Summary
Rumble is a fast-paced game of superhero combat, with
players secretly allocating energy points to attack and defense,
attempting to
outguess their opponents and knock them out of the game.
Heroes are imbued with original super-powers invented by the
players at the start of each game (or selected from the online archive) -
each power affects the basic bidding rules, with endless
possibilities.
Rumble is a game for any number of people, and can be
played face-to-face (writing powers onto blank index cards and
tracking energy with beads and coins, or pens and paper), online
through any form of instant messenger, or through
email. A Rumble
Arena mailing list has been set up to help people arrange
moderated games through email.
Basics
Each player in the game has a number of Energy points, representing
their Hero's general level of strength, alertness and psychic resolve.
This
starts the game at 100, and is knocked down by successful attacks (it
may also be "burnt up" in the use of the more dramatic Super-Powers).
When a Hero's Energy drops to zero or below, they are eliminated from
the game. The last Hero standing is declared the winner.
The game of Rumble is divided into a number of rounds, each consisting
of a Allocation Phase and a Resolution Phase. To begin
with, we'll ignore the Super-Powers and look at the core of the game.
Allocation Phase
During the Allocation Phase, players choose how much of their
Energy to assign to Attack, how much to assign to Defense and how much (if
any) to pump into their Super-Powers. Defense will defend against all
opponents, but Attacks (and offensive Powers) should be targetted
towards specific opponents. These decisions are made secretly; either
noted down on a scrap of paper, or memorised.
Example: Mantisman has 80 Energy. He decides to assign 50
Energy to Defense, 20 Energy to an Attack against Doctor Cuttlefish, and
10 Energy to an Attack against Plastiqueman.
When all the superheroes have decided how to spend their
Energy, their choices are revealed simultaneously and the game moves on to
the Resolution Phase.
Resolution Phase
Attacks now resolve, and we see whether Defenses are adequate. Each Hero
totals the Attacks that were made against them this round, and subtracts
any Defense they may have made. The remainder is the damage they suffer
- this is subtracted from their Energy.
Example: It turns out that Mantisman was Attacked by Doctor
Cuttlefish for 40, this round, and by Plastiqueman for 20 - a total of
60. Since Mantisman only spent 50 Energy on Defense, he takes 10 damage.
At the end of this round, Mantisman's Energy has fallen from 80 to 70, so he only
has 70 Energy to assign in the next round.
If a Hero is attacked by two or more other Heroes and is
only able to defend against some of the combined damage, the
defending Hero chooses exactly which points of Attack to block, and
which to take - Mantisman could choose to take the 10 damage from either
Plastiqueman or the Doc, or 5 from each, or any other division. (This
becomes significant if one of the
attackers has, say, a super-power that has extra effects when it
successfully causes damage.)
When all Attacks and Powers have resolved, and everyone
has updated their Energy levels appropriately, the next Round begins,
starting again with an Allocation Phase.
Super-Powers
Super-Powers add to the game by affecting how the Hero is able to
Attack, Defend and otherwise do battle - Powers may give bonuses to
Attack or Defense, or convey some other advantage. Some of them remain in
effect permanently, while others require Energy to activate.
Some simple example Powers:-
| Gain 3
Energy at the beginning of each round. |
| If you use no
other Powers in a given round, add 20 to your Attack. |
| You may
choose how to put Energy into
Attack or Defense after
other people have revealed their choices. You must still choose
which powers you are using normally, however. |
| Spend
20 and choose an Opponent: Add that opponent's Defense to your
Defense, this round. Use once per
round. |
Regeneration takes effect automatically at the start of
each round.
Big, Gnashy Claws only take effect if the Hero
uses no other Powers during a round.
Precognition adjusts the structure of the game to the Hero's
advantage - Super-Powers always take precedence over the basic rules.
Tai-Chi requires the Hero to allocate 20 Energy during a
round's Allocation Phase, giving a bonus during the Resolution
Phase.
Where a Power's text is in the form "Cost: Effect", then
the cost must be allocated during the Allocation Phase, and the
Effect doesn't occur until Resolution. Unless otherwise specified,
powers can be used any number of times per turn.
Some costs simply involve
spending
Energy in the same way it is spent on Attack or Defense; some require
that the Hero Burn Energy - the Energy is actually lost as damage,
when spent on such Powers (typically it is the more potent Powers that
require Burning).
Example: Mantisman has Precognition, Tai-Chi and Big, Gnashy Claws.
He has 70 Energy at the start of the round, and chooses to assign 20
Energy to his Tai-Chi Power (choosing Plastiqueman as its target), and
50 Energy to Attack and Defense (using Precognition, he can choose how
many to assign to each later).
The Resolution Phase begins. Doctor Cuttlefish is Attacking Mantisman
for 50, and Defending for 30. Plastiqueman is Defending for 95.
Mantisman can now assign his Attack and Defense, using Precognition.
With a 95 Defense bonus from his Tai-Chi, he decides to put all 50 into
an Attack against the Doctor. (Because Mantisman used other Powers this
round, he doesn't get his Big, Gnashy Claws bonus.)
Doctor Cuttlefish takes 20 Damage (50 Attack minus 30 Defense). Mantisman takes
no damage, 95 Defense being more than enough to fend off the Doc's 50
Attack.
Gaining Super-Powers
Before the game begins, each Hero chooses two Powers that
they wish to see used in the game - they won't necessarily get these
Powers themselves, but they'll be available for everyone to bid on.
For the first few games, players might like to choose Powers from the online
archive (most notably the 'Classic'
Powers, which have been selected for their simplicity and
dramatic robustness), but the game of Rumble becomes far more unpredictable
and
entertaining when players make up their own Powers.
Made-up Powers can affect any aspect of the game, and
be as weak or as powerful as you like
- players should obviously be careful about making anything too potent,
as it could
easily end up in the hands of an opponent.
Looking at all the chosen Powers, each Hero may bid an amount of Energy
(from their initial 100) for each. These bids are made in secret, then
revealed simultaneously - the highest bidder for each Power gets that
Power and loses Energy equal to their bid for it (losing bidders
get to keep their Energy). The highest bid for a Power is known as
that Power's Power Strength, and is a general measure of its
potency.
Bid carefully. While bidding 40 Energy may guarantee that
you'll win that enviable Adamantium Exoskeleton, it'll also mean
that you'll start the game with 40 Energy already gone. And make sure you
don't overbid on everything - while high bids all round will guarantee
you some Powers, make sure you'll have a good amount of Energy
left if you happen to end up paying for them all... A Hero with
20 Energy and four Powers isn't necessarily going to be able to beat
a mortal with 100 Energy.
If bids are tied, the tied Heroes bid again. Heroes can
bid zero for a Power if they don't really want it; if everyone bids zero
on a particular Power, it is discarded. (Further to this, Heroes are
permitted to discard any Powers they have won but do not wish to use;
this is most relevant for 'environmental' powers which affect all
players,
which can be worth bidding on just so that you can choose to discard
them.)
When all bids are resolved and Powers have been assigned
to Heroes, each Hero is free to make up a suitable name for themselves,
and the Rumble begins...
Genre Variants
Although particularly well-suited to super-heroes, the Rumble
system can easily be applied to other genres of conflict, and it's been
interesting to see how many new game mechanics can be suggested by a change of
setting. A few variants that we've attempted are listed below, and their
archives can be accessed through the sidebar.
Dungeon Rumble takes place in a fantasy dungeon setting, with
players being adventurers. Super-Powers are "Objects", and Adventurers'
Energy becomes "Hit Points" (or "HP").
Giant Monster Rumble is fairly similar to the Super-Hero
setting; players are Monsters which spend Energy to obtain and activate Mutations.
Hacker Rumble sees players hacking maliciously into one
another's computer systems; players are Hackers, spending Bits to install and
activate Programs.
Spaceship Rumble is a game of interplanetary dogfighting,
with Ships diverting Energy between Attack and (in place of Defense) Shields,
as well as whatever Systems the ship is fitted with.
Corporation Rumble takes place in the cut-throat
world of global business - Corporation spend their Millions on Lawsuits
(Attack) and Counter-Suits (Defence), furthering their empires with
acquired Assets, over a number of Fiscal Quarters (Rounds).
If you've been playing extensively in any other genres, get in touch
and we'll provide the means to archive them.