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2000 AD => General => Topic started by: paulvonscott on 19 January, 2002, 08:25:38 AM

Title: For those Who Remember the Judge Dredd Boardgame...
Post by: paulvonscott on 19 January, 2002, 08:25:38 AM
The Game Published by GW was really great.  My favourite boardgame for many many years.

I was just thinking, what new crimes and perps would you add (and their ratings).  Perhaps even new areas of Mega City to make a new board section.

I was thinking of adding rules for Psi powers too, So there is a strength and a psi score.  Death would obviously be 10/10.  

One Psi power could be precognition which would enable you to look at the top card from each deck.

Mind read could allow you to look at a players hand.

You could scan perps and crimes to see what they are.

I'm not sure exactly how psi combat would work.  Perhaps the perp would attack you on your weakest.  Hmmm... that doesn't seem right.  Any ideas?

Anyway it would be great to do.  I don't suppose Rebellion could persuade Games Workshop to let them post up the images of the card and board on this site so that other people could download and play it.

Oh well it's a thought and a pleasant one too.

Goodnight all...

PVS
Title: Re: For those Who Remember the Jud...
Post by: fraston on 19 January, 2002, 04:00:18 PM
i still have the game. odd, seeing as i didn't read the prog for at least until another 10 years.
F
Title: Judge Dredd Boardgame - New Crimes
Post by: paulvonscott on 20 January, 2002, 10:00:16 PM
I think there must be a few of us who took a ten year break Fraston.  I was locked up for writing the word 'mollusc' on the heads of old people, but who knows about the others.

Anyway, here is a list of crimes I have compiled, ones with a dash are the new ones, can anyone suggest anymore or perhaps you question my sentencing.

Crimes
Rated Between 1-6, 6 being the most heinous.
Alien Seed Selling   3
Armed Robbery   5
Arson         4
-Bight Fighting   4
-Biochip Implant   3
-Bingoholic      1
Blackmail      4
Body Sharking    5
Boinging      3
-Botting       3
(Robot Impersonation)   
Burglary      3
Emergency      6
-Eating Contest   2
Futsie         5
-Gambling      2
-Genocide      6
-Jaywalking      1
-Jimping      5
Kidnap         5
Littering      1
Mega-City 5000   4
Mo-Pad Hijack   4
-Moonlighting      3
Murder (x4)      6
-Mutant      4
Old Comic Selling   3
-Organ-Legging   5
Perp Running      5
Protection      4
Robot Smashing   4
Scrawling      1
Sky Heist      5
Slow Driving      2
Stookie Glanding   4
-Sugar Dealing   3
-Supersurf       5
Tap         3
-Theft (Petty)      2
-Theft (Grand)      4
-Treason      6
Tobacco Smoking   2
Umpty Bagging    3
-Vid-Slug's (Banned)   2
-Vigilante      5


Title: Re: Judge Dredd Boardgame - New Cr...
Post by: W. R. Logan on 20 January, 2002, 10:06:49 PM
Chump Dumping

Title: Re: Judge Dredd Boardgame - New Cr...
Post by: Thread Zero on 20 January, 2002, 10:18:46 PM
By the way, you do know the map for the board game is the wrong way round.

On the left it should be the cursed earth, but on the map it is the ocean.

I hope someone apart from me noticed that.

Then again...

scojo right handed
Title: JD Boardgame - New Perps
Post by: paulvonscott on 20 January, 2002, 11:00:01 PM
Yup Logan, Chump-Dumping should be there, it is murder, so I guess it rates a six.  

Yup Scojo, I did know the map was the wrong way round, but I had to have it pointed out to me.  D'oh!  Actually if we ever could scan it and and put it up, perhaps we could make the Map the right way around.  I bet it isn't that hard in photoshop to mirror it then just cut and paste the captions.

Welcome to my second lot of suggestions for updates to the old Judge Dredd Boardgame.

New Perps
Rated between 1-10, 10 being the most deadly
5/5 First number is Strength, second is Psi Rating (if any), I havn't actually worked out any Psi Rules yet, I'm waiting for my brain cells to kick in.  One thing I don't have is any minor Psi Perps, they all seem to be huge.
A Dash before indicates a new Perp
An asterisk after suggests they should maybe be removed from the perp deck.  Time has put some of these perps into perspective!  A '?' Means I never read the story and have no real idea.  I've tried to pick some classic perps from  the Dredd stories, but I have missed a few hundred issues here and there, so any sugestions appreciated.
Angel Gang      9
-Bert Dubinski    3
-Call-Me-Kenneth   6
Dobey Queeg      5*
Don Uggies Gang   2
Doomsday Dogs   5
-Elvis the Killer Car   6
-Fairly Hyperman   7
-Father Earth      4
Filmore Faro      7
Fink Angel & Ratty   8
Geek Gordon      2
Gestapo Bob Harris   1
-Gila Munja      8
-Haemophyte      6
Hermie Ganz      4*
-Hunters Club      6
Ice-Pick Brown   7*
-Johnny Alpha      9
Joseph McKill      6*
-Judge Cal      8
Judge Death      10/10
-Judge Fear      9/9
-Judge Fire      9/9
-Judge Fish       0/0
-Judge Mortis      9/9
-Judge Kraken      9
-Judge Kurten      7
Jurgen Monks      3*
Klegg and hound   8
Kovacs Mob      6*
Lumpy Lepke      4*
Ma Green Fingers   1
Ma Jong      4*
Mantis Brothers   6*
-Mean Machine Angel 8
-The Mutant      8/10
-Murd the Opressor   4/7
Orlok the Assassin   9
-Owen Krysler    The Judge Child   3/9
Prof. Frankenstein   3
-PJ Maybe      7
Remington Ratner   4*
Rex Peters      8
Rico Dredd      2
-Shojan Warlord of Ji  6/9
-Sabbat      ?/?
-Sisters of Death   -/10
-SJS Judge Slocum   7
-Stan Lee "Death Fist" 9
Slik Ike Colarado   5*
Spider Schultz      5*
-Trapper Hag      7
-Whitey Logan   3
Zit of Hellfire Club   3    
Title: Re: JD Boardgame - New Perps...
Post by: W. R. Logan on 20 January, 2002, 11:47:23 PM
>-Whitey Logan   3

Must be worth more than a three?

La Placa Rifa,
W. R. Logan.

Link: The Class Of '79

Title: Re: JD Boardgame - New Perps...
Post by: W. R. Logan on 21 January, 2002, 12:04:40 AM
Quququ Quq Ququuu (Prog 204)
Ankhhor
Bella Bagley
Bethan Rosie
Blondel Dupre'
President Booth
Chopper
Edwin 'The Confessor' Parsey
Professor E. Northcote Fribb (Fribb Enzyme)
Hunters Club
jimps
Mophioso
Raptaurs
Rinus Limpopop Quintz
Stookie Glanders

Title: Re: JD Boardgame - Psi Powers
Post by: paulvonscott on 21 January, 2002, 01:13:13 AM
I have Jimping and Stookie Glanding as crimes and Hunters Club as perps.  Edwin Parsey is already a very annoying (an very fun) card in the game so I won't use that.

But other than that, that is a fine crop of perps

Whitey isn't actually very good is he.  but he does keep coming back, I'll upgrade him to a 6.  Sound okay?  Not that you are biased Mr W Logan.  


Judge Dredd the Boardgame
Psi Powers
Here are some rough psychic rules for use in the JD Boardgame.  

If you choose to play a Psi Judge, take a Psi card and place it next to your sheet.  
Psi Card Rules
Standard Combat
You have -2 for all standard combats.
Psychic Combat
You can engage in Psychic Combat with any Psychic Perp.  This is resolved like a normal combat, your psi score is matched against the Perps psi score + the crime value, cards may be played to add bonuses, then a die is rolled for each character.  The highest wins.  A draw is a stand-off.  If you lose you are sent to the Grand Hall of Justice, your judge is placed face down.  At the start of each following turn roll a die, on a result of a 3-6 you are fit to have your turn.

Psi Powers
Instead of taking a turn you may use on of the following Psi Powers:
Precognition
Look through one only of the Perp, Crime, Sector, or Action card decks.
Mind Control
You may move a Perp and Crime to any sector on the board.  If the Perp is psychic then you must win a Psychic combat check to do this, if you lose nothing happens.
Mind Reading
You may look through the hands of all the other players, unless they are a Psi judge then you must make a Psychic combat check (if you fail you cannot read the cards).
Remote Viewing
You may look at all the Perps and Crimes on the board

Any ideas welcome, obviously you'd have to add new Action cards dealing with Psi powers.  
Examples:
THE PSIONIC AMPLIFIER
A Psi-Judge sacrifices their life to allow you to defeat any one Psychic Perp, whether you have psychic powers or not.
PSI-JUDGE ANDERSON (modified card)
Anderson adds 3 to your combat or 6 to your Psi combat.
PSI-JUDGE KIT AGEE
Adds 1 to your Combat or 3 to your Psi Combat.  
BOING!tm
You may play this to automatically trap any one dark judge except Judge Fire.
PSI-JUDGE COREY
Adds 1 to your Combat or 2 to your Psi Combat.  
PSI-JUDGE ECKS
Adds 2 to your Combat or 3 to your Psi Combat.  
PSI-JUDGE JANUS
Adds 1 to your Combat or 2 to your Psi Combat.  
PSI-JUDGE KARYN
You may take a look through any one card deck or
Adds 2 to your Combat or 2 to your Psi Combat.  
PSI-JUDGE OMAR
Adds 2 to your Combat or 1 Die to your Psi Combat.  
PSI-JUDGE SHENKAR
Adds 2 to your Combat or 3 Die to your Psi Combat.  
PSI SHIELD
Place on any sector (except the Grand Hall of Justice, Justice Dept Hospital, The Acadamy of Law, Justice Dept. Armoury or West Seventeen Test Labs)  No perp or judge may enter or leave this sector unless they have Psi powers or Judge Anderson is with them (discard card).  If the perp leaves or is defeated then this card is removed.

(I'm not sure if to give Psi-Perps any special powers or not, the original game was quite simple.  I think I may make some up for the dark judges and others.)

(I'm also working on EVENTS, which are major events in Mega City one History, the apocalypse war should be fun)

(Once I have all these rules done, I'll put them on my website if they don't find a home anywhere else.)


Title: Re: JD Boardgame - Psi Powers...
Post by: Thread Zero on 21 January, 2002, 01:24:26 AM
Now I really knew who created that game...it was you, wasn't it PVS!


Seriously PVS, is there any way we could play it over the chat room?

Just a thought.

scojo
Title: Re: JD Boardgame - Playing in the chat room?!
Post by: paulvonscott on 21 January, 2002, 02:16:28 AM
Alas I didn't design it, there aren't enough unnatural things in it for it to be one of my games, but a rather famous games boffin called Ian Livingstone.  So Hurrah for Mr Livingstone!

I guess it could maybe be possible to play it in the chat room one evening.  It would be utterly bizarre and I'm not sure how it would work.  I can't do any programming nonsence at all.  Someone would have to run it and deal out cards to players by e-mail.  

Unless every player actually had a copy of the game and-

Argh! My head hurts just thinking about it,  where is that application for a Mental card?

Title: Re: JD Boardgame - Action Cards/Events
Post by: paulvonscott on 21 January, 2002, 04:52:24 AM
Oh grudd, here we go, my last addition for the day.  "A wasted Sunday is a good Sunday"

My last addition is 30 new action cards, feel free to question, query and quibble.  I have added the first draft of the Apocalypse War event too.  The idea is that once per game you have a random Event in the action card deck.

NEW/MODIFIED ACTION CARDS 30

AGGRO-DRUG!
You get an extra Die in Combat.
BIRDIE LIE DETECTOR
You may use this card to negate the effects of Blob!, Edwin Parsey or Mental Card.
BLOB!
Play upon any Judge who has just arrested a perp.
The Perp you arrested was a blob, when their DNA is checked you find they are actually someone else.  Take the top card of the Perp pack to find out who it was, place the old perp back into the perp pack and shuffle.
BLOCK WAR!
Use a Block War card on a plastic base to represent the divide between two sectors, perps and judges may not travel between them.  This is removed next time someone plays Block War!
BOING!tm
You may play this to automatically capture any one dark judge except Judge Fire.
DEMOCRACY MARCH
Roll a die and name that many judges that must be on duty at the democracy march, the each miss a turn this round.   This must include yourself if there if you roll equal to or greater than the number of players in the game.
DIMENSION JUMP
As your judge arrives on the scene the Perp dematerialises back to the Perp Deck.
EXORCIST SQUAD
You have back up in the form of an Exorcist Squad, they will fight a perp in Psi Combat with 2 dice.  
INFLATABLE MUSCLES
Your perp is wearing inflatable muscles, they have -2 to their Combat.
ISO-BLOCK BREAKOUT
The Judge must choose one Perp at random from their caught pile and place it back in the perp deck.
MENTAL CARD
The perp you arrested is officially mental and believe themselves to be a famous perp, you have no power to hold him, he must be released.  Discard the crime and perp.
ON LOAN
You have been sent on a diplomatic mission to another City.  Miss a turn.
PSIONIC AMPLIFIER
A Psi-Judge sacrifices their life to allow you to defeat any one Psychic Perp, whether you have psychic powers or not.
PSI-JUDGE ANDERSON (modified card)
Anderson adds 3 to your combat or 6 to your Psi combat.
PSI-JUDGE COREY
Adds 1 to your Combat or 2 to your Psi Combat.  
PSI-JUDGE ECKS
Adds 2 to your Combat or 3 to your Psi Combat.  
PSI-JUDGE FEYY
You may look through the deck to see what and when the next Event will happen.  Re-shuffle all the rest of the cards and place the event in its original place.  
PSI-JUDGE JANUS
Adds 1 to your Combat or 2 to your Psi Combat.  
PSI-JUDGE KARYN
You may take a look through any one card deck or
Adds 2 to your Combat or 2 to your Psi Combat.  
PSI-JUDGE KIT AGEE
Adds 1 to your Combat or 3 to your Psi Combat.  
PSI-JUDGE OMAR
Adds 2 to your Combat or 1 Die to your Psi Combat.  
PSI-JUDGE SHENKAR
Adds 2 to your Combat or 3 Die to your Psi Combat.  
PSI SHIELD
Place on any sector (except a starting sector)  No perp or judge may enter or leave this sector unless they have Psi powers or Judge Anderson is with them (discard card).  If the perp leaves or is defeated then this card is removed.
PUBLIC ENEMY NUMBER ONE
Your perp is wanted for additional crimes.  Take the top card of the crime deck if you arrest them.
RANDOM PHYSICAL ABUSE TEST
Play this on any judge.  On their next turn they must roll a die.  On a 1-3 they have been severely injured and must go to Intensive Care, otherwise they merely miss their turn.
SECTOR HOUSE
You visit the local Sector House and you may take up to your full compliment of cards this turn, as if you were at the Grand Hall of Justice.
SENIOR JUDGE
As the Senior Judge you may swap your hand of Action cards with any other judge.
STUB GUN
Add six to your Combat, but if you roll a one on the die in Combat, go to intensive care as the gun explodes.
WALTER THE WOBOT
Your trusted robotic servant decides to help you.  -2 Combat.
WEATHER CONTROL
Weather control has gone haywire!  Roll a die and take that many sector cards, all judges in those are snowbound for a turn.


Unfinished draft of EVENT:  Apocalypse War.  Only half done.  But I'm doing no more tonight.

The Apocalypse War
The Apocalype War has begun.  Choose six Sector cards, those Sectors have been nuked (see Being Nuked below).  

All perps and crimes on the board are removed.  Place the perp and crime decks to one side.  Using the new SOV deck, place 6 SOV cards face down on the board using the sector cards.

At the start of each Game take a Sector card to place a SOV force on the board.  If there are ever more than 12 SOVS on the board the SOV forces have won.

At the start of each Game take a Sector card to find out which Sector had been nuked.  Place a nuke counter on that sector.

SOV CARDS
Sov Robots (10)
Strato V's  (6)
Tanks (6)
Sov Judges (10)
East Meg-1 is destroyed!  (1) The war is over.


At the end of the Apocalypse war roll a die for each perp you have, on a 1 they have escaped, return the perp (but not their crime) back to the perp deck.

All sectors that have been nuked are now rad-pits for the remainder of the game.  Place a rad-pit counter on the board for each nuke that landed.  Each rad-pit counter removes one from your combat.