Beardaxe drinks(destroys) all of the dwarven stout in the bars stockpile.
    >> MuppetMaster 03/09/09(Mon)20:05 No.3928014
    >>3927945
    >>3927854
    YES. MORE.
    Given the high amount of income, I'd say that Income is a yes/no thing for Patrons. If you have a Stockpile of at least 2 in a drink, you can link a Patron to it and get that Income.
    >> Dr. Genome 03/09/09(Mon)20:08 No.3928039
    I would buy this just to look at the illustrations on every card.
    >> Dr. Genome 03/09/09(Mon)20:09 No.3928050
    Also, saying it early on to make sure no one forgets: archive this shit.
    >> Andy Waltfeld !aqg3x0PF56 03/09/09(Mon)20:11 No.3928080
    Are non-fantasy patrons kosher? If so:

    PATRON: MARC LECOINTE
    Male Human X-COM Soldier
    Combat Level 5
    Income: (insert relevant drinks here)
    Brawl Rowdiness +2
    Brawl Effect: Sacrifice to negate all losses from non-human patrons.
    >> MuppetMaster 03/09/09(Mon)20:22 No.3928175
    >>3928039
    Wait until we have a drawfag on board to say that.

    Okay, IMPROVEMENTS.
    Improvements come in several categories - STAFF, SECURITY, ENTERTAINMENT, and GAMING. Possibly a handful of MISCELLANEOUS improvements as well. The Busty Bar Wench above is a good idea, but is hugely overpowered. Drop the "Add 2 Drunks to each" and replace it with, say, "Add 1 Drunk to Ale, and remove 1 from Elven Wine" and you've got it closer. The "Add 1 Rowdiness" is good. Piano Man is also excellent.

    SECURITY helps to suppress Brawls. For example:

    BUBBA, BUGBEAR BOUNCER
    Upkeep: 3
    Combat level: 3
    Bubba prevents any 1 Patron ability from triggering during a brawl.
    If any of your Stockpiles drops below 1, discard Bubba.

    GAMING represents Poker and Middlin' tables and the like. Each one has an initial investment, no upkeep, and a variable income. Some may effect your Drunks.

    Example:
    REDJACK TABLES
    Cost: 5
    Income: 1d3
    You may add one to your Drunks limit for Fizzy Drinks... Redjack tables draw cocktail drinkers like honey draws ants.
    >> Anonymous 03/09/09(Mon)20:23 No.3928189
    PATRON: Tolan Farris
    Male Half-Elf Rogue
    Combat Level 3
    Income: Elven Wine 3, Ale 1, 4 for "Nimble-fingered" specialty
    Adds 1 Rowdiness to your Brawl level.
    During a Brawl, Tolan pilfers either 1 or 3 income (determined by a cointoss, called by the defender with his call being 1).
    >> MuppetMaster 03/09/09(Mon)20:31 No.3928267
    Oh - and SPECIALTY DRINKS are an upgrade as well. Each one is a handful of crazy descriptors at a 1 or 2 gold cost, which pay off in increased income for your Patrons - and again, occasional odd bonuses.

    Examples:
    SPECIALTY DRINK : FLAMING DWARVEN CHUCKER
    Cost - 1
    "You can really taste the dwarf."

    SPECIALTY DRINK: NIMBLE-FINGERED JOEY'S BERRY SCREWDRIVER
    Cost - 2
    "Named after Nimble-fingered Joey Senior... gods rest the little bits that are left of him."

    SPECIALTY DRINK: FROZEN DRAGON BREATH
    Cost - 2
    "Light a tindertwig a foot off and blow at it. Pretty impressive, yeah? Huh? Well, he shouldn't have been standing that close to you, wasn't your fault."
    Increase Rowdiness by 1.
    >> Anonymous 03/09/09(Mon)21:26 No.3928694
    Bump for epicness.

    Also: think we should make card templates. It'd smooth things over for people to make them.
    >> Viagra 03/09/09(Mon)22:22 No.3929075
    Helping you keep it up with a bump :D
    >> MuppetMaster 03/09/09(Mon)22:47 No.3929249
    Well, veering away from the CG B&B for a second...

    The single-tavern campaign version has a lot of factors to take into account. Location deals with a lot - sure, putting a tavern right on the docks means that you'll have a steady stream of sailors, but you'll have a steady stream of SAILORS. Meaning that you'll have to settle for cheap grog and mead sales, and little else. In addition, each of the varied booze merchants that keeps you stocked is from a different place - and the adventurers that go through your pub are harbingers of change for political climates. Beginning to see the correlation? By delaying or feeding false info to certain adventurers, you may secure your supply line, if only by preventing revolution - at the possible risk of pissing off a group of ultrapowerful individuals.

    And then again, there's the drama that comes with setting yourself down in a single place... how do you carve out a niche in a city with several drinking establishments already? How do you deal with the fact that your security is drinking into your profits - literally? How do you deal when your bar becomes a favorite haven for a group of PCs that the city at large really, really doesn't like?
    >> Anonymous 03/09/09(Mon)22:48 No.3929258
    1. Make card game
    2. Make rules
    3.?????
    4.Wizards of the Coast steal Profit.
    >> Anonymous 03/09/09(Mon)22:53 No.3929289
    a guy I played warhammer fantasy with had a character based on that picture, halfling female.

    Did you know, according to the character pack you get that tells you racial first and second names, that Busty is a common halfling name (bust prefix, y suffix) and Hornblower a common second name?

    Busty Hornblower.Guess where she kept her sling
    >> Anonymous 03/09/09(Mon)22:56 No.3929306
    So...how do you win?
    >> No Man 03/09/09(Mon)22:59 No.3929327
    FALCON

    BAAAAAAAAAAAAAAAAAAAAAAMP
    >> MuppetMaster 03/09/09(Mon)23:01 No.3929348
    >>3929258
    Ah, but if we put it out for free distro first, we... er... well, we don't profit, but we prevent WotC from profiting.
    >> Anonymous 03/09/09(Mon)23:03 No.3929367
    I'm interested in providing some art but we probably need more drawfags on board.
    >> Anonymous 03/09/09(Mon)23:05 No.3929402
    >>3929306
    Having the most gold
    >> MuppetMaster 03/09/09(Mon)23:09 No.3929435
    >>3929402
    >>3929306
    Either we have a set time limit, perhaps "when the event deck runs out the game is over", or "last tavern standing", where if a tavern runs out of gold it's eliminated. We haven't discussed win conditions yet.
    >> Anonymous 03/09/09(Mon)23:18 No.3929509
    >>3929348
    Yeah true but do you think the game would catch on fast. I think this may be quite profitable. But if so who gets the money, 4chan? Not to sound like a LG douche but if made for profit I believe all makings should be donated to a good cause. Because that way it would be about playing the game and having fun while helping others.....
    >> MuppetMaster 03/09/09(Mon)23:20 No.3929522
    >>3929509
    Once again - FREE distro. Release the rules under the GNU non-commercial license.
    >> MuppetMaster 03/09/09(Mon)23:36 No.3929663
    Templates! Let's see if these work.

    EVENT: (Name Goes Here)
    (Effect and flavor goes here)

    KEEPER EVENT: (Name Goes Here)
    Do not reveal this event! Put it into your hand.
    (Effect and flavor goes here.)

    IMPROVEMENT: (Name goes here)
    (Type of Improvement goes here)
    Cost: (Initial cost, if any, goes here)
    Upkeep: (Cost per turn, if any, goes here)
    (Effect and flavor go here)

    STAFF: (Name)
    Upkeep: (Cost per turn)
    (Combat rating)
    (Drunks/Rowdiness/Brawl Limit/ETC effects)
    (Flavor text)

    ENTERTAINMENT follows same template as above.

    SPECIALTY DRINK: (Descriptor) (Descriptor) (Descriptor) (Nondescriptor filler word)
    Cost: (Cost of one or two goes here)
    (Optional effect here. Should likely be a drawback)
    (Flavor goes here)
    Descriptors are such words as FLAMING, VODKA, FROZEN, BERRY, MARTINI, etc. We should ideally get a list of about 15-20 and reuse them on all specialty drinks. Specialty Drinks don't have a scale like normal drink Stockpiles - it's a yes/no relationship.

    PATRON: (Guess what?)
    (Gender/Species/Profession)
    (Combat level)
    Income: (First drink and income, second drink and income, optional third drink and income. Remember - cannot be played without stockpile of 2+ in one of the drinks, or presence of chosen specialty drink!)
    (Drinking effects)
    (Bar effects)
    (Combat effects)
    (Flavor text)
    >> Anonymous 03/09/09(Mon)23:49 No.3929790
         File :1236656996.jpg-(27 KB, 544x408, 1236576707026.jpg)
    27 KB
    The Horrendous Abomination approves of this game.
    >> MuppetMaster 03/10/09(Tue)00:00 No.3929881
    DRINK COSTS

    Level / Cost for upkeep (if unpaid, drops to the next level down) / Cost to upgrade to this level

    0 / 0 / 0
    1 / 1 / 2
    2 / 2 / 4
    3 / 4 / 7
    4 / 7 / 10
    5 / 11 / 14

    This is just off the top of my head. And remember - the income you get is (Stockpile x Drunks), plus income from Patrons and other sources (Gaming Improvements, events, etc).
    >> Anonymous 03/10/09(Tue)00:05 No.3929923
    Am I the only person who would fuck that dwarf waitress? I couldn't, could I? Please tell me I'm not.
    >> Anonymous 03/10/09(Tue)00:09 No.3929950
    >>3929923
    I'd pay for the Special Dwarven Stout, if you know what I mean.
    >> Anonymous 03/10/09(Tue)00:10 No.3929958
    >>3929790
    thats some sort of potato
    >> Anonymous 03/10/09(Tue)00:23 No.3930059
         File :1236659009.jpg-(104 KB, 656x824, 1236627968932.jpg)
    104 KB
    I wish to contribute to the pure win that is going on in here. Let me see what I can whip up

    STAFF: KOBOLD BARKER
    UPKEEP: 1
    Non-combatant, adds 1d3 Generic Patrons to your bar each turn.

    "That little guy sure knows how to reel 'em in!"
    >> Anonymous 03/10/09(Tue)00:23 No.3930064
    >>3928175
    Oh indeed, sometimes you just have to get the ideas out of the head so they can be refined.

    I do think that strait trade-offs, such as one ale for one wine, should be avoided on staff cards, as they require an upkeep. How about 2 ale drunks for one elven wine drunk?

    It also occurs to me we have to figure out how to get drunks.
    >> Anonymous 03/10/09(Tue)00:25 No.3930082
    >>3930059
    Oh my bad, if we're calling generic patron earning points drunks than it should just say "1d3 drunks"
    >> Anonymous 03/10/09(Tue)00:26 No.3930084
    >>3930059
    Do you mean drunks?
    Patrons are supposed to have their own cards at this point I think.
    >> Anonymous 03/10/09(Tue)00:33 No.3930159
    >>3929881
    Should there be a limit to how many drunks can be attached to a stockpile?
    >> Anonymous 03/10/09(Tue)00:34 No.3930169
    >>3930084
    >>3930082
    Oh ok.
    >> MuppetMaster 03/10/09(Tue)00:35 No.3930173
    >>3930059
    Agreed, but your Drunks rating isn't exactly one point per regular. It's more an abstract rating for the amount of business you get per drink, going from 1-5... so the most income you can get off a single drink, without boosting your Drunks rating past 5 with Improvements, is 25/turn. Now, because of this, I'm thinking the Kobold Baker should add 1 Drunk level to 1d3 drinks of your choice until end of turn. They're coming for the treats, they're drinking, they're leaving before all hell breaks loose on the other turns.
    >> Anonymous 03/10/09(Tue)00:39 No.3930210
    I must be an idiot because all this talk of "drunks" and "stockpiles" and "attaching drunks to stockpiles" is moonspeak.

    Can some one codify and simplify what has been discussed in this thread so far?
    >> Anonymous 03/10/09(Tue)00:42 No.3930228
    Have we archived this thread yet?
    >> MuppetMaster 03/10/09(Tue)00:50 No.3930293
    >>3930210
    STOCKPILE: The variety and amount of booze you have in one of six categories: Dwarven Stout, Elven Wine, Fizzy Drinks, Ale, Grog, and Orcish Rotgut. Ranked from 0 (Nothing in this category) to 5 (Full cellar of the stuff).
    At the end of each turn, you gain INCOME equal to your STOCKPILE of a drink times the number of DRUNKS that are at your tavern for that drink.

    DRUNKS - a vague measure of how many people are pouring into your tavern for a specific drink. You start with a certain number of DRUNKS and gain more from EVENT cards and IMPROVEMENTS.
    (Possible new rule - if you have a STOCKPILE of 5 in any drink and aren't at 5 DRUNKS in that drink yet, you gain 1 DRUNK per turn until it's at max?)

    PATRONS - High-level DRUNKS. You need a STOCKPILE of at least 2 in one of the drinks that a PATRON likes to play them, or a SPECIALTY DRINK improvement that they like. PATRONS are good in bar brawls, and can be very good - or very bad if a brawl breaks out among your own patrons!

    EVENTS - One EVENT is drawn per turn. KEEPER EVENTS go into your hand to help you later or screw over opponents, the rest are played immediately. When they are played... stuff happens.

    The rules for BRAWLS are outlined pretty clearly up above.

    IMPROVEMENTS are things that improve your tavern, including STAFF, ENTERTAINMENT, GAMING, and other such things. They may have an initial cost and upkeep. Staff that can fight are always good to have in a fight - they'll always fight for you. Other good stuff comes with IMPROVEMENTS, including extra INCOME, lowered UPKEEP, etc.

    UPKEEP is paid for all the STAFF, ENTERTAINERS, STOCKPILES and other such things at the end of a turn. It's just the cost to keep those things around.

    INCOME is made after that. (DRUNK x STOCKPILE) for each drink, plus any extra from GAMING improvements, etc.
    >> Anonymous 03/10/09(Tue)00:52 No.3930310
    Archiving now!
    >> Anonymous 03/10/09(Tue)01:01 No.3930380
    F5! F5!
    >> Anonymous 03/10/09(Tue)01:14 No.3930479
    >>3930293

    Oh, being knocked out means that you lose the drunks or patrons (and have to get them back via normal methods) But staff is merely exhausted for a turn, even if you are defending. I notice I didn't clear that up before.
    >> Anonymous 03/10/09(Tue)01:32 No.3930664
    So how does inciting a brawl at someone else's place go? I can see the assault with your own guys, but what about paying to up their rowdiness/sending patrons over that do the same?
    >> Anonymous 03/10/09(Tue)01:39 No.3930737
    EVENT: OWLBEAR!
    The bad news? Owlbears are afoot! Half your clientele is staying home. The good news? The number of people staying at your place for shelter makes up for it! The player to your left rearranges your DRUNKS levels as he desires; the only limitation is that afterwards you must have the same number of total DRUNKS levels plus one.
    >> Anonymous 03/10/09(Tue)01:46 No.3930807
    >>3930664

    You'd have to play an event card that triggered one, I guess. Most would have to have some kind of effect that lets you "use" your own patrons against the other bar.
    >> Anonymous 03/10/09(Tue)01:49 No.3930826
    >>3930807
    That makes sense. Most of the time you'd be dealing with your own rowdy patrons (IE, built-in nuisances).
    >> Anonymous 03/10/09(Tue)01:56 No.3930873
    EVENT: TURN THE RUMOR MILL

    A few well placed words to some of your patrons has convinced the town that one of your competitors' bars waters down their drinks a considerable amount. As a result, their total drunk total drops by 3, and any brawls started there for the next 3 turns gains +1 rowdiness.
    >> Anonymous 03/10/09(Tue)01:56 No.3930875
    Idea:
    Each Tavern sheet has a name and two special actions. Each of these actions costs precious gold, but gives them a strategic advantage. These can be anything from "draw an extra event card" to "Your ROWDINESS becomes fixed at 1 until the end of the turn."
    >> Anonymous 03/10/09(Tue)01:58 No.3930885
    >>3930664
    Well you can launch a brawl against anyone else during your turn.

    It would get a bit messy if everyone does their turn at once, but it would work if we did turns and rounds in phases( Everyone draws a card in clockwise rotation, then everyone gets to do their upkeep, then everyone get a brawl, then everyone gets a payoff or whatever the end is called)

    Event cards, and possibly staff can handle upping an opponents rowdiness levels. A mechanic like payment would have to be capped or else it could get out of hand in the late game really quick.

    There should also be a few event and staff cards that can take out patrons or staff even if they aren't in a brawl.
    >> Anonymous 03/10/09(Tue)02:00 No.3930904
    >>3930885
    Eh, I still think it should take event cards to actually trigger a brawl. Sabotaging someone else's establishment purposefully isn't something you just do.

    However, there should be a way for a brawl to happen without player involvement, as well as a way for another bar owner to... push things over the edge.
    >> Anonymous 03/10/09(Tue)02:01 No.3930913
         File :1236664876.jpg-(48 KB, 200x285, InnFighting.jpg)
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    http://www.wizards.com/default.asp?x=products/dndacc/9780786947980

    It doesn't really sound similar, what with Inn-Fighting being a dice game and this being card based. Guess bar brawls are good fun?
    >> Anonymous 03/10/09(Tue)02:16 No.3931006
    >>3930913
    It's very different. This game is about running a tavern and being able to survive bar brawls. Inn-Fighting is a character-based brawl game that kinda sucks ass.
    >> Anonymous 03/10/09(Tue)02:33 No.3931099
    EVENT: BUMP

    Bumps this thread
    >> Anonymous 03/10/09(Tue)02:36 No.3931133
    EVENT: ZOMBIE UPRISING
    The undead are coming up in the city streets! 1d3 of your Patrons become ZOMBIES. You choose which Patrons. They won't drink any of their usual fare... they want brains. The good news is that if you feed them one level of DRUNKS each, they'll be satisfied and pay you TWICE their highest INCOME rating - and they'll be back to normal next turn after Team Cleric sweeps through town. The bad news is that if you don't, you have to discard them... and either way, you have to clean up the brains and loose rot left on the floor.
    >> Anonymous 03/10/09(Tue)02:47 No.3931206
    PATRON: BUTTERFLY TREELILLY MOONFLOWER
    Female Elf Druid
    Combat Level 3
    Income: Elven Wine 4, or "berry" specialty drink.
    Butterfly Treelilly Moonflower provides 1 additional income for every female staff or patron in play.
    Add 2 Rowdiness to your Brawl level.
    During a Brawl, latches on to the nearest male in an outburst of feminist vitriol. Keep any one male Security from acting during a Brawl.
    >> Anonymous 03/10/09(Tue)02:55 No.3931268
    >>3931206
    Slutty hippy elves. ach.
    >> Anonymous 03/10/09(Tue)02:56 No.3931273
    PATRON: CRUSTY MCOLDMAN
    Male Human Geezer
    Non-Combatant
    Add 1 Rowdiness to your Brawl level.
    Crusty is that guy in the back of the bar who's always going off about "chosen ones" and quests. After a Brawl, if any patrons that are not non-combatants remain, pick one. Crusty has declared that that person is the "chosen one" and has run off to slam them headfirst into an insane quest. Discard both Crusty and the sucker.
    >> Anonymous 03/10/09(Tue)02:59 No.3931292
    PATRON: Sir Artemus Flamebearer
    Male Human Sorcerer
    Combat Level 2
    Fizzy Drinks 3, Ale 1, or any "Flaming" drinks
    Sir Artemis Flamebearer add +1 Rowdiness
    Sir Artemis will always fight for the Tavern, as when he finds a certain bar he likes, he'd rather not go bar crawling again. Brings back bad memories.
    >> Anonymous 03/10/09(Tue)03:03 No.3931305
    It sounds as if Games Workshop has already done this as a game for the company bar in Nottingham. Its evidently called "Bing-Ho!" and is a specialty card game only available at Bugman's Brewery. I shit you not.
    >> Anonymous 03/10/09(Tue)03:09 No.3931331
    IMPROVEMENT: Adamantium Door
    Type: Tavern Structure
    Cost: 10 Gold
    Upkeep: None
    Effect: Increases the resistance to attacks by brawls. Does not include infighting.
    "This here door will make sure even a damn golem can't come in and stomp about unless he asks politely!"
    >> Anonymous 03/10/09(Tue)03:13 No.3931343
    KEEPER EVENT: The Captain drinks here!
    Do not reveal this event! Put it into your hand.
    After a Brawl, you can use this card and roll a d5. Whichever die rolls, any Patrons involved in the brawl's First Drink's Income matches the die result is discarded. This does not affect your tavern's Patrons.
    "Do you know who I am?! I'll have you in the gallows for this!"
    >> Anonymous 03/10/09(Tue)03:16 No.3931351
    PATRON: Damaeus the Witch Hunter
    Male Human Ranger
    Combat Level 5
    Stout 6, Ale 3, or any "Fervent" drinks
    Damaeus the Witch Hunter add +2 Rowdiness
    Whenever Damaeus is involved in a brawl, all arcane spellcaster patrons in the defender's bar are returned to the deck. This includes in-fighting.
    >> Anonymous 03/10/09(Tue)03:52 No.3931523
    KEEPER EVENT: HE'S SPRY!
    Do not reveal this event! Put it into your hand.
    You may play this at the beginning of any brawl. Any one Non-combatant or Combatant with a Combat Rating of 1 is treated as having a Combat Rating of 3 until the end of the Brawl
    >> Anonymous 03/10/09(Tue)06:09 No.3932217
    >>3931305
    A card game about bar fights? Hell even WotC has one of those.
    >> Anonymous 03/10/09(Tue)06:52 No.3932387
    KEEPER EVENT: MORALISTIC CLERIC

    A certain teetotaler with a penchant for a reversed Water to Wine Spell is in town. Will reduce the Stockpile of the Bar with the HIGHEST Rowdiness rating by 3...unless said Bar can supply an Exotic Fizzy Drink. Then, the Cleric, not knowing what hit 'em, will instead INCREASE Stockpile by 2 while under the influence.
    >> Anonymous 03/10/09(Tue)08:48 No.3932776
    Time to make the paladin fall


    PATRON: Sir Gravitas
    Male Human Paladin
    Combat Level 3
    Wine 3, Ale 2, or any "Honorable" drinks 5
    Sir Gravitas add +1 Rowdiness and +1 to Security

    Whenever Gravitas is present during a bar in-fight, he falls from grace. Remove him from the game and search your deck (shuffling afterward, of course) for Fallen Gravitas.

    -------------

    PATRON: Fallen Gravitas
    Male Human Fighter
    Combat Level 3
    Stout 4, Ale 5, or any "Redeeming" drinks 6
    Sir Gravitas add +3 Rowdiness.

    When involved in a brawl against a tavern with one clerical or paladin patron, Gravitas is filled with rueful spite and the tavern he fights on the behalf of gains a +1 to its rowdiness score for the duration of the brawl.


    Whenever Gravitas is present during a bar in-fight, he falls from grace. Remove him from the game and search your deck (shuffling afterward, of course) for Fallen Gravitas.
    >> Anonymous 03/10/09(Tue)10:56 No.3933281
    /tg/ getting shit done?

    Inconceivable!
    >> Anonymous 03/10/09(Tue)11:25 No.3933385
    >>3932776
    >Gravitas

    In before Culture.
    >> Anonymous 03/10/09(Tue)12:03 No.3933559
         File :1236701026.png-(8 KB, 400x400, 1234822087726.png)
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    >>3925150
    EVENTS - Dwarf Trade Caravan
    The nearby Dwarf Fortress of Heartyiron has sent a trade caravan and a number of their patrons have come to your tavern. A brawl ensues, and for each unit of Dwarven Stout gain +1 Rowdiness or add a Level 2 Dwarf Combatant this turn, your choice.

    I figure give a bonus to the brawl for whomever got it in that you can either gain a few extra combatants from the angry dwarves or bump the rowdiness to send in one of your own to help quell the fighting. Please feel free to tweak as always, we haven't quite gotten the system down yet.
    >> MuppetMaster 03/10/09(Tue)12:35 No.3933698
    Codifying some more...

    TURN STRUCTURE
    1. Event card. Flip card and follow rules.
    2. Upkeep. Pay all upkeeps, remove items not paid for.
    3. Upgrade. Pay cost for any one Improvement and/or any one Stockpile. Optional step, may be passed.
    4. Action. Play cards from hand or other abilities.
    5. Brawl. If your Rowdiness passes your Brawl Limit, in-fighting. If someone uses an attack action/card, cross-fighting. Otherwise, no brawl.
    6. Income.

    Anything I'm missing?
    >> Major Maxillary !!eorO1kqUwyR 03/10/09(Tue)12:39 No.3933712
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    >>3925150

    YES. VERY YES.
    >> Anonymous 03/10/09(Tue)13:03 No.3933809
    Doesn't look it. We'll have to flesh out how certain cards can be played, like what phases can have keeper events played on or not(If you want all of em to be open to risk, or only a few.)
    >> Anonymous 03/10/09(Tue)13:16 No.3933856
    So are we going to archive this so that we can continue work w/o fear of losing all of our work to the abyss that awaits after page 10?
    >> MuppetMaster 03/10/09(Tue)13:16 No.3933858
    >>3933852
    Already archived:
    http://suptg.thisisnotatrueending.com/archive/3925150/
    >> Anonymous 03/10/09(Tue)13:36 No.3933985
    I definitely think we should have a sheet of ascii dorf faces to be used as drunk counters.
    >> Anonymous 03/10/09(Tue)14:35 No.3934385
         File :1236710124.gif-(96 KB, 523x369, quark.gif)
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    so...you run a tavern?
    >> Anonymous 03/10/09(Tue)14:40 No.3934433
    >>3934385
    Shit, there's like 20,000 idea we could just pull from DS9's bar scenes.
    >> Anonymous 03/10/09(Tue)16:44 No.3935277
    >>3934385
    >>3934433
    Quark: "I want you to try something for me. Its a human drink, its called root beer."
    Garak: "I... don't think so..."
    Quark: "Come on, just try it."
    Garak: *relucantly takes a drink* "Aaah! Its vile!"
    Quark: "I know, its so bubbly and cloying."
    Garak: "...Just like the Federation."
    Quark: "The worst part is that the more you have of it, the more you begin to like it."
    Garak: "Its insidious!"
    Quark: "Just like the Federation."
    >> MuppetMaster 03/10/09(Tue)17:05 No.3935419
    STAFF: COCKTAIL JIMBO
    Male Human Bartender
    Upkeep: 3
    Combat level: 2
    Add 1 to your Brawl Limit
    Add 1 to your maximum Drunks level for Fizzy Drinks.
    You cannot play Cocktail Jimbo if your Fizzy Drinks stockpile is less than 3; if it ever drops below 3, discard Cocktail Jimbo.
    >> Anonymous 03/10/09(Tue)17:34 No.3935628
    BUMP. Ok. This is fucking win. One thing I don't get, how do brawls work?
    >> MuppetMaster 03/10/09(Tue)17:57 No.3935811
    >>3935628
    We're working on the particulars for that. It seems that the rules have... shifted from their original version, looking back.
    >> MuppetMaster 03/10/09(Tue)19:19 No.3936646
    Alright.

    Eliminating "raids" as a standard action. Cross-fighting is by Event or special action only.

    You begin at 0 Rowdiness. You gain 1 Rowdiness for every Drunks level that you go up, a variable number of Rowdiness for patrons, and drop 1 Rowdiness level at the end of any turn where you gain no Drunks or Patrons.

    When your Rowdiness meets or goes over your Brawl Limit (which begins at 10) a brawl breaks out. The basics of how that works has been outlined above. The steps for a brawl go something like this:

    1. Declare combatants (pair up Patrons and Drunks with Staff).
    2. Staff powers activate.
    3. Deal damage.
    4. Powers of surviving Patrons activate.
    5. "Stun" staff. Discard defeated Patrons and Drunks.
    >> Anonymous 03/10/09(Tue)19:52 No.3936922
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    I can't quite get off to good game design, but it still gave me a boner. Good job!

    ...hey, barmaids...

    *FAP FAP FAP FAP FAP*
    >> Anonymous 03/10/09(Tue)20:01 No.3936966
    UPGRADE/IMPROVEMENT: Thatched Roof.
    Cost: 1
    Upkeep: 2
    It's very flammable, but protects the bar from the rain, making the place more welcoming.

    Event: RED DRAGON!!!
    A scaly bastard is burninating the countryside! Remove 1 upgrade of your choice (If you have Thatched-Roof, it will be automatically removed) and half of all your barrels of Ale and another drinks.
    >> Anonymous 03/10/09(Tue)20:03 No.3936986
    >>3936966
    TROGDOR is no red dragon.
    >> Anonymous 03/10/09(Tue)20:05 No.3936995
    >>3936986
    I think the stinko man version was read
    >> Anonymous 03/10/09(Tue)20:08 No.3937018
    Someone should make a page on 1d4chan for this.

    IMPROVEMENT: Inn
    All drunks now pay one extra gold during Income.
    >> Anonymous 03/10/09(Tue)20:16 No.3937069
    >>3937018
    Good one. Cost and upkeep?
    >> Anonymous 03/10/09(Tue)20:20 No.3937098
    >>3937069
    Derp :U

    IMPROVEMENT: Inn
    Cost: 5
    Upkeep: 2
    All drunks now pay one extra gold during Income.

    Speaking of gold, what would be a good winning condition?
    >> Anonymous 03/10/09(Tue)20:23 No.3937118
    >>3937098

    Perhaps a rule that, in addition to inns going out of business when they hit 0, if you have 2x, or perhaps 3x as much gold as another tavern, you can attempt to buy them out?
    >> Anonymous 03/10/09(Tue)20:30 No.3937174
    >>3937118
    Not a bad idea. Perhaps the multiplier should be larger the more people in the game? Six times more for six players (this seems like a party game if you ask me), five for five players, four for four left, etc...
    >> MuppetMaster 03/10/09(Tue)20:30 No.3937176
    >>3937118
    Only if you have enough gold to buy EACH AND EVERY Improvement, Staff, Stockpile level, and another 50 Gold on top of that... so not too likely, but possible.

    Win conditions:
    *Be the last tavern standing! Taverns are eliminated when they run out of gold.
    *Max out all Drunk and Stockpile levels, and have 7 Improvements.
    *Frustrate everyone so much that they all leave the table!

    Regarding starting gold - does 20 sound right?
    >> Anonymous 03/10/09(Tue)20:32 No.3937187
    This is turning into some freakish kind of Monopoly: The Gathering.

    I like it.
    >> Anonymous 03/10/09(Tue)20:50 No.3937330
    I think we should make a set of cards that deal with the Inns name, so that you could build different inns. Some could increase your income off of or stockpile of certain drinks, offer alternate win conditions, modify starting gold, maybe some specialties you could only use if you had a certain name.

    Heres the list from the DMG II
    Adjectives: Black, Green, Red, Golden, White, Blue, Dripping, Wet, Drunken, Tipsy, Welcome, Scurvy, Rusty, Dizzy, Hungry, Thirsty, Sleeping, Twisted, Spinning, Dancing

    Nouns: Dog, Horse, Rat, Fish, Giant, Dragon, Vampire, Elf, Gnome, Dwarf, Orc, Halfling, Fool, Wench, Thug, Pirate, Priest, Boot, Bucket, Tankard.

    For Example
    SLEEPING: At any time you may pay 5 gold and search your deck for the inn improvement, its Upkeep becomes 1 Gold if this card is in play

    WELCOME: Roll a D6 at the beginning of each turn if it is a 5 or 6 gain a DRUNK with no Preference

    THUG: Before a BRAWL begins you may remove one Patron or Security of your choice, they are returned next turn.

    TANKARD: Alternate Win Condition: Have 4 Brews at level 5
    etc
    >> Anonymous 03/10/09(Tue)20:52 No.3937363
    >>3936646
    How are we getting drunks anyway?

    And just how often do we want raids to happen?
    >> Anonymous 03/10/09(Tue)20:56 No.3937395
    >>3937330
    I'd think that the name cards could work like "player" cards - before you play, you pick out two name cards and those stick with you for the rest of the game, unless you change them.

    There'd have to be some way to keep people from picking unbalanced names, though...
    >> Anonymous 03/10/09(Tue)20:59 No.3937426
    >>3937395
    Since we are considering making this a Non-CCG, why dont we just make people draw a random Adjective and Noun? Since well if everyone is playing with more or less the same cards it wouldnt really screw anyone over. Unless we are considering including more cards then it takes to make a deck to allow a degree of deck construction
    >> Anonymous 03/10/09(Tue)21:04 No.3937461
    >>3937426
    It would be kind of tricky to have to take out the name cards, deal them, and put them back into the deck.
    >> Anonymous 03/10/09(Tue)21:08 No.3937493
    >>3937461
    I ment keep them seperate from the deck, give a set of maybe 10 and 10, which would allow for 100 different inns, that both players would use. Now the question is do players use the same decks to avoid identical inns, or just have each player use their own and both players mulligan if the same Inn is drawn
    >> MuppetMaster 03/10/09(Tue)21:11 No.3937513
    >>3937426
    We've already got an Event deck and a deck for Improvements/Staff/Patrons. I think a third might be pushing it a little.

    I was thinking more along the lines of Illuminati. About 10-12 unique taverns, each with one or two abilities. Either you could go around the table, each player picking their tavern in turn, or you could deal them out face down.
    >> Anonymous 03/10/09(Tue)22:12 No.3938015
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    Another win condition - "Full house". If at any time you have 10 patrons, you win.
    >> Anonymous 03/10/09(Tue)22:43 No.3938306
    >>3938015
    Maybe take that down a bit... 8 for a 2-man game, 6 for a 3-man game, 5 for a 4-man, 4 for a 5-man plus. The deck's gonna run too thin.
    >> MuppetMaster 03/10/09(Tue)23:04 No.3938509
    I'm going to start looking for an artist... if there's any drawfags out there that are interested, let us know.
    >> Anonymous 03/10/09(Tue)23:16 No.3938618
    >>3937513
    how about roll for a name? roll 2d10, look at the name sheet, there's your name
    >> Anonymous 03/10/09(Tue)23:18 No.3938642
    >>3938618
    I think we need to standardize the dice, maybe only use d6?
    >> Anonymous 03/10/09(Tue)23:27 No.3938730
    >>3938642
    that works, it would still lead to 36 tavern names
    >> MuppetMaster 03/11/09(Wed)00:52 No.3939616
    >>3938730
    Okay, 2d6 on the Tavern Name Generator. 6 adjectives, 6 nouns. That's somewhat easier.

    Any suggestions for names and effects?
    >> Anonymous 03/11/09(Wed)01:43 No.3940062
    >>3939616
    Some thoughts, but If i keep going at it, I will end up with way more than 6 each side.

    Fancy: Patrons pay 1 more gold per specialty drink, -1 drunks rating to any brew during your upkeep

    Serene: Add two to your Brawl limit. -1 drunks rating to any brew during your upkeep

    Bloody: Add 1 rowdiness to your bar, or subtract 1 rowdiness from your bar, every upkeep. Your rowdiness can never drop below one.

    Dagger: Pick any staff or patron, pay an amount of gold equal to twice their combat level, that staff or patron is knocked out. Use only during your upkeep..

    Coin: Pick any staff that is employed by another barkeeper, pay triple their upkeep and that staff is now employed by you.

    Whisper: Pay 6 gold, add +1 rowdiness to any bar. Use only during your upkeep.
    >> Anonymous 03/11/09(Wed)01:58 No.3940179
    Each player must have a mug of beer (or root beer, if under 21) in front of them at all times. To signify the end of a turn, a player must slam the mug down on the table; he may drink at any time, but MUST drink whenever a Brawl occurs that he is a part of (triggering or participating in).
    >> Anonymous 03/11/09(Wed)02:22 No.3940278
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    I have nothing worthwhile to contribute right now... so here's something to fuel your nightmares, thus robbing you of sleep so you can keep working on this game so I can play it.



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